Etiam Posted December 16, 2017 Author Share Posted December 16, 2017 @Neotix Thanks for your feedback! New patch is out with gas and liquid pressure sensors ranges modifiable, have fun! Link to comment Share on other sites More sharing options...
eggsvbacon Posted December 17, 2017 Share Posted December 17, 2017 Hi there, Appreciate your work, was curious if you would re-add an option to allow for mesh/air tile coloration based on gasses, thank you. Link to comment Share on other sites More sharing options...
TheScaryOne Posted December 17, 2017 Share Posted December 17, 2017 Does this mod highlight pipe/vent/wire material colors as well? Link to comment Share on other sites More sharing options...
Etiam Posted December 17, 2017 Author Share Posted December 17, 2017 On 12/17/2017 at 7:53 PM, eggsvbacon said: Hi there, Appreciate your work, was curious if you would re-add an option to allow for mesh/air tile coloration based on gasses, thank you. Thanks! I've already promised that I'll do that, so I'll have to add it back as an option in the Configurator On 12/17/2017 at 8:43 PM, TheScaryOne said: Does this mod highlight pipe/vent/wire material colors as well? Yes it does! Unfortunately there are a few issues with them. First they won't be shown with their material color in their respective overlay, because it would interfere with the overlay itself. For example it would be hard to distinguish insulated pipe from sandstone pipe, in wire overlay it wouldn't be possible to tell which wires are overloaded. I need to find a way around this problem, probably an outline around insulated pipes if possible. Second there is currently a bug, which causes all conduits lose their tint when you exit from overlay that affects them. For now there is a workaround you can disable and enable again the material mod by pressing Alt+F6 (default hotkey) twice. I hope I'll fix this issue soon. While abyssalite pipes are pretty easily distinguishable by their purple color, with others it might be quite hard, especially when there is a clutter from other buildings and systems. Edit: Seeing how igneous rock and sandstone have such similar color, I've made igneous rock slightly more red (available in the next patch) Link to comment Share on other sites More sharing options...
watermelen671 Posted December 18, 2017 Share Posted December 18, 2017 lol, totally forgot to post a virus total result here. How do we know we're not downloading hidden ransomware? Dun worry, I'll do it for ya fam. And here we are: VirusTotal Results Link to comment Share on other sites More sharing options...
Etiam Posted December 18, 2017 Author Share Posted December 18, 2017 6 hours ago, watermelen671 said: lol, totally forgot to post a virus total result here. How do we know we're not downloading hidden ransomware? Dun worry, I'll do it for ya fam. And here we are: VirusTotal Results Thank you It became pretty tedious in the publishing process, so it's not that I forgot. Beside that the mod is open-source now so anyone can check if there is any malicious content. If someone is still afraid he can do the scan on their own like you did. Do you think it's necessary to include it with every release? Link to comment Share on other sites More sharing options...
watermelen671 Posted December 18, 2017 Share Posted December 18, 2017 probably not for every release. :3 Link to comment Share on other sites More sharing options...
Etiam Posted December 18, 2017 Author Share Posted December 18, 2017 Just released another patch! Version 1.5.4 brings these changes: You can now rearrange in-game UI as you like, as requested by Octoshrimpy (hold Alt and drag with left mouse button) Pipes no longer lose their tint when you exit pipe overlay (same with all other overlays). You might like it @TheScaryOne You can use legacy tile coloring (found in Configurator), which will color the mesh/airflow tiles based on the gas that occupies its tile, like it was before (Requested by @eggsvbacon) Link to comment Share on other sites More sharing options...
octoshrimpy Posted December 19, 2017 Share Posted December 19, 2017 7 hours ago, Etiam said: Just released another patch! Version 1.5.4 brings these changes: You can now rearrange in-game UI as you like, as requested by Octoshrimpy (hold Alt and drag with left mouse button yay <3 Link to comment Share on other sites More sharing options...
Fuzzra Posted December 19, 2017 Share Posted December 19, 2017 The file can't be downloaded at the moment - shorte.st is slinging some malvertising gunk that rots up a browser with awful TTS scam alerts and never redirects to the actual download. Link to comment Share on other sites More sharing options...
Etiam Posted December 19, 2017 Author Share Posted December 19, 2017 New patch is out! (1.5.5) New gas overlay, suggested by @octoshrimpy New overlay icon (also by @octoshrimpy ) Reduced lag on overlay switch @Saturnus @Pi2 @Hanmac I've promised I'll mention you guys @Fuzzra Sorry about that, I'll no longer redirect links through shorte.st. All links will be available as direct link to mega.nz, also @eggsvbacon thanks for noticing me about this. Link to comment Share on other sites More sharing options...
Saturnus Posted December 19, 2017 Share Posted December 19, 2017 It's a long time ago I last had the mod installed and with the new gas overlay. Everyone should have it. Finally a proper working gas overlay instead of the useless vanilla O2 overlay. EDIT: Magically I also got a 2-3 FPS improvement using the mod. So big thanks to the developers. Some miniscule fraction of a bitcoin might be coming your way Link to comment Share on other sites More sharing options...
TheScaryOne Posted December 20, 2017 Share Posted December 20, 2017 Final question before installing, does this affect save games in any way? Link to comment Share on other sites More sharing options...
Neotix Posted December 20, 2017 Share Posted December 20, 2017 No. You can install and uninstall mod in any time without risk of losing save game. Link to comment Share on other sites More sharing options...
Etiam Posted December 20, 2017 Author Share Posted December 20, 2017 @TheScaryOne @Neotix That's true, thanks for helping when I'm not around I'm not modifying anything related to the game saves right now, but that's not entirely true that there is no risk, as there is always a chance that a new patch to ONI will break my mod. If that happens my mod might behave unexpectedly. Link to comment Share on other sites More sharing options...
Etiam Posted December 20, 2017 Author Share Posted December 20, 2017 Bump. Released version 1.5.6, which among other things allows for placing logic bridges over logic gates for compact circuits (Requested by @Saturnus). Link to comment Share on other sites More sharing options...
Saturnus Posted December 20, 2017 Share Posted December 20, 2017 28 minutes ago, Etiam said: Bump. Released version 1.5.6, which among other things allows for placing logic bridges over logic gates for compact circuits (Requested by @Saturnus). Here's some pictures by @destragon and @Etiam from #modding on discord. To illustrate the gas overlay and change to automation bridges. Link to comment Share on other sites More sharing options...
watermelen671 Posted December 21, 2017 Share Posted December 21, 2017 Ngh... Mind uploading this to Google Drive? My stupid school blocks Mega... Link to comment Share on other sites More sharing options...
Etiam Posted December 21, 2017 Author Share Posted December 21, 2017 3 hours ago, watermelen671 said: Ngh... Mind uploading this to Google Drive? My stupid school blocks Mega... Sure, but I don't feel like uploading it on multiple sites with each release http.s://drive.google.com/open?id=17m9vw8LFTevpUof75uq4VAfWPBItiBHI Link to comment Share on other sites More sharing options...
watermelen671 Posted December 22, 2017 Share Posted December 22, 2017 17 hours ago, Etiam said: Sure, but I don't feel like uploading it on multiple sites with each release http.s://drive.google.com/open?id=17m9vw8LFTevpUof75uq4VAfWPBItiBHI Thank you! Spoiler (Also I think I've found a way to circumvent the need for that...hopefully they don't turn around and kill my hopes... ) Link to comment Share on other sites More sharing options...
Etiam Posted December 23, 2017 Author Share Posted December 23, 2017 Released version 1.5.7 of the mod Removed debug log which was causing crashes in version 1.5.6 (Submitted by @Saturnus) Made gas overlay customizable (requested by @Pi2) and polished the algorithm Link to comment Share on other sites More sharing options...
SKAYNET Posted December 24, 2017 Share Posted December 24, 2017 On 15.11.2017 at 6:49 PM, Alpe12 said: Yeah, material colors should be an option in the game. :/ ширину и высоту можно указывать любую ? width and height can be any? Link to comment Share on other sites More sharing options...
Etiam Posted December 25, 2017 Author Share Posted December 25, 2017 3 hours ago, SKAYNET said: ширину и высоту можно указывать любую ? width and height can be any? If you're talking about world size - the default values are wrong at the moment. The world that big probably couldn't be created, since I changed it from tiles to chunks (32x32 in tiles). Previously any world size with width or height of not a multiply of 32 generated a lot of errors. To generate world in vanilla size you would probably need to set width to 8 and height to 12. I didn't test it though. Thanks for noticing me about this one Link to comment Share on other sites More sharing options...
jdub121686 Posted December 25, 2017 Share Posted December 25, 2017 I am having trouble getting the injector to work. it says failed, in the log it mentions that it cannot find remotedoors.dll which as I understand it has been disabled, but the injector is still looking for it Edit: So, I did end up getting it to patch. I downloaded the previous version and copied the remote-doors DLL into the required folder. @Etiam Just thought you might like to know, in case you need to fix something with that. Link to comment Share on other sites More sharing options...
Etiam Posted December 26, 2017 Author Share Posted December 26, 2017 5 hours ago, jdub121686 said: I am having trouble getting the injector to work. it says failed, in the log it mentions that it cannot find remotedoors.dll which as I understand it has been disabled, but the injector is still looking for it Edit: So, I did end up getting it to patch. I downloaded the previous version and copied the remote-doors DLL into the required folder. @Etiam Just thought you might like to know, in case you need to fix something with that. Thank you! Of course the requirement for RemoteDoors.dll is unintended and it will be fixed in the next release. Link to comment Share on other sites More sharing options...
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