Timed bombs issue

I’ve found an anormal mechanic correlated with timed explosives (tested with “dynamite” and “smoke bomb”…).

This is my observation: in last builds, if the .JSON defines the bomb using «“target_charges”: X» (in basic item) and a simple «“turns_per_charge”: Y» (in active bomb), than the bomb explode in 1 turn, ignoring “X” charges from parent object.

If the object is defined using «“target_charges”: X» AND «“max_charges”: Y, “initial_charges”: Z, “turns_per_charge”: K» (as for “pipe bomb”/“active pipe bomb”), the timer is correct ('cause redefining charges in active object is logiclly a “fail safe” approch… :wink: ).