1 items

File information

Last updated

Original upload

Created by

lMonk

Uploaded by

lMonk

Virus scan

Safe to use

Tags for this mod

80 comments

  1. deathrobotpunch
    deathrobotpunch
    • member
    • 0 kudos
    is pulse jump power included in the upgrades?
    1. lMonk
      lMonk
      • premium
      • 105 kudos
      Pulse power (speed) values are unchanged. The mod edits only maneuverability.
  2. TLVictorious
    TLVictorious
    • member
    • 0 kudos
    Not working, at least not the part about installing technologies (and the mod is loaded acording to GCMODSETTINGS file).
    1. lMonk
      lMonk
      • premium
      • 105 kudos
      Sorry, forgot to delete that bit from the description. I removed that since there are now equivalent bio-tech and it's not needed.
    2. TLVictorious
      TLVictorious
      • member
      • 0 kudos
      Ah! Got it. Since the native utility of the heart as teleport receiver isn't working (only 50u, the usual) I thought I was seeing the light with this hahaha Thank you anyway, great mod for the living ships lovers. 
  3. KrisWolfe
    KrisWolfe
    • member
    • 3 kudos
    Hello, just to be clear this upgrades the "Pulsing heart Node" ??
    1. lMonk
      lMonk
      • premium
      • 105 kudos
      Yes (it's in the description).
    2. KrisWolfe
      KrisWolfe
      • member
      • 3 kudos
      Thanks, just wanted to check
  4. QuantumRealm
    QuantumRealm
    • member
    • 0 kudos
    I just thought I'd let you know that the Teleport Receiver added to the Living Ship by this mod is redundant, as getting any upgrade for the Pulsing Heart will act as a Teleport Receiver.  The Economy Scanner & Conflict Scanners are also redundant as of the Aquarius update, as the Wormhole Brain was added.
  5. Yogfan1
    Yogfan1
    • supporter
    • 2 kudos
    New update has warnings with the lua script. is this alright?
    1. lMonk
      lMonk
      • premium
      • 105 kudos
      Not seeing any warning - make sure amumss is fully updated.
    2. marcorice
      marcorice
      • supporter
      • 0 kudos
      Got warnings as well and AMUMSS is updated.
      Upgraded SKW to FSKWG
       -> using FOREACH_SKW_GROUP[1]
       -> Based on SPECIAL_KEY_WORDS pairs: >>> <"ID","SHIP_TELEPORT"> + <"TechnologyCategory","AllShipsExceptAlien"> <<<
         [[WARNING]] Should have found SPECIAL_KEY_WORDS: <"ID","SHIP_TELEPORT"> + <"TechnologyCategory","AllShipsExceptAlien">
         [[WARNING]] Some KEY_WORDS not found, script result may be wrong!
    3. lMonk
      lMonk
      • premium
      • 105 kudos
      I don't see a reason for the warning, it works as always at my end - the script hasn't changed for a long time.
  6. marsgodofwar
    marsgodofwar
    • member
    • 1 kudos
    Needs updating again, in case you were not already aware. 

    Thank you
  7. dremen
    dremen
    • member
    • 5 kudos
    thank you for update
  8. marsgodofwar
    marsgodofwar
    • member
    • 1 kudos
    Needs to be updated please. Does not work with recent Orbital patch.
  9. SLAPaper
    SLAPaper
    • premium
    • 0 kudos
    Is it possible to add tech / inventory slots to living ships through mods? It's annoying that cannot install all the mods onto it
    1. lMonk
      lMonk
      • premium
      • 105 kudos
      The inventory token for bioships is the Spawning Sac. It's a part of the game - go look for them (and maybe there are also mods for that).
  10. Landshark1967
    Landshark1967
    • member
    • 0 kudos
    The tech doesn't appear in the ships inventory. I followed the installation precedure, and am drawing a blank. Any suggestions? I have another mod running as well, the jetpack one.
    1. lMonk
      lMonk
      • premium
      • 105 kudos
      The tech is added to the tech install menu - not directly to your inventory. And if you use a mod that changes the jetpack it's likely you have a conflict and should merge the two mods.