I've been using this in A13 without any issues
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Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
August 31, 2014, 11:51:15 PM
awesome mod!
Reference the Chemlab bill bug, I noticed the bills go all wonky (multiple instances of stim/gel pushing the medkit off the list) if I build the lab after I've researched the stims (or it may have been after I researched the med tank). in any case, I had a chemlab I built right after I unlocked it, it worked fine. I built a second lab after I unlocked the stims/gel and that one went haywire, though it didn't affect the first lab. As mentioned, restarting did seem to fix it though.
Reference the Chemlab bill bug, I noticed the bills go all wonky (multiple instances of stim/gel pushing the medkit off the list) if I build the lab after I've researched the stims (or it may have been after I researched the med tank). in any case, I had a chemlab I built right after I unlocked it, it worked fine. I built a second lab after I unlocked the stims/gel and that one went haywire, though it didn't affect the first lab. As mentioned, restarting did seem to fix it though.
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