Cairath Posted September 11, 2018 Author Share Posted September 11, 2018 (edited) @FenrirZeroZero Yet another mod - Less Needy Critters -- the 'groomed' effect lasts 3 instead of 1 cycle. Aaaand Double Sweeper Range - reach from 4 to 8 in all directions. Edited September 11, 2018 by Cairath Link to comment Share on other sites More sharing options...
UnderwearApp Posted September 11, 2018 Share Posted September 11, 2018 (edited) 2 hours ago, Cairath said: Releasing another one of my mods! Many of you have seen the Palmera Tree when @watermelen671 was datamining the assets a long while ago, sadly it never made it into the game. Here it is (the images being uneven annoy me more than they annoy you, trust me): Details: - they consume chlorine at a 1g/s rate - upon harvest, they drop 10kg (10 berries, 1kg each) worth of those little guys: - Palmera berries are inedible. If left alone they will continue releasing hydrogen at 1g/s until they disappear or spoil (8 cycles if not refrigerated like food). Atmosphere of 1.8kg pressure of above suppresses the hydrogen emission. Fully grown tree ready to harvest (with berries visible) will also emit a tiny bit of hydrogen. - Palmera berries can be cooked into delicious Steamed Palmera Berries. Do not question the realism! Steaming takes by far the longest to cook of all other foods. Highly skilled chiefs preferred! This steamed berry is worth 2000kcal of food with quality of +6 (ambrosial!) Does not emit any gases. This means that one tree provides you with 1000kcal/cycle if you prevent the uncooked berries from offgassing! - The tree looked super weird in plantboxes. Meet trellis! It's two tiles wide and is a special planter "box" for the palm only. You cannot plant the palm in a normal farm tile. - Why are the berries so magical and delicious?!?! Because they're FROM SPACE! Mount your old dusty rocket and make your way to a completely new Gassy Dwarf, be it for its gasses, palm seeds or dirt. And once again thanks to jakkdl for math-balancing-thingies brainstorming! This is beyond wicked! Nice work! Think you could do something like this for the shockworm? Always thought they could be harnessed for power. If it's a possibility I'll brainstorm some drawbacks and values. Edited September 11, 2018 by UnderwearApp 1 Link to comment Share on other sites More sharing options...
Cairath Posted September 11, 2018 Author Share Posted September 11, 2018 @UnderwearApp I'm working on the Volgus now! Extremely busy with work though, so no ETA yet. Link to comment Share on other sites More sharing options...
UnderwearApp Posted September 11, 2018 Share Posted September 11, 2018 46 minutes ago, Cairath said: @UnderwearApp I'm working on the Volgus now! Extremely busy with work though, so no ETA yet. No worries, I get it. No pressure. Love the work so far! Link to comment Share on other sites More sharing options...
Slvrsrfr Posted September 11, 2018 Share Posted September 11, 2018 THE SHINEBUGS!!!!! <3 <3 <3 Link to comment Share on other sites More sharing options...
FenrirZeroZero Posted September 11, 2018 Share Posted September 11, 2018 3 hours ago, Cairath said: @FenrirZeroZero Yet another mod - Less Needy Critters -- the 'groomed' effect lasts 3 instead of 1 cycle. Aaaand Double Sweeper Range - reach from 4 to 8 in all directions. Awesome! Link to comment Share on other sites More sharing options...
watermelen671 Posted September 11, 2018 Share Posted September 11, 2018 (edited) 5 hours ago, Cairath said: Yo. Mind sending me a version of them moved up a tile? (so that they're in the air?) I'll then reassemble them so you don't have to worry about uneven screenshots. 2 hours ago, Cairath said: @UnderwearApp I'm working on the Volgus now! Extremely busy with work though, so no ETA yet. Spoiler @minespatch Edit: What would the possibility of you being able to put the Fervine (Heatbulb) plant to be added back into the game? Spoiler BTW, if you need any of the old build's .dll files, just lemme know and I can hook you up. Edited September 11, 2018 by watermelen671 1 1 Link to comment Share on other sites More sharing options...
Cairath Posted September 11, 2018 Author Share Posted September 11, 2018 (edited) @watermelen671 I definitely want to add the nice part of the heatbulb! It's on my todo list. I've played around with its animations (the open/closed leaves) and it's pretty neat. The vines look awful, but the flower itself is sure worthy of being in game. I just don't have enough time right now haha. Floating trees: It sways! Spoiler Sneak peek: Spoiler Edited September 12, 2018 by Cairath 2 Link to comment Share on other sites More sharing options...
Cairath Posted September 12, 2018 Author Share Posted September 12, 2018 (edited) I've updated most (or all?) mod descriptions in the readme: https://github.com/Cairath/ONI-Mods/blob/master/README.md If anything's still unclear lemme know edit: yesterday evening I corrected a bug in FlowSplitters which came up a few updates ago. Works fine again. Edited September 12, 2018 by Cairath 1 Link to comment Share on other sites More sharing options...
FierceClaws Posted September 12, 2018 Share Posted September 12, 2018 On 9/11/2018 at 7:01 PM, Cairath said: @FierceClaws sorry, I don't use that mod, so not sure! Have you used the egg sensor? There are three: critter, egg and critter+egg (just making sure) It uses the same counter that critter drop-off uses to display number of critters in the room - if that one is working with the big-room mod, then the sensors should work too i tried all the sensors, only the critters one works Link to comment Share on other sites More sharing options...
Cairath Posted September 12, 2018 Author Share Posted September 12, 2018 @FierceClaws Alright, I've verified that it indeed bork in rocketry. I'll upload a fix soon Link to comment Share on other sites More sharing options...
FierceClaws Posted September 12, 2018 Share Posted September 12, 2018 1 minute ago, Cairath said: @FierceClaws Alright, I've verified that it indeed bork in rocketry. I'll upload a fix soon mind reacting to my post when you do so? 1 Link to comment Share on other sites More sharing options...
Cairath Posted September 12, 2018 Author Share Posted September 12, 2018 (edited) Will do! Edit: done, thanks for reporting! Edited September 12, 2018 by Cairath 1 Link to comment Share on other sites More sharing options...
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 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 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 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 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 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 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 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 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 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 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 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 Share on other sites More sharing options...
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