Oh you're right, my condition makes them quite... Active.
I'll replace it with yours (edit: except that "or" should be "and" I think ).
I just wanted to propose a temporary fix for the players anyway, not really suggest one to Egosoft.
As UniTrader said. Don't open it with notepad though, it doesn't handle large files well. Wordpad is a viable alternative.
Anyway, that can't be caused by this mod. Are you sure you haven't inadvertently removed another one? Are you sure it's really the same mod (there's only one link and it's on this topic)?
If that line is present in your save, it means that X Rebirth didn't read the contents.xml file properly (unlikely, I've never seen this happening) or that it was edited after you've downloaded it.
Get one of your ship to 10% hull (without destroying any component) and let it repair, then install the mod and see the difference it makes. About a few hours in the end
load the save with the changed mod and save again - game complains when a mod is mentoined in the Savegame but not active. This Attribute just defines if a Mod should be saved to the Savegame, not if it should be evaluated on loading.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Well i tested this mod and no change to the engineers on my ships.
For me they still won't repair though their work states say they are repairing, they are doing nothing no drones are being used in adding this mod to the game not one player owned ship that got its engines/jump drives destroyed has been repaired.
And the worse thing is i destroy an enemy ships engines and a couple of second later they are repaired it seems like them repairing faster than i can destroy.