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Would be possible, but I won't include it.
If you want to have a camping with this, it's a single number you would have to change in the code for the drug duration,
then amass 200 lucifeirum and delete it with debug
and cuz it donst count as simple or dumb laber global work speed is also not Calculated that means a 1 armed lazy pawn is as fast in crafting this than a God pawn with 175 global work speed and full bionics. I tryed to fix it myself but im new to modding and i never modded a new item into the game.... but your mod is structured like the base game drug files. All other mods who change or add recepies do it diffrent, they use a <RecipeDef> structure where you can specify the skill wich should determin the work speed.
Im sorry if this is incomprehensible english is not my first language and I'm new to modding so exept the fact that this recepie is allways crafted with the same speed, the rest is only speculation and could be wrong.
Maybe intended, but still one really important difference with the normal Luci nonetheless.
Because if not I'd have pawns with twice the power yeah... but twice the addictiion :/
Also, how about compatibility with Ushankas Luciferium Expansion
It adds in a pretty balanced way of making luciferium. If used correctly, I bet you could make a balanced crafting of your version, that requires Luciferium, as well as it's sludge and a few others. Basicly, requiring the Lucifierum to provide 7+ colonists. And maybe it needs things like Yayo and such?
First: Can you take this along with Luciferium with their effects stacking?
Second: Does this heal injuries like regular Luciferium does?
Thanks for answer :P
Is the addiction purifier from the Mechanite forge mod working on this drug ?
this mod has bluciferum, the names are already similar enough as it stands :P