I am using the extended bionics one... Yeah those wouldn't work together, unless they are now. My download is a bit old.
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#31
Outdated / Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
October 08, 2014, 08:55:58 PM #32
Outdated / Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
October 08, 2014, 08:44:57 PM
Right, and, there's no options on how to use it. The operations screen doesn't have the option.
#33
Outdated / Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
October 08, 2014, 08:34:19 PM
Also, how do you use the life support? It appears to be a body part you can implant, but there's no options...
#34
Outdated / Re: [MOD] [ALPHA 7] Apothecarius Seven - Life Support UPDATE (07.10.14)
October 08, 2014, 07:31:20 PM
Trying out the mod. Please rehost it somewhere else. Sendspace is another one of those sites with like a billion "download now" buttons, and the ACTUAL download also opens an ad.
#35
Outdated / Re: [MOD] (Alpha 7) MaterialCrops - Grow stuff and things
October 07, 2014, 10:28:02 AM
I would think at least strawberry time. Probably NOT mushroom time - I can rarely grow mushrooms to harvest because of power outages or solar flares. Gold should probably takes exceptionally more time, as well.
How many are grown per stack? If it takes 4 to make 1, but they grow in batches of 4, then that's already there...
How many are grown per stack? If it takes 4 to make 1, but they grow in batches of 4, then that's already there...
#36
Outdated / Re: [MOD] (Alpha 7) MaterialCrops - Grow stuff and things
October 07, 2014, 10:18:34 AM
What are the growing times for these? If it's too short, then it's OP, but the vanilla mushrooms take like 45 days for producing cloth that's only a bit better than normal. So are these crops that produce vastly important resources also balanced by time?
#37
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 05, 2014, 10:54:07 PMQuote from: Nathan2000 on October 05, 2014, 10:37:36 PMConsciousness is applied to nearly every activity. It's similar to having a concussion - if you've got a head injury then you won't be doing anything as well as normal. It's an abstract idea for clarity of thought and focus. So 120% consciousness is actually a very significant boost all around.
Come on, don't tell me it doesn't annoy you though. Ya know, seeing someone deaf. I understand that it doesn't really do much, but what would enhanced consciousness do? Same premises.
#38
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 11:08:00 PMQuote from: augusto on October 04, 2014, 11:07:25 PMWhy NOT a colonist?
that would be amassing but why a colonist it you should be able to build a robot with integrated solar panels so it does not have to recharge
#39
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 10:28:58 PM
Is it possible to make a cybernetic part that causes colonists to no longer become tired, hungry, and/or upset?
#40
General Discussion / Re: WOOT WOOT its out!!! (alpha 7 disscusion)
October 02, 2014, 01:56:17 AMQuote from: Nasikabatrachus on October 02, 2014, 01:50:35 AMWhat happens exactly, is that I order a guy to have his eye amputated for cataracs, so he walks into the hospital, climbs over the pile of medicine, slips past the pile of bionic eyes, says hello to the three doctors, and then cozies up in one of the medical beds to go to sleep. Then he stays there.Quote from: Girlinhat on October 02, 2014, 01:40:18 AM
Anyone else having trouble with surgery? I can't seem to get my guys to perform it, ever.
Make sure you have a bed set to medical mode available.
#41
General Discussion / Re: WOOT WOOT its out!!! (alpha 7 disscusion)
October 02, 2014, 01:40:18 AM
Anyone else having trouble with surgery? I can't seem to get my guys to perform it, ever.
#42
Mods / Request: Battle Stations
September 11, 2014, 07:27:44 PM
I know we had it before, in like alpha 4 or maybe 5. The ability to save locations, and send colonists to those locations in bulk, instead of muddling through every single colonist. It seems like the biggest thing needed with anything above a population of 6, I'm surprised other mods aren't already doing this!
#43
Outdated / Re: [MOD] (Alpha6) TTM[animalHusbandry] v0.1 Domesticated Muffalos
September 11, 2014, 12:39:03 PM
Just needs to be able to set a pasture zone now.
#44
Outdated / Re: [MOD] (Alpha 6) Jaxxa Shields 0.08 - 2014-09-07 - Poll of Ideas to Impliment
September 10, 2014, 08:32:10 PMQuote from: jaxxa on September 10, 2014, 08:00:03 PMWould it be possible to build a structure, have the structure link to an individual, and the structure projects a shield around the individual even as they move? Sort of like the wall-shield but with creatures?
I have had a try at making the personal shields and the way I was going to do is not going to work. It looks like It will be a bit more involved and take longer but I have a way that should work if I can figure it out.
#45
Mods / Re: Request: Growable 'fire fields'?
September 09, 2014, 11:14:36 PM
It's used for burning, fire doesn't cause that much lag when used correctly, cremation takes too long to handle every single thing, and I don't want a ton of weapons clogging up everything.