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Lilalaunekuh    865

Hello guys, the new update regarding automation just reignited my interest.

But starting in a new preview means starting without mods, which shows how much I miss some of the features.

 

=> How about you, which mod would you call mandatory and would recommand to ANY player ?

(Sure some mods are fun and can create new challenges, but I want to focus on mods you would recommand even a new player just starting ONI.)

 

 

For me the real mandatory mods would be:

  1. Wounded go to med bed  = Just let duplicants use med beds based on their current health. (Like the "triage cot" did in earlier versions of the game.)
  2. Falling Sand                       = A way to prevent the deletion of dig orders on falling tiles. (Or a way to reschedule them).
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SharraShimada    668

Wrangle Flyers - the air critter lure is just awful

Supress notifications - Yes i know, you dont need to rub it into my face all the time. Its fine, so stop bothering me!

Enable all Mods button - Its a pain in the butt to enable all mods one by one from hand, when something goes wrong.

Liguid bottler - small building like the gas bottler, but for liquids. Get rid of this ridiculous open water basins.

No long commutes - i see the intention of this additional message, but its in fact useless, being displayed all the time, because thats how my base works.

 

 

 

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pether    125

Yeah, ONI is great game with room for much more even better experience. I enjoyed every second of my last 2k-cycle run, but every now and then I had this thought "This is nice, but it would be really cool it THIS_THING was included in the game". Later on I found out that I am not the only one with those ideas, because most of them were covered by mods. So I created a list of mods I am interested in, finished with 76 items including 26 marked as must-have.

I will not list all of them since most of them are out of potential scope of Automation Pack, but there are several items that I believe could and should be included:

  1. Sensors for conveyor - PLEASE! I just don't see why not to include this - it's perfect moment!
  2. Alarm - Notification Trigger - already included with this pack, great work guys!
  3. Wireless Automation - also great moment to think about it
  4. Conveyor Rail Filter - again, included by this pack, this is so cool!
  5. Player Controlled Switch - hey, it is also included! :D
  6. Pliers - would be great to easily clean logic wire spaghetti (and other)
  7. Blueprints - since devs requested us to build game of life computer, ability of blueprinting would be realy handy

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Soulwind    273

I only use two mods at the moment.

Prevent offgassing from items in storage (so I don't have to keep them under water).

And buildable dirt tiles because I like using pips to plant wild flora.

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Steve8    42

Gas Overlay : makes all the gasses colored

No Research Alerts: silly that every new thing is marked until you click on it

Pliers: simply disconnect pipe segments with a click. No need to deconstruct and spill stuff

Sweep By Type: allows selective sweeping of certain items

Build Over Plants: no need to dig up plants first to build ladders or tiles over them

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Nitroturtle    635

I can't play without FreeCamera at this point.  Once your base reaches a certain size, the default max zoom is way too cramped.  Also, forget about building anything on the edges of the map without it.

I really like MaterialColor as well.  Makes it easier to see when I've built something from the wrong material, and also gives the game a bit more color variation which I like.

Previously mentioned mods, Suppress Notifications, Pliers and Blueprints are also extremely useful and would be great if they were built in.

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Saturnus    3536
4 hours ago, pether said:
  1. Conveyor Rail Filter - again, included by this pack, this is so cool!

Not in the form you're used to from mods though.

See here for more detail

 

Edited by Saturnus

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SackMaggie    147

Here's my collection of mods I use, Most of them are QOL and you might like it.

Spoiler "lot of mods" - Link included for each mod.

Spoiler

 

0. Pliers - (QOL) A must have mod if you mess up with wire,pipe and want a quick fix.

https://steamcommunity.com/sharedfiles/filedetails/?id=1848884654

1. Gas Overlay - (QOL) just nice to have

https://steamcommunity.com/sharedfiles/filedetails/?id=1737859934

2. Self-sealing Airlocks - well the name said it's an airlock but it leaking a bit. (should make it completely seal if powered no more weird liquid lock but still maintain feature of the purple thing*).

https://steamcommunity.com/sharedfiles/filedetails/?id=1735550356

3. Build over plant - (QOL) Absolutely great.

https://steamcommunity.com/sharedfiles/filedetails/?id=1835394161

4. Wounded go to bed - (QOL)

https://steamcommunity.com/sharedfiles/filedetails/?id=1822160024

5. Wallpaper - Just make the game more beauty.

https://steamcommunity.com/sharedfiles/filedetails/?id=1717534457

6. Plan building without materials - (QOL)

https://steamcommunity.com/sharedfiles/filedetails/?id=1717526174

7. Liquid bottler - (QOL) Have a gas canister? How about a liquid version that suck water via pipe?

https://steamcommunity.com/sharedfiles/filedetails/?id=1820638089

8. Shiny hats for miner - (he have a light source attached to the hat but it just deco).

https://steamcommunity.com/sharedfiles/filedetails/?id=1949320130

9. Research manager - (QOL) plan research ahead and all will be done without open up the screen again.

https://steamcommunity.com/sharedfiles/filedetails/?id=1897096779

10. Deconstruct able POI prop - (QOL)Just YES

https://steamcommunity.com/sharedfiles/filedetails/?id=1715248368

11. Wrangle Fliers - This mod i happen because the drop-off can wrangle flying critter via auto-wrangle while normal wrangle can't.

https://steamcommunity.com/sharedfiles/filedetails/?id=1872051674

12. Sweep by type - (QOL) when you just want to sweep algae from the fish pool.

https://steamcommunity.com/sharedfiles/filedetails/?id=1863428350

13. Printing pod refunds when reject everything - Should but not necessary.

https://steamcommunity.com/sharedfiles/filedetails/?id=1872801058

14. Blueprint - (QOL) Good stuff.

https://steamcommunity.com/sharedfiles/filedetails/?id=1814341183

15. No Drop - I juts don't like when they just drop stuff from space all the way down to the oil biome.

https://steamcommunity.com/sharedfiles/filedetails/?id=1868454866

16. Simpler Pip Plant Rule -(QOL) Why have to do the plant top->down , right -> left and in order? it just add more time consuming when it should just put down the pip some seed and go work with other stuff.

https://steamcommunity.com/sharedfiles/filedetails/?id=1859560108

17. Geyser Calculated Output -(QOL) Sometimes you just don't want to bring up calculator.

https://steamcommunity.com/sharedfiles/filedetails/?id=1706181611

18. Food supply tool tip -(QOL) Same as above(You need to know it just once and you will know what food to go for and what to skip)

https://steamcommunity.com/sharedfiles/filedetails/?id=1914501780

19. Suppress Notification

https://steamcommunity.com/sharedfiles/filedetails/?id=1832319118

20. Enable all mods

https://steamcommunity.com/sharedfiles/filedetails/?id=1855960639

21. WGSM - World Generation Setting Manager - When you want to play specific type of map but the RNG god hate you.

https://steamcommunity.com/sharedfiles/filedetails/?id=1833427385

22. DGSM - Duplicants Generation Settings Manager - No more clicking random for half an hour every time you started a new map (Don't enable the in-game pod the game will be (too) easy, but the options is there for those who want)

https://steamcommunity.com/sharedfiles/filedetails/?id=1838445101

23. Advance start - Help you jump though the stage of the game (not recommended for every people that enjoy struggling in the early game like me)

https://steamcommunity.com/sharedfiles/filedetails/?id=1906667480

24. Build able natural tiles - Have you ever make a mistake by digging wrong tiles in the pip ranch?

https://steamcommunity.com/sharedfiles/filedetails/?id=1840755803&searchtext=natural+tile

25. Lights out - Add a slightly new game play style (dark place have a penalty).

https://steamcommunity.com/sharedfiles/filedetails/?id=1860377458

 

 

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PicaMula    2

FreeCamera and Gas Overlay are mandatory to me.

Pliers could be included requiring dupe interaction to be less exploity, don't get me wrong I love it, but I can see why they wouldn't want to incorporate it as is.

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Fleetfeet    30

I don't actually use any mods, but a whole lot of the QOL ones sound like they'd be wonderful in the main game.

Specifically, from @SackMaggie 's list, I'm looking at Build Over Plants, Wounded Go to Bed, Liquid Bottler, Plan Building Without Materials, Research Manager, and Deconstructable POI props as things that feel like they should/could be wrapped into the base game without creating new exploits or ruining anything.

POI being indestructible is particularly egregious imo

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KittenIsAGeek    1449
16 hours ago, Lilalaunekuh said:

=> How about you, which mod would you call mandatory and would recommand to ANY player ?

I don't think any mods are mandatory.  I play without mods a lot of the time.  Sure, some are useful, but none are absolutely necessary.  If I were going to recommend a mod, the only one that comes to mind is the "Coal Generator Delivery Fixes."  Its useful, especially in the early game, but really isn't all that necessary.

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Gurgel    1401

None. The vanilla game is entirely playable and enjoyable with only minor annoyances. 

That said, I use the care-pack re-roll mod because I am quite specific as to which dupes I want (I do not use it for other stuff) and I use the "3 traits" mod for the same reason. 

Edited by Gurgel

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Racso5    4

I use many of the QOL mods that have been listed in this thread. It's nice to see recommendations for other similar mods. I have some thoughts and questions of my own:

I was also hesitant to use the Pliers mod because it felt a little too powerful but then I realized that the vanilla game allows you to connect adjacent wires/pipes immediately without Dupe interaction. So the Pliers mod just makes it more consistent by letting you do the opposite - disconnect without Dupe interaction.

I tried the Deconstructible POI Prop mod, but I discovered that it lets you immediately deconstruct security doors without disabling them the normal way. This felt too much like an exploit so I opted not to use this mod.

The Liquid Bottler mod sounds like a must-have but it has reports of issues related to Dupe looping behavior. The mod comments have more details about this issue.

The Floatation mod is another one that looks really cool but also has issues reported with some object fall behavior. The mod comments have more details about this issue.

I tried the Light's Out mod and really liked it initially. But then I discovered that if you do enable the darkness skill penalties it puts too much emphasis on Strength to the point that it creates an imbalance in the gameplay. I also didn't like the fact that the overlays were dark as well,( especially the Materials overlay which becomes useless when dark).

Is the Wounded go to Bed mod still relevant? I thought the latest patch implemented similar functionality as this mod.

I am very tempted to use the Wrangle Flyers mod, but I don't like the idea of a mod completely nullifying the use of a vanilla building. For those who use this mod, does it make the Airborne Critter Bait useless?

I am also tempted to use the Self-Sealing Airlocks mod, but the way it interacts with the in-game physics bothers me. I realize that there are several things about the in-game physics that work differently than real-life physics. I also understand that this is a game and that fun/convenience should be more important than realism. However, I still want the in-game physics to function like real physics as much as possible. I don't know anything about how real airlocks work, but the way this mod makes them work in-game seems too unrealistic and immersion-breaking. One of the biggest gameplay features of ONI is to create solutions to problems by manipulating the in-game physics (which are meant to be somewhat realistic), and this mod seems to completely eliminate some of this gameplay. I'm curious to know what others think about this.

 

Edited by Racso5

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Steve8    42
On 22.2.2020 at 9:21 PM, Racso5 said:

I was also hesitant to use the Pliers mod because it felt a little too powerful but then I realized that the vanilla game allows you to connect adjacent wires/pipes immediately without Dupe interaction.

 

I'd be fine if it required dupe interaction

Quote

I tried the Deconstructible POI Prop mod, but I discovered that it lets you immediately deconstruct security doors without disabling them the normal way. This felt too much like an exploit so I opted not to use this mod.

The main exploit is that you can deconstruct plastic ladders for some nice pieces of plastic are very handy for certain items like high pressure vents. There are also quite a few steel props scattered about, though it doesn't amount too much given how much steel you need for pumps or airlocks.

Still, given how inconveniently placed some POIs are, I'm fine with it.

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SharraShimada    668
On 22.2.2020 at 9:21 PM, Racso5 said:

The Liquid Bottler mod sounds like a must-have but it has reports of issues related to Dupe looping behavior. The mod comments have more details about this issue.

Never had this issue. Give it a try.

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SackMaggie    147
On 2/23/2020 at 3:21 AM, Racso5 said:

but I discovered that it lets you immediately deconstruct security doors without disabling them the normal way. This felt too much like an exploit so I opted not to use this mod.

Just press the door button once, then deconstruct it when you need that space.

On 2/23/2020 at 3:21 AM, Racso5 said:

The Liquid Bottler mod sounds like a must-have but it has reports of issues related to Dupe looping behavior. The mod comments have more details about this issue.

The problem is caused by "not enough liquid/low liquid flow".

On 2/23/2020 at 3:21 AM, Racso5 said:

I am very tempted to use the Wrangle Flyers mod, but I don't like the idea of a mod completely nullifying the use of a vanilla building. For those who use this mod, does it make the Airborne Critter Bait useless?

Airborne Critter Bait are always useless because you can use critter drop off, Then use auto-wrangle. The mod just shorten the process.

On 2/23/2020 at 3:21 AM, Racso5 said:

Self-Sealing Airlocks mod

This one is indeed unrealistic, Does a 30g of water air lock seem realistic to you? It's a game mechanic that's make real life physic sounds easier.

IRL airlock is when you get in it will equalize the pressure in the room and the opposite side, Don't know if they suck out the gassed out back to the original room or not. (There are also a flood-able type use in submarine).

If Klei did implement multiple gases and liquid based on amount it would be more realistic and when that time come I might have to borrow NASA a quantum computer to play ONI.

Edited by SackMaggie

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FutureJohny    42

I am using a couple mods myself.

No Leaky Walls - I think, the change makes little sense anyway. Currently broken with gas and mesh tiles. Also I do not like stuff taken away from me.

Old Steam turbine - yes it is OP, works great with aquatuner though Also I do not like stuff taken away from me.

Critter Inventory - nice for monitoring numbers across all stables

Bigger Camera Zoom Out - total must have

Plan Buildings Without Materials - plans with unavailable resources are great placeholders and markers

GasOverlay - finally able to tell chlorine apart from CO2

DisplayAllTemps - I am used C and K for different ranges

Geyser Calculated Average Output Tooltip - should be vanilla

Player Controlled Switch - will be outdated

Bigger Building Menu - currently broken, does not load Now fixed, thanks.

Show Industrial Machinery Tag - should be vanilla

Achievement Enabler - I play only one game and Alt + Q is not unknown to me.

Settings Change Tool - DIsable auto-repair, disable disinfect

Sweep By Type - edibles, p. dirt, rot piles, slime, bleach stone, oxylite

Not really starving - to sensitive by default

Pliers - great for automation, totally OP for pipes.

Show Building Ranges - mostly for deodorizers

Better Info Cards - finally can see contents of mixed infinite storage

Sufficient Oxygen Generation - i trust myself to not suffocate them

Better Automation Overlay - great for timers, not sure how it will handle next upgrade

Better Deselect - I play mostly in grayscale

Neon Eden - I need to experience all features on one map, since I use map until it gets totally broken by upgrades.

I created new maps (two, both total disasters) on "first alpha", then shelved the game until Oil Upgrade. Played that map until Ranching II but tricked steam to play only Tubular Upgrade. Next map in Rocketry, but never advanced, even to the Space industry, out of it until release. Latest map in release with Neon Eden to let me have all features.

After playing over year and half in outdated versions, since new features rarely balanced the pain of restarting. These mods let me play the newest version of the game, in the way I like. For that I must express my thanks to the mod authors, you are making the game playable without crazy version hopping and running steam in offline mode.

Edited by FutureJohny

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Cairath    889
1 hour ago, FutureJohny said:

Bigger Building Menu - currently broken, does not load

I uploaded an update yesterday, feel free to update! 

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Racso5    4
14 hours ago, SackMaggie said:

The problem is caused by "not enough liquid/low liquid flow".

Can you elaborate please? Are you saying that as long as there is enough liquid flowing then no problems are encountered with the Liquid Bottler mod?

14 hours ago, SackMaggie said:

Airborne Critter Bait are always useless because you can use critter drop off, Then use auto-wrangle. The mod just shorten the process.

Yeah I realized this too a couple days ago, lol. I am now happily using the Wrangle Flyers mod.

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FutureJohny    42
15 hours ago, Cairath said:

I uploaded an update yesterday, feel free to update! 

It actually works now, thanks.

Steam got a bit confused and refused to download new version. I had to delete local mod file and force it to download again. Still it managed to black hole somehow in the process after first load into main menu. Second restart was enough in the end. 

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