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Any chance you can make some additions to it?
1.) An options file to do settings, like increase hacking speed? (so I can make it OP instead of pasting 6 computers down)
2.) Could you also get it to show current actions in the panel on the right when you''re looking at it, i.e. 'Hacking available block 3/32 - Interior Turret'
3.) Have a prority list you can select what to hack first? i.e. weapons -> reactors -> flight chair
If that's too much stuff, could you please tell me where in the script I might just change it's hacking speed for my own local use?
Thanks!
only way this could get better is if i would fire it like a missle :D
1) it's a technical issue.
2) no idea if the ModAPI changes will affect this mod yet, haven't looked at them yet, I will update it though.
1) Is the inability to hack blocks of a grid via a connector grid a technical issue or a balance issue?
2) Are the coming ModAPI changes going to affect this mod?
Great modification.
I noticed an error was probably caused by the modification.
When connected to a computer hacking acquired the ship (after the acquisition) when grinding turrets game is closed. This does not happen always, but always stakach that I started using a computer hacking and wants to change the turret (you have to ask them damage for instance small arms and only then can grind).
since landing gears now kinda semi-merge two grids to assist in battling the dark lord clang, does this mean, could it be tested ot see if you can hack through landing gear now? aka: make a hacking missile?