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I have used speed skin suits for all colonists before and not has issues. But because they do increase speed they'll affect pathfinding calculations, but that will depend more on the layout of the map.
Also I lowered equip delay and updated the dependencies. Thanks for the head's up about the update!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2558099206
Now I'm still not sure how RimPy manages dependencies or how it knows that my mod needs glittertech. Maybe it's from the workshop--if that's the case then I'll add that unofficial version as a dependency here. You should only need one, same as otherwise
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1847679158
The link is to the database which is just the mod order listing for the main app, but it has all the links to the main program if you are interested.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2558099206&searchtext=Glittertech
Thats the unofficial version - And my knowledge of modding is about zero so I cant help much with anything else.
Btw, wasnt complaining - I love these mods and the nano-suits are underpowered for the tech they are. So your buff is amazing.
Thanks mate!
Would you mind giving me a link to this unofficial glittertech? I think I can possibly add it as a dependency.
Or if you're just wanting to get it working for yourself, go into
steamapps\workshop\content\294100\1500339730\about.xml and remove the loadAfter items using your favorite text editor.
(1/2)
Anyway--it sounds like you just got an annoying error in the mod loader, if that is the case then I'd try for now just loading this mod after unofficial glittertech. The XML patches I wrote don't care about what mod is named what, it's just looking for an item with an ID of NanoSuitHelmet (or whatever it is, just using that as an example).
(2/2)
BLM
Anyway when this is updated is it safe to add to an already existing game?