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It just seems to me that usually (eg in vanilla), that part of the code about "verb power" is not being called constantly, so being called a few times (prolly <10 when pawns are melee-ing) in each irl second should be acceptable
And then some mod somehow added turrets to pawns? That would not be too serious because that would be unexpected behavior with 3rd party mods
But I do intend to fix that later.
Forgot to post back here, but see https://github.com/Vectorial1024/EliteBionicsFramework/issues/87
This has been one of my core mods for a long time, It's a great concept, but that's a pretty severe performance loss on something that shouldn't be being called constantly. If that isn't going to be fixed soon a performance hit like that should be mentioned in the mod description so users know.
Outside that thanks for your work on EBF through the years.
Either you go all the way with Combat Extended, or there are no mods.
Afaik cutting off body parts is part of the combat system, and is out of scope of Elite Bionics Framework. EBF only helps when the combat system decides to deal damage to a certain body part, but not cutting it right off.
Verb power side is not very optimized at the moment, so could have lag
Noticed some unhealthy behaviour avg of 0.5 is quite mentally unhealthly, however, looking at stacktrace i can definitely tell that it's EBF and LTS integrated impants interaction.
>TurrenCanfire
This one is from LTS implant that basically called shoulder turret. So i'd like you to look into it, reporthing to both authors, since it's "unique mod interaction"
And unfortunately I am not a modder so I have to just wait until those 1.5 compatible mods I use are updated enough to not kick out unhappy messages =) but if you wanted to include it, give it some mod options so after ive acknowledged its kicking out unhappy thoughts I could have just unticked the option to notify me while ingame or leave it turned off until someone was asking for support.
I appreciate your work as Elite Bionics mod is a requirement in all my play through's so if you ever want I can kick a game your way with one of the extra keys (most should be global keys) I have =D
There is a bit of openness needed when making "central" utilities mods, and tbf me being around for long enough to know about the girls' scout incident from a few years ago (and also some other incident from Cities Skylines), would not like that to happen again.
Ultimately, I just want everyone's debugging life easier (me included), and one way to do that is to make the errors more visible, but clearly I got the wrong info, and there are some info that I don't even know about.
Now that I rethink about it, to borrow RimWorld's terms, I might have had a minor break...