Factor silos needed warning to a new trait.
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@@ -272,7 +272,7 @@ namespace OpenRA.Mods.Common.AI
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}
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// Create some head room for resource storage if we really need it
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if (playerResources.AlertSilo)
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if (playerResources.Resources > 0.8 * playerResources.ResourceCapacity)
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{
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var silo = GetProducibleBuilding("Silo", buildableThings);
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if (silo != null && HasSufficientPowerForActor(silo))
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