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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2390002900
Hope it helps anyone!
are you planning on making it again?
(maybe still work, idk)
by adding the comp properties in the abstract it seems rimworld does not like that. it screws up all the other beds that have a new comp defined. meaning i could not link anything from the vanilla game to beds when testing just with your mod and core.
you want to add/patch the linkable items to the direct defnames not the abstract. (like medicaddons, more furniture etc. to make your mod compatible with others)
for more complicated patching you can use modcheck: https://ludeon.com/forums/index.php?topic=36534.0
Intel Core i7-4790k/GTX 980Ti/16GB RAM/1TB 850EVO SSD.
STACK TO COMUNISM. REMOVE BUFFS. NO BUFFS AT ALL. WELL ADD DEBUFF AND STACK THE PAIN.
@Teneombre i REALLY want 100% of chance but you're right and that's go cost more glitterworld soon
@bearhiderug yes!
@saint ketamine i'm considering make a quest reward version of the nanobots popper that never expires (or something like this) and add to this mod. After do this and maybe other little things, i've think about make a "hardcore" version of this mod if people want (against my will)
I have to agree with the others though - this would be PERECT as an item stash reward! Is it possible to set up a mod option that turns the recipe on and off?
should be an item stash reward.
With 125 silver, 3 components and 1 glitterworld you're able to save someone of plague, guarantee a surgerie and rapid tend various colonists after war. If you do all this with one Medical NanoBots Popper, you deserve this because is very hard do all this in 6 hours
But i disagree that this mod is WOW SO MUCH OP. What this mod does? Medical tend isn't a op thing, surgerie successful isn't a op thing, immunity gain speed isn't a op thing (works just for 6 hours, so some values needs be high)
Thanks for all feedback! I will probably change various values and things after opinions. But i think that's need more time of tests before this