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Which mods you miss the most?


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I don't know how I forgot (that's a lie, I do, it's because I haven't been playing much), but the mod that unassigns beds after a dupe sleeps in it was a lifesaver when it came to hotbunking your shifts. 

 

Now I have to either build redundant beds, or manually unassign each one after use. 

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Many basic mods work now with DLC, when you have them in %USERPROFILE%\Documents\Klei\OxygenNotIncluded\mods\local\modname and manually add a basic mod_info.yaml into the mod-folder.

supportedContent: ALL
lastWorkingBuild: 0

mods, which seem to work for me with this:

  • Pliers
  • Blueprints
  • BetterLogicOverlay
  • GeyserCalculatedAvgOutputTooltip
  • ShowRange

 

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hmm... there seems to be a problem with saving though:

MissingMethodException: void Database.ColonyAchievementRequirement.Serialize(System.IO.BinaryWriter)

(wrapper dynamic-method) ColonyAchievementStatus.Serialize_Patch1(object,System.IO.BinaryWriter)
ColonyAchievementTracker.Serialize (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/ColonyAchievements/ColonyAchievementTracker.cs:292)
SaveLoadRoot.SaveWithoutTransform (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:197)
SaveLoadRoot.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:151)
SaveManager.Write (Tag key, System.Collections.Generic.List`1[T] value, System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveManager.cs:237)
SaveManager.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveManager.cs:175)
SaveLoader.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/SaveLoader.cs:256)
SaveLoader.Save (System.String filename, System.Boolean isAutoSave, System.Boolean updateSavePointer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/SaveLoader.cs:856)
Game+<DelayedSave>d__193.MoveNext () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:2104)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)

 

EDIT: Seems to be a personal problem on my side... other confirmed, that this method works.

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2 hours ago, TripleM999 said:

hmm... there seems to be a problem with saving though:

[...]

EDIT: Seems to be a personal problem on my side... other confirmed, that this method works.

Maybe it makes a difference, whether you had the mod enabled when you started a colony or loaded a pre-mod save?

Might be worth testing.

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2 hours ago, TripleM999 said:

hmm... there seems to be a problem with saving though:


MissingMethodException: void Database.ColonyAchievementRequirement.Serialize(System.IO.BinaryWriter)

(wrapper dynamic-method) ColonyAchievementStatus.Serialize_Patch1(object,System.IO.BinaryWriter)
ColonyAchievementTracker.Serialize (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/ColonyAchievements/ColonyAchievementTracker.cs:292)
SaveLoadRoot.SaveWithoutTransform (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:197)
SaveLoadRoot.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveLoadRoot.cs:151)
SaveManager.Write (Tag key, System.Collections.Generic.List`1[T] value, System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveManager.cs:237)
SaveManager.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/SaveManager.cs:175)
SaveLoader.Save (System.IO.BinaryWriter writer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/SaveLoader.cs:256)
SaveLoader.Save (System.String filename, System.Boolean isAutoSave, System.Boolean updateSavePointer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/SaveLoader.cs:856)
Game+<DelayedSave>d__193.MoveNext () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:2104)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)

 

EDIT: Seems to be a personal problem on my side... other confirmed, that this method works.

All the mods, i used, have a dependency on PLib form Peter Han (aka Stephen on Steam). I had a little conversation with Peter Han, if one adds a mod, with a current version of PLib implemented, all other mods depending on it, will use the current version too. Then the mentioned mods will work indeed without any crash on save. I used the mod updater as dependency solver for this: https://steamcommunity.com/sharedfiles/filedetails/?id=2018291283 and now it seems to work, as intended. This is not recommended for everyday usage though, especially force loading of outdated mods, so use at your own risk.

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Anything that saves on faff...

Can't live without
---------------------
Build Over Plants
Deconstructable POI Props

Hate not having
--------------------
High Flow Storage

Really nice additions
-------------------------
Advanced Electrolyzer
Wall Pumps and Vents
Piped output

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I've downloaded Bigger Zoom Out from GitHub and copied the file mod_info.yaml of one mod working for the DLC, and no problem at all. Now I have Bigger Zoom Out on DLC running, i think this can work on other simpler mods like this one.

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