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Messages - JuliaEllie

#571
Quote from: Pandora135 on October 11, 2014, 09:38:36 PM
Quote from: Pandora135 on October 11, 2014, 05:32:54 PM
Quote from: shadowstreaker on October 11, 2014, 05:27:51 PM
Once you have the replacement (Bionic eye or another natural eye) it should just be a operation (Health tab then Surgeries)

Thank you, I thought it would be.

I found a bionic eye, but I can't remove natural eyes.

Are you using Extended Surgery? Extended Surgery overwrites the Eye definitionin a harmful way and breaks compatibility. If you are using this mod you can either get rid of the mod or bug CrazehMeow to do a proper integration. Ill be happy to help him with it
#572
Quote from: Pandora135 on October 11, 2014, 02:28:23 PM
Thank you Julia, I knew you would fix it.

*Update* I deleted both injectDefs from both Bionics and Apothecarius, and I've downloaded and activated RecipeNurse, but I still don't see the option to use the life support system.

Also, how do I replace someone's eye?

Did you use the right version of Recipe Nurse? The folder should be called NewRecipeNurse. If it doesnt try downloading it again. There might have been a wrong link in the forum post
#573
IKn germany the film is also called Dumbo
#575
Quote from: skullywag on October 11, 2014, 11:38:01 AM
Seeing as Haplos version of the better power wind turbine is now in alpha 8 I'm asking if I should keep the version I have in here?

Alpha 8? May I go with you in your time machine? pls pls pls pls.
#576
I reproduced the issue and its a problem caused by using the OLD Recipe Nurse. I have updated the Recipe Nurse because due to the way the OLD Recipe Nurse worked the injectDefs overwrote each other. That is very embarrassing for me because I wrote the integration for both mods :D

For now the solution is to delete BOTH injectDef folders in both mods and to install the New Recipe Nurse (link is in my signature!) then activate the New Recipe Nurse in your mods menu and restart the game.

In the next update of Apothecarius I will get rid of the old Recipe Nurse implementation and I advise GottJammern to do the same.

Please forgive the inconvenience.
#577
Quote from: Pandora135 on October 11, 2014, 04:38:34 AM
Just installed the More Bionic Parts 1.1.2 and now I can't see the Install blood pump, etc. I have a few life supports but the option to use them doesn't appear. Could it be overriding your mod?

I reproduced the issue and its a problem caused by using the OLD Recipe Nurse. I have updated the Recipe Nurse because due to the way the OLD Recipe Nurse worked the injectDefs overwrote each other. That is very embarrassing for me because I wrote the integration for both mods :D

For now the solution is to delete BOTH injectDef folders in both mods and to install the New Recipe Nurse (link is in my signature!) then activate the New Recipe Nurse in your mods menu and restart the game.

In the next update of Apothecarius I will get rid of the old Recipe Nurse implementation and I advise GottJammern to do the same.

Please forgive the inconvenience.

edit: HOTFIX DEPLOYED!
#578
The Drone Core will be installed with a normal Medical Operation like any other implant.

#579
You are now entering a Pants Free Zone! Please respect our local traditions and fit in.
#580


Hey guys,

this is a small fun mod which makes your colony a Pants Free happy place :)

I therefore declare this colony to be Pants Free!


Adds the Trait Pants Free! and gives your naked colonists a happy thought!

DOWNLOAD FREEDOM!

-Free the beavers!

This mod is dedicated to the great YouTuber/Streamer Christonian!
#581
Quote from: Shinzy on October 10, 2014, 02:36:24 PM
Quote from: mrofa on October 10, 2014, 12:15:01 PM
plasteel yes we can finally take over the world


Exteeerminaate! EXxxteeeerminaate!

Directive? Plant!
#582
Quote from: Ruin on October 10, 2014, 01:14:55 PM
Does this mean that during a solar flare, all you hive-mind colonists loose 0.1 skill per tick?

yes but they dont lose 0.1 skill level but 0.1 xp points per tick. A solar flare is one day long which translates to 20k ticks which is 2000xp which hurts but wont ruin your colony also you can regain them by assimilating new colonists
#583
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 10, 2014, 10:13:33 AM
Quote from: Evul on October 10, 2014, 10:07:17 AM
I've been keeping mentaining my mods prity much. And done close beta testing. Not actually played seriously :P

what is this "play" people talk about? Is it a new mod??
#584
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 10, 2014, 10:04:41 AM
Thats impressive. I took a huge break between Alpha 2 and 6 because I wasnt fully satisfied. I came back to the release of Alpha 6.
#585
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 10, 2014, 09:59:51 AM
But its still the mod with most views ever :) only <7k short of 100k

everybody whoever bought the game (45k+) looked at your mod more than twice. Thats a very nice distribution