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As you said, the problem was resolved by changing the loading order.
Arigatou!!!
It is not displayed on the surgery tab.
Updated it, so it should no longer throw an error about it being a copy.
Add some dominators and blow up some criminals
Here's the link to the mod I mentioned:
https://steamproxy.net/sharedfiles/filedetails/?id=2919644207
The rest of your mod goes nicely along with that already. :)
There is also the question of whether the Dual-Brain Processor will be able to rotate in a future update, it is not a square, so I think it needs to rotate
From translation software, so there may be some problems with my language
(also when you buy or sell, if you dont have a good character with trading skills, it can cost you more to buy, or you get less from selling them, so i think its good that they are available for trading)
@ancalagon if you really want to change the price for your savegame, you might be able to use rimmsqol mod to tweak the cost. (there are also some other mods, possible related to deep storage, or map wealth, which can reduce the wealth of your base from loose items that could help a bit too) but ive been collecting and using/trading/keeping brains for ages and it hasnt affected my bases much
Excellent mod, and great artwork. Thanks for all your hard work over the years to keep this mod alive and healthy!
Which brings up the interesting idea that instead of requiring a brain one could be grown.
I would like brains in a jar to be more than ornimental, maby allow them to be attached to electrified benches to assist or run them.
JustJohn 8 Nov @ 1:01am
Would be even better if these worked with deep ground scanners, that way I would be able to hook up some brains to the scanners and forget about them.
"
as i was reading that, i thought you were going to try and scan "for" brains :) but yeah, hehe using them to speed up resource scanning could be interesting :)
(im not that good at modding but most of my stuff uses recipes) :)
for example, it might add some duplicate entries to the harvesting menu/operations, but i think you can specify only the new, extra recipe(s) to require Level x of intellectual skill.
eg: within the recipe def
<skillRequirements>
<Crafting>8</Crafting>
<Intellectual>4</Intellectual>
</skillRequirements>
I'm sure it's out of scope but I had an idea that I think would add a fun layer to brain harvesting: the Intellectual skill of the pawn being harvested affects the 'quality' of the brain, and higher quality brains make higher quality brain processors! I sort of just throw everyone I don't like under the knife right now and have 20 brains researching me straight to the end of the game, so it'd be cool to have to hunt down the particularly nerdy ones to make the super-processor =)
I've got lots of brains, but nothing to do with them.