Fixed flashbang grenade recipe.#4
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Fixes raiders being unable to fire at colonists who are "inside", ie behind embrasures inside of a building. Do note, this is an initial fix, more work is going to be put into it. Before, ranged attacks had to be able to get a path to the target, now they do not, because of my changes within Detour_AttackTargetFinder
Fixes raiders being unable to fire at colonists who are "inside", ie behind embrasures inside of a building. Do note, this is an initial fix, more work is going to be put into it. It can be hit and miss at the moment, but it does enable raiders to fight back. Before, ranged attacks had to be able to get a path to the target, now they do not, because of my changes within Detour_AttackTargetFinder
messed something up with attacktargetfinder, now they should fire at you even if you're in an enclosed box.
messed something up with attacktargetfinder, now raiders should fire at you even if you're in an enclosed box.
Pull from Krutchen
Altered Incendiary IED recipe to use an incendiary 81mm mortal shell, instead of a 81mm High-Explosive shell.
Inconsistency between material requirements and ingredient filters made molotovs impossible to craft.
Misc Recipe Fixes
Melee damage is still off, but at least projectile damage is working as intended
Partial fix for mechanoid armor
…projectile explosive.
Add new molotov's animation Mortars can target any location Some other changes.
PlantBase should not be overwritten
Fix errors with mods that add plants; added armor to Tortoises
Probably a more elegant way to do it, but it works.
Casings no longer require another class.
Added mild fragmentation effect to RPGs Rebalance RPG, mortar, and cannon shells Move ammo and projectile bases into their own file
Temp. fix bean bug ammo
Pull Sky's fixes
Rocket and Shell tweaks
Organs are more likely to be hit, and bleed more. (as in previous CR versions) Insects now have working armor Megaspider armor increased, because it had less armor than a megascarab Turtles now have working armor
- work for pawn with null loadout. Advanced AI for AI pawns - Now all humanlike pawns can find weapons, ammo for them, checking their inventory for overload, find and equip apparel if needed.
Update to latest version
Balance pass on humans and animals
Also temporarily remove stock "pick up meal" behavior, we need a way to assign generic meals to a loadout.
Pull changes
Fix issue with handling and berries.
These two methods allow to GetLoadoutId and SetLoadoutById using Reflection. These way, any mod can Get and Set pawn's loadouts without requiring to reference a Loadout class.
Allow Set and Get Pawn Loadout via its UniqueID
Pull from SK's branch
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Pretty much what the title says. It was trying to produce projectiles instead of ammo.