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Fixed flashbang grenade recipe. #1
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Pull from Krutchen
Altered Incendiary IED recipe to use an incendiary 81mm mortal shell, instead of a 81mm High-Explosive shell.
Inconsistency between material requirements and ingredient filters made molotovs impossible to craft.
Misc Recipe Fixes
Melee damage is still off, but at least projectile damage is working as intended
Partial fix for mechanoid armor
…projectile explosive.
Add new molotov's animation Mortars can target any location Some other changes.
PlantBase should not be overwritten
Fix errors with mods that add plants; added armor to Tortoises
Probably a more elegant way to do it, but it works.
Casings no longer require another class.
- Inventory items can now be both part of ammoListCached and one of the weaponListCached - Grenades drop pin "casings" - The casing code was refactored: ThingDef_CaseLeaver, BulletCR stuff was moved to ProjectilePropertiesCR, VerbPropertiesCR, Verb_ShootCR - isShotgunShellDropper, isBigGunDropper were removed, all those properties are now handled in ProjectilePropertiesCR - Mote_GrenadePin was added
Casing refactor, Weapons can be ammo
Added mild fragmentation effect to RPGs Rebalance RPG, mortar, and cannon shells Move ammo and projectile bases into their own file
Temp. fix bean bug ammo
Pull Sky's fixes
Rocket and Shell tweaks
Organs are more likely to be hit, and bleed more. (as in previous CR versions) Insects now have working armor Megaspider armor increased, because it had less armor than a megascarab Turtles now have working armor
- work for pawn with null loadout. Advanced AI for AI pawns - Now all humanlike pawns can find weapons, ammo for them, checking their inventory for overload, find and equip apparel if needed.
Update to latest version
Balance pass on humans and animals
Also temporarily remove stock "pick up meal" behavior, we need a way to assign generic meals to a loadout.
Pull changes
Fix issue with handling and berries.
These two methods allow to GetLoadoutId and SetLoadoutById using Reflection. These way, any mod can Get and Set pawn's loadouts without requiring to reference a Loadout class.
Allow Set and Get Pawn Loadout via its UniqueID
Pull from SK's branch
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Really simple fix, also first real pull request!