Modular Extraction Bio-Lab
Features:
-Standalone, ugly Stucture with snap points
-Standalone, ugly wallmounted universal tankthingstorage
-Standalone, ugly Bioscrambler, producing Bio-Mass
-Standalone, ugly Meat Cultivator
-Standalone, ugly Liquids Cultivator
-“grow” Chasmbass Oil, Milk, Meat, Eggs, Tissues, Fluids and other stuff out of Bio-Mass
-PKIN, food and Bio-Mass shaming ain’t nice kidz
-ugly snapping Science- and Chem-Workbenches
-Workbench shaming is fine
-More soon*™
So the year is 2330 and I still have to hunt my meat with a laser gun? Like these Caveman with there laser spears used to? Buying milk and eggs on different planets like the forefathers did? Time to end this with science like a real Multiversescientistspacewizard.
How it works:
-unlocked with horticulture 1&2
-everything from this mod is found in the buildings tab in one entry
-everything costs only money to build. Humanity buy stuff in the year 2330. Humanity has Robots. Ok, they tend to wipe out suspiciously similar looking POI’s. But c’mon!
-build structure
-snap stuff to stuff for snapping stuff
-Build scrambler, snaps to the center
-Produce Bio-Mass with said scrambler out of Amino Acids (+Nutritions in the set a man on fire version)
-Build cultivators
-Choose on the terminal what to produce
-Give Bio-Mass to Cultivators
-Grow your meat and milk like every totally normal and sane person would
-?
-Flesh Monster terrorizes London
Its expensive to build all of these, that’s intended. The tissue and fluid production is way faster than producing this stuff in a greenhouse (or growbox).
Versions available:
The planet is fine. The people are fucked.: Base version. Needed! Differing amounts of Bio-Mass needed. Needed means the opposite of not needed.
Give a man a fire and he’s warm for a day, but set fire to him and he’s warm for the rest of his life.: Optional. Load after the base version. Differing ammounts of Bio-Mass and extra stuff is needed. Extra stuff means more stuff. More means more than less. Less is the opposite of more. So less is not more. while more >= less more++.
Very optional and experimental (not really tested):
Drunken SpaceViking: Adds all (fully functional) cultivators and the storage to Deco, for your indoor/flat/spaceship needs. Not fully tested. Load after Base version and/or cost modification. Biomass Scrambler is excluded for now, until I come arround to make a matching PKIN.
In case someone is asking him or herself: Adding the missing category’s to these deco buttons is like 15 sec work but I cant really reliable replace the activator with the available tools right now. Consider this as a workaround.
Installation:
put the .esm into your Bacon/Marx/Alighieri/Starfield/Data folder. The main folder. Not the one in Documents. Main means where the .exe is located. Located means where it is. Stop asking what where it is means. How dare me? Thats an existential question about morality and I’m a nihilist for practical reasons.
Write *Mex_BioLab.esm into your plugins.txt. Save the .txt. Buy a nice dinner for you and the .txt.
If you use my Greenhouse mod -> Load Mex_BioLab.esm after Mex_Greenhouse.esm
.esm are experimental. Will likely date the wrong .esm’s and get pregnant with an .esp.
Known “bugs”:
-No menu icons. No Phun. Menu icons, we miss you! Pls. come back.
-the wall mounted storage can be finicky to place.
-Weird lightning behaviors in spaceship interiors. Kinda like it actually
Conflicts: Possible with mods which alters Form List’s for vanilla containers. The one for CargoLinks specifically. Also possible with mods that overwrite half of the base game objects while missing out on half of the data in these objects.
Notes: The models are still very basic. Working blind takes forever.
*This mod is intended to have some very specific interactions with other mods from my Mex series in the future