Nano-neuro animator: Difference between revisions

7 bytes removed ,  01:08, 7 October 2021
Updated by egocarib with game version 2.0.201.114 using QBE v1.0rc2
(Updated by egocarib with game version 2.0.201.114 using QBE v1.0rc2)
(Updated by egocarib with game version 2.0.201.114 using QBE v1.0rc2)
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| extra = {{Extra info|empsensitive = yes | metal = yes | energycellrequired = yes}}
| extra = {{Extra info|empsensitive = yes | metal = yes | energycellrequired = yes}}
| inheritingfrom = Tool
| inheritingfrom = Tool
| unidentifiedinfo = {{Unidentified info | tile = nanoneuro animator unidentified.png | name = weird artifact | altname = strange cords }}
| unidentifiedimage = nanoneuro animator unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = strange cords
| supportedmods = CommonMods,ElectronicsMods
| supportedmods = CommonMods,ElectronicsMods
| desc = Spurred on by their aspiration for a fully autonomous, climate-controlled banana grove, Research and Development at Hegemonic Fruit devised the neuro animator, which knits a nervous system into the inorganic material of inanimate objects. Originally, full sentience was their product diffentiator, but within months cheaper alternates like Spray-a-Brain came to dominate the market.
| desc = Spurred on by their aspiration for a fully autonomous, climate-controlled banana grove, Research and Development at Hegemonic Fruit devised the neuro animator, which knits a nervous system into the inorganic material of inanimate objects. Originally, full sentience was their product diffentiator, but within months cheaper alternates like Spray-a-Brain came to dominate the market.
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