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Power logic wont serve that same function
maybe your load order got messed up somehow?
https://pastebin.com/t8HhLrUz
I also changed the flame turret to chemfuel ammo
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3362405936&searchtext=Siege
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1845154007/6980058383077048193/?ctp=2
- Reduced decoy uranium cost 30 -> 10
- Reduced decoy hp 80 -> 70
Ill see if I can get it to use durability when firing off map
- Barbed wire cost 10 -> 5
- Trench and Platform no longer need research
- Trench warfare research removed
- HMG Complex now needs Gas Operation
- Barbed wire now needs Smithing
- Decoy now needs Complex Clothing + Complex Furniture
- Military turret is renamed to Double mini-turret
Taser turrets are part of my other mod however I thought I fixed it so they could be placed on a wall when something is already there
Ill look at it today and see if I can get it working fully
Building on what Disgraced said, instead of more damage it just inflicts far greater bleeding effects rather than small scratches, a somewhat higher build cost, build time and chances to injure accidentally injure pawns walking on it might offset the bleed.
With that said, does that sound like something you would consider adding?
kind of like why re-invent the wheel if a function exists
I don't know you, but please take it easy, stay hydrated, and get some sleep
P.S.: Your mods are really good :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3362405936&searchtext=Siege
I probably still won't use artillery regardless, so this isn't a priority for me, but if there isn't already you should consider adding a toggle to revert the changes to artillery, since vanilla game settings have the classic mortars option that removes barrel cost and nerfs mortar miss radius to compensate.
Mortar miss radius with classic mortars on is 13, so artillery having a miss radius of 9 already makes it better. Maybe not enough better, but acceptably so, and just toggling the changes off entirely would save you having to maintain two separate rebalance patches for the artillery so I think its an acceptable trade-off for what would undoubtedly be a niche option.
its there so I can add the function/ui to the popup turrets/barrier because otherwise there pretty gimmicky / weak
I might make an update to make it a soft dependency in the future though
Its what vanilla and most other mods do
Would rather make 1 mod consistent with everything else then make everything else consistent with 1 mod
so I made it so you can't spam them (worth noting they also get an HP increase to compensate)