I really wish so! Out of curiosity: to set
It would be in piratez.rul, but I dont suggest that you edit the file.
Make a new file with a 'z' on the front of the filename so it gets put at the end of the load order. Make the items: header and copy the relevant items under it (on your copy id remove all the properties from it that you're not actually changing). Make sure you use notepad++ or something else that handles yaml programming because the spacing used is special.
(learned this trick from the shotgunsRebalance.rul, since its later in the load order, and it redefines previously set items but only changes one or a couple things about them)The helpfile should provide, mostly (AHEM) a list of available properties to use and how to use them. Also the property is
isConsumable: false
Bandit Armored Cars are one of those early game wakeup calls, designed to ask "are you able to handle hard targets?". Carry the Assault Cannon with standard iron cannonballs to each pogrom mission just in case. I would also pack an Anchor into the ship and just leave it there for all missions because it can do a similar job, and can tear a hole in ufo or stone walls if necessary.
In the "scuentific experiments" missions - starting from diff level 3- there are spawned also thise basty drines armed with lasers; may these be removed in such missions?
I wasnt aware that drones spawned on the scientific experiments mission.
Medical Items I think should be replenishable:
* Canteen O' Refreshment
* X-Grog
* Small Medipack
* Space Medipack
(in fact any item that the bootypedia lists "provides uses per battle" since this suggests multi-battle capability, otherwise truncate the "per battle")I agree with bandages/first aid/rum bottles being consumable along with most NPC alcohol.
I think a replacement for Grog should be made after you research Rum - which has as many uses but only takes up 2x2 size (a Keggar). Same price and materials and slightly lower sell value as rum, but something like 1000 hours to make due to quantity over quality.