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Now works with the old VEF Abilities such as those from Dragon's Descent, probably psycasts, etc. as well.
It hooks into their code which includes things like random-chance-to-not-use, etc., so if a pawn doesn't use an ability it might be due to that kind of setting.
I've not checked how friendly-fire prone they are, but probably exactly the same how the VEF-style autocast usually is.
@Albino Monkey
It would be interesting, but I'm a bit worried that might over-complicate things. While the mod lets you turn off buttons I still don't want to go too crazy on the complexity, and options hidden in the mod menu 98% of users probably never learn about.
Exception in Verse.GizmoGridDrawer.DrawGizmoGridFor: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1A58987C]
at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x0000c] in <75e8245ce183483ca398166bbf6ac5d7>:0
at BigAndSmall.DraftGizmos.ClearPrioritizedWorkAndJobQueuePostfix (Verse.PriorityWork __instance) [0x0002a] in <75e8245ce183483ca398166bbf6ac5d7>:0
at Verse.PriorityWork.ClearPrioritizedWorkAndJobQueue () [0x00017] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX RedMattis.AutoCombat: Void BigAndSmall.DraftGizmos:ClearPrioritizedWorkAndJobQueuePostfix(PriorityWork __instance)
Full thing: https://hastebin.com/share/qopegiwoce.txt
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 56CFA0E4]
at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x00000] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:332
at BigAndSmall.DraftGizmos.GetGizmosPostfix (System.Collections.Generic.IEnumerable`1[T] __result, RimWorld.Pawn_DraftController __instance) [0x00031] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:88
at RimWorld.Pawn_DraftController.GetGizmos () [0x00026] in <24d25868955f4df08b02c73b55f389fe>:0