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So you could patch out the script entirely if you don't plan on doing that quest anymore (aka not making a new character or cheat your progression), or edit the script to remove the pet spawning part, or trick the script into thinking the pet isn't dead once you've murdered, or just hide the pet without killing it
I've been trying for one hour to do the later so that you could just pop an /entityeval command and be done with it but it seems those pests can walk around if they spawn with 0HP and I couldn't figure out how to spawn them with the invisible status effect, so I gave in and went with the 2nd option: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1843836321
There's also this mod but it kills the pet as soon as they spawn, then the techstation will respawn them, and that happens every ~0.5s or so so it was bugging me
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=733729084
your pick
(for archive's sake, here's what i tried:
set an infinite spawn timer then kill off the pet, didn't work because the station re-sets it's spawnTimer to 0.5 when loading anyway