Cairath Posted September 13, 2018 Author Share Posted September 13, 2018 New mod: Fervine! This heatbulb plant comes from Mini Sun. It's temperature sensitive: above 20C it will absorb a small amount of heat from the atmosphere and store it. Once it stores sufficient amount, it will open up and emit light using the stored energy. If the temperature falls below 20C it will stop absorbing heat and continue using stored heat to emit light until it runs out of energy, then goes back into its closed state. I've been also asked to upload a mod that makes shinebugs colorful as a separate mod - so if you don't want the entire ranching bundle but still love the colored shinies - there's a ColorfulShinebugs mod that only changes their colors and nothing else. 1 2 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1084275 Share on other sites More sharing options...
harmonium Posted September 13, 2018 Share Posted September 13, 2018 wow that look very usefull for manage the temperature ! Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1084309 Share on other sites More sharing options...
eggsvbacon Posted September 13, 2018 Share Posted September 13, 2018 Hi there, Good stuff, was wondering if it's possible/you would consider making a mod which automatically analyzes/studies geysers when uncovered, it is very useful for debug/testing because not even debug mode allows for this, last I looked anyway. Who has 20 years to build researchers up to tiers necessary for that when testing? Appreciate your free time is limited and this could be challenging, hopefully you understand my request, I'm quite tired at the time of writing. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1084322 Share on other sites More sharing options...
Cairath Posted September 13, 2018 Author Share Posted September 13, 2018 2 minutes ago, eggsvbacon said: Hi there, Good stuff, was wondering if it's possible/you would consider making a mod which automatically analyzes/studies geysers when uncovered, it is very useful for debug/testing because not even debug mode allows for this, last I looked anyway. Who has 20 years to build researchers up to tiers necessary for that when testing? Appreciate your free time is limited and this could be challenging, hopefully you understand my request, I'm quite tired at the time of writing. Hey, if for debug purposes, pressing Ctrl+F4 enables instant mode (you will notice that all buildings are available to be built). Then you can just press the 'analyze' on the geyser. It takes a few seconds to update the geyser window, select some other tile and then geyser again. 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1084323 Share on other sites More sharing options...
eggsvbacon Posted September 13, 2018 Share Posted September 13, 2018 1 hour ago, Cairath said: Hey, if for debug purposes, pressing Ctrl+F4 enables instant mode (you will notice that all buildings are available to be built). Then you can just press the 'analyze' on the geyser. It takes a few seconds to update the geyser window, select some other tile and then geyser again. Fair enough, thanks very much, it never used to work, it always said pending, this is great, thanks for the info. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1084341 Share on other sites More sharing options...
Cairath Posted September 14, 2018 Author Share Posted September 14, 2018 Added a new mod: Geyser Calculated Avg Output Tooltip It adds info about continuous output of the geyser in the geyser tooltip. Requires the geyser to be analyzed 4 2 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1084593 Share on other sites More sharing options...
Cairath Posted September 15, 2018 Author Share Posted September 15, 2018 Uploaded two new mods: - Wounded go to med bed: Wounded dupes (starting with lightly wounded) will pick an empty medical bed (not pharma chamber!) automatically and rest there until their health is full again. - Suit docks store only 75kg oxygen Does... exactly what is in the name Stores an amount needed to fully refill one suit. 3 2 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1084941 Share on other sites More sharing options...
N00bieMeap Posted September 16, 2018 Share Posted September 16, 2018 (edited) Are these mod still usable in RU-284634? ---------------- and this is my Volgus idea btw, the drop is... idk, abit useless? Edited September 16, 2018 by N00bieMeap Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1085030 Share on other sites More sharing options...
Cairath Posted September 16, 2018 Author Share Posted September 16, 2018 Yep, all the mods work with the current patch, if anything breaks let me know! I play using all of them, but sometimes I don't notice something. I like your volgus idea.. because many of the points are exactly the same as my ideas A big limitation to volgus is that the graphics for it are old and not adapted to the new critter system - no babies/ranching, so I thought of it as a wild abyssalite producer. According to the old game files it used to be skittish and run away from dupes 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1085074 Share on other sites More sharing options...
Cairath Posted September 16, 2018 Author Share Posted September 16, 2018 I've just uploaded a fix for Refined Metals Usabe As Raw Metals that corrects a bug where refined metals would not show up under 'refined metals'. Now it shows as both raw and refined metal, but is correctly usable in buildings like power plant station that filter only from refined metals. @dunny 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1085093 Share on other sites More sharing options...
watermelen671 Posted September 16, 2018 Share Posted September 16, 2018 On 9/13/2018 at 4:37 PM, Cairath said: New mod: Fervine! Just wanted to let ya know that there is a Fervine seed sprite. :3 Spoiler Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1085097 Share on other sites More sharing options...
Cairath Posted September 16, 2018 Author Share Posted September 16, 2018 @watermelen671 I know, and it kills me that it's not defined in the animation file q.q seedling_ground seedling_ground_plant_trans plant_growth_trans vine_idle open close misc most of those were combinations of those pesky looking vines Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1085103 Share on other sites More sharing options...
watermelen671 Posted September 16, 2018 Share Posted September 16, 2018 1 minute ago, Cairath said: @watermelen671 I know, and it kills me that it's not defined in the animation file q.q seedling_ground seedling_ground_plant_trans plant_growth_trans vine_idle open close misc most of those were combinations of those pesky looking vines How did you see those animations? If I could get my hands on those it'd make my life SO much easier. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1085105 Share on other sites More sharing options...
Cairath Posted September 16, 2018 Author Share Posted September 16, 2018 When I write mods I have a little piece of code that lists me existing "frames" (not really frames.. states? parts?) of the animation which I then assign to the building/item states. Some anims are meant to be played once, some in a loop. Tldr: I print out a list then assign the types to an object to see them in game Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1085106 Share on other sites More sharing options...
Cairath Posted September 17, 2018 Author Share Posted September 17, 2018 Yesterday evening I uploaded a fix for WoundedGoToMedBed -- I had forgotten to copy the behavior to medium and severely wounded states and it worked only for light wounds. Works correctly for all now, please re-download 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1085462 Share on other sites More sharing options...
Slvrsrfr Posted September 17, 2018 Share Posted September 17, 2018 hey I happened to have a moment while reading thru mod stuff. And I kinda just blurted out a bunch of stuff at the other modder. Just ideas that came to me as I was typing, reading the forums here. Some suggestions, maybe. can you make a mod that lowers the map light by maybe half or less, and makes gases twice brighter? Could you make WW cultivatable? They drop a seed, the animations wouldn't have to match out completely I suppose. This one is off the cuff just now. Maybe placeable in planters? Could you make a bottle emptier that had plumbing? Could you make a mod for rotating the various inlets and outlets? Could you make a mod that painted the colors or some designations on buildings/structures? So a set of red lined batteries that means 'this', or yellow ones meaning 'that'? Or wires and pipes? Or numbers, plain numbers on tiles? There aren't to many choices for tiles so just by looking a number could be easier to read. Could you make a mod that has an overlay for each gas type? Can you make a mod that shows how much mass you have mined from the map? Lights that give decor but won't grow plants for half the costs and half the coverage? Can you make them rotate-able? Could you make a mod that lets the HY generator burn different gases? Or supplement/change the other generators? Could you make large capacity batteries? some simple stripe or color to change them. But increased capacity? Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1085467 Share on other sites More sharing options...
Seeker89 Posted September 20, 2018 Share Posted September 20, 2018 On 9/17/2018 at 11:59 AM, Slvrsrfr said: hey I happened to have a moment while reading thru mod stuff. And I kinda just blurted out a bunch of stuff at the other modder. Just ideas that came to me as I was typing, reading the forums here. Some suggestions, maybe. can you make a mod that lowers the map light by maybe half or less, and makes gases twice brighter? Could you make WW cultivatable? They drop a seed, the animations wouldn't have to match out completely I suppose. This one is off the cuff just now. Maybe placeable in planters? Could you make a bottle emptier that had plumbing? Could you make a mod for rotating the various inlets and outlets? Could you make a mod that painted the colors or some designations on buildings/structures? So a set of red lined batteries that means 'this', or yellow ones meaning 'that'? Or wires and pipes? Or numbers, plain numbers on tiles? There aren't to many choices for tiles so just by looking a number could be easier to read. Could you make a mod that has an overlay for each gas type? Can you make a mod that shows how much mass you have mined from the map? Lights that give decor but won't grow plants for half the costs and half the coverage? Can you make them rotate-able? Could you make a mod that lets the HY generator burn different gases? Or supplement/change the other generators? Could you make large capacity batteries? some simple stripe or color to change them. But increased capacity? I'll just go through and answer some of these.... 1:I think there is mod called Darkness 2: I think there is a way for the WW to be cultivatable but you can get them by ships now... yay 3: Yes 4: Which buildings? 5/6: Assets are hard to mod, but I know Cairath is working on a way. 7: I don't know about this one, but there is a mod that helps see the different gas types, but I don't know which one it is. 8: don't know, I think the game keeps track... 9: hmm...maybe. 10: maybe 11:there is a mod like that... Seeker Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1086135 Share on other sites More sharing options...
Cairath Posted September 20, 2018 Author Share Posted September 20, 2018 @Slvrsrfr I'm on vacation for the next 10 days, I'll respond when I'm back 2 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1086185 Share on other sites More sharing options...
Slvrsrfr Posted September 20, 2018 Share Posted September 20, 2018 have a blast enjoy. 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1086187 Share on other sites More sharing options...
watermelen671 Posted September 21, 2018 Share Posted September 21, 2018 On 9/17/2018 at 12:59 PM, Slvrsrfr said: Could you make large capacity batteries? some simple stripe or color to change them. But increased capacity? 23 hours ago, Seeker89 said: 11:there is a mod like that... Spoiler 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1086379 Share on other sites More sharing options...
dunny Posted September 25, 2018 Share Posted September 25, 2018 Hey I wonder if the Ranching Rebalanced causes the stone hatches to have their diet/excretion mixed up leading to no smooth hatchling chances (or smooth hatchling spawn chance is the mix up in case the ores are the product for sedimentary/igneous and so on) Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1087382 Share on other sites More sharing options...
Cairath Posted September 27, 2018 Author Share Posted September 27, 2018 Now that I looked at it I think you're right. I'll fix when I can. They still can lay smooth hatch eggs with a small chance but the modifier wasn't adjusted for the diet. Sorry, still on vacation, will be slow with responding till October. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1087770 Share on other sites More sharing options...
N00bieMeap Posted October 4, 2018 Share Posted October 4, 2018 could you make double sweeper range mod not replacing the original one? i need it for the dropping system Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1090141 Share on other sites More sharing options...
Cairath Posted October 5, 2018 Author Share Posted October 5, 2018 @N00bieMeap I probably could. I'll look into it when I have a while. In the meanwhile... https://github.com/Cairath/ONI-Mods/tree/space-industry/modfiles There's been some changes in the game code and it wasn't as smooth as I'd like it to go, but I've uploaded updated mods for the preview branch, they're in the space-industry branch. I haven't managed to get custom planets for the plant mods to work and refined metals usable as raw for now (if you have something built already it will work fine) but it's way too late (early?) in the morning and I need some Zzz's 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1090481 Share on other sites More sharing options...
Cairath Posted October 6, 2018 Author Share Posted October 6, 2018 (edited) Uploaded a preview-branch version of the RefinedMetalsUsedAsRaw mod, and fixed visual range display on the double range sweeper (the pickup range was double, the visualization wasn't) I've also managed to fix the planets for Fervine and Palm, buuuuut.... turns out resources from planets are broken in the current game version so I'm gonna wait til Klei fixes it before uploading. It works fine as it is (or if someone wants to spawn the seeds with sandbox), it's just impossible to acquire without debug mode until planets are fixed. Edited October 6, 2018 by Cairath 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/4/#findComment-1091227 Share on other sites More sharing options...
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