-Disabled mech missile rack; the heavy pulse laser is now the substitute for it (no more stupid stuns)
-Autolathe 5x multiply option fixed
-Mecha ballistics only firing east fixed
-Added in the circuit => thing tool; look for 'circuitstuff' if you want to play around with it
-Disabled ways of stunning (large energy crossbow, mech taser)
-All designs are now unlocked at start; materials are reconfigured to account for this
-Removed adrenalin/freedom implant designs
-Disabled some designs by raising tech to 10 (mostly mech bluespace modules)
-Nutrient implant now provides water if the upgraded one
-Fixed the bug of where feeding brahmin wouldn't remove hay
-Allows construction of new firing pins
-Can now print tracking/chemical implants
-Disabled the SABR SMG; replaced with the WT550 version (20 round magazine, damage readjusted)
-New remade NT boarder as the advanced assault rifle, basically a m556 assault rifle
Lodes of rnd stuff
-Disabled mech missile rack; the heavy pulse laser is now the substitute for it (no more stupid stuns) -Autolathe 5x multiply option fixed -Mecha ballistics only firing east fixed -Added in the circuit => thing tool; look for 'circuitstuff' if you want to play around with it -Disabled ways of stunning (large energy crossbow, mech taser) -All designs are now unlocked at start; materials are reconfigured to account for this -Removed adrenalin/freedom implant designs -Disabled some designs by raising tech to 10 (mostly mech bluespace modules) -Nutrient implant now provides water if the upgraded one -Fixed the bug of where feeding brahmin wouldn't remove hay -Allows construction of new firing pins -Can now print tracking/chemical implants -Disabled the SABR SMG; replaced with the WT550 version (20 round magazine, damage readjusted) -New remade NT boarder as the advanced assault rifle, basically a m556 assault rifle