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| dynamictable = {{Dynamic object|Items|Neuro Animator}} | | dynamictable = {{Dynamic object|Items|Neuro Animator}} | ||
| unidentifiedimage = nanoneuro animator unidentified.png | | unidentifiedimage = nanoneuro animator unidentified.png | ||
| unidentifiedname = | | unidentifiedname = {{Qud shader|c|{{(}}small box{{)}}}} | ||
| unidentifiedaltname = strange cords | | 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. | ||
| categories = Tools | | categories = Tools | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
The {{name}} is an item that can imbue inanimate objects with life. It can be used on | The {{name}} is an item that can imbue inanimate objects with life. It can only be used on objects in the [[Data:AnimatableFurniture|AnimatableFurniture]] table, and consumes 5000 charge per use from the slotted [[:Category:Energy Cells|energy cell]]. It is an effective method of bringing many different objects to life. The animation effect of this item is identical to the effect caused by {{favilink|Spray-a-Brain}}.{{Code Reference|class=AnimateObject}} | ||
After an object is brought to life, it will gain a full body plan of equip-able slots and default body "weapons" (similar to fists) based on its object type, and will have the {{qud text|&Yanimated}} prefix added to its name. It will become able to move around and speak, and will be associated with the [[:Category:Newly_sentient_beings_(faction)|newly sentient beings faction]]. It is possible for the newly animated object to be hostile to its creator based on this [[factions|faction association]]. | After an object is brought to life, it will gain a full body plan of equip-able slots and default body "weapons" (similar to fists) based on its object type, and will have the {{qud text|&Yanimated}} prefix added to its name. It will become able to move around and speak, and will be associated with the [[:Category:Newly_sentient_beings_(faction)|newly sentient beings faction]]. It is possible for the newly animated object to be hostile to its creator based on this [[factions|faction association]]. |