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Zgłoś problem z tłumaczeniem
https://gtm.you1.cn/sharedfiles/filedetails/?id=3258344832
Hope it helps anyone!
It's an interesting project you have in mind. You should probably remove the manning option if mounted on a vehicle. Good luck!
hugs lib shows up a lot in errors it doesnt have because its loading code/instructions from other mods that depend on hugs lib and because hugs lib is the one executing it, the error gets thrown there even tho thats not the place where it was caused.
also i have only one error in this mod list because i just put it together the same day and i always try to minimize the number of errors, not counting "errors" which are xml checks that intentional fail. also as someone who is frequently over 500 mods, 205 doesnt look so impressive to me.i was holding back a lot not to add more in.
Have you tried to open the reported file?
I am impressed you only have 1 error popping up with 205 mods!
the error can be found by looking for "at HugsLibChecker.HugsLibChecker.RunAllChecks () [0x000a2] in <17e0364003f64863ad8732cb22ef5516>:0" in https://gist.github.com/HugsLibRecordKeeper/48442278c3192b2351bde1c13002643e
however, the mod still works as in tended. so im totally ok with using it as it is but if possible i would still like to eliminate all error message in my log that can be resolved.
"I just have to modify the frequency... then recalibrate the lens... and ta-da! A new defensive toy!" *TING* Solar flare detected. :-p
This mod is published under Creative Common license. I believe you just have to put a link to the original mod (this page) and mention the author (me).
On my PC, the file is under C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\974398773\1.4\Defs\ThingDefs_Buildings\Buildings_DrillTurret.xml.
@Blækk: I just verified it and it works as intended. Colonists stop using it when unpowered.
The turret will automatically start drilling when switching mode and there is a valid target in range.
Are you using heavily modded ores? If their definition is not correct, they might not be detected as "mineable".
Tested it, doesn't appear to work sadly. :<
Maybe to balance higher range: Lower dmg (e.g. speed) at blocks that are further away? -> to the current limit of
15 -> 100% dmg
20 -> 50% dmg
25 -> 25% dmg
30 -> 12.5% dmg
35 -> 6.25% dmg
40 -> 0% dmg