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29 minutes ago, Cairath said:

You're not mistaken -- they should be slightly more yellow. Could you spawn other bugs with sandbox and see if they're all not working for you?

 

@ToiDiaeRaRIsuOy Yup, it's a small change, I can drop one very soon. It's drywall, tempshift and what? Which windows?

The tall windows of the gravitas centre. Much appreciated!

Edited by ToiDiaeRaRIsuOy
13 minutes ago, Cairath said:

@ToiDiaeRaRIsuOy

 

A small mod reversing recent Drywall/Tempshift placement changes to make them buildable behind tiles and doorways again, No Leaky Walls: https://github.com/Cairath/ONI-Mods/blob/Q2/Mods/NoLeakyWalls.zip

Thanks a bunch! Going to test it now.

EDIT: work perfect!

Edited by ToiDiaeRaRIsuOy
  • Like 1

Also, released a mod I finished last night: Eerie Colors. 

I've longingly looked at the old, dark screenshots and wanted to have something like that in game. 

What this mod does:

- uses one background for the entire map - by default it is background of the unused crystal biome (can be turned off or changed to background of another biome)

- removes color tints on elements and buildings in the world applied per biome and uses one color for the entire world instead (can be turned off, configurable color)

Please do not take the .dll out of the folder. Keep it together with the Config.json file.

A couple of screens:538e87470b.jpg

 

995885174f.jpg

 

And so, Colorful Shinebugs are so much doper now:

f74233ae5a.jpg

  • Like 3

So I am not too smart. For some reason I thought the default shinebugs shone different colours.

 

Sorry for wasting your time.

 

Edit: Just downloaded a new drop from Github, not seeing the Eerie Colors mod. Is it somewhere else?

Edited by UnderwearApp
40 minutes ago, UnderwearApp said:

So I am not too smart. For some reason I thought the default shinebugs shone different colours.

 

Sorry for wasting your time.

 

Edit: Just downloaded a new drop from Github, not seeing the Eerie Colors mod. Is it somewhere else?

Please switch to the Q2 branch for that (link above). If you're still on Q1, it *should* be backwards compatible

Hi,

Just stopping by to say thanks again for the continued work to keep the MODS up to date so quickly. I have been using some of the mods since the first came out and would really miss things like : Material color , zoom , border edges , larger maps. I Have also thrown some of the newer mods in but have yet to use many of them but like the idea that they are here to use.

I always knew Material color was working because one of the first 8 tiles (under printing pod) was of a different material (7 were made from Sandstone and ONE was made from Igneous rock ) so it stuck out like a sore thumb..lol It has since been fixed by the DEVS cause they are all Sandstone now. And i finally figure out i was missing the sprite folder, so now i have the button to toggle material color on and off...DUH.

P.S.When the DEVS first changed the map size i was like this is a tiny map,,,WTF...So i went looking for a way to change it...Now i always have my big map :).Only tried the new Eerie colors a little bit last night, i left it at the Default (Crystal I think?) and i like it so far....:)

Again it is really appreciated and Thank you very much. 

hi!

two requests...

could you add lockers to the ONI object list?

and, is it possible to make the critter dropoff not get waterlogged?

this would make it possible to skip all this BS with ranching and just have dupes drag cattle off to be drowned instead of building elaborate machinery...

love your mods!

Edited by xxx_420_bad_boy

Added a new mod - Show industrial machinery tag

Does what it says, with one caveat - currently shows the info only after the building has been built

Available on the Q2 branch: https://github.com/Cairath/ONI-Mods/blob/Q2/Mods/ShowIndustrialMachineryTag.zip

 

cde6c52f1b.png

On 7.2.2019 at 12:02 AM, FenrirZeroZero said:

Could you make a mod for the critter drop off limit?

Currently it caps at 20 and thats far from enough ^^"

Second Request: Could you let Pacu flap again? Otherwise they are quite useless from the pot ^^" (apart from the meat)

I  uploaded updates for the most-recent patch from yesterday -- Q2-309254

https://github.com/Cairath/ONI-Mods/tree/Q2

Due to layer changes many buildings may appear wrongly or invisible (like custom tiles) - please update mods that add buildings.

Also a crash fix in ShowIndustrialMachineryTag.

 

 

@FenrirZeroZero I'll add a config to that soon

@xxx_420_bad_boy I could, Ill see if i have time for that soon-ish

Edited by Cairath
  • Like 1

@Cairath

The Pharma Chambers are still very broken with woundedgo2bed mod. They kill any FPS; I've tested this on 3 computers, and as soon as dupes go into the chamber game performance tanks into single digits. This using only your mods. I'm trying to see if I can repro in a test map, but so far it only seems to happen in survival mode. Not sure if it's due to pathing issues, but I basically can't use the pharma chambers at all.

Hey folks,

I've slowly started updating mods for QoL3 and uploading them to Steam. Mods uploaded on steam do not require modloader - just subscribe! But be sure to delete the non-steam version from the old location completely

It's just 3 for now, but I'll go down the list during the weekend :)

https://steamcommunity.com/profiles/76561198076768290/myworkshopfiles/?appid=457140

Edited by Cairath
  • Like 3

I am aware - it has not been updated yet (and is not the only one that doesn't work). I haven't managed to update all of them last weekend, but I should be able to do so this week. Mods on github are currently not updated. As I update, I upload them to steam now -those are up to date. 

 

Some person tried to be "helpful"  and uploaded some of my not updated mods without my permission -please ignore those, I'm not responsible for whatever it is they uploaded.

  • Like 1

As I mentioned on steam regarding the Fancy Tile mod, the Database links aren't working in the overview. I figured out a fix and posted it here (modding subforum). Feel free to copy paste the code to whatever mod, which could benefit from it.

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