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The fix for this would require a bit of AI programming for the combat mechanoids to automatically reload, or have it part of the mechinators job to feed them steel to convert into ammo, or simply have an option to exclude mechanoids from needing ammo at all.
It's clear that CE wasn't updated with the Mechinator start in mind and while I like CE, I'm not sure if I can use it until this problem gets sorted however the dev decides to do it.
I'm able to draft my mechinator, and provided he has ammo in his inventory then I can right click the other mech and select give ammo and define the amount.
*Only if the person is capable of violence though
Not a perfect solution, but it works decently enough to be honest.
theres no ammo
Have same issue with the option not showing up when I right clicking the militor
relevant code:
Hugslib log:
https://gist.github.com/HugsLibRecordKeeper/8709aebbf6d4b50c00100375dc2385d4
Put Combat Extended into your Local Mod folder (optional: It's just in case you do an Integrity Check of files, Steam will overwrite all changes to mod files unless they're in local folder)
Open Races_Mechanoids_Light.xml:
https://i.imgur.com/g3RomVv.png
Remove the 'Add' :
https://i.imgur.com/OeqXJLw.png
Change it to 'Replace' and add '/combatPower' to the <xpath>:
https://i.imgur.com/q0kJ3oW.png
Now it patches successfully.