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Mobile>RequiresCondition is broken #16678
If it is defined, doesn't matter what the conditions are. The units are incapable of moving. I didn't update RV to use PauseOnCondition instead of RequiresCondition for Mobile trait and last engine update i did complately broke all the mobile units. Removing RequiresCondition: chronodisabled made them move again.
Tested on TS on upstream by changing ^Vehicle:>Mobile>PauseOnCondition to RequiresCondition with opposite conditions and it happens there too.