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Hello,

Nice work for Oxygen Not Included Klei Team and modders!

I am on Linux(Ubuntu) and i was looking to mod this game but i didn't find a linux way or a tutorial to do it.

Everything is talking about Visual Studio, this monstruous IDE using a lot of space to make just a little mod...

It look like making a the fire-thrower to light a candle

 

So it's my idea:

Make a device to remove items ingame like Balm Lily flower or artefact(got by rocket)

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The IDE is just there to handle dependencies and code highlighting for you, you should be able to do it with just a text editor, 'make', Mono and the libraries listed in the tutorial for Visual Studio. You'll also have to find a C# decompiler for Ubuntu to look at the game code.

Anyhow, sounds like a good mod idea, I might look into it when I'm not swamped with IRL stuff, but that could take months to resolve...

EDIT: Look for Rimworld modding tutorials on Linux, it uses a similar modding system plus some XML stuff which you should ignore for ONI. A cursory google search turned up this page, according to which MonoDevelop seems to be the IDE to use on Linux.

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10 hours ago, QuantumFlux said:

Look for Rimworld modding tutorials on Linux, it uses a similar modding system plus some XML stuff which you should ignore for ONI.

"similar" is not by chance. Modding is based on Harmony, which is a tool originally created to mod RimWorld, but it works on all Unity games provided the game makes the needed call to start Harmony.

10 hours ago, darklinio said:

Make a device to remove items ingame like Balm Lily flower or artefact(got by rocket)

It sounds like you want to remove plants, which are obtained when the game starts. I think you should be able to do that with worldgen, which means it can be done in plain text files. For instance in mobs.yaml

  SwampLily:
    location: Floor
    selectMethod: Centroid
    density:
      min: 0.4
      max: 0.5
    width: 1
    height: 1

Without actually having tried it, adding that file to a mod and remove the SwampLily will likely prevent the map generator from placing said plant.

I can't help you with how to mod worldgen because I never tried it. I know there are mods, which mods it and it's supported for modding, but that's about what I know about it. Steam offers filtering based on which mods contains worldgen modding. That would be a good place to start.

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On 5/25/2019 at 10:32 PM, Nightinggale said:

It sounds like you want to remove plants[...]

As far as I understood it they want a way to delete items during gameplay, so most likely a modded storage compactor that deletes whatever item is put into it. I think the flower/artifact thing was just about the optics of the device. Should be fairly simple to do I reckon.

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8 minutes ago, QuantumFlux said:

As far as I understood it they want a way to delete items during gameplay, so most likely a modded storage compactor that deletes whatever item is put into it.

Oh right.

16 minutes ago, QuantumFlux said:

Should be fairly simple to do I reckon.

Copy paste the storage compactor to make a new building, which works 100% the same. The class in question is StorageLockerConfig.

Add a custom component, which inherits ISim4000ms. It will then automatically call Sim4000ms(float dt) once every 4 seconds (ignore dt as we won't need time since last call). Once called, it should loop through the entire storage and delete everything.

I think that should do it. I don't like it through as it seems fairly easy to mess up and add all eggs, refined metal and other stuff, which you would want to keep.

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16 hours ago, QuantumFlux said:

As far as I understood it they want a way to delete items during gameplay, so most likely a modded storage compactor that deletes whatever item is put into it. I think the flower/artifact thing was just about the optics of the device. Should be fairly simple to do I reckon.

In deed, i want just remove overflow item to free some memory in game. Too much item make the game use more memory. So if this items are useless in my way to play, it could be great to remove it. Klei can optimize this game a lot, but if we don't manage correctly, we will be frustrated by some lags after a long playtime.

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I don't think memory is the big issue here. The problem is more in the sense that 5 times a second or something, each pile release gas/determines it won't release gas, exchange temperature with the surroundings, doesn't melt and doesn't fall through the floor. Multiply this by the number of piles and it adds up. It looks more like a memory access speed bottleneck and CPU bottleneck than amount of used memory bottleneck to me.

I guess I could give this a try. However don't come running to me afterwards because you didn't set the acceptance list correctly and now your dupes deleted all your steel. It comes with responsibility.

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