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With regards to stasis. Isn't it possible to check the occupant as it goes into stasis? Couldn't you just pull the occupant's meals per day metric from its info card when it goes in and use that to set the bioreactor's fuel consumption rate? It feels like a safe assumption that occupant, in stasis, isn't going to increase or decrease it's nutritional requirements. It shouldn't require any calculations beyond the initial one.
One longstanding issue I had with this mod revolved around fuel for the bioreactors. They have a tendency to eat whole prepared meals (if you let them) for minimal or singular fuel gains. To me, it would make a lot more sense if a calculation step were added in that changed inputted food into their nutritional values first and then into fuel. That could be extended to sync fuel consumption rate to vat occupant's nutrition demands. (And perhaps, starvation for creature in the vat if it's unfueled - performance impact depending)
This also would mean that more metabolically efficient creatures become better candidates for the matrix. And also represents a significant buff to nuclear stomachs I guess..
Is this kind of change possible technically speaking?
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