Oxygen Not Included

Oxygen Not Included

50 ratings
[Vanilla + DLC] Fast Wireless Automation+ V2.3
   
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Compatibility: Base Game, Spaced Out!
File Size
Posted
Updated
86.833 KB
25 Apr, 2019 @ 12:27am
25 Nov, 2024 @ 2:56am
20 Change Notes ( view )

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[Vanilla + DLC] Fast Wireless Automation+ V2.3

In 1 collection by SuperComicMC
Super Comic's Workshop Mods
5 items
Description
Mod Translation
SuperComic's MODS Translation - EN/JP/CH (AUTO)

Description
Normal channels change output according to the last input.
Channels 0 to 127 are used as OR channels.

  1. This does not check the status every 200ms, every second.
  2. By default, the last input signal is prioritized. (Exclude OR channels)
  3. The number of channels supported is 1024
  4. Use less computer resources.
  5. Very efficient system structure.

Compare
N = number of devices on the channel
Wireless Automation
THIS MOD
Channels
100
1024
Workload per second
N * 5 ~ N * 500
0 (NEVER)
Workload when changing signal
N * 100
N
Speed
0.2s
Almost Immediately

Requires
  • Power 5w
  • Computing research

[QnA]
Q1. What is "OR Channel"
A1. OR channel, the inactive signal is output only when the input signals of all connected signal transmitters are inactive.

Other
source code: Github[github.com]
34 Comments
isochronous 28 Sep, 2024 @ 9:13pm 
Could you possibly support ribbon cables? That's one advantage the other wireless mod has over this one.
esj94 10 Feb, 2024 @ 9:14am 
getting crashes on deconstructing receivers, here is the log:

NullReferenceException

UnityEngine.Component.GetComponent[T] () (at <72b60a3dd8cd4f12a155b761a1af9144>:0)
FastWirelessAutomation.SignalNetworkBase.OnOperationalChanged (System.Boolean on) (at <e40b0757112a45238dfe5a28b06da3e0>:0)
FastWirelessAutomation.SignalReceiver.OnUpdateState (System.Boolean on) (at <e40b0757112a45238dfe5a28b06da3e0>:0)
esj94 10 Feb, 2024 @ 9:14am 
FastWirelessAutomation.Networks.ChannelData.InvokeEvent (System.Boolean sig) (at <e40b0757112a45238dfe5a28b06da3e0>:0)
FastWirelessAutomation.Networks.ChannelManager.SignalEmit (System.Int32 ch, System.Boolean ison) (at <e40b0757112a45238dfe5a28b06da3e0>:0)
FastWirelessAutomation.SignalEmitter.OnOperationalChanged (System.Boolean on) (at <e40b0757112a45238dfe5a28b06da3e0>:0)
FastWirelessAutomation.SignalNetworkBase.OnOperChngSTATIC (FastWirelessAutomation.SignalNetworkBase inst, System.Object data) (at <e40b0757112a45238dfe5a28b06da3e0>:0)
EventSystem+IntraObjectHandler`1[ComponentType].Trigger (UnityEngine.GameObject gameObject, System.Object eventData) (at <1e2b7d5db95c4d6b84eabb7ca0270927>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <1e2b7d5db95c4d6b84eabb7ca0270927>:0)
esj94 10 Feb, 2024 @ 9:13am 
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <1e2b7d5db95c4d6b84eabb7ca0270927>:0)
Operational.UpdateOperational () (at <ad63d841ef814a5d8bf82e8bc9ca21bd>:0)
Operational.SetFlag (Operational+Flag flag, System.Boolean value) (at <ad63d841ef814a5d8bf82e8bc9ca21bd>:0)
EnergyConsumer.set_IsPowered (System.Boolean value) (at <ad63d841ef814a5d8bf82e8bc9ca21bd>:0)
EnergyConsumer.SetConnectionStatus (CircuitManager+ConnectionStatus connection_status) (at <ad63d841ef814a5d8bf82e8bc9ca21bd>:0)
CircuitManager.Sim200msLast (System.Single dt) (at <ad63d841ef814a5d8bf82e8bc9ca21bd>:0)
Game.StepTheSim (System.Single dt) (at <ad63d841ef814a5d8bf82e8bc9ca21bd>:0)
Game.UnsafeSim200ms (System.Single dt) (at <ad63d841ef814a5d8bf82e8bc9ca21bd>:0)
Game.SimEveryTick (System.Single dt) (at <ad63d841ef814a5d8bf82e8bc9ca21bd>:0)
(wrapper dynamic-method) Game.Game.Update_Patch1(Game)

Build: U50-587362-S
Agent654 8 Nov, 2023 @ 6:20am 
Playing in English, but getting Korean text for the tooltips and whatnot. Is there an easy fix for that?
hottt3 25 Sep, 2023 @ 8:04pm 
Thanks for the mod! It would be great if the outlook of the transmitter and receiver be different (unique) from creature sensor.
浅吟秋风 7 Sep, 2023 @ 4:48am 
I'm having almost exactly the same problem as @nipodemos with basically the same error message. Can you please try to fix this when you have time.
tmd22121999 2 Nov, 2022 @ 12:23am 
can you update mod for 4-bit ribon :>
SuperComicMC  [author] 20 Oct, 2022 @ 4:15pm 
@nipodemos
Couldn't reproduce the problem :(:steamsad:
SuperComicMC  [author] 15 Oct, 2022 @ 8:31pm 
Oh... Klei...:steamfacepalm: I think they changed something again.
Thanks for reporting the problem.:steamthumbsup: