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Whenever a pawn tries to use he's primary weapon(lighsaber) to attack animals during hunt or conduct a counterback, this function will be called and the default implementaion is just returning true when it's activated(otherwise false is returned, do nothing).
A naive solution is try to activate the saber after the activated-test-case failed. Here is my rebuild version of JecsTools(win64):
1. Download https://www.dropbox.com/s/vybphuhw7b9hzhg/JecsTools.rar?dl=0
2. unzip and copy JecsTools into
your steam local mod directory C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
I have tested with Melee Hunting mod and a counterback case and it works as expected. Have fun with automated jedi.
Had a raid use psychic abilities to turn the jedi berserk, and they forgot how to deflect bullets because of that
I'm subbed to JecsTools on Steam already, would adding this to the mod folder conflict with anything?
I have the colonist with a lightsaber out hunting, but they arent doing anything and it just says that the current weapon is deactivated
It was about the automated jedi bit.
I might have been misreading the info.
How did you get the Lightsabers to automatically turn on in combat?
I thought i had to replace the official Jecstools and replace it with your one?
Try to exit the game and start it again to make sure jectools are the latest version.