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Thanks for information.
Who destroyed your detonators? it may be enemy?
I could reproduce that bug on mechnoid raid, so I added <ai_neverTrashThis>true</ai_neverTrashThis> into RD_RemoteDetonatorBase.
Don't think it's intended.
I tried a quick patch adding <ai_neverTrashThis>true</ai_neverTrashThis>
to /ThingDef[@Name = "RD_RemoteDetonatorBase"]/building
Looks like it works.
Thanks for translations.
I added your translations to my MOD.
https://drive.google.com/file/d/1MzK5FOgZCdrbZKFFzR9uyX4ueORfwnlu/view?usp=sharing
You are welcome.
@Victor
@Slime bolada
The enemies attack my IED with high priority? I could not understand its reports perfectly, because I'm not good at speak English. I received many its reports, but I could not reproduce its bug, because I need more detail information (more detail case, more picture, more video clips).
Look this video clips captured by me.
https://i.imgur.com/IFvha7F.mp4
But, just in case, I changed IED definition to almost all inherit properties from vanilla's IED. After this update, if cause same bug, maybe its bug caused by MOD conflict. If caused its bug by MOD conflict, I cannot help you.
ありがとう!
I agree with you that the antigrain shouldn't be shootable. I mean its a nuke... it's gotta be tougher than most other IED's and probably well set up to not go off by a bullet.
But we can't really force the author to change it lol, I'll look at it and see if I can figure out how to make it not shootable, IF I figure it out I'll comment here, I'm completely new to this though so don't expect a miracle.
I'll never change my IED to non explosive by bullet impact, because it based on the vanilla IED. If you want to change the IED to non explosive by bullet impact, I recommend to try edit XML file yourself. Probably, delete startWickOnDamageTaken item in IEDs.xml give you satisfy.
Even assuming that nobody is stupid enough to place the IED Antigrain Warhead close enough to something near their own base that they don't mind getting destroyed, I STILL don't like the idea of it going off prematurely. The whole point of this mod - the main reason people are interested in it - is due to how it allows players to detonate explosive devices with a remote instead of relying on the enemy stepping on it or similar.
Actually, I don't mind how the other IEDs in this mod can be set off by a bullet. But Antigrain Warheads are very rare and very valuable. Also, a player might have some of their own forces nearby when a stray bullet accidentally sets it off too early. I mean, come on! Isn't it pretty obvious why this isn't a good idea?