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-I built 2 more of them, without any wall between them and the pawn
-After 2 hours, 1 show the same bug as below but the second M247 is still functional
Can't think of any reason why it happens. I play on merciless Randy and wiped out a mechanoid cluster without any problem, then a tribal raid. And when a new mech cluster spawned, one of the 2 turrets suddently stopped working and went sitting ducks
I noticed a problem while trying to use the M247 turret
-I use your mod with an other one allowing turrets to set force targets
-Was working great until yesterday
-Now, I always get the message "target is beyond maximum range" and the turret won't fire
Doesn't fire by itself nor with the « set force target » command either
-I have build a wall between the M247 and the pawn manning it, and noticed the turret animation doesn't play anymore
-I have the M247 flanked with 2 unmanned turrets for point defense (they are from an other mod : range is about 26 if I remember correctly)
-When targets comes in range of the unmanned turrets (so, below 26), the M247 still display the same "target out of range" message
-I tried a 40mm Bofors and it works perfectly (plays animation and fires normally)
-I tried to build a new M247 without wall between it and the pawn, and works great
So apparently the wall I built is interfering in some way
in my mod, i created the turrets XML format based on the vanilla with a little bit of modification. the turrets in my mod have different XML formats based on a combination on how they works:
- Magazine Feed/Manual Feed (Magazine feed means it has internal ammo storage, using rimworld's turret barrel durability mechanics)
- Powered/Not Powered
- Manned/Unmanned
- can shoot over walls/can't shoot over walls
- uses explosive round/uses armor piercing round
For example the 2S3 Akatsiya turret uses format: Internal ammo storage, Not powered, can shoot over walls, uses explosive round
You see, there are a bunch of combination of these that forms a different formats, but CE requires them all to use the SAME FORMAT.
TLDR i basicly have to write the mod from scratch to make it compatible with CE, afaik. I cant just write a xpath patch to change the format of each of the turrets and ammo xml files.
And because CE overhauls on how guns works and how it defined in the rimworld's XML files, "gun turrets" will always needs a patch in order to work with CE. meanwhile mortars not necessarily needs to.