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I hope you understand and I'm sorry for the inconvenience this gives.
That being said, looks like target invokation is borked. the items exist in the spawn menus, but pawns equipped with the grenades just stand there prepared to throw without ever throwing and the mortar has no options to load the shells and refuses attack orders. I hope that helps.
Also its probably good idea to propose to Tynan to add something like that in the game to make ppl die, since we all use the shade trick anyays ;p
Next to that, the AI on how it handles mortars and turrets is incredibly wonky and splintered across many pieces of code. It doesn't work well when not handled manually. Limitations of the game.
I haven't changed any code.
Please let me know if it works.
But once you build my items/objects/etc and then remove my mod from your active list, it will throw errors or quite possibly break your save. Like any other mod that adds content.
- Removed CCL dependancy & features
Version 1.2
- Skipped version 1.1 because I'm that awesome :P
- Changed textures to the deployed flares
- Added grenade version
- Added fance 'mote' effects in the shape of sparkles and smoke
- Added a stuff cost to the mortar
- Various other tweaks and fixes
- Navigate to *\Flare Mortar\Defs\ThingsDef_Buildings\Buildings_Security.xml, open it with Notepad and scroll down to the bottom.
- Change <glowRadius>25</glowRadius> to the radius you would like to have and save it.
- Launch RimWorld and enjoy!