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1 hour ago, Holld_w117 said:

The "Geoactive" option has disappeared from the installation option for many launch worlds. For example, my last colony started on an enlarged planet with a hungry tree, with the options "Forest core", "geoactive", "underground ocean"... Now I can't create such a world anymore :frown-new:..

this was mainly a bug fix.

planets generated dynamically should have inherited the trait limitations of the original world, this just wasnt happening in the past due to a bug that is now fixed

1 hour ago, Holld_w117 said:

Why can't I install geysers on planets like "classic warp of a radioactive swamp"? I know that there are 2 permanent cold waters geysers on this planet. Are all others not random too

Geyser overrides are only possible for "fully random" geysers (so called "generics"), these exist mainly on classic, base game asteroids and with the geoactive trait.

every other geyser is preselected from a small, curated list instead

DSS Update 8 is released:
New Features:
- Care Package Editor
  - edit extra care packages and their conditions
  - add new care packages
  - view vanilla care packages  
- Direct Attribute Editing:
  - adjust the start attribute values of duplicants directly instead of them being tied to the selected interests.
  - this feature is toggled off in the config by default as it is slightly OP
- Adding & Removal of Bionic Duplicant Traits
  - bionic dupes can now start with multiple boosters and/or without "bionic bugs"
  - any traits that add boosters that cannot fit the initial 2 slots will be dropped instead
  - option to add "regular" traits to bionic duplicants (disabled in the config by default, not all traits might be compatible)
- More Printing Pod Configurables:
  - force a specific number of dupes to be available in the printing pod
  - force a specific number of care packages to be available in the printing pod
  - global care package multiplier - increase or decrease the amount/mass contained in all care packages

Fixes, adjustments and minor improvements:
- crew presets from dgsm are now imported and will show up in your "Crew Presets" list
- interests are now sorted by their attribute, so interests with the same attribute are always on top of each other (visual vanilla issue)
- personality lock has been adjusted so the congenital trait of the personality is included in the stat roll
- when editing bionic dupes, the "Shocker" stress reaction can now be found in the trait list
- interest tooltips in the stat editor now refresh their values properly if the attribute of the interest changes its value
- the "Lock Trait" button now says "lock trait" instead of "none" when the trait lock feature is not in use
- updated a german, french,russian and chinese translations
steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2856555858
local download: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/v8_DuplicantStatSelector

  • Like 1

New mod released:
Synchronized Building Groups


This mod allows you to group buildings of the same type together, automatically synchronizing changes in building settings.

Inspired by Factorios "Train/Logic Groups"

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3427974009
Local (packed): https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/AllMods_Automated_Build_FullRelease

  • Sanity 1

new mod released:

Bionics Access Control

This mod splits the default door permissions between regular and bionic dupes, allowing easier distinction between those two.

 

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3438001141
Local: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/AllMods_Automated_Build_FullRelease

new Mod released:
 

Blueprints Expanded:

An updated version of the Blueprints mod with several improvements to function and usability

  • UI: blueprint selection is now a screen for easier access
  • Material Replacement: change and preview blueprint costs before placing it down
  • Settings Transfer: blueprints now store and apply building data & settings (e.g. skins, sensor configurations, etc.)

Existing blueprints from the old mod are compatible with this new mod and can make use of the material replacement feature

Untitled.jpg.f1e47761a0aea23c3a69c0f31b0f61ce.jpg

 

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3468585385
Local: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/AllMods_Automated_Build_FullRelease

Edited by SGT_Imalas
  • Like 3

new mod released:

Fabricator Recipe Control:

this mod adds a new attachment building that opens up controlling individual recipes on fabricator buildings via logic ribbon

Untitled.jpg.b8f27090538607cbd83f19f1c1ee8e7d.jpg

 

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3478214979
Local: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/AllMods_Automated_Build_FullRelease

 

  • Like 2

new mod released:

Demolior Story Trait:

this small mod adds Demolior from the prehistoric planet pack as a story trait, allowing to add it to other clusters

requires the prehistoric planet pack dlc to be installed.

 

it also comes with an optional extra option to make the event a bit more ominous (and funnier)...
image.webp.c35668420c6c639ad1e449696d640460.webp

Edited by SGT_Imalas
  • Haha 2
  • Big Ups 1

New Mods released:

Forcefield Projectors and Attribute Info Screen

Attribute info screen adds a new colony info screen that lets you compare duplicant attributes in the colony

Forcefield projector adds a shield generator building that blocks gases, liquids and meteors

 

Hello. I'm an active user of your mods. Thank you so much for everything you do. For me, your mods have become an integral part of the game.

1. Cluster Generator. This is amazing work! If you know how to use it correctly, you can create a really cool world.

This mod solved the game's biggest problem for me – poor performance in the late game. My computer (Ryzen 9700x with fast RAM) runs well with three fully built planets of 150x100 sizes and 20 crew members at 4000+ cycles. For me, this means a starting asteroid + a Morz asteroid with the geoactive trait for installing a niobium volcano + a 52b asteroid with a rain of gas cows.

Thank you for bringing back the ability to set planet traits that aren't included by default. It adds a lot of flexibility.

The latest update to Klei with the "super printer" feature was a big help. Now I don't have to worry about having all the animals and seeds I need in the world.

I'd like to suggest adding the ability to move some objects from their original locations. For example, I'd like to move the Rift Opener to a planet with 52b wood. This would completely eliminate the need for Frost Asteroids.

I also have a problem with "non-space" artifacts. It would be nice if there was a way to customize the place of "abandoned structures with artifacts."

This is probably difficult to implement, but if possible, include it in the development roadmap.

2. Rocketry Expanded
This is a truly great mod. It greatly changes the space travel experience and the construction of launch pads.

I really like the expanded astronaut module, but I think it should be less accessible (it should be built from niobium or iridium + neutronium alloy, in my opinion).

Radioisotope thermoelectric generator. I like it.
maby could make a mod that allows you to mine plutonium from nuclear waste, which would be a more efficient fuel for the generator and an alternative to uranium in a nuclear reactor.

The new biodiesel engine, which was recently added, should be also able to run on liquid methane. I'm a little disappointed that Klei ignores methane in this game.

I've enabled and am using the alpha version of the space station. I really hope it will be developed before the final version.
I'm not a big fan of the idea of research rewarded by analyzing artifacts There are dilapidated satellites on the star map. Perhaps they should be used for space station exploration. Upon arrival, an exploration process similar to "drilling for a resource point" could begin.

Thank you for your work (English is not my native language).

Edited by Holld

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