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About trevice

  1. Mod status: BuildableAETN: Already in SW (Steam Workshop) CustomWorld: Already in SW InstantResearch: Already in SW NoDamage: Already in SW SpeedControl: Already in SW SuperMiner: Already in SW RoomSize: Already in SW ZeroPointModule: Already in SW BuildOverFacilities: Not sure if I'll upload it. BuildingModifier: I need to refactor it a bit. I'll wait until ONI release. FastMode: Probably I'll upload it. FluidPhysics: This mod doesn't quite work as I intended. Still I haven't been ablet to fix it. FluidWarp: A bit of testing and I'll upload it to SW InverseElectrolyzer: A bit of testing and I'll upload it to SW. Maybe I'll remove the building with 1 input. MoreTraits: Performance test and then I'll upload it. NoFixedTemps: There are mods in SW already like this. WorldGenReloaded: I'll wait until ONI release. Notes: The mods should still work with ONI buildin modloader if you put them in their own folder under: C:\Users\YOUR_USER\Documents\Klei\OxygenNotIncluded\mods\local\ There is a specific branch for the mod steam versions (its a WIP): I plan to remove ONI-Common dependences when/if Klei provides a nicer way of manage config files. Thanks for the patience.
  2. Yes, there is, but I want to refactor it a bit. Sorry, I just came back from holidays. I'll try to catch up.
  3. The plan is to upload all the mods but it's pretty slow since I'm also cleaning a bit and adapting them for Steam.
  4. Dear developers and community, some time ago I posted a list of modding related question and suggestions but I think this may be a more suitable place for that. I'm sure you have been thinking in some of these topics, please, forgive me I they have been mentioned before elsewhere. Do you have plans to extend the modding support? I mean things like support for mod configurations in game. Maybe this could be added to the new mod list window. Or even a mod API, althougt it's true that Harmony is very powerfull by itself. I think the mod community is having a hard time with a couple of thinks, namely, adding assets to the game (sprites, animations, ...). Any foreseeable KAnim editor in the future? Also it would be really nice to be able to extend easily the UI (menus). Would it be possible to mod the physics simulation somehow? This would be awesome. I know that it's possible to modify the gas/liquids/solids properties but I mean, for example, to mod the way some formulas are calculated. I also want to say thanks to the developers for the hard job they are doing adding mod support and taking into account the community. I firmly think that mods will grant to this game a long long life. Thanks to the modding community for get involved since the begining when I uploaded the first version of the ONI-Modloader My first intention was to kickstart the mod creation in this game since I saw so much potential. Goal achieved. It's been a wonderful time. Let me know if I can help in some way.
  5. Thank you @makotech222. I've received the PR. I promise I'll review it, but probably in a few days. Lately I've been overwhelmed with work...
  6. Nice to see that the game development is coming to a wrap up. Thanks for the efforts. Just a little sad, as a modder, at this point I was expecting some improvements to the mod support. We know that there'll be steam support and we are looking forward to test it. I've added a list of suggestions here: Keep the good job!!
  7. Off the top of my head, I'd like to share some suggestion before is to late. I'm sure most of the modders agree in some of these topics and the developers also have been thinking on these topics: Friendly way to add and extend UIs in the game. Support for adding assets easily (sprites, animations, ...) Support for mod configurations, save and load. Mod Manager in game able to enable, disable and configure them. Mod API ModUtil class with extended utilities. Thank you for your great job.
  8. Thanks for noticing the error and for uploading the output.log. I found the error and fixed it. I've had to change the Building tab and Tech. You can find it now in Utilities tab and Computing tech (next to duplicants checkpoints). Please, download and replace the new dll and try again.
  9. It doesn't work. It's seems like the latest ONI versions have change the way the Wires wattage capacities are assigned. I'll try to fix it but I'm still not sure how to do it...
  10. This is a mod I wanted to make a long time ago. I've created a prototype mod Airlock that doesn't allow fluids to pass through. Be aware that it's more complex that it seems so it may fail. It adds a new building door in Base Tab and in DupeTrafficControl Tech. You can find it here: Let me know if it works for you. Post into this forum if you find any issues.
  11. Very nice to see new mods and modders. Looking forward for your next mods . Just a thing. Be careful because you ScaleGrowAnyGas mod is dependent on ONI-Common and I think you don't warn that in the notes. If you don't use the config files funcionality I advice you to remove the reference from the VS project.
  12. Probably you downloaded the web page instead of the dll. Open the dll with notepad and check if it is "text".
  13. If you have installed the default version, there is only 3 speeds: 1, 3, 10 You can try this one that has nine predefined speeds, but note that it's only a prototype. At the moment, there is no option neither configuration to change the speeds at user level. Something is wrong. Post you output_log.txt if you cannot get it working.
  14. It does make sense to me. I've made the change. Find the latest version here. Also, messing with the game speed. I've realized that ONI supports more speeds. I've made a new branch to test this, just for fun. Would you like to test it? It's in the version in this branch: In this case, there are 9 possible speeds: 0.06, 0.5, 1(normal), 2(fast), 3(ultra), 5, 10, 15, 30. Note: The speed buttons don't reflect the current speed. ID = AirFilter