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Especially considering that the original explosives (grenades) are not affected
Medieval or lower to not.
at CombatExtended.BoundsInjector.Inject () [0x00394] in <4af84a89331c45c2b1e4482014c4214f>:0
- postfix vladlecteur.CombatExtendedImportantAmmo: Void CombatExtendedImportantAmmo.BoundsInjector_Patch:Postfix()
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00027] in <95de19971c5d40878d8742747904cdcd>:0
- transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
It was giving out an error in main menu and did not work, none of the mod settings did anything. So i started disabling mods in groups untill the error was gone (I have 500+ mods so it took a while). I narrowed it down to Vanilla Ideology Expanded - Icons and Symbols and Vanilla Ideology Expanded - Relics and Artifacts , and surprisingly when i removed those two mods the error was gone and this mod began to work, the ammo recipes were changed.
But when i disabled some other mods I didn't need, the error came back and this mod broke again. That's pretty weird i guess?
Possible minor issue: The Rifle (Sabot) recipe looks like it's using the Intermediate Rifle formula. The rest of the full power Rifle recipes take 9 Steel, 2 Chemfuel, and 1 optional special ingredient, while the Rifle (Sabot) and all Intermediate Rifle only take 5 Steel, 1 Chemfuel, and 1 optional special ingredient.
I did this with only vanilla, all dlcs, and CE in my mod list. Hope this helps!