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Fully agree with Troa Barton's comment — installing a bio-reactor on a gravship often results in it being left behind after launch, or it transfers incorrectly with broken texture alignment or misplaced position.
Is this something that could be fixed in an upcoming update?
1. The upper part of the texture doesn't seem to be affected by lighting, making it look awkward. I used Realistic Darkness in the screenshot for a clear comparison.
2. A Null error occurs when putting humanoid Shamblers and Ghouls into the BioReactor.
3. It would be nice to have an option to prevent the contents from spilling out after Histolysis is completed.
Sorry for the annoying comment. Thanks to you, I'm always enjoying the game.
Thank you for updating and investing your time.
I realy apreciate it.
I hope it's okay to mention another mod, but I just came here now to tell anyone else who likes this mod and wants to achieve what I wrote in my earlier comment;
Using the RIMMSqol mod, I opened QoL in mod settings, entered the Buildings category, then "BioReactor (2X2)" [or whatever size of it you want to edit], scroll all the way to the bottom and click "Refuelable properties" Properties, then change "Fuel Consumption" to 0, "Fuel Capacity" to 1 [you want to put some fuel in it so it will glow :D], untick "Show Out of Fuel" to get rid of the baby food picture when it's unfueled. Go to previous page, click on "Power properties" Properties, change "Base Power" to 0, and done!
Now it is a purely cosmetic colonist (or enemy) storage chamber
It just sucks seeing the symbol of food required over it
1- tame an animal
2- select animal
3- under the "health" tab, click on "operations"
4- click on "add bill" and select anesthetize
5- Once the animal is anesthetized, select a pawn, click on animal and select "put on bioreactor"