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Now that you mentioned this, I think the base mod EBF could be improved to clarify the tool power replacement...
It really is 200%, but then the base value is from the human colonist fists.
????
The new value is 16.4, while the vanilla value was 14.
You may unsubscribe without telling me, because this mod is just for demonstration. I don't really care whether people are actually using this mod or not. As long as modders have some sample code to see how it works, along with an easy-to-use demo, then it is fine.
And I have huge error from elite bionics in the log that begins with:
Error while instantiating a mod of type EBF.EliteBionicsFrameworkMod: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'EBF.Transpilations.Transpiler_DamageWorker_Blunt_SpecialEffects' threw an exception. ---> HarmonyLib.HarmonyException: IL Compile Error ---> System.FormatException: Method virtual System.Void Verse.DamageWorker_Blunt::ApplySpecialEffectsToPart(Verse.Pawn pawn, System.Single totalDamage, Verse.DamageInfo dinfo, Verse.DamageResult result) cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) Verse.DamageWorker_Blunt:Verse.DamageWorker_Blunt.ApplySpecialEffectsToPart_Patch0 (Verse.DamageWorker_Blunt,Verse.Pawn,single,Verse.DamageInfo,Verse.DamageWorker/DamageResult): IL_0262: call 0x000000a1
?
Try unsubscribing and then resubscribing