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<deliveryRequirementAmount>12</deliveryRequirementAmount>
<deliveryRequirementItemAttributes>BallistaBolt</deliveryRequirementItemAttributes>
And I see that Fireplace and Campfire were missing these two lines:
<deliveryRequirementAmount>1</deliveryRequirementAmount>
<deliveryRequirementItemAttributes>Fuel</deliveryRequirementItemAttributes>
I'm now thinking that the vast majority of bugs I've experienced was due to this mod.
<deliveryRequirementAmount>10</deliveryRequirementAmount>
<deliveryRequirementItemAttributes>ResearchArtifact</deliveryRequirementItemAttributes>
This TOTALLY explains why I was never able to get the game to use an Artifact to unlock higher tier research! WOW! I missed out so much of the game because of these bugs!
<deliveryRequirementAmount>2</deliveryRequirementAmount>
<deliveryRequirementItemAttributes>Fuel</deliveryRequirementItemAttributes>
I want to make a couple minor changes of my own to "MiscSettingsInfo.xml".
Unfortunately, since this game currently does not support Xpath patching and since a lot of different variables are tied together under large arrays, I think any change I make to "MiscSettingsInfo.xml" would conflict with mine - meaning that I would have to choose between them. So...
Right now, there doesn't seem to be much incentive for starting a colony with a child. I've watched about a dozen Let's Play and tutorial videos, and only one of them mentioned how starting with a child might be cheaper - though, in the next video, this same guy decided against starting with a child, apparently concluding that it was not worth it. So, I think increasing that discount to "500" would finally encourage more players to start with 1 or more children as start colonists.