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Squeegee    704
15 minutes ago, Ipsquiggle said:

and should still Just Work™.

Haha, nice.

 

Also, thank you so much for this!!

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Junksteel    635

I don't know how to mod anything, but glad many do. Eager to see what people will come up with!!

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yatima2975    25

Awright, no more finicking around with putting the worldgen folder under source control! I'm going to play with this tomorrow after work.

Chlorine Not Included Either mod here we come - I hate that stuff with a passion.

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lbphero    374

I've been told that "having a global call that activates the patch from mods instead of mods patching themselves" closes a lot of doors in the modding scene. Will the way dll modding work for oxygen not included change at any point, to allow for more extreme mod changes?

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tHe_silent_H    103

A plumbed "picther pump" is the first thing i'll mod into the game if klei doesn't implement it first(I really need the QOL building)

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llunak    78

Good. Ok, so where's the mod that removes the annoying fixed output temperature from the water sieve?

 

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Cairath    856

@Ipsquiggle Am I missing something, or have you guys forgot to update the workshop uploader with the new tags? I still only have 'language' as the only possible choice, but the process in general seems to work just fine :) 

@llunak https://steamcommunity.com/sharedfiles/filedetails/?id=1702818288 I've uploaded it here, very.. hasty upload, it'll take me a while to get everything up and running with nicely formatted descriptions :p

 

 

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SakuraKoi    570
12 hours ago, Ipsquiggle said:

World Gen mods are also accessible via the Mods button. These mods must provide a worldgen folder, whose contents are laid out the same way as the OxygenNotIncluded_Data\StreamingAssets\worldgen folder which will be used during world generation if the mod is enabled. New worlds created this way can be selected from the custom game dialog.

So now that I come to prepare my own little mods for updating, I see, apart from the uploader having no tags besides "language"...

That there should be no problem with the new worldgen mod loading if required templates are used if the mod contains them, yes? Since the template folder is not in the worldgen folder but in the same StreamingAssets one.

And can a mod offer several different world options which are all recognized, and by what exactly? Currently it is all manual after all and one alternative set I have does not have \worldgen\worlds file (where one can find set a name) and another even just replace-templates. I'd rather not offer options at if otherwise I'd have to spam the workshop with those.

Additionally, I would obviously want my "No Neutronium" modification apply to all worlds (if allowed to), i.e is there a way to simple replace a line or few? Like just having the same file name and location, a "-" for which line should be removed and "+" to which line should be added. XCOM2 .ini were quite convenient in that regard.

for ONI I guess one still needs to have something like 

-pointsOfInterest:
    geysers_a:
      - poi_jungle_geyser_steam 

+pointsOfInterest:
    geysers_a:
      - poi_SCP_jungle_geyser_steam 

although there is already a "-" which could be mistaken as command for the mod loader if not told to look only for headers/categories... mind you, I am a little modder and have no idea how to do what for I fail at coding but I still believe that plenty of small mods can be beneficial for all, even if just to see where preferences lie (and I am honestly baffled how apparently many might not mind Neutronium, well, lack of publicity of mods+lack of luck might also be a reason... that's why we need more and let natural selection do the rest!)

Last but not least I am looking forward to the tutorials, and to be frank, templates which can basically serve as simple config for in-code stuff. I just mean to remove the bombardment from the MeteorSeason (or rather adjust it to be less like an Armageddon)! Since it is not like I can write any new even just alternative code...(but one can still write easy one with the very same template/way).

In any event, thanks for making ONI greater again~

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Does anyone can share some link or a tutorial on how to start modding this game, i mean, where to start, whats things we can do or not. 

Thanks . 

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KleiChrisP    63

I have updated the topic to reflect the fact that the templates, elements, strings, and codex folders are moddable in addition to the worldgen folder.

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Ipsquiggle    4,990

@SakuraKoi You can have as many world files in worldgen/worlds as you like, so you can package all your worlds into one mod if you like. It's your choice to create a new world or to stomp an existing world/biome/feature/etc. with your own data (though obviously only one mod at a time can stomp any particular file. To you other point, we would indeed like to allow more fine-grained tweaking of worlds so that mods can cooperate with each other, but that's not likely to happen in the short term.

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Chastomber    15

The game is not loading Steam Workshop profile pictures

Spoiler

rDdhzGg.png

Besides that, everything is working just fine

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linainverse    63
Posted (edited)

still can't figure out where to put dll mods. put a dll into the local dir in mydocs. not worked.put it into a dir. checked in the mod menu. not worked...

 

OK, got it

Edited by linainverse

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KleiChrisP    63

The Oxygen Not Included Uploader tool (found in Steam under Library/Tools) has been updated to support more and multiple tags. You may need to Verify Integrity of Tool Files (found in the Local Files tab of the Oxygen Not Included Uploader Properties dialog) to get the updated version.

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SakuraKoi    570

"Content", may be not the best tag I dare to say since it is rather vague... at least I want to consider my POIs as content as well rather than "just" worldgen and as much as I know that I won't be stoned for that, on the contrary I neither want to set a bad precedent so I hope you are open for tag suggestions like "Templates" or "Points of Interest", "Buildings", "Material", "Hats" and more as soon as enough mod with such content emerge or perhaps even early on.

 

Well, actually I already know that you are, just found it worth mentioning additionally to the main piece: Steam Workshop has the tags "Mod", "Scenario" and "Duplicants" as well as "Translation" which one can not select in the uploader. I supposed "Language" should simply be ported to "Translation" while "Mod" removed. "Scenario" should remain but Duplicants is vague as well.

 

Also a neat tag I'd specifically request is "New Features", basically the best modders could do and which of course should be encouraged, possible it is after all.

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Gurgel    1,135

Do I have to use Visual Studio and C# to do mods? I am kind of an Emacs+gcc person...

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QuantumFlux    15
1 hour ago, Gurgel said:

Do I have to use Visual Studio and C# to do mods? I am kind of an Emacs+gcc person...

I'm new to this too, but I doubt you'll get around C#. You might however be able to execute the C# build from a Makefile or whatever you are used to doing, so you could still use Emacs I think...

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Gurgel    1,135
1 hour ago, QuantumFlux said:

I'm new to this too, but I doubt you'll get around C#. You might however be able to execute the C# build from a Makefile or whatever you are used to doing, so you could still use Emacs I think...

Well, I hope to find the time to give it a try. In principle, I am not opposed to C#, it is just a niche language (large niche as all of the incompatible MS stuff).

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