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Depends a lot on your mods and playstyle.
Neutroamine is not available for production in the base game and also only used sparingly.
Additionally the cultivation pods are much slower than a fluoid mech, as they do not cost bandwidth.
With advanced neutroamine control researched (which gives a 25% boost):
Cultivation pods: 0.22 neutroamine per day
Fluoid: 0.44 neutroamine per day * efficiency (meaning it scaled with workspeed and fluid reprocessing)
This might feel right for my playstyle, but if it doesn't for you, you can easily change the balance:
The data is in the file 1.6\Defs\Building_Spawner.xml - change the numbers in countToSpawn or spawnIntervalRange to whatever feels right for you.
If you do so keep in mind that that file will reset itself should I update the mod as steam will redownload it.
Also no name guy, the scrapper can work the "Craft" job with a skill equivalent of 4, so things like stonecutting and chemfuel refining and crafting spot work. I've found them incredibly useful as Gravship workers since they can refine fuel, mine mineral outcrops, and cut bricks to make temporary housing with when we land at a new place.
Yes, a little bit - but they are worn under the armor so you can combine whem with power armor.
@Engineer Gaming Part 3
Not sure what you mean with that, but the royal lancer has a combat aura ability. If you mean something else then no.
You are right, gonna add that with the next update :)
Thanks for the update, Veltaris! :D
OOOOOOOOH! Good sh*t, good sh*t, thanks very much for the update!
Carbon panels will ony provide a small bonus to vacuum resistance, it would feel weird if you can be in space without a helmet
While the 1.5 version of this mod does start up on 1.6, please do not use it. It will spam the error log and end up breaking things.
That's perfectly fine. We're all gamers deep down. Take as long as you need.
I'm a gamer first, modder second :)
So make your run without this mod first, it will take a bit.
Any news on a 1.6 update?
Thanks for letting us know! I'll add that to the compatibility notes.
No mechanoids can operate a drill unless a mod specificly adds that (my mod does not add it) - so there is nothing I could really change about it.
You might want to drop a comment under the Mining Priority mod, they could probably fix that inconvenience.
For anyone using the Mining Priority mod with the default settings, the mere existence of a scrapper will prevent anyone with less than 12 mining from operating the drill unless those settings are changed.
That means that something is erroring out for you. Without a log I can't do anything. Please be so kind and post your playerlog or hugslib log in the pinned bug reports channel.