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once i had actually captured it, it was very fun!! had a few undergrounder colonists living down there, and using its bioferrite for generators was easily enough to keep them sustained down there with sunlamps and hydroponics and such
also, ive been looking into C# modding lately, and id be happy to look into how the game triggers the pit gate to close when the dreadmeld dies! its probably just an event listener thats tied to that world space or something, so it might be a fairly simple fix. will have a look later and let you know what i find!
sorry im not good with this stuff
>Extract dreadmeld's support nervebundle.
>Nervebundle becomes living, immobile creature when deployed in pit gate
>Kill it
>804 fleshmasses die in horrific geological collapse. More tonight on RimNews