Jump to content

Exciting World Mod 1.04


Recommended Posts

Hello All,

I just Uploaded my exciting World mod Version 1.04. (Please Note This is not a new Map)

Exciting World is a Mod Collection containing 50+ smaller mods and customization.

Most note able is a environment manipulator to generate maps with certain extra rules which in turn will generate new kind of maps.

The available rules are in the config menu.

I added About 10 new late game buildings to this version. If you want to know more about it please read here.

    Install:    Install the Modloader first:  https://github.com/javisar/ONI-Modloader

    If you have an old version of the mod installed you need to copy the old godtoolconfig folder and overwrite the new folder, this is important if you want to have scripts enabled on old savegames. Alternatively you can delete the old godtoolconfig and start an old savegame and edit the savestate.txt file. Delete the rest

    Then copy the zip into OxygenNotIncluded/Mods  (the base folder you can find it with steam browse local files) and extract it.

    
      if you have other mods installed and find in the logfiles a line: Duplicate diet entry: Regolith you can remove ImprovedAnimalsMod.dll to mitigate the crash.

Please test them out and tell me how it runs.

 

I would especially like to see a picture or video of a working nuclear reactor.

Also it would be great if someone could tell me how much impact the scripts have on performance.

Please check it at:

https://github.com/rainbowdesign/OxygenNotIncluded-Mods/blob/master/ExcitingWorld1.04TestVersion.zip

 

Here is a Picture of a Map with the scripts Aquatic and Water grows - note the flooded printing pod it was flooded by high pressurized water before i could finish the protecting wall:

AquaticWorld.thumb.png.f654cc07377f654c2fec79f041dece65.png

Earlier in the game:

aqua.thumb.png.c839ad5f7b8ab601f2d713d89d2b6fd4.png

All new buildings in one picture, they may look same but they are improved or bigger versions of the originals.
Buildings.thumb.png.e4fc7344a84cb768374375751e79e637.png

The Laser Miner in action.

laserminer.thumb.png.7cea784bb63059f815d0678c8efd8974.png

The selection Menu for scripts. Essentially you can create a Water world now and an ice world.

scenariospreview.thumb.png.c4caef9c16b9b20b123615233e8d7e88.png

ministeamturbine.png

Link to comment
https://forums.kleientertainment.com/forums/topic/98353-exciting-world-mod-104/
Share on other sites

waku-waku

doki-doki

I will test later, though a full content-changes list may be neat, I might as well have the fun to do it myself~

Especially I am looking forward to apply it to my own custom map... not that it is really custom though (new POI) or rather what is custom is not from me (better magma biome)

However I am curious: Didn't ONI add Plugin Support with the Space Industry Upgrade or what use did it (harmony?) have/what has the Modloader which ONI does not? Am I correct in inferring from the many strikethroughs from the ModLoader that it simply does not have to replace the main code anymore but ONI does not load more/with limited functionality?

8 minutes ago, SakuraKoi said:

I will test later, though a full content-changes list may be neat, I might as well have the fun to do it myself~

Some is in the link but the content is rather extensive. And i prefer to add double the content instead to make extensive content lists. If someone wants to write all down just contact me.

https://github.com/rainbowdesign/OxygenNotIncluded-Mods

8 minutes ago, SakuraKoi said:

Am I correct in inferring from the many strikethroughs from the ModLoader that it simply does not have to replace the main code anymore

It means the modloader does no longer need to inject code into the native assemblys instead the mod loader file is loaded directly.

3 minutes ago, aylmaoooo said:

Getting a crash with Ranching rebalanced, not sure how to get the report for you.

Also props for the building extensions mod, can see myself using it extensively.

Ranching rebalanced is not my mod. Maybe you should look where it comes from.

Duplicate diet entry: Regolith
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

Might be this one. My hatches eat regolith and give off coal.

You could remove the improvedanimalmod.dll from the folder.

It adds some more diets to animals.

Just now, aylmaoooo said:

output_log.txt

Removed improvedanimalmod.dll, still getting crash.

output_log.txt

Ended up removing all mods but Godtool.dll. Still getting the crash


[= INFO =] Loading ImprovedAnimalsMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null

 

In the last log its still loaded. Maybe you put it in a folder where its still loaded.

I have a question about the exciting world mod.  How can I tell if it's working?.  I'm using the 1.04 test, 50 cycles in with the water world and water grows and it doesn't seem like I have any more water than normal and certainly not having to struggle with keeping water at bay.

The only thing I can think of is that for the map type I use the debug enabled to select my own map files (I play 1024 x 1024 map size with more geysers added to compensate. I don't know if that would interfere.

Hei Water world is very easy to check if it works: At the beginning sandstone will turn into water.

Look in the folder in the godtoolconfig water grows savegamestat if its enabled.

Also you can look in the log if the file water grows is loaded.

Without water world water grows has little effect, its usually only 1%-2% per cycle.

7 hours ago, Nuclearmayhem said:

 

The only thing I can think of is that for the map type I use the debug enabled to select my own map files (I play 1024 x 1024 map size with more geysers added to compensate. I don't know if that would interfere.

I think it should not

Attaching my logs, the savegamefile from watergrows, same file is in waterworld and a screen shot of a freshly created world.  lots of sandstone, just the usual lakes.

maybe I'm missing something or have a conflict somewhere.

savegamestate.txt

20181118130806_1.jpg

output_log.txt

On 11/18/2018 at 7:12 PM, Nuclearmayhem said:

Attaching my logs, the savegamefile from watergrows, same file is in waterworld and a screen shot of a freshly created world.  lots of sandstone, just the usual lakes.

maybe I'm missing something or have a conflict somewhere.

Hei, i digged a little into what could be wrong. But i think the new update could take an other week or two. You could try out to take the godtool.dll from the old mod zip (the one before the testversion), put it in the source directory and take the modfolder you want (namely aquatic world water grows and nuclear power mod) and put them into the godtoolconfig in the meanwhile. also delete the new godtool.dll It should be compatible with the new buildings.

On 11/18/2018 at 7:12 PM, Nuclearmayhem said:

Attaching my logs, the savegamefile from watergrows, same file is in waterworld and a screen shot of a freshly created world.  lots of sandstone, just the usual lakes.

maybe I'm missing something or have a conflict somewhere.

savegamestate.txt

20181118130806_1.jpg

output_log.txt

Please note i have fixed it - atleast i think i did and uploaded a new version:

 

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...