|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.
DockScreens, Devices, Quality approved,
Recommended Mods, Usable
|Added (Last modified)||05.05.2009 (06.05.2009)|
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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