Oxygen Not Included

Oxygen Not Included

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Customize Buildings (more capacity, less dupes)
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File Size
Posted
Updated
2.180 MB
28 Jul, 2019 @ 10:31am
9 Aug @ 7:26am
114 Change Notes ( view )

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Customize Buildings (more capacity, less dupes)

Description
QoL changes, more storage, less duplicant requirement. Transit tube anywhere! Robo miner through glass tiles.

The configuration file is created after first run and is located at:
%userprofile%\documents\Klei\OxygenNotIncluded\mods\CustomizeBuildings.json

On MacOS: ~Library/Application Support/unity.Klei.Oxygen Not Included/mods/CustomizeBuildings.json
On Linux: ~/.config/unity3d/Klei/Oxygen Not Included/mods/CustomizeBuildings.json

Full content:
- Smart and heavy battery customizable capacity
- 11 storage containers customizable capacity, including reservoirs
- reservoirs can be accessed by dupes directly (off by default, search in config file)
- Smart Battery no runoff
- Rock Crusher new recipe regolith to sand
- Valves, Switches, Building, and Door toggles don't require dupes
- Reservoirs don't need ground below
- all crafting stations can be set to no duplicant (Metal Refinery, Rock Crusher and more)
- more stuff without dupes: Oil Refinery, Oil Well
- pipe pressure customizable
- wire wattage customizable
- air filters will drop leftover polluted gas as canisters
- conveyor rail package size can be set
- auto-sweeper range and speed can be set
- robo miner range can be set
- robo miner can dig any material
- robo miner work through glass tiles
- digs regolith faster
- ladder don't get hit by comets
- transit tubes can be placed behind tiles/buildings and make U-turns
- transit tube launch power can be modified
- solar panels use all light and thus output up to 600W
- may change any of the following settings for all buildings (including buildings added from other mods)
-- power consumption
-- base overheat temperature
-- what a building can be made of
-- DTUs generated
-- generator output watts
-- decor values
-- where buildings are allowed to be build e.g. in the background, on the floor, anywhere
-- enable rotation for any building; might result in funny graphical bugs

Future:
- more buildings without duplicant requirement, fully automated
- maybe more inputs, so no dupe deliveries needed?

Download:
If Steam Download does not work or you need an older version, you find the files also here:
GitHub[github.com]
Popular Discussions View All (25)
3
24 May @ 12:11pm
Add more materials/buildings needing 2 different materials.
rossozombie
5
13 Mar @ 2:50pm
Possible conflict with Portal Network's Anywhere Door
CrystalMoon
6
12 Jun, 2024 @ 2:49am
Game crash
Бандера
1,848 Comments
zaunfinkrc 24 Aug @ 11:42am 
I'll try both options out and see which works best, thank you very much!
MiserableGamer 22 Aug @ 7:43am 
I use this sensor, works great!
Jaggid Edje 20 Aug @ 12:33pm 
@Zaunfinkrc, you might be interested in another mod that adds a duplicant room sensor for situations where the motion sensor's range is too limiting. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1921058858
Fumihiko  [author] 20 Aug @ 9:26am 
"Advanced": { "LogicDuplicantSensor": { "LogicDuplicantSensor": { "pickupRange": 5.0 } } }
But this won't change the visualizer.
zaunfinkrc 20 Aug @ 9:17am 
I've got another request: could you add a setting to add a range slider to the dupe motion sensor? I'm often missing like one tile to catch two buildings and it sucks. (Unless that is stupid complex, then disregard).
Fumihiko  [author] 11 Aug @ 7:56am 
You could add logic to split the storage like with solids, but I never looked into it. Then this would never happen.
If you remove the limit or modify it, you would have to deal with rounding issues. Creating weird glitches, where adding or removing tiny chunks won't register.
Jaggid Edje 11 Aug @ 7:49am 
@Fumihiko, are you sure that's still the case? There are several mods which add reservoirs which have a capacity much greater than 100 tons that don't have that issue.

I use the custom reservoirs mod, for example, and can set them to hold up to ~900 tons. Anything higher causes the issue you describe, but that's still a lot more than the 100 tons you mention.
Fumihiko  [author] 11 Aug @ 7:40am 
In config, the values are float. You can set an immense value like 1e+30. It also takes infinity or negative-infinity. I never tested that.

For reservoirs that is capped at 100t, because the game will scrub any collection over 100t. Solids have logic to split into 25t stacks, but liquids and gases do not. In the past people had all their water disappear when they had 100t. Now there is a limit in the mod.
Ace 10 Aug @ 7:55am 
Is there a value we can set in the config to set the storage amounts to infinite or unlimited?
MiserableGamer 10 Aug @ 7:44am 
I'm really loving your mods - I've been able to remove a load of other smaller ones as a result!