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Specifically, I'm thinking of cars catching fire, and blowing up after 1-2 turns.
Acid melts through structures, and is one of two special damage types that can effect most mechanical units excluding andromedron shells.
In other words, I think you should exclude acid from the scope of the mod anyway. That said, I am just going to use the mod options, but I feel like acid damage being disabled should be well, not disabled.
@Cahos - Thanks for the heads up. I tend to shy away from adding too many mods. The reason for that is the more code added, the easier it is to break. There are already many mods that state incompatability and a need to add one after or before another. But I will check it out. :)
MCM is a QoL mod and you'd be missing out on how easy it makes .ini adjustments.
I assume it is possible to edit the mod ini directly. I don't have many mods so don't use MCM. Also is it possible edit the effects, so for instance fire takes longer than acid to destroy?