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I can't guarantee for any other mods that it might effect.
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingDef/comps/li[@Class = "CompProperties_Refuelable"][fuelIconPath = "UI/Overlays/Barrel" or fuelLabel[contains(text(), "Shots until")] or fuelGizmoLabel[contains(text(), "Barrel")] or outOfFuelMessage[contains(text(), "Barrel")]]</xpath>
</Operation>
</Patch>
Though right now i need to sleep right now... And make the Extended Turrets Patch tomarow...
Pardon if its much to ask, just wanted to get rid of as much anti-QoL that kept being added with every update.
As such i am using this mod til that it fixed and I still would like a barrel cost amount fix option but i just used mods that increased steel drops from mining and such for that for now. Going to need to take those into account with this mod now.
Could you do one for the frontline trench mod also?
I didnt know the cost went up if the difficulty went up? Is that a thing?
Either way, I would rather have a Reduced cost to a more reasonable level and just use end game resource production to keep it up.
This way i have to keep up production to maintain the barrels essentially.
So if you have a mod to allow changing the cost to refuel the barrels, to what we could choose/or just to a better degree then vanilla, I would gladly take that and still have limited killbox potential.
I set the fuelMultiplier for my custom mini-turret to 10, it only consumes 12 steel making the custom turret fully charged while changing it to 12, it now consumes 10 steel and it fuels it up even if it was in savage difficulty where as the mini turret consumes 40 steel, In savage!
I hope it is understandable, you can copy the turret xml from the core data, or make a patch of it.
Its kind of hard to explain, but i think the folks at ludeon fourms in the help fourms can help and give more info if you're lucky.
Maybe later...