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This mod does do a good job of tackling a lot of the balance issues with the mod either way (I really like the extra research paths it adds.) I'm just sick of never having hyperweave for anything, considering how power armor also requires it, and if I'm not alert and remember to modify any tailoring bills I make, my colonists will waste all of it making t-shirts. :(
I can understand the hyperweave costs for enhanced bionics, but for more basic ones it more just walls them off. The solution to get said materials basically becomes 'wait' and, when it's waiting on random events instead of actually progressing, it gets to be significantly less fun.
If you feel that plasteel isn't enough high-end cost for parts, one other option might be instead of using rare textiles would be a custom, new textile that can be crafted with this addon, using other rare (but not impossible to find or glitterworld-tech) materials. This would act as an intermediate material for basic bionics.
This is one of the last mods I'm waiting on so I can use aliums again.
[EPOE] AI Persona Core Fix - Less Berserk
Something about AI Persona being a problem. Does this fall within this mod's purpose rebalance?
im guessing my form caravan problem is something to do with 'overflowing' the caravan menu with stuff.
and the debug log regarding Facial Stuff mod:
Facial Stuff: No texture for added part: Mouth/Mouth_NaturalOrganRejection - Graphic_Multi_NaturalHeadParts
something about OrganRejection,missing texture,Vector 3
Not sure if it's also stopping Form Caravan on World map.
Since continuing a save with this mod (and some other that change stockpiles), this error has occured. hmm
If the Rejection will never be accepted the time and resources invested in this will be for near nothing, won't it? Isn't there a prescribed chemical and therapy for treating the patient's acceptance of an organ in real life?
hmm
Thanks for reporting the issue.
I did install the mod to an existing save if that matters.