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I am also getting this error in the log:
Config error in "Lobotomy": defName "Lobotomy" should only contain letters, numbers, underscores, or dashes.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
ill work on modifying a bit on the mod on a later date
lobotomies simply sever the connection between the frontal lobe and the rest of the brain.
i doesnt leave them brain dead but rather makes the loose initiave and causes apathy, suicide and glutonous behaviour.
come to think of it is an excelent way to deal with reanimation psichosis
Glad I can continue to enjoy this mod and scramble some frontal lobes... for science!
By the way, would it be a good idea to be able to craft different types of gears for mind control. Cheap ones reuqire less technology, but only allow controlled people to do limited works. Colonists controlled by expensive ones might be able to do more complecated works but only in basic level, such as building walls, croping plants, cutting stones which require no skill.