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I have a question.

Explanation of my problem: I often play with stress completely deactivated on world creation. This works fine with the starting asteroid, but after arriving at another asteroid dupes get stressed again. Is it possible to get rid of this problem with your in-play-settings mod? For example, reactivate stress and then deactivate it again? 

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the mod modifies the difficulty settings that are set at the start of the game and then sit on the savegame.

changing these with the mod modifies them as if you would have set them at the start of the game. That other-asteroid-stressed-thing seems like a base game bug, so it will probably appear here aswell (since I don't add anything custom)

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Update 4.0 for Duplicant Stat Selector has released, it lost a "& Count" in its name, but gained a huge number of Features and QOL:
- traits and interest are now in a searchable list and are no longer selected by cycling throught their respective lists (see gif 1)
- added dupe presets, these can also be shared with other players (see gif 2)
- made mod translatable + added german translation
- applying personalities (skins) now includes their stress and joy reaction (can be disabled)
- added option that allows adding/removing traits & interests (this also grants access to "needs"-traits)
- added option to modify printing pod recharge time
- added option to only print care packages above a certain number of duplicants

Changing a Trait/Interest:

ChangeADupe.thumb.gif.c56a5ea805e71238b5d4f481388c1e7c.gif

 Working with Presets:

PresetConfig.thumb.gif.5be4caaa3496411da7bcb8c28ad05f71.gif

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Duplicant Stat Selector - Update 4.1:

  • fixed mod screens appearing behind the printing pod selection screen
  • fixed the german translation causing a crash in the mod config
  • added "Pause game on new printables available" (can be disabled in the mod config)
  • added chinese translation
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41 minutes ago, HagenAizen said:

It will be great if you add a new menu to the game and make a mod to search for seeds in the style of Toolsnotincluded.

AFAIK, TNI requires patreon founding to pay for servers and whole database gets obsolete with each new Story Trait added. I'm pretty sure SGT won't do this to himself

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15 saat önce Peter dedi ki:

AFAIK, TNI, sunucular için ödeme yapmak için patreon kurmanı gerektiriyor ve çalıştırıyor her yeni Hikaye Özelliği ile tüm belgeler geçersiz hale gelir. SGT'nin bunu kendine yapmayacağından oldukça kısaltma.

No updates in the game change the geysers and light levels of the Zeeds. do I know wrong? only the locations vary most of the time. 8-)

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Rocketry Expanded Update 2.6

New Buildings:
- Freezer Access Hatch: access food of fridge module(s) during the flight
- POI Mass Sensor: allows to get logic signal status from remaining space POI mass

new Features:
- Rebalanced Cargo Bay Capacity (can be configured/disabled in config)
- Cartographer Module Reworked (again): now scans tiles like a telescope in addition to its normal functions with a range of 4 (configurable)
- Module build menu Category Toggle: swap between categories and the regular view with a click, also added a searchbar
- Insulated Cargo Bays: materials stored in cargo bays dont exchange heat with their surroundings
- Docking two rockets allows them to fly in tandem (equalizing their speed).
Fixes & Adjustments:
- Cartographer Module no longer instantly reveals tiles around it (see above for new rework)
- Docking connections will now move all duplicants back to their assigned rocket before undocking
- assigning duplicants to the docking door will now assign them to the docked rocket and will cause them to move to the other rocket on undocking
- most internal classes are now public
- ladder and insulated adapter can no longer accidentaly be replaced
- fixed starmap location sensor crashing when trying to select a new location while not landed on a planet
- increased fridge module max capacity to 550kg;
- further optimized rocket info sidescreen performance
- increased default duration of RTG generator module; 40 -> 50 cycles
- fixed the vanilla bug of scrolling outside of the module selection window after building a module
- added a fix for the broken meter anim of the Liquid Oxidizer module
- removed config option for module categories as this is now a toggle within the menu
- module category header names improved and added to game strings
- fixed rtgs getting deliveries again after reload
https://steamcommunity.com/sharedfiles/filedetails/?id=2837919908
https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/v2.6_RocketryExpanded

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All Mods that (I think) broke have been updated.
A local download of all mods is here:
https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/June_2023_QOL_AllMods

Mods that received new content with their updates:

  • All Mods that have a searchbar: search bar can now be accessed by "Ctrl+F"
  • Amorbus:
    •  added Twitch Mod Events
  • AI Controlled Rockets:
    • The brain module has been resized to 5x2 to be in line with the  other two modules.
    • Creating an AI module now requires Mechatronics Skill
    • some POIs that contain a brain will drop it on demolish.
    • Clicking an AI rocket on the world selector will now pan the camera to them instead of doing nothing. If the rocket is in flight, it will be selected on the starmap
  • Cluster Generation Manager:
    • fixed several small bugs
    • Presets now store Storytraits
  • Preset Manager
    • added shifting of schedules & creating shifted copies for schedules
  • Duplicant Stat Selector (DSS):
    • When "rerolling printing pod" is enabled, care packages receive a second button that lets you directly select a care package out of all currently unlocked/available package types
    • It is now possible to reroll the Hermit and Cryopod dupes. When that option is enabled, the "Ancient Knowledge" trait no longer takes the slot of a positive trait but is added ontop of it
    • once the Hermit Story Trait has been completed once, its skin becomes available in the skin selector (note: only visual, does not come with the benefits of the hermit)
    • improved several small things in the UI
  • Rocketry Expanded:
    • Generator Modules can now be toggled to work while grounded
    • Generator Modules had their Wattage increased
    • several small Bugfixes
    • added config to squish rockets - reducing all modules above 5 width to 5 width
    • added config (disabled by default) to allow refilling the drillcone service module via solidconveyor from inside the rocket module
    • added Twitch Mod Events
  • Scan & Relay Satellites:
    • Satellites now allow extending the range of Mission Control Station (2 range around a satellite, 5 range between satellites)
Edited by SGT_Imalas
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Cluster Generation Manager Version 2.0 has released.
This includes the following Changes:

  • a full rewrite of the main screen to become independent from Supply Closet UI (with some minor UI improvements)
  • Asteroids can now be made smaller
  • ALL asteroids (except moo, regolith and superconductive) are now available as Starter, Teleporter and Outer Asteroids)
  • "Random" Planets now have a limiter how many "classic" sized worlds are generated, as all the classic start asteroids now can appear as outer asteroid variantsimage.png

https://steamcommunity.com/sharedfiles/filedetails/?id=2947429297

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17 hours ago, SGT_Imalas said:

Created a small mod that allows loading saves that contain a rocket interior that had its interior ports destroyed (f.e. as an accident from melting) and reconstructing them

"small mod"?

Why don't you introduce HIABMRIPANTSGCOL-F with it's full name? Don't belittle it to just "a mod"! ;)

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@SGT_Imalas
Could I suggest a mod that should be simple for you, seeing that you made such amazing mods, mod is to create muckroot and hexalent seeds and the ability to plant them, it annoys me that there are these wild plants that you see early game but never be able to use them later. I think you have to draw the seeds since they are not in the game files and do the codding necessary to attach them to the plants and allow them to be planted.

Edit: make the growing requirement reasonable to how they look like, Also making cooking recipes for them is a bonus.

Edited by Halcyon404
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Rocketry Expanded Update 2.7:

New Features:
- Drillcone Mining now recieves a boost from the pilots Flying and Digging Skills (can be toggled in config, enabled by default). AI rockets get a reduced bonus
- Added "Drop All" to Fuel Loaders, Cargo Loaders and liquid fuel tanks
- liquid Rocket Fuel Tanks will no longer fill with liquids that arent rocket fuel (combustible liquids and hydrogen)
- The Radbolt storage module can now refuel the laser drillcone during flight

New Module:
- Liquid Chlorine Oxidizer Tank: a stepping stone towards liquid oxygen, liquid chlorine has a oxidizer efficiency of 3 (oxylite has 2, liquid oxygen has 4)

Fixes&Adjustments:
- Remade the Docking Interface with custom UI
- fixed the vanilla bug of oxidizer tanks losing their contents on loading the game when "copy settings" from a different oxidizer tank was used to set their settings
- fixed an assignment bug with docking when blowing up rockets
- added a few materials that count as "Radiation blocking" for the plated nosecone
- fixed neutronium alloy not inheriting any overheat temperature (like +200 of steel). Also its very pretty now (+100% decor bonus)
- fixed a OnLoad crash with active dockings
- adjusted cost of small liquid fuel tank to be more in line with the large liquid fuel tank
- camera will no longer glitch out inside smaller rocket interiors
- added cargo unit settings

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Duplicant Stat Selector Update 5.2:
- added ability to change the Personality/Skin of a live Duplicant (this feature is disabled by default and requires enabling in the mod config)
- added an api class for other mods to register skin unlock conditions
- hidden personalities are now locked out from being selected as skin by default (goodbye free Hulk)

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@SGT_Imalas

Seeds for the unplantable plants which are three Hexalent, Muckroot, and Swamp Chard. Make the plants fruit have spoilage, and no need to add recipes their already in the game.

Hexalent Conditions: Temp: 35 ↔ 85 °C, atmospheric element: oxygen, carbon di oxide, illumination: requires light, irrigation: water, grow speed: 8/32 cycles

Muck Root Conditions: Temp 5 ↔ 45 °C, atmospheric element: any, illumination: any, fertilization: dirt, growth speed: 3/12 cycles

Swamp Chard Conditions: Temp 5 ↔ 45°C. atmospheric element: Polluted Oxygen, illumination: darkness, irrigation: polluted water 7/32 cycles

 

Edited by Halcyon404
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