DayZ
Admirals Cybernetic Mod
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Update: Oct 25 @ 11:40am

Added timestamps to various logs
Fixed Cores not swapping correctly

Update: Oct 4 @ 12:08pm

Fixed issue of cyborgs returning foot bleeding
Fixed cyborg error for core transfer
Fixed Log spam on low energy

Update: Oct 1 @ 10:30am

Added NULL SteamID protection to Cybernetic JSON
Added scrap repair cost to using cyber bench
Added separate class for cyber scrap to stop overlap with scrapper mod
Added recipe for converting scrap between cybernetic and scrapper scrap + screwdriver

Changed removed cyber bench slots now uses player inventory does not account for item in hands
Changed cyber bench GUI overhaul
Changed moved some cybernetic checks to itembase
Changed cyber bench now requires scrap to repair cybernetics
Changed combat mode and scout vision buttons now have dedicated keybinds
Changed scout NVG now works with NVG mod

Fixed Cybernetics could be overwritten in cyber bench
Fixed Cybernetic magslot not taking mags
Fixed Cybernetics giving cuts when wearing ruined clothing

Update: Aug 30 @ 11:49am

Changed Cyber slots for offhand mod

Update: Jul 26 @ 1:12pm

fixed some external mod dependancys
Fixed floating textures on benches

Update: Jun 9 @ 11:38am

Removed incorrect action that required mutant mod

Update: Jun 3 @ 1:40pm

Update: May 11 @ 11:53am

Fixed Cybernetics not drawing power on use

Update: Apr 20 @ 12:14pm

Fixed cyber scout arms not being able to unlock/lock doors
Fixed cyber bench closing out early/not powering

Update: Mar 31 @ 11:58am