Sense your revisiting the mod may I suggest you simply the mining/refining system?
I've re-tasked all the chips in the code below to just use the raw materials, and seeing that the allows would no longer be of use I reset the A4 chip to make pulse beacons. Even the E5, the chip I don't think is in the game, got a over haul. I left the putrefied metals and crystal be*.
Item.dat
Factory Program A4;//name--------------------------------------- 379;//identifier 2;//item class 0.000000;//weight H: Pulse Beacon = 2xRaw Metal Ore + 2xRaw Crystal shards.;//short description You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text 0.350000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes programchip.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; You run the processing program, turning the materials into Thermal-Optic Powder.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes H;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 2.000000;//use condition parameter1 0;//use condition number 369.000000;//use condition parameter0 2.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -2.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 369.000000;//parameter1 -2.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 118.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Factory Program B2;//name--------------------------------------- 380;//identifier 2;//item class 0.000000;//weight H: Light Diode = 4xRaw Metal Ore + 4xRaw Crystal. J: Long Metal Rod = 8xRaw Metal Ore.;//short description You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text 0.350000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes programchip.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; You run the processing program, turning the materials into a light diode.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes H;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 4.000000;//use condition parameter1 0;//use condition number 369.000000;//use condition parameter0 4.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 369.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 2.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; You run the processing program, turning the materials into a long metal rod.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes H;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 8.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -8.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 6.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Factory Program C6;//name--------------------------------------- 381;//identifier 2;//item class 0.000000;//weight H: Computer Unit = 4xRaw Metal Ore + 4xRaw Precious Metals + 4xRaw Crystal. J: Fuel Cell = 8xRaw Metal Ore + 9xRaw Crystal.;//short description You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text 0.350000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes programchip.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; You run the processing program, turning the materials into a computer unit.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes H;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 4.000000;//use condition parameter1 0;//use condition number 375.000000;//use condition parameter0 4.000000;//use condition parameter1 0;//use condition number 369.000000;//use condition parameter0 4.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 375.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 369.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 7.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; You run the processing program, turning the materials into a fuel cell.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes J;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 8.000000;//use condition parameter1 0;//use condition number 369.000000;//use condition parameter0 9.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -8.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 369.000000;//parameter1 -9.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 10.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Factory Program D1;//name--------------------------------------- 382;//identifier 2;//item class 0.000000;//weight H: Fuel Converter = 4xRaw Metal Ore + 4xRaw Precious Metals. J: Specimen Container = 4xRaw Precious Metals + 9xSand.;//short description You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text 0.350000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes programchip.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; You run the processing program, turning the materials into a fuel converter.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes H;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 4.000000;//use condition parameter1 0;//use condition number 375.000000;//use condition parameter0 4.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 375.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 11.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; You run the processing program, turning the materials into a specimen container.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes J;//use key -1;//quick key begin_conditions; 0;//use condition number 375.000000;//use condition parameter0 4.000000;//use condition parameter1 0;//use condition number 93.000000;//use condition parameter0 9.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 375.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 93.000000;//parameter1 -9.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 14.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Factory Program E9;//name--------------------------------------- 383;//identifier 2;//item class 0.000000;//weight H: Particle Accelerator = 8xRaw Metal Ore + 5xRaw Precious Metals. J: Force Field Generator = 8xRaw Metal Ore + 9xRaw Crystal.;//short description You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text 0.350000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes programchip.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; You run the processing program, turning the materials into a particle accelerator.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes H;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 8.000000;//use condition parameter1 0;//use condition number 375.000000;//use condition parameter0 5.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -8.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 375.000000;//parameter1 -5.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 18.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; You run the processing program, turning the materials into a force field generator.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes J;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 8.000000;//use condition parameter1 0;//use condition number 369.000000;//use condition parameter0 9.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -8.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 369.000000;//parameter1 -9.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 20.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Factory Program F5;//name--------------------------------------- 384;//identifier 2;//item class 0.000000;//weight H: Motion Detector = 4xRaw Metal Ore + 5xRaw Precious Metals + 4xRaw Crystal + 9xSand. J: Pistol Chassis = 8xRaw Metal Ore + 5xRaw Precious Metals.;//short description You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text 0.350000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes programchip.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; You run the processing program, turning the materials into a motion detector.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes H;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 4.000000;//use condition parameter1 0;//use condition number 375.000000;//use condition parameter0 5.000000;//use condition parameter1 0;//use condition number 369.000000;//use condition parameter0 4.000000;//use condition parameter1 0;//use condition number 93.000000;//use condition parameter0 9.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 375.000000;//parameter1 -5.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 369.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 93.000000;//parameter1 -9.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 29.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; You run the processing program, turning the materials into a pistol chassis.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes J;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 8.000000;//use condition parameter1 0;//use condition number 369.000000;//use condition parameter0 5.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -8.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 379.000000;//parameter1 -5.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 69.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Factory Program G2;//name--------------------------------------- 385;//identifier 2;//item class 0.000000;//weight H: Small Pebble = Raw Metal Ore + Sand. J: Bullets = 8xRaw Metal Ore + 5xRaw Crystal.;//short description You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text 0.350000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes programchip.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; You run the processing program, turning the materials into small pebbles.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes H;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 1.000000;//use condition parameter1 0;//use condition number 93.000000;//use condition parameter0 1.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 93.000000;//parameter1 -1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 64.000000;//parameter1 10.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; You run the processing program, turning the materials into bullets.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes J;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 8.000000;//use condition parameter1 0;//use condition number 369.000000;//use condition parameter0 5.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -8.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 369.000000;//parameter1 -5.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 72.000000;//parameter1 60.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Factory Program H8;//name--------------------------------------- 386;//identifier 2;//item class 0.000000;//weight H: Battery = 8xRaw Metal Ore + 9xRaw Precious Metals. J: Glass Tube = 10xSand;//short description You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text 0.350000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes programchip.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; You run the processing program, turning the materials into a battery.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes H;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 8.000000;//use condition parameter1 0;//use condition number 369.000000;//use condition parameter0 9.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -8.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 369.000000;//parameter1 -9.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 74.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; You run the processing program, turning the materials into a glass tube.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes J;//use key -1;//quick key begin_conditions; 0;//use condition number 93.000000;//use condition parameter0 10.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 93.000000;//parameter1 -10.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 79.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Factory Program VC;//name--------------------------------------- 387;//identifier 2;//item class 0.000000;//weight H: VC lighter = 4xRaw Metal Ore + Ether. J: VC Pistol = 28xRaw Metal Ore + 10xRaw Precious Metals + 9xRaw Crystal + Powered Accelerator.;//short description You stare at the small data chip. It contains the programs to run specific production programs in a factory. With these you can create basic items from processed materials.;//first pick up text 0.350000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes programchip.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; You run the processing program, turning the materials into a vc lighter.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes H;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 4.000000;//use condition parameter1 0;//use condition number 75.000000;//use condition parameter0 1.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -4.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 75.000000;//parameter1 -1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 81.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; You run the processing program, turning the materials into a vc pistol.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes J;//use key -1;//quick key begin_conditions; 0;//use condition number 367.000000;//use condition parameter0 28.000000;//use condition parameter1 0;//use condition number 375.000000;//use condition parameter0 10.000000;//use condition parameter1 0;//use condition number 369.000000;//use condition parameter0 9.000000;//use condition parameter1 0;//use condition number 19.000000;//use condition parameter0 1.000000;//use condition parameter1 1;//use condition number 140.000000;//use condition parameter0 50.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 -28.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 375.000000;//parameter1 -10.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 369.000000;//parameter1 -9.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 19.000000;//parameter1 -1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 86.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations;
*I thought about making them some kind of super alloys. Combining the metals to make a super Bi-Metallic plate, and the crystal quarts on steroids to end up with a stun mine. The plate responding to the pressure of something standing on it to make a current, and electrify the quarts which would then make kind of a sonic stunner. I couldn't figure out how to make it work though :\ ...That or using the the plate as a pressure sensor to ignite a ether grenade.
Edit: May I also suggest to reassign the quick key(s) Recovery Packs and the Werivar Psi-Recall ability? (The pack and the Alpha Marker both share the 'H'.) My suggestion is to use the same key both the med-kits and the psionic's life essence use, 'N'. IIRC, the game gives no fuss about items sharing quick keys.
The Flashlight and Omni Flashlight both share the 'F' key, but the Flashlight takes priority if it's present. Otherwise it defaults to the Omni Flashlight.
Edit2: Nice tweak to the way the mines work. There is a glitch The Metal Ore Mine(136) gives Raw Crystal Shards(369) not Raw Metal Ore(367).
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