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About Dirmagnos

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  1. Skill is kinda worthless in it current state. How about adding +1 mining range to it, as "grand" finale to this skill tree. Making it actually worth it required +3 Morale, as +2 Digging is rather laughable.
  2. Make doors, instead of fixed size object, "drawable". Basically allowing players to draw doors of length their prefer, from one tile(this game really need hatches/trapdoors that are just 1 tile in size) to let say 6 tiles long. In the same manner as walls can be "drawn". Any door that require power, would have power requirement calculated on per-tile basis. Power slot would be located on tile that was first to be drawn, to allow better management of wires. To simplify process, they would be just made in segments, meaning that devs would require only 3 segments in total for each type of doors. Also would be nice to have something like energy field "doors" that would require energy to stay online, but be completely airtight. And ion field doors, that would kill germs on anything that passes thru them.
  3. I so need BuildingModofier, simply for ability to rotate and build Storage Bins anywhere. How can i change it manually in Assembly-CSharp.dll ? What values, where and how ?
  4. Another request. Mod that adds minor healing ability to cots and comfy beds. 24hp/cycle for cot and 48hp/cycle for comfy beds. It always confused me why sleeping dont restore some small amount of health. I understand that Triage Cot restores 50hp/cycle, but dupes spend in bed just 3 hours by default. So it would be 3 or 6 health per one night.
  5. Would it be possible to make a mod that would allow transit tubes to be run under ladders and fire poles or at least allow transit tube crossing to do so(first option would be preferable) ? Current limitations make transit system completely unusable to me, as i build in grids, with ladders and fire poles everywhere for better logistics. In addition to that, would it be possible to make teleporters, similar to liquid/gas gates ? Take Transit Tube Access as base, make it to require 3-4 kW for charging. And instantly teleport dupe from one teleport pad to another.
  6. How exactly liquid stargate works ? It seem to be able to pump in an unlimited amount of liquid, but only hold limited amount of liquit. So i can pump in for an hour and then only get 5 minutes worth of liquid out of it, Is rest of it lost ? Basically if i pump in more that i take out at same time, that difference seem to be lost.
  7. I absolutely love fluidwarp mod. Just a suggestion, to make it cost like 500kg of metal and 3000 minerals(to compensate for saving on latter for pipes), its way 2 cheap considering it functionality and make require power, id say 20W ought to be enough. The way i see this device, is that it opens a portal into a pocket universe, that would explain it ability to pump out unlimited amount of liquid, without it appearing in this universe. And because it is a parallel universe similar portal can be created at any point in our to universe access it. And because this device acts merely as doorway, then all it takes is a bit of power to keep that portal open. Various "channels" act as specific frequencies that re tuned to each specific packet universe, allowing to store different amount of liquids and transfer them to specific locations.
  8. Because its not stated anywhere, radius for sweeper in the mod is now 14 tiles(default sweeper range is 4). So its 3.5 times longer in every direction. I personally find sweeper quite useful. It is good for automated tasks, like puft farms. And with this mod i can have just 1 sweeper per area(my areas are 21 tiles wide, divided into 3 7-tile wide sectors), really neat.
  9. Need help with auto-sweeper. Id prefer for it to have completely different sweeping pattern(instead of circular, 5x5, being more cone-based, 8x3, with sweeper in the center of upper side), but this is far above my capabilities. So ive been trying to figure out how to change range on that thing instead. But i cant figure out what to change in SolidTransferArmConfig.
  10. Could someone make a mod that allows making ice blocks out of polluted and crushed ice. Maybe even snow. I presume that i have to change something in IceSculptureConfig, but im not sure what exactly or how to do it. Or if it is even right object. As to "why". I dont care about making sculptures out of ice, but those blocks make decent temperature controllers as they melt and also make melting ice for extra cold water far easier due to their low ice capacity. Another mod idea. Wheezeworts to have 1% chance to drop Wort Seed every 10 cycles.
  11. Would it be possible to create building that could operate on multiple fuels ? Like pump in hydrogen and it cools down area, pump in natural gas and it goes opposite, warms everything up ?
  12. Ok, havent played for a few days, but it does seem to work. Amazing job, thank you.
  13. Sweet, thx, any chance to get several variations with higher limits(x2, x4, x6, x8, x10) ? 1024 tiles sounded damn sweet. Basically quadruple size for stables would be really great.
  14. Will room size mod allow bigger specialized rooms eventually ? I find this 64/96 tiles limit to be rather irritating.
  15. Yes, that was my bad, i had previous injector mod files, then reinstate original versions and tried new injector. Clean reinstall removed problem, but since injector doesnt work, then no mods. Tried with antivirus, without it, downloaded with different browsers. Still get nonworking 40kb file. If i take files from: https://github.com/javisar/ONI-Modloader/ https://github.com/javisar/ONI-Modloader-Mods then injector works, patching goes fine, mod do not work, i get: [= INFO =] Path to mods is: D:\***\Mods [= INFO =] Loading mod assemblies [= ERROR =] Loading mod CameraControllerMod.dll failed! [= ERROR =] System.BadImageFormatException: Could not load file or assembly 'D:\***\Mods\CameraControllerMod.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format. File name: 'D:\***\Mods\CameraControllerMod.dll' at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool) at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:520 at ModLoader.ModLoader.LoadModAssemblies (System.Collections.Generic.List`1 assemblyFiles) [0x00000] in <filename unknown>:0 If i try mod file from https://github.com/Killface1980/ONI-Modloader/tree/master/Mods i get same error message. If i try dll files, both, from https://github.com/pardeike/Harmony/releases/tag/v1.1.0 i get same error message. Do i need to relaunch injector after changing 0Harmony.dll ? Injector from https://github.com/javisar/ONI-Modloader/tree/master/Managed does not start, gives compatibility error, bla bla bla "32-bit or 64-bit". Tried various compatibility modes, nothing.