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2. Working on that as we speak, the alarms for example simply give too many cheap materials. They will still be craftable, however.
3. I am considering it, though I don't want to remove all traces of Oxygear's contributions to the sub. As far as translations go, I doubt it's going to happen. The text that's on the ship that can be localized already is, automatically.
4. No major structural modifications are planned for the Prometheus.
5. If you want more EK items, feel free to add them via the existing EK mods. Ballast flora mitigation systems can be wired up in-game by a savvy engineer, if need be. The idea of the Prometheus isn't to mitigate hazards.
6. A byproduct of depreciated lockers, that should be fixed soon.
7. How do you mean? I'm an author of Hazardous Reactors, and as such I tested the Prometheus thoroughly with the mod. The only compatibility issue that exists is the inability to put Incendium rods in the reactor, a byproduct of tag issues. Everything else seems to work fine.
8. Immersive Repairs overrides vanilla items only, meaning that some of the machinery on board the Prometheus is unaffected, not incompatible. I'd have to make the machinery a "variantof " in order to allow the mod to override things, but that would introduce problems. Enhanced Reactors, on the other hand, only has one visual issue, the sprite of the reactor is exchanged for ER's overridden EK sprite when the mod is enabled. I'd love to fix this by fixing the tags, but that would brick any existing saves. There is a feature called "oldidentifier=" that _]|M|[_ and I are looking at, but we haven't been able to make that work.