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Hello, esteemed author. After setting the attack range of the nanite turrets, it resets every time I restart the game. The value is still set correctly in the mod settings, but the turrets' attack range reverts to its initial state in the actual save file. Only by re-entering the value and reloading the save file does it take effect. Have you encountered such an issue?
@Lucius glad it solved, steam usually takes some time to update workshop mods
@Corrin von Drachenor thanks for the compliment. I have an idea to do a balanced version of Nanotech in the future, so this one will remain OP focused as it currently is
@bryanfran42 NanoSerum is an implant focused on giving global boosts like workspeed and move speed while NanoAura is a piece of clothe (with its own separate slot so it doesnt take away other apparel's places) with boosts focused on specific work like butchering, tailoring, cooking, medical quality etc
Turrets aren't map wide so I don't need to worry about my colonists getting wiped, lots of ways to tailor things to my liking, plenty of tools to make my desired run better.
Only thing I could really ask for seeing it all in game is just a mod option to disable nanobots as a crafting resource (as in, not for tools).
Beyond that, this is great.
Anyways, I'm pushing a new update now that makes basically any apparel, weapon and items from the VOID craftable. Hope you like.