Jump to content

Recommended Posts

Hi Cairath,

Big fan here. Do you think you could perhaps make a variant of your "RefinedMetalsUsableAsRawMaterials" so that we are able to do tunnel bridges out of insulator?

I tried to do an adaptation but apparently I failed miserably. Care to take a look? 

Thanks, cheers and have a great weekend!

using System.Collections.Generic;
using Harmony;

namespace InsulationUsedAsPlastic
{
    public static class InsulationUsedAsPlasticPatches
    {

        [HarmonyPatch(typeof(ElementLoader))]
        [HarmonyPatch("LoadUserElementData")]
        public static class ElementLoader_LoadUserElementData_Patch
        {
            public static void Postfix()
            {
                var insulation = ElementLoader.FindElementByHash(SimHashes.SuperInsulator);

                var basic = new[] { insulation };

                insulation.oreTags =
                    CreateTags(insulation.materialCategory, new[] { "PLASTICS" });
                GameTags.SolidElements.Add(insulation.tag);
                
            }
        }

        private static Tag[] CreateTags(Tag materialCategory, string[] tags)
        {
            var tagList = new List<Tag>();
            if (tags != null)
            {
                foreach (var tagString in tags)
                {
                    if (!string.IsNullOrEmpty(tagString))
                        tagList.Add(TagManager.Create(tagString));
                }
            }

            tagList.Add(TagManager.Create(Element.State.Solid.ToString()));

            if (materialCategory.IsValid && !tagList.Contains(materialCategory))
                tagList.Add(materialCategory);

            return tagList.ToArray();
        }
    }
}

 

5 minutes ago, CMA157 said:

Do you think you could perhaps make a variant of your "RefinedMetalsUsableAsRawMaterials" so that we are able to do tunnel bridges out of insulator?

No need. Pipe bridges are not pipes, but rather teleporters. This means they never contain gas/liquid and as such will never change temperature of the contents. Making them insulated will not change that.

2 hours ago, Nightinggale said:

No need. Pipe bridges are not pipes, but rather teleporters. This means they never contain gas/liquid and as such will never change temperature of the contents. Making them insulated will not change that.

@NightinGale I'm talking about the tunnel bridges, as in, the plastic bridges used for tunnels so that dupes pass through walls when using the tunnel network. Not the liquid nor the air bridges.

@NightinGale, Check picture. This was what made me notice this... unwanted feature about these buildings. Yes, I had already remove some tiles before the printscreen, but it is still possible to see the "cold" materials on the ground  on the bottom part of the system. Yes I know I could use a "water lock" but that would still require control of the temperatures of the liquid overtime.

Top is a sleet wheat farm, bottom is a mushroom farm.

Screenshot (88).png

Oh nice, the replies merge.

@CMA157 Ahh, you mean the "Transit Tube Crossing". If we use the ingame names, then there is a greater chance people will understand each other ;)

You have a point and it would be nice if we could have both tubes through insulated walls and tubes in extreme temperatures. I guess I could make it myself, but my list of what I want to mod is rather long right now, meaning I second this request.

  • Like 1

Hi,

could you port Piped Algae Terrarium to the Workshop?

And could you make an little mod that removes the energy cost of the Doors? (Maybe while enabling more Materials like Isolation for it *cough*) 

Anyway of your Answer: thank you kindly for your mod collection, i have nearly all in my game and it is so fantastic :)

18 minutes ago, harmonium said:

Can you make a mod to make flower ignore the temperature ? I have all the time hard time to grow pinpernut flower they request too much heat.

I suspect this could be done by adding a postfix to SpiceVineConfig.CreatePrefab, use the return value (a GameObject instance) to read TemperatureVulnerable. That one has some public floats, which looks like they are the temperature thresholds.

The question is how the state machine will respond if it happens to be set up and then the numbers are altered. There is only one way to find out: find somebody who will spend the time trying to implement this and see what happens.

The ideal mod would be a config file, which contains all thresholds for all plants.

  • Thanks 1
1 hour ago, Nightinggale said:

I suspect this could be done by adding a postfix to SpiceVineConfig.CreatePrefab, use the return value (a GameObject instance) to read TemperatureVulnerable. That one has some public floats, which looks like they are the temperature thresholds.

The question is how the state machine will respond if it happens to be set up and then the numbers are altered. There is only one way to find out: find somebody who will spend the time trying to implement this and see what happens.

The ideal mod would be a config file, which contains all thresholds for all plants.

I have not understand everything but if someone can help that would be cool

On 2/2/2019 at 4:24 AM, Cairath said:

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

this lighting is amazing! that second shot is incredible, it nails that old look/feel for me. Great job! :)

Is that a mod to have starter mesh tiles?

  • Like 1

Cairath i have (another) request. :)

A storage compactor with liquid input & output to cool the content.

And an high capacity storage compactor from steel. (like 100x the normal storage) with thermal seal (not temp exchange with Environment)

It's not about easier but to reduce lag and thermal interaction. 

Question on the Conveyor Filter - I posted on steam, but decided to hunt you down here too.  I'm working on a conveyor mod for sandbox builds, and I'm running into issues with the filters, as well as creation code, and would love some input from you.  Also, with the launch update, the conveyor filter no longer works.  Any word on a possible update there?

I get your point on not making the game easier, and the mods I'm working on are to easily test some automation setups in sandbox mode without having to make an auto miner and fill in areas with specific materials to test them.  They aren't anything I'd end up using in actual gameplay.

5 minutes ago, lee37683 said:

your conveyor rail filter is broken for me. only mod that doesn't work since the launch. keep getting message that I'm not authorized to write to a mod/steam sub folder. then resets all my mods, and requests a restart. 

I'm not sure the mod is to blame for that. Windows 10 is known to screw up regarding permission to write to mods and ONI itself isn't that great at avoiding issues of this kind either.

Try quitting the game. Unsubscribe, start the game, quit, subscribe and start up again. Now you can enable, restart and with a bit of luck your problem will be gone.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...