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Resource cost is applied twice #178
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Confirmed. And the discrepancy is by exactly the cost of the resources. (in the example given by @pellinor0 the discrepancy corresponds to the default LF-O ratio but it could actually vary depending on specific resources assigned by the player). For the big 3.75m stock tanks this is a big hit for the player: A 13000 fund tank balloons to 19610. Probably an issue with ModuleFuelTanks.GetModuleCost() which I see two things going wrong in:
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Fix #178 Let stock handle that, we provide an offset to the calculated cost = the value of the tanks, not the resources in them.
Fix #178 Let stock handle that, we provide an offset to the calculated cost = the value of the tanks, not the resources in them.
Fix #178 Let stock handle that, we provide an offset to the calculated cost = the value of the tanks, not the resources in them.
Fix #178 Let stock handle that, we provide an offset to the calculated cost = the value of the tanks, not the resources in them.
Fix #178 Let stock handle that, we provide an offset to the calculated cost = the value of the tanks, not the resources in them.
stock wet cost becomes dry cost when MFT is installed.
Example Rockomax X200-16:
stock: dry=816, wet=1550
with MFT: dry=1550, wet=2284
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