diff --git a/OpenRA.Mods.Common/Traits/BotModules/BotModuleLogic/BaseBuilderQueueManager.cs b/OpenRA.Mods.Common/Traits/BotModules/BotModuleLogic/BaseBuilderQueueManager.cs index a9af88fd53f5..d4314a7a5e66 100644 --- a/OpenRA.Mods.Common/Traits/BotModules/BotModuleLogic/BaseBuilderQueueManager.cs +++ b/OpenRA.Mods.Common/Traits/BotModules/BotModuleLogic/BaseBuilderQueueManager.cs @@ -358,16 +358,8 @@ ActorInfo ChooseBuildingToBuild(ProductionQueue queue) || !AIUtils.IsAreaAvailable(world, player, world.Map, baseBuilder.Info.CheckForWaterRadius, baseBuilder.Info.WaterTerrainTypes))) continue; - // Maybe we can't queue this because of InstantCashDrain logic? - var actor = world.Map.Rules.Actors[name]; - if (playerResources != null && queue.Info.InstantCashDrain) - { - var cost = queue.GetProductionCost(actor); - if (playerResources.GetCashAndResources() < cost) - continue; - } - // Will this put us into low power? + var actor = world.Map.Rules.Actors[name]; if (baseBuilder.PlayerPower != null && (baseBuilder.ExcessPower < minimumExcessPower || !HasSufficientPowerForActor(actor))) { // Try building a power plant instead diff --git a/OpenRA.Mods.Common/Traits/ProductionQueueFromSelection.cs b/OpenRA.Mods.Common/Traits/ProductionQueueFromSelection.cs index 13244476faf5..06f66fa997fb 100644 --- a/OpenRA.Mods.Common/Traits/ProductionQueueFromSelection.cs +++ b/OpenRA.Mods.Common/Traits/ProductionQueueFromSelection.cs @@ -63,7 +63,7 @@ void INotifySelection.SelectionChanged() .FirstOrDefault(q => q.Enabled && types.Contains(q.Info.Type)); } - if (queue == null || !queue.AnyItemsToBuild() && !queue.AlwaysVisible)) + if (queue == null || (!queue.AnyItemsToBuild() && !queue.AlwaysVisible)) return; if (tabsWidget.Value != null)