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@Krelinos Could you please fix it?
Nah, the point of this mod is let the player utilize the biocoding feature, not remove it. If you put it on a legendary and the pawn dies, that is the trade off for security/value lowering.
@Sgt Toast
I figured the player would keep advanced comps as advanced comps, then make a biocoder as needed. There is really no reason to keep unused biocoding tools around.
Nothing big but you could change the colour of the Tool (image) to be easier identifiable among similar items. And thanks for the mod, now I can have Armor and Weapons only for the respective Pawns
The commend below this (KasumiTakeshi) says they found a way though (how?).
- Allows you to zero the value of your weapon, decreasing colony wealth (might be useful if you are trying to go minimalist.
- Prevents slave and prisoner rebellions arming themselves with your charge lances and using them to shoot your colonists' heads off.
- Is nice additional RP flavor if you actually care for the individual pawns and do not see them only as disposable faceless cannon fodder. I'd probably sign my own rifle too, if i were them.
- Now if it could biocode apparel, then keeping the right colour-coded gear would give it additonal utility
It doesn't recognize the weapon as a valid target for biocoding