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@Hustler One - I've gone in a different direction with the rework. Let me know what you think if you play with it.
@reginaldkirksey - It has been updated today! But i have no plans to add content in the future. Just updating it when a new game version releases.
1) you don't have a surgery option to replace a reactor. You gotta first remove, and than replace it. I like when those sort of things are automated.
2) you don't have what to do with spent reactors.
So, 2 questions:
1) Does this mod, due to power efficiency thing, impact any of that? I'd bet you take longer between replacings.
2) Is there any change to look into those 2 issues to give a solution for them? Maybe make it so that you can recharge the reactor in a facility, or that they count as damaged when stracted, (so we can be ignored by the "make until" order) and that they can be recicled/dismantled?
you really went above and beyond for this one
Let me know if you encounter any errors.
You just need to change the versioning to say it works in 1.5
The main problem is that, there are other mods with the keyword android, and when you search android on workshop, you get mixed results.
Thanks for the info
The android genes are also set to not spawn normally in-game. You can allow them to spawn in genepacks if you want by setting the <canGenerateInGeneSet>false</canGenerateInGeneSet> to "true" instead for the specific GeneDef in question.
The new reactors routine also doesn't increase the material creation cost of an android so they're kind of weird in how they magically increase the efficiency of an android the moment you (theoretically) have access to the gene.
I will probably update the mod so it only has one gene.
Why would you put in a tier 1?
What unlocks the higher tiers?