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Сообщить о проблеме с переводом























In case I finish and release it, I will inform you.
I have no problem with anyone taking over the mod, I have no personal interest in it. Ive let other mods go to more invested modders before so no problem there. If you release a version Ill just point to yours and deprecate this.
To correct what I stated rearlier, I was mistaken about "Game.FinalizeInit", that is called after the world is loaded. "LongEventHandler.ExecuteWhenFinished" is a substitute for DefsLoaded apparently
Anyway, I used it to call ApplyDefPatches and it works for what I wanted
In regard to the control of how the mod works:
When 1.6 was released I suggested to take over the development of Yayo's Combat, merging the Addon into it. Would have reduced your workload, but as this mod was updated the day after I announced that intention, I considered that there was no interest for it, so I stopped developing the integrated version and stuck with modifying it via Harmony.
You could've just reimplemented the way HugsLib handled "DefsLoaded" though, applying the patches once Defs initialization is done on game start, instead of on loading into the world.
Guess that is how I will use the method in the addon then. I'll look into it tomorrow though, I'm too tired for it now