DesktopMan Posted August 6, 2019 Share Posted August 6, 2019 (edited) Here's a mod I think would be useful: A pause sensor. Pauses the game when it receives green. Usage ideas: Temperature of your water supply reaches 20 degrees Oxygen pressure goes below 1000g Fridge is empty Stable has been populated Can be used for anything that takes a while. Edited August 6, 2019 by DesktopMan Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1240305 Share on other sites More sharing options...
erny0507 Posted August 7, 2019 Share Posted August 7, 2019 I have another crazy idea, after i finish the 3 hatchs art (babies included), what about a new building! The gene modifier, uses the incubator as a base, i could modify its art, allow to modify eggs, like life span, production rate, and so on and finally allow create new species not found in the world, i have 2 originals I wanna create. The building would work with recipes, example: Drecco egg+bleach stone=the slug i made up before The building would be operated by a researcher. 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1240730 Share on other sites More sharing options...
erny0507 Posted August 7, 2019 Share Posted August 7, 2019 Cairath i gave it more thought, the recipe could be random, cause the ui limitations. Example Hatch egg splicing: Description: Play with this eggs genome, something has to come out right? Recipe: 1 x hatch egg + something else(posible other eggs?)= new egg The result is show is a notification if posible, if the trait is unwanted the egg can be cracked. If posible the egg would show the trait adquired in its tabs like the Industrial Tag. Another posibility is that not random but the recipe are set straight forward. Example: Trait longer life span: 1x hatch egg+ n x abyss bugs eggs =1x hatch egg modified with trait longer life span. 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1240807 Share on other sites More sharing options...
Guinaro Posted August 8, 2019 Share Posted August 8, 2019 Would it be possible to have the Conductive Wire upgrade from 2kW to 4 kW. This would finally allow us to properly use a Large Power Transformer to full capacity. With your 50 kW mod, we then have: 50 kW and 20 kW heavy lifting wires Large Power Transformer Output a 4kW to the new 4kW Conductive Wire Small Power Transformer Output at 1kW to 1kW Basic Power Wire Thanks for your consideration. Guinaro Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1240883 Share on other sites More sharing options...
Cairath Posted August 8, 2019 Author Share Posted August 8, 2019 @Guinaro I'm gonna pass on that one - I've changed the heavy ones cause it made no sense to me that they are more costly yet the same properties. The normal conductive wire is already a x2 upgrade over the basic wire, so I'm going to leave it at that, despite of transformer logic. Today on "just one more thing that annoys me, I'll finish this and I'll surely play today" Self explanatory I think. Since I didn't have time to actually play to test it well... if something odd happens, let me know https://steamcommunity.com/sharedfiles/filedetails/?id=1828274492 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1240905 Share on other sites More sharing options...
CDoroFF Posted August 8, 2019 Share Posted August 8, 2019 (edited) Super Sustainable: failed. but the only generator i built and used is manual generator. p.s. It's become ok as soon as one of the dupes used it. Edited August 8, 2019 by CDoroFF Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1241253 Share on other sites More sharing options...
Cairath Posted August 8, 2019 Author Share Posted August 8, 2019 14 minutes ago, CDoroFF said: Super Sustainable: failed. but the only generator i built and used is manual generator. How could it be? Currently bugged at the start of the colony -- it'll fix itself once it actually registers some energy produced. I'll fix it soon 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1241267 Share on other sites More sharing options...
Guinaro Posted August 9, 2019 Share Posted August 9, 2019 @Cairath Are you still working on Eerie Colors? I saw it mentioned earlier in the thread, but couldn't find any reference to it? Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1241797 Share on other sites More sharing options...
Cairath Posted August 9, 2019 Author Share Posted August 9, 2019 @Guinaro Yes! On both darkness and eerie colors. Decided to keep them separate. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1241856 Share on other sites More sharing options...
Grifta Posted August 9, 2019 Share Posted August 9, 2019 Are you able to list the value that makes Super Sustainable true/false? I'm 700 cycles in with never having had any non-sustainable power, but is says false (some speculation that refining coal kills it), and I was hoping to fix that. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1241957 Share on other sites More sharing options...
Cairath Posted August 9, 2019 Author Share Posted August 9, 2019 @Grifta I have to fix that one. But the only buildings that invalidate it are coal generator, petroleum generator, wood burner and nat gas gen Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1241983 Share on other sites More sharing options...
Grifta Posted August 9, 2019 Share Posted August 9, 2019 I have 100% not built any of those, but it's still been invalidated (says failed, and I'm well beyond the 240,000KJ that was fixed in the last hotfix, but I don't have it). I don't think this is a problem with your mod since the other achievement tracker has the same issue. Are you able to let me know the name of the variable that you're pulling this from? I just need something as a starting point so that I can have a chance at figuring out how to fix it in my save file. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1241995 Share on other sites More sharing options...
Cairath Posted August 9, 2019 Author Share Posted August 9, 2019 (edited) 1 hour ago, Grifta said: (says failed, and I'm well beyond the 240,000KJ that was fixed in the last hotfix, but I don't have it This achievement was NOT fixed. Another two were. Tracking for this one is insanely broken, refer to this post: https://forums.kleientertainment.com/forums/topic/109948-achievements-broken/?page=3&tab=comments#comment-1240589 As to field names, Generate240000kJClean.amountProduced and Generate240000kJClean.usedDisallowedBuilding. I have to fix the 'failed' part in my tracker, the workaround about one issue gone wrong Edited August 9, 2019 by Cairath Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1242012 Share on other sites More sharing options...
Grifta Posted August 9, 2019 Share Posted August 9, 2019 Ah, thank you for the info, and the field names. I look forward to your mod update. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1242018 Share on other sites More sharing options...
Cairath Posted August 9, 2019 Author Share Posted August 9, 2019 @Grifta I've just pushed an update with some fixes, including adjustment for today's Sustainable Power fix Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1242075 Share on other sites More sharing options...
Cairath Posted August 9, 2019 Author Share Posted August 9, 2019 New mod from my in-progress automation series, Notification Trigger, available here An automation device that allows triggering a configurable custom notification. To set your notification message click the pencil icon next to the building name after you have built it. Character limit: 50. There are 4 notification types: - neutral (default with no symbol) - warning (symbol: [!]) - danger (symbol: [!!]) - danger, will pause when triggered (symbol [!!!]) 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1242098 Share on other sites More sharing options...
Grifta Posted August 10, 2019 Share Posted August 10, 2019 Looks like once that achievement is flipped to false, it doesn't come back. I tried to dig through the save file, but it's probably quicker for me to restart than to learn how to find and fix the save file. I'll let the devs know if/when I find the building that messes up that trigger. Your tracking mod will really help with that. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1242197 Share on other sites More sharing options...
Cairath Posted August 10, 2019 Author Share Posted August 10, 2019 @Grifta With today's fix the progress on that has been completely reset anyway. Now daily reports have info about building generated power, and the exclusion list is still only what I provided above. Make sure that steam actually updated the mod, it's been acting up. The easiest way to recognize if it updated correctly would be checking the number formatting -- I cleaned up a little: Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1242213 Share on other sites More sharing options...
Grifta Posted August 10, 2019 Share Posted August 10, 2019 Awesome. Yes, I rechecked the files and it looks like it's works. Thank you again. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1242259 Share on other sites More sharing options...
Grifta Posted August 10, 2019 Share Posted August 10, 2019 Unfortunately it looks like it still doesn't work The number seems to be locked at 76622.89kJ for some reason (run for ~20 cycles and it's not moving). Tune Up For What? (you listed it as Finely Tuned Machine) also seems to be wonky. I can send my save file if it will help you diagnose the problem. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1242325 Share on other sites More sharing options...
Cairath Posted August 10, 2019 Author Share Posted August 10, 2019 2 hours ago, Grifta said: Unfortunately it looks like it still doesn't work The number seems to be locked at 76622.89kJ for some reason (run for ~20 cycles and it's not moving). Tune Up For What? (you listed it as Finely Tuned Machine) also seems to be wonky. I can send my save file if it will help you diagnose the problem. As you can see, old formatting - the mod hasn't updated. I can't help you with steam problems (and it's being awfully stupid recently) but try removing the mod folder, even a few times, til it updates correctly. You will recognize the new version with improved formatting - delimiters and completion % capped at 100% Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1242359 Share on other sites More sharing options...
Grifta Posted August 10, 2019 Share Posted August 10, 2019 (edited) *sigh* Ok, thank you for coming on this roller coaster ride with me ;). I thought that the font had correctly updated, but as you say this was a Steam issue. Deleting the mod folder worked just fine. Again, thank you for the mod. I really appreciate people busting their asses to make games just a little better for other players. Edited August 10, 2019 by Grifta 1 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1242508 Share on other sites More sharing options...
Cairath Posted August 15, 2019 Author Share Posted August 15, 2019 Updated Wireless Automation last night for yesterday's patch! Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1245203 Share on other sites More sharing options...
Cairath Posted August 22, 2019 Author Share Posted August 22, 2019 A new mod! Configurable Motion Sensor Range: Adds a side panel to the Motion Sensor to individually configure each sensor in game. Values: 3 to 21 https://steamcommunity.com/sharedfiles/filedetails/?id=1842284802 Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1248579 Share on other sites More sharing options...
Kayle Main Posted August 26, 2019 Share Posted August 26, 2019 I can't find your mod, Piped Algae Terrarium, anywhere in the steam workshop. It's also no longer in your list on github. I really liked it, waiting for it to play ONI. Link to comment https://forums.kleientertainment.com/forums/topic/94120-mods-cairaths-mod-corner/page/11/#findComment-1250513 Share on other sites More sharing options...
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