Micro Factory Module | |
A microfactory module, it's like a tinker station that you can carry around. The items are completely different from what you'd normally be able to process and get from a normal tinkering though. Tinkering with this module is free, but it weighs 25 tons and costs ~100,000. Think of it as a long term investment. This is a peaceful module, so no weapons. Perhaps in the future I'll make military and black market versions. But before that, I'll work on my Advanced Drone Reprogramming module and Replication module. |
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Categories |
DockScreens, Devices, Quality approved, Recommended Mods, Usable |
Author | Blaze |
Rating | 5 0 |
Added (Last modified) | 05.05.2009 (06.05.2009) |
Game Version | 0.99c |
Filesize | 2.53 KB |
Downloads | 3708 |
Download |
Nice, a + to blaze for the nice idea
Wow,I love the idea.. cant wait to test it :D
I love to nitpick, so here it is...it shows up way too much as found cargo...my current game I found three(all sold for cash) like 85000 each or something.
I made a weapon, then the dual version. and added their "<!ENTITY" to the MFM, and then said in the list; (&itSuperWeapon; 2 &it2xSuperWeapon;) so that in-game i could combine 2 of the super weapon to make the dual version. problem is the message i get is : we can take 2 "Super Weapons" and make "Nil".
What haven't I done right?
Also is there a list of ingame item tags like their code name, itexample.
@ Seigetsu. Somewhere in your added code, it is not recognizing your duel super weapon (&it2xSuperWeapon;) Be certain that its UNID is correct and complete in the list of UNIDs.
For your second question, Yes, take a look at the Transcendence.xml. It has every UNID listed in the vanilla.
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