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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.

 

b4408d76cf.gif

 

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.

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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.

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.

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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.

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 :p Stores an amount needed to fully refill one suit.

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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 :D 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

 

 

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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

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@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 :(

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 :(

5b9e5709298d1_realthought.png.4d6ec5ea4ebf477381ab15ea4c063d40.png

How did you see those animations? If I could get my hands on those it'd make my life SO much easier. 

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

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?

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

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... 

batterylg_0.png.c59cff7cdaaec021da88cd5abd6487fe.png

Spoiler

image.png.5b3bfbfcf7214e3fa5a8817db34c7670.png

 

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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)

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.

@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

 

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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 by Cairath
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