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Did you play with any patches? They might need to be updated by their authors.
As for the geiger counter, it doesn't need a fulgurium battery. It accepts any item that is tagged as "mobilebattery" so from the vanilla game both fulgurium and regular batteries are supported and the game will just visually cycle through the items in the recipe. I received a lot of positive feedback from testers in the early days about the geiger counter being recharged directly instead of having to swap batteries so I'm unsure if changing it is a good idea.
Also, is there a reason why the Geiger Counter uses a (Fulgurium) Battery Cell when crafting, and has its own condition that depletes upon use? Could you instead have it carry a battery inside it, like with the Flashlight, Sonar Beacon and other such items?
Loving the mod, btw. Much more vanilla-friendly than Hazardous Reactors. ^_^
So in case someone stumbles upon a mod that has issues with crafting when using ER, suggest them to do this little adjustment to fix it
@Krev: Yeah those patches need updating. It's exactly what I've written above in this comment.
If you for example see <RequiredItem identifier="thoriumfuelrod" ...> just replace it with <RequiredItem items="thoriumfuelrod" ...> in the xml files and it should start working again.
Make sure to copy the mod into your LocalMods folder in your Barotrauma directory and then fully remove the steamworkshopid="..." and expectedhash="..." attributes from the filelist.xml in your local copy
I'm getting duplicates of all fuel rods+recipes - is there any way to fix that on my end? (like editing the identifier in the patch xml or something?)
Gonna definitely have to do a once-over on everything that uses fuel rods in its recipe