Nano-neuro animator: Difference between revisions

22 bytes added ,  18:25, 22 December 2022
Updated by egocarib with game version 2.0.204.48 using QBE v1.0rc2
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(Updated by egocarib with game version 2.0.204.48 using QBE v1.0rc2)
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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 = weird artifact
| 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 = 2.0.203.20
| gameversion = 2.0.204.48
}}
}}
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