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PS: Thanks for your work and making this mod ;o)
Unless there are other ways Mods leave a "residue" which is loaded somehow I think it's just that.
Basically, my mod uses xpatching to remove a property of turrets in their .XML document. This property is labelled with a number and xpatching uses that number to know what it's looking for. For example, the property "refuelable" is [6] so we say, essentially, "delete property[6]".
Selected Reconnector adds another property to every item in the game that uses power. This means that the property at location [6] is no longer "refuelable" but something else. My mod deletes that and, since it's not the ammo replacement property, it doesn't work.
All I can say is put my mod before "Selected Reconnector" - that should completely fix it.
You may want to put up a combapility note in your description so others wont run into the same troubles.
Probably good for the rocket turret, as it's more an automatic mortar, but others are more classic turrets.
I would figure the name is the problem, the only other mod i used that should affect turrets is ED-Enhanced Options with the turret control, incase it's not reproduceable.
-Core [1.1.2571]
-Royalty
-Infinite Turrets
A fresh-built mini-turret has 120/120 charges and loses them after each shot.
there are no other mods for turrets i use and debug log seems clear