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[MOD] Egg Mod


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I has just a little too much free time last weekend, so I make this mod: EggMod
It can be used to disable egg cooking.

HOW TO INSTALL

Install ModLoader as described here and drop EggMod.dll to OxygenNotIncluded\Mods folder

HOW TO USE

I think attached screenshot with thick red frames is self-explanatory. Choose any egg and you will see it's current cooking status and change status button.

KNOWN PROBLEMS

I don't dive into Klei's code deep enough, so this mod is very very quick and dirty solution. I spotted these problems:

  • My code non-localizable without recompiling.
  • Electric grill displays ugly tag name.
  • Electric grill doesn't understand what I don't have eggs enabled for cooking.
  • I have "[WARNING] Missing prefab: EggForCooking" message in the log and I don't know how bad it is.
  • Using this mod will change your saves and you could not load them in vanilla ONI
  • I am running this mod on Win10. Not sure it will run on any other OSes.

As usually no responsibility for broken saves or any other damage. Use this mod at your own risk.

self-explanatory screenshot.png

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https://forums.kleientertainment.com/forums/topic/91000-mod-egg-mod/
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------ Build started: Project: EggMod, Configuration: Debug Any CPU ------
C:\Users\Users\Downloads\ONI\taukita-oni-egg-mod-2600cf8f02c0\CustomEgg.cs(77,23,86,10): error CS1503: Argument 1: cannot convert from 'KIconButtonMenu.ButtonInfo' to 'UnityEngine.GameObject'
C:\Users\User\Downloads\ONI\taukita-oni-egg-mod-2600cf8f02c0\CustomEgg.cs(86,12,86,14): error CS1503: Argument 2: cannot convert from 'float' to 'KIconButtonMenu.ButtonInfo'
C:\Users\Users\Downloads\ONI\taukita-oni-egg-mod-2600cf8f02c0\CustomEgg.cs(13,20,13,28): warning CS0649: Field 'CustomEgg.userMenu' is never assigned to, and will always have its default value null
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Can't build from source, broken, not sure how to fix.

Not sure if you're still around, not sure if this mod is still useful, but I think it might still be necessary?

9 hours ago, linainverse said:

hello. is there a mod that shows how many of each creature is alive on the map?

I think there is a critter sensor mod included in the mod loader thread... but, it might just be for a room. Also, the creatures won't spawn until you lift the fog of war as far as I know, so I don't know that there's an accurate way to track that until the map is entirely exposed.

2 hours ago, linainverse said:

well the game shows me heat damage and entombed buildings in the fog area...:)

15 minutes ago, Ellilea said:

That only ever happened to me when I was checking out the Debug Mode. Never without it enabled. :o

This only happens when you use debug mode, and have the map revealed, nothing in this game exists until the dupes come across it.

3 hours ago, linainverse said:

don't go nerdy, i know stuff. i asked about storing capacity.

Baby, so I look like a nerd? I'm just saying you can put an infinite amount of liquids in a tank surrounded by automatic airlock doors, without pressure damage. :wilson_goodjob:

13 hours ago, linainverse said:

can i ask one more - is the 20 tons a hardcoded input limit? i used liquid tanks mod and thought they can hold infinite amount...

Yes, it's hardcoded. I really choosed an arbitrary value that seemed legit. I may add a way to configure the value in the future.

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