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They come out from the ground when you try to shoot it, but since they also block line of sight you should shoot them instead
Just target the tiles adjacent to Subroutine , destroy the shields and you will be able to shoot it properly
People have been arguing about it a lot, but i will not change it
Feel free to use dev mode though, just remove the hidden hediff and you will be fine
I got a small modpack with AE, AEA and no Hugslib, and it's working with no errors
Original Hugslib is not updated to 1.6, so which version are you using?
This is probably because either you forgot to load some library mod or you are having a conflict, which was bound to happen considering you have like 200+ mods
It's not only AEA having trouble, there are multiple mods unable to load something
Although due to how the watch hediff works, it can randomly unbind due to some desyncs, i didn't fix it because that worked for me as well
So short answer: Wait for it to unbind by itself (There is a chance every four or so days) or use devmode, due to how much problems people had with the subcore this won't even be that bad of a thing
Please rework how that thing works out and be a lot clearer in the description on how to deal with it ingame, maybe even ... make the affected pawn not invulnerable.
I know that it might be a slight 'grey area' with soft-dependencies and the question if it's required or not - but since AE needs that dependency listed now as well, it can't hurt to add it here on top of it I would argue.
It's fixed now though
As for the second, the original mod also doesn't have that rule but has Anomaly in loadAfter, so i decided to do it like that too
1. After the latest update, there's a 'typo' in the Abilities_AE_Puzzle.xml:
> </casterMustBeCapableOfViolence>'
Somehow there got a stray ' into the Def.
2. The mod itself is missing a dependency for Anomaly itself in its About.xml. Ironically enough, you have a loadAfter rule for the DLC (which is redundant, since you're already loading after AE which in itself has that rule)
Don't know what's causing it though, it's kinda strange
The only solution is to kill them i guess, since after battle they are mostly useless because they like to wander away from your colony
Если есть возможность откатить сохранение до этого момента, то лучше загрузиться и найти механитов
After that you just wait
I tried every thing I could think of from carrying it around to punching and even shooting it and nothing has happened
I even gave up and looked in devmode for the advance to next stage button and its not there.... can I please get some help? sorry....
When i was making the puzzle i didn't know how to make it work otherwise, and then i had no time to work on the mod so i didn't fix it either, so for now that's how it works
But yes, Subcore is connected to subroutine, you need to research the former to progress to the latter
Click three of any