QuantumFlux

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About QuantumFlux

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  1. Well it could be a system like dwarf fortress, where you have rough unhewn wall (the unworked natural tiles), then smooth tiles (the normal tiles we are used too) and above that engraved tiles. for balance considerations the idea with the artist constructing them seems fair^^ EDIT: I need some nice "mushbar with dreckos surrounding it" engravings in my life.
  2. Well industrial floors usually aren't gold or copper... Maybe they should be split into "industrial tile" = thermal conductivity + speed boost, but ugly, and "metal panels" = looks great, maybe has to be worked on by an artist, but no speed boost and thermal properties similar to regular tile. To get decent speed and decor carpeted tiles could then be tweaked a bit. EDIT: I like this idea too, carpets could maybe soak with liquid spills, removing them but getting damaged in the process.
  3. Trash or incerator

    As far as I understood it they want a way to delete items during gameplay, so most likely a modded storage compactor that deletes whatever item is put into it. I think the flower/artifact thing was just about the optics of the device. Should be fairly simple to do I reckon.
  4. Trash or incerator

    The IDE is just there to handle dependencies and code highlighting for you, you should be able to do it with just a text editor, 'make', Mono and the libraries listed in the tutorial for Visual Studio. You'll also have to find a C# decompiler for Ubuntu to look at the game code. Anyhow, sounds like a good mod idea, I might look into it when I'm not swamped with IRL stuff, but that could take months to resolve... EDIT: Look for Rimworld modding tutorials on Linux, it uses a similar modding system plus some XML stuff which you should ignore for ONI. A cursory google search turned up this page, according to which MonoDevelop seems to be the IDE to use on Linux.
  5. Unfortunately I don't have time to write a tutorial, but to give you an idea: https://github.com/javisar/ONI-Modloader#creating-a-mod <- this guide actually still works, except you don't need the modloader anymore, the game loads your mod for you. Place your finished DLL in it's own subfolder under C:\Users\<user>\Documents\Klei\OxygenNotIncluded\mods\dev and enable it in the mods menu to test. You will have to use Harmony in order to get your code to execute, I'd recommend starting by creating a Postfix-patch. Or check out and play around with some pre-existing mods, they're all open source with the sourcecode usually being linked in their description in the Steam Workshop. You can also ask for help in the modding channel on the ONI Discord server, as this subforum is still a bit sleepy.
  6. scml -> kanim converter

    Do you have a custom KAnim to test it on? I might try to figure out that method if I find the time tomorrow.
  7. I'm having trouble with the uploader tool. It appears to ignore .json-files, which I use for configuring my mod. Could the filter that does that be expanded a bit for the future? For now I suppose I'll make my mod write those files from the DLL instead of having them pre-made, but it would be a lot neater to have that.
  8. I'm new to this too, but I doubt you'll get around C#. You might however be able to execute the C# build from a Makefile or whatever you are used to doing, so you could still use Emacs I think...
  9. Oh hey I reported this one I think. Thanks for fixing!
  10. [Game Update] - 284571

    works pretty much like the pitcher pump and the bottle emptier, except the canister filler has an input pipe and the canister emptier just releases into the air around instead of in a specific tile. you can even auto-bottle gasses
  11. [Game Update] - 284571

    Yea, I had a good look around the tech tree searching for it. They probably have it in another branch in their version control and mixed it up, or maybe it was planned to be a sort of surprise building for this release but ended up getting cut because it wasn't quite ready.
  12. [Game Update] - 284571

    I saw mention of a Steam Engine (remember the one that is currently in the game is called Steam Turbine) in the other patch note thingie, anyone know anything about that? Seems like we could build Jules Verne style steam powered rockets?!
  13. [Game Update] - 283915

    Maybe they only meant thermically? In my current base I'm storing ~3°C water in a resevoir that's 40°C on the outside, no heat moving around.
  14. I think I found the root cause of this and this bug. What's happening is some sort of disconnect between two parts of the game engine. The obsidian tiles at the Gravitas Facility still get damaged and broken by meteors, they can even pass through and destroy the terrain below (see attached screenshot). This change appears to register with the lighting, pathing and meteor physics, but it doesn't get rendered or saved to file. That's why reloading fixes the weird strips of light and it would probably also fix the pathing problem in the second bug report I linked, as the tiles are visibly bright from the sunlight they are exposed to through the ghost blocks.
  15. Clearly it's a quantum fluctuation in the polluted oxygen field.