Cairath Posted February 11, 2019 Author Share Posted February 11, 2019 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 Link to comment Share on other sites More sharing options...
FenrirZeroZero Posted February 12, 2019 Share Posted February 12, 2019 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) Link to comment Share on other sites More sharing options...
Cairath Posted February 15, 2019 Author Share Posted February 15, 2019 (edited) 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 February 15, 2019 by Cairath 1 Link to comment Share on other sites More sharing options...
Cairath Posted February 20, 2019 Author Share Posted February 20, 2019 Mods Q2 preview are still valid, no need for updates as of now! For people updating from Q1, all Q2 mods are now on the master branch Link to comment Share on other sites More sharing options...
Cairath Posted February 21, 2019 Author Share Posted February 21, 2019 Uploaded a fix for Palmera Tree -- berries are once again cookable at the grill Link to comment Share on other sites More sharing options...
eXponentia Posted February 22, 2019 Share Posted February 22, 2019 Is it intended that Stone Hatches can't eat raw ore any more, but the Smooth Egg chance is still increased by eating raw ore in Ranching Rebalanced? Link to comment Share on other sites More sharing options...
Tourman Posted March 4, 2019 Share Posted March 4, 2019 @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. Link to comment Share on other sites More sharing options...
Cairath Posted April 5, 2019 Author Share Posted April 5, 2019 (edited) 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 April 5, 2019 by Cairath 3 Link to comment Share on other sites More sharing options...
goochmyster Posted April 5, 2019 Share Posted April 5, 2019 Thanks Cairath!! Link to comment Share on other sites More sharing options...
Tourman Posted April 11, 2019 Share Posted April 11, 2019 @Cairath It seems that Wireless Automation makes the game crash in QoL mk3. It's one of the best mods out of the bunch, and the only one so far that doesn't seem to work. Link to comment Share on other sites More sharing options...
Cairath Posted April 11, 2019 Author Share Posted April 11, 2019 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. 1 Link to comment Share on other sites More sharing options...
Nightinggale Posted April 15, 2019 Share Posted April 15, 2019 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. Link to comment Share on other sites More sharing options...
badgamer123 Posted April 20, 2019 Share Posted April 20, 2019 Would be nice to have a mode to remove daily report for long term base(the one I been using is MKI,it seem no longer updating) Link to comment Share on other sites More sharing options...
Cairath Posted April 20, 2019 Author Share Posted April 20, 2019 I've uploaded a few more mods with a couple still left to go. @badgamer123 I can ping Etiam about it, but I won't poach his mods Link to comment Share on other sites More sharing options...
Krestkz Posted May 13, 2019 Share Posted May 13, 2019 Downloaded your mod - No AutoSave Is this possible create some option in it? Save every x cycles for instance? After 1000 cycle approximately game has tendention to crash. This option could save a lot of time. Link to comment Share on other sites More sharing options...
Grey Nycidian Posted May 16, 2019 Share Posted May 16, 2019 FYI your ranching sensors mod critter sensor displays the correct amount of critters but always sends an inactive signal regardless. It would be awesome if you could fix this thanks. Link to comment Share on other sites More sharing options...
Cairath Posted May 16, 2019 Author Share Posted May 16, 2019 Looks like it always used the 'above' option. I've uploaded a fix. Link to comment Share on other sites More sharing options...
Grey Nycidian Posted May 17, 2019 Share Posted May 17, 2019 Thanks Link to comment Share on other sites More sharing options...
CMA157 Posted May 18, 2019 Share Posted May 18, 2019 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(); } } } Link to comment Share on other sites More sharing options...
Nightinggale Posted May 18, 2019 Share Posted May 18, 2019 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. Link to comment Share on other sites More sharing options...
CMA157 Posted May 18, 2019 Share Posted May 18, 2019 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. Oh nice, the replies merge. Link to comment Share on other sites More sharing options...
Nightinggale Posted May 18, 2019 Share Posted May 18, 2019 @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. 1 Link to comment Share on other sites More sharing options...
FenrirZeroZero Posted June 19, 2019 Share Posted June 19, 2019 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 Link to comment Share on other sites More sharing options...
harmonium Posted June 22, 2019 Share Posted June 22, 2019 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. Link to comment Share on other sites More sharing options...
Nightinggale Posted June 22, 2019 Share Posted June 22, 2019 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. 1 Link to comment Share on other sites More sharing options...
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