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Something a little odd, and perhaps just needs to go into a "Known Issues" list if it isn't an easy fix, since all it ends up costing is a little pawn labour, but...
The first time I reload a save after upgrading a turret, that turret needs to be repaired back to full health from it's original (non-upgraded) value - i.e. the max is still increased, but the current is set to the value for the original turret.
I have seen this happen on both vanilla and modded turrets (Mechanoid Master Blaster & Pulsefire Turret in my specific case, though probably happens with others too).
Subsequent reloads don't have this issue - it is only on the first save reload for a particular turret after upgrading it.
Mech_Constructoid3571597 threw exception in WorkGiver UpgradeTurrets: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) TurretExtensions.WorkGiver_UpgradeTurret.TurretExtensions.WorkGiver_UpgradeTurret.HasJobOnThing_Patch0(TurretExtensions.WorkGiver_UpgradeTurret,Verse.Pawn,Verse.Thing,bool)
at RimWorld.JobGiver_Work+<>c__DisplayClass3_1.<TryIssueJobPackage>b__0 (Verse.Thing
..............
https://gist.github.com/06e550832ab1a851cb9846e36697cdca
[Before the turret upgrade]
Upgrade Bonuses:
-Max hit points: 300 => 390
-Power consumption: 100 => 150
[After Upgrade]
Upgrade Bonuses:
-Max hit points: 390 => 507
-Power consumption: 100 => 150
All other values that I've seen so far only show the upgraded values once in the info section like they should but Max hit points updates again for some reason.
I sadly never got to where I wanted with the mod, but work and other focuses have drawn me away. I'm happy to know that people now have a better version ready, thanks for your work :)
<Operation Class="PatchOperationAddModExtension">
<xpath>/Defs/ThingDef[defName="GunComplex" or defName="RocketComplex"]</xpath>
<value>
<li Class="TurretExtensions.TurretFrameworkExtension">
<firingArc>160</firingArc>
<affectedByEMP>false</affectedByEMP>
</li>
</value>
</Operation>
firingArc works,affectedByEMP doesn't