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13 hours ago, melquiades said:

Suggestion:

Can you make a terrarium that consumes CO2, water and some (very little) fertilizer exposed to light that could grow algae?

I still can't comprehend why terrariums "consume" algae.

How hard would it be to do this? 

@melquiades I had someone report it to me, but due to a very wonky nature of the bug (it acts differently every time you reload the game -- and I personally have only had problems with plants) I opted in for creating a separate wall object that hides pipes (but can mess up art) and leave the original drywall without change, so that you can use the normal drywall and only use the modified ones where you have pipes to hide. The separate objects (wall&tempshift plate) are in the mod with a very graceful name DrywallAndTempshiftHidePipesSeparateObjects

I'll update the readme to clarify that

And if something doesn't work/breaks, feel free to bother me :p

Edited by Cairath

It's possible that I published the correct dll but messed up the code by accident after building it (there was one line missing), I could have sworn it worked in the morning but didn't in the evening (I rebuilt the dll with the wrong code..) It was early morning so everything could have happened :p

Better safe than sorry, don't want people to crash on load :p

Optional as in non-mandatory (like normal terrariums, it'll use co2 if it's around but will work without it)

I've done little to no changes except for adding algae output, stats as follows

 e20304ad5e.png + won't work if there is no light

If you come up with something more sensible let me know and I can tweak it for you

54 minutes ago, melquiades said:

Yes exactly, it uses the mass from the CO2 and the hydrogen of water, the leftover oxygen from water gets expelled.

I don't mind it dropping it in chunks, i am quite happy already from being able to grow algae =D

 

Edit: Welp i screwed that calculation up xD

ill fix it in a bit

Revised stats would be something like this:

13.75 g/s CO2 + 5.625 g/s H2O + 0.625 g/s fertilizer = 15 g/s algae + 5 g/s O2

Tried to make it equimolar.

I have thought about having the water and a bit of algae apart of the building requirements and removing them from what need to produce. like in real life. thoughts?

 

maybe add a little bit of power to say that it collects the newly grown algae

Edited by Seeker89

In the meantime, a few days ago I've uploaded a decor lights pack made from unused assets in the game: 4 lights -salt lamp, lava lamp (the lava moves!), fixed ceiling lamp from POIs and a wall lamp. Only the first two give decor, but don't question my naming choices :p  Light offsets are ~0.5 tile off, I'll be fixing them sometime soon/today   fixed

Spoiler

762786bd3f.png

 

 

Edited by Cairath

@melquiades I rebalanced the grower using your numbers. As to sun lamps, I don't want to get into that level, at least not while bristles can be grown using normal light. The grower won't "die" without CO2 but production will be halted. Algae will be dropped in 5kg chunks

Aaargh I don't get notifications if you edit the post D: I indeed forgot to remove the output, I'll push the fix soon

Fixed. I can't guarantee a 100% that it's compatible - to be safe, save the old version of the mod and if you encounter any errors revert to the old version, deconstruct the grower, update the mod and reconstruct it. I worked for me with simply updating it, but just to be safe, keep an old version for the update

Edited by Cairath
On 8/13/2018 at 1:20 AM, Cairath said:

In the meantime, a few days ago I've uploaded a decor lights pack made from unused assets in the game: 4 lights -salt lamp, lava lamp (the lava moves!), fixed ceiling lamp from POIs and a wall lamp. Only the first two give decor, but don't question my naming choices :p  Light offsets are ~0.5 tile off, I'll be fixing them sometime soon/today   fixed

  Reveal hidden contents

762786bd3f.png

 

 

The lamps look great. One problem I ran into is when I add BuildablePOIProps.dll my research, jobs, etc buttons all disappear. I cannot get into them with the respective hotkeys either. Removing the file fixes the issue. It was working before with all the props in their own dll files. i.e. table, chair left, chair right. etc.

Any ideas?

Edited by UnderwearApp

@UnderwearApp Did you remove all the singular files? The only files that should remain from that pack are BuildablePOIProps, MosaicTile and SteelLadder. That error usually comes up when item definitions for research are messed up, but am playing with the mod myself and there's no issue.

If you confirm there's no leftover of old version files and it's still broken I'd appreciate output_log to see what's up

4 hours ago, Cairath said:

@UnderwearApp Did you remove all the singular files? The only files that should remain from that pack are BuildablePOIProps, MosaicTile and SteelLadder. That error usually comes up when item definitions for research are messed up, but am playing with the mod myself and there's no issue.

If you confirm there's no leftover of old version files and it's still broken I'd appreciate output_log to see what's up

Yep that was it. I forgot to remove the DNA statue.

One other question. When I try to build the salt or lava lamp, it says it requires and I am missing the material "Transparent". Is this some kind of bug or is there a material added that I have not discovered?

 

Thanks again!

2 hours ago, UnderwearApp said:

One other question. When I try to build the salt or lava lamp, it says it requires and I am missing the material "Transparent". Is this some kind of bug or is there a material added that I have not discovered?

Try to look for diamond or how to make glass. It may be it. If not, I don't know then ^^

9 minutes ago, Cairath said:

"Transparent" category is indeed diamond and glass. Does it say that 'transparent has not been yet discovered'? if yes that's normal before you have either in your inventory

Lol I always restart before then. I feel dumb.

 

Thanks again again!

  • Like 1

Aaaaand update for rocketry preview!

Mods that are 100% incompatible between versions and will break the game if you try to load wrong versions:

- buildable POI props

- conveyor filter and shutoff

- decor lights

- ranching sensors

 

All mods have been recompiled to the newest preview and are available in the rocketry branch:

https://github.com/Cairath/ONI-Mods/tree/rocketry

Note: output_log does show warnings when custom items are placed in the world/save is loaded. They are just warnings and seem to be completely harmless. If anything breaks please let me know, but I am on vacation until Monday.

 

PS: modloader works fine between the live and preview versions

 

edit: I added a mod that goes back to watts and joules called GTFO-DTU

Edited by Cairath
  • Thanks 1
  • Haha 1

@Gaons it worked for me on thursday. I wont be home til tomorrow, so can't check.

@melquiades I've only been doing the ones that interest me personally, right now I am working on something bigger that I'd finally like to finish without getting sidetracked by everything, so not soon :p Especially when it's not something to be done quickly

 

edit: mystery solved. for some odd reason official modloader explicitly expects CU or EU version.

I'm still using the version I compiled last month and works fine for me

https://drive.google.com/file/d/1fn508K8OtCrLWF1vVwqkfbKaJP_R0TIJ/view (although i dont remember if it was a version with proper linux support)

Edited by Cairath

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