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How to replicate: Summon a mechraid with arbiter. Arbiter will overchange even when not awake.
The previously reported dev-mode issue comes from errors caused by the mod when used with CE. Results in a null thingClass for some ammo Defs.
1. You need a loadAfter rule for CE, if your mod is loaded before it, it results in errors.
2. Your CE-patches as a whole also miss additional checks for DLC-related content. If you load your mod with CE but without DLCs, multiple patches are failing. If you load with neither CE nor DLCs, nothing complains - thus follows those errors might all just be related to CE-patches that have a dual dependency on CE & one (or multiple) of the DLCs.
It has almost no cooldown and a pretty decent uptime
All it takes is getting 1 arbiter to maintain giving a bunch of solid buffs to 40 mechs
I do like it mechanically though I just feel the cooldown should be longer
2. Killed the mechs
3. Got transpord pod crash with a good pawn
4. Sent a colonist to rescue it
5. Thought that those were regular vanilla turrets
6. (That was the moment he knew, he fcked up)
7. Chain turret deal a shit load of damage (doable)
8. BEAM MOTHERFU- Turrets (6 to be exact)
9. Sent other colonists to save my colonist from burning to death
10. Everyone on fire, no firefoam packs, everyone dies to that bullshiet
11. Got too tired from this bullshiet
12. ALT+F4
13. Writing this comment to say that I kinda want low tier mech that could help, because every mech that this mod adds are starting to be craftable feom standart mech tech :c
- process booster (6 levels, +1 bandwidth and +0.05 mechs move speed per level)
- combat sublink (6 levels, +1 mech shooting accuracy and +1 mech melee hit chance (both in points, not final value)