pether Posted December 19, 2020 Share Posted December 19, 2020 I love this game and I have spent countless hours enjoying it. After all this time, I can see little things here and there that, in my opinion, could make ONI even better. KLEI is doing a great work hearing our community feedback and improving their game, but working on both ours and theirs ideas takes an enourmous amount of time and we cannot expect that all of our feedback will be implemented in the next patch. Because of that I decided to start modding and to be the change I want to see. I'd like to implement few small mods that will introduce things I suspect could enrich ONI, and if I believed they are good enough - I will share them with the community. In this thread I will post the mods I released so you could use in your games. Please let me know if you encountered any issues or had any feedback - I'm just starting as a modder and your feedback could teach me a lot. I hope one day I could deprecate all my mods as implemented in ONI, but until then - have a look on my list and use them as you wish 1. Illumination Sensorhttps://steamcommunity.com/sharedfiles/filedetails/?id=2326745828 My first mod, yay! Illumination sensor can detect light intensity and send logic signal based on the Lux value. I think that if something can be measured - it should have its sensor. Light had never had one, so there it is. Thanks to Cairath, who provided tutorial, usefull links and her code as an example, making my first mode was as easy as it could be. Great thanks! Special thanks to Aki for letting me use his animations. If for some reason you don't know his mods, you must visit his thread, he has many great works: 2 1 1 Link to comment Share on other sites More sharing options...
SelenSewar Posted December 26, 2020 Share Posted December 26, 2020 Interesting. What uses are you suggesting for it? Link to comment Share on other sites More sharing options...
pether Posted December 27, 2020 Author Share Posted December 27, 2020 I got the idea when I had few shine bugs in my berry farm, but they were flying and sometimes few plants were missing light. With sensors you can turn on and off your lamps based on illumination provided by the bugs. Other than that - you can detect illumination of beach chairs and gas grass Link to comment Share on other sites More sharing options...
pether Posted December 28, 2020 Author Share Posted December 28, 2020 (edited) 2. Rocket Presence Porthttps://steamcommunity.com/sharedfiles/filedetails/?id=2339405225 Small automation feature that I was missing in my games. This port can inform player if the rocket is in dock or in space, sending proper automation signal. Based on it, you can retract your gantries, turn on space equipment, or control any other automated devices. Edited December 28, 2020 by pether 1 Link to comment Share on other sites More sharing options...
babba Posted December 29, 2020 Share Posted December 29, 2020 (edited) @pether Thats the mod I always imagined and wanted, thanks pether Once all rockets or radioactivity is in the dlc, then I will play ONi again and will test your mod ! Edited December 29, 2020 by babba 2 Link to comment Share on other sites More sharing options...
gabberworld Posted December 29, 2020 Share Posted December 29, 2020 mods are always nice , but rocket can be also detect by the fuel loop, or by returning items. but everyone plays differently 1 Link to comment Share on other sites More sharing options...
pether Posted December 29, 2020 Author Share Posted December 29, 2020 @babba always happy to provide something that someone wanted hopefully my future mods will be part of the same category @gabberworld agreed, you can do that. I used this solution myself, but only because vanilla game didn't provide something more intuitive. Of course if someone doesn't need additional ports they can use those loops, but if someone ever wanted to avoid that they can use the modded version. Is that mod game changer? Ofc not. But it is something I was missing and was pretty nice subject to learn modding on simple things, so, hey, why not? Link to comment Share on other sites More sharing options...
gabberworld Posted December 29, 2020 Share Posted December 29, 2020 6 minutes ago, pether said: so, hey, why not? because they limited the TagBits for 384, any mod what need use that only decrease end game play by starting crash the game , sad part is they still not change that stupid limit at there Link to comment Share on other sites More sharing options...
pether Posted December 29, 2020 Author Share Posted December 29, 2020 But this is against using mods, not writing ones I believe Feel free to ignore my mods if you don't need them I'm having fun making them, if by accident someone would like them - that's great, but still they are only mods and can be avoided if somebody doesn't want to use them Link to comment Share on other sites More sharing options...
pether Posted January 3, 2021 Author Share Posted January 3, 2021 Happy new year everybody! May the 2021 wash off all bad memories of 2020 and bring us more ONI stuff! I just released my newest mod, Rooms Expanded. It adds 3 new rooms to the room overlay: Laboratory, with 10% research speed bonus, Kitchen with 10% bonus calories produced and shower bathroom, with no effect but visual representation in the overlay. If you missed those rooms in your games, feel free to enjoy https://steamcommunity.com/sharedfiles/filedetails/?id=2348079481 After DLC release I'm planning to apply changes for new stuff as well, I might expand the list even more if I got any good ideas for new rooms. I will gladly hear any suggestions (no promises though) 2 Link to comment Share on other sites More sharing options...
Swoop5994 Posted January 4, 2021 Share Posted January 4, 2021 12 hours ago, pether said: Happy new year everybody! May the 2021 wash off all bad memories of 2020 and bring us more ONI stuff! I just released my newest mod, Rooms Expanded. It adds 3 new rooms to the room overlay: Laboratory, with 10% research speed bonus, Kitchen with 10% bonus calories produced and shower bathroom, with no effect but visual representation in the overlay. If you missed those rooms in your games, feel free to enjoy https://steamcommunity.com/sharedfiles/filedetails/?id=2348079481 After DLC release I'm planning to apply changes for new stuff as well, I might expand the list even more if I got any good ideas for new rooms. I will gladly hear any suggestions (no promises though) I would love to be able to play with configurable rooms even if this is in a config file rather than in game. may i suggest you add a config file and some place to design our rooms requirements and bonus ? good job ! 1 Link to comment Share on other sites More sharing options...
pether Posted January 4, 2021 Author Share Posted January 4, 2021 5 hours ago, Swoop5994 said: I would love to be able to play with configurable rooms This is a good idea, thanks! Not sure if I will be able to add configuration for requirements in a clean way, but room bonuses could be easily configurable Link to comment Share on other sites More sharing options...
pether Posted January 13, 2021 Author Share Posted January 13, 2021 (edited) Hello again! Happy to announce that "Rooms Expanded" now supports DLC as well. I also added configuration to it, so you could customize it to your needs. Soon I will add DLC support to my previous mods, but unil then behold my newest creation: 4. Recycle Oxygen Masks Small mod that makes oxygen masks to drop metal ore when depleted. Now you don't need to fear that dupes will waste tones of ore each time they walk by the station. https://steamcommunity.com/sharedfiles/filedetails/?id=2360409127 Edited January 13, 2021 by pether 1 Link to comment Share on other sites More sharing options...
pether Posted January 14, 2021 Author Share Posted January 14, 2021 (edited) 5. Interplanar Automation Added Logic Ribbon Ports to the Warp Conduits, so you could send logic signals along with resources to another asteroid. You can also build Radio Towers to send signals to more distant asteroids.https://steamcommunity.com/sharedfiles/filedetails/?id=2361374172 Edited January 20, 2021 by pether Link to comment Share on other sites More sharing options...
pether Posted January 16, 2021 Author Share Posted January 16, 2021 6. Configurable Durability Grants more control over Durability system introduced in build 447728 (as for today, it is part of public_testing open beta). You can modify how fast your suits wear out or even disable this feature if you wish so. https://steamcommunity.com/sharedfiles/filedetails/?id=2363076984 Link to comment Share on other sites More sharing options...
Swoop5994 Posted January 19, 2021 Share Posted January 19, 2021 hey pether i just wanted to tell you that the illumination sensor is very nice i can send signals to activate some things and the signal dont come back to the source like a diode ,it is very powerful you can send a bunch of signals with only a little lamp ! Way to go !! New Bitmap Image (4).bmp New Bitmap Image (5).bmp 1 Link to comment Share on other sites More sharing options...
Clinch Posted January 20, 2021 Share Posted January 20, 2021 On 12/19/2020 at 5:48 PM, pether said: I think that if something can be measured - it should have its sensor. Light had never had one, so there it is. I like this statement! 2 Link to comment Share on other sites More sharing options...
pether Posted February 4, 2021 Author Share Posted February 4, 2021 7. Conveyor Rail Displayhttps://steamcommunity.com/sharedfiles/filedetails/?id=2383900750 Small mod with visual change for Conveyor Overlay. With it, Conveyor Rails are moved to front, making sure that player can see the network. All conveyor bridges etc are left in back and do not obscure visibility. In the meantime all my previous mods received bunch of updates: "Rocket Presence Port" now includes all DLC engines, including newest petroleum engines "Recycle Oxygen Masks" is now happily deprecated with latest DLC update "Interplanar Automation" allows now to build Radio Towers to send signals across the space to more distant asteroids "Rooms Expanded" got several new rooms and other tweaks 2 Link to comment Share on other sites More sharing options...
Swoop5994 Posted February 10, 2021 Share Posted February 10, 2021 could you do something for the space limitation on the critters ? i know it's a bit away from the room expanded but there's nothing out there that enable us infinite critters per stable (yes, i mean without the overcrowded and cramped debuff) maybe an option for your agriculture room ? You already doing such an incredible job already like a few other modders on the workshop if it's far from your plans just carry on the good work ! Thanks Link to comment Share on other sites More sharing options...
pether Posted February 10, 2021 Author Share Posted February 10, 2021 @Swoop5994 Thanks! I'm happy you like my mods, but there are many better, smarter and more experienced modders I learn from Without them I wouldn't be able to do even a simplest mod. I'm not planning to expand rooms in the direction of unlimited critters per room, but maybe I will do separate mod for it somewhere in the future. But I don't want to promise anything at this moment Link to comment Share on other sites More sharing options...
babba Posted February 12, 2021 Share Posted February 12, 2021 (edited) I`m dreaming of a mod called "Pether`s Bpheer Factory Bphrewery - The complete works". Everything to run a Bphrewery, from radioactive bphrewing to phottling ! Today No1 in Steam ONi Mod Downloads ! Try now, but don`t dphrive ! @pether Edited February 12, 2021 by babba 1 Link to comment Share on other sites More sharing options...
pether Posted February 12, 2021 Author Share Posted February 12, 2021 A few days ago I released mod to experiment with an idea of germs providing extra bonus apart of being deadly. It encourages you to make risky designs and maybe experience zombie spores outbreaks in you bases. I present to you: 8. Symbiotic Germshttps://steamcommunity.com/sharedfiles/filedetails/?id=2390576196 Link to comment Share on other sites More sharing options...
pether Posted February 24, 2021 Author Share Posted February 24, 2021 I just released "Research Requirements", mod that adds additional quests to most of the techs in the Research Tree. Before you can work on the technologies, you must first fulfill those requirements - achieve mastery in the subject or be in dire need for the tech. As the result, early game is longer and more challenging as you can't rush for end-game tech. 9. Research Requirementshttps://steamcommunity.com/sharedfiles/filedetails/?id=2405919736 1 1 Link to comment Share on other sites More sharing options...
pether Posted April 24, 2021 Author Share Posted April 24, 2021 (edited) My newest mod adds buttons to Art buildings after your artist finishes his masterpiece. Using them you can select how your art looks like - pick another relevant image or rotate it. Works both on vanilla and DLC. 10. Selectable Arthttps://steamcommunity.com/sharedfiles/filedetails/?id=2466560065 EDIT: It seem that very similar mod already existed. I talked to the author of "Resculpt" and shared with him my code for rotation button. Now "Selectable Art" is fully merged into "Resculpt" and soon will be deleted from the Steam Workshop. If you like the idea, please visit https://steamcommunity.com/sharedfiles/filedetails/?id=1918000273 Edited April 26, 2021 by pether 2 Link to comment Share on other sites More sharing options...
SharraShimada Posted April 24, 2021 Share Posted April 24, 2021 Just a question, what is the difference to the "resculpt"-mod? Is there any? Or did you just wanted to make one on your own (which would be a most valid reason) Link to comment Share on other sites More sharing options...
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