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Tell me how bad my mod is! contact me in 



And as usual the time has come for me to request a steam gift of the Odyssey DLC so i may continue my humble modding efforts. If there are any kind souls reading this please add me as a friend and shoot the DLC my way *kisses you on the forehead*.
@isiarce
Sorry for not responding asap but I had 1.6 done when and was about to update when i 1st read your comment but discovered some issues and had to put it off a few days. Like, i didn't want to leave *2* comments in a row, ya know?
Anyway the answer is yes, I planned on updating to 1.6
@Spottedmask95 Buy some from one of the special orbital trade ships (Canteen Saucer) that only show up if you play as a Zeta and have a good relationship with the co-op (aka have been a good little alien and haven't tried to remove your implants)
I want hybrids to be fully functional without DLC and it'd be ton of work to integrate both systems together happily; i might look into adding a hybrid disallow menu for the next update.
Content highlights are reworked singularities, which now merge with other singularities within range to grow in size. To go with this revamp i've made the singularity grenade a 3 charge grenade belt (That changes graphics to show you how many are missing) instead of a single giant orb grenade. I've also added singularity mortars, who's design based off the balldo (research it).
I created some unique laser C# and added a new "Neurolaser" weapon.
I'm phasing out 2 of the 3 interrupters, coding some C# that'll alert you there's an update available and will switch over the weapon to the Neurolaser upon unequip.
1.4 files have been removed from the mod and moved to a mega folder linked above.
I'll update the change notes at the top of this workshop shortly to give a full list of changes. Any red error caused by this update should be a non-issue, i hope.