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and thats fine, I'm used to the old Mine mod.
as it says above, you have to load it *before* the mods conflicting
especially Alpha Implants
Im having an issue where the mine doesnt show any bills (whether chunks or minerals).
Its loaded last after every content mod, I have a lot of mods, yes, what im trying to ask here is "what could be messing with it?"
<Operation Class="PatchOperationAddModExtension">
<xpath>Defs/ThingDef[defName="MedicineIndustrial"]</xpath>
<value>
<li Class="MinesAutomatedExtension.MineableSettings">
<researchPrerequisites>
<li>CarbonResearch</li>
</researchPrerequisites>
<workOffset>200</workOffset>
<mineableYield>10</mineableYield>
</li>
</value>
</Operation>
Here is the patch for it. It works as intended. I saw that your mod has the same patch in different files. It was only effective when I have done the changes on common/patches/Patch_Mines2.0Vanilla.xml
Industrial medicine is not mineable until you do the research for carbon in my case. Even when using god mode
<xpath>Defs/ThingDef[defName="LKUberSteel"]</xpath>
<value>
<li Class="MinesAutomatedExtension.MineableSettings">
<researchPrerequisites>
<li>LKUberMetals</li>
</researchPrerequisites>
<workOffset>200</workOffset>
<mineableYield>10</mineableYield>
</li>
</value>
</Operation>
Which are the differences?
Settings>Properties>Installed Files>Verify File Integrity.
For example: The value is 200, and i want to put it lets say at 120. If i delete a zero, it autocorrects to 50. I can then add a 1 and turn it to 150, but thats literally the only option, because anything else would autocorrect it either to 200 or to 50.
Please remove those hard restrictions entirely, (except if they are really necessary for some reason) or at least let the game only check and autocorrect once i have clicked out of the box, or if i press enter.