Oxygen Not Included

Oxygen Not Included

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Mass Sensor
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27 Feb, 2022 @ 7:27pm
17 Nov, 2024 @ 7:58pm
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Mass Sensor

Description
Description

Mass Sensor reports the mass of liquids or gases it is submerged in to the resources list.

It will sum the mass of all connected tiles of an element.

This way you can keep track of any mass that you have stored in the open.

How does it work?

Every 4 in-game seconds, the sensor will detect the element at the sensor's cell, then find all connected cells of the same element, sum their mass, and update that to the resources list.

Features

- Adds the mass of any element that you have stored in the open to the resources list.
- Ability to add any sensor to the pinned resources list.
- Remembers which sensors are pinned.
- Ability to set a name to sensors.
- Clicking on a sensor on the pinned resources list will center it in camera.
- Works with compressed gases/liquids (perfect for door compressors)
- Works with any reservoir shape as long as the tiles of the element inside are connected.

- Does not have an automation port (I didn't think it will be needed)

Options
Display Options: (Controls the name of the sensor on the resources list)

- Name And Element: Will show the name of the sensor + the element that the sensor is detecting. Example: Water tank (Water)
- Name Only: Will only show the name of the sensor. Example: Water tank.
- Element Only: Will only show the element the sensor is detecting. Example: (Water)

Support

If you encounter any bugs, let me know in the comments below with steps to reproduce or any other helpful information.

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Check out my other mods

Underground Conduit

28 Comments
Den43k#bloodrust 17 Jul @ 8:22am 
NullReferenceException

UnityEngine.GameObject.GetComponent[T] () (at <82f243aab18c4f32918da2df41974365>:0)
MassSensor.Mod+DetailsScreen_OnSelectObject_Patch.Prefix (DetailsScreen __instance) (at <8b9a1c51cd8345e1aeda7fdfd2e4b131>:0)
(wrapper dynamic-method) DetailsScreen.DetailsScreen.OnSelectObject_Patch1(DetailsScreen,object)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <7becb3f73037484c93dc2b548fe42a58>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <7becb3f73037484c93dc2b548fe42a58>:0)
(wrapper dynamic-method) SelectTool.SelectTool.Select_Patch2(SelectTool,KSelectable,bool)
SelectTool.OnLeftClickDown (UnityEngine.Vector3 cursor_pos) (at <0fc850f6a6e247dd80ffaaaf03c47ba8>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at <0fc850f6a6e247dd80ffaaaf03c47ba8>:0)
KIN  [author] 17 Nov, 2024 @ 8:00pm 
@WolfDK
Oh hey there! I have added compatibility with FastTrack! sorry for the wait!
WolfDK 15 Nov, 2024 @ 12:04pm 
My sensors do not have the ability to rename, and from what i can tell are also missing the Display options controls. It is likely a conflict with Fast Track, similar to what you had on Underground Conduits. Haven't checked though. (I'm BlueishTiger btw, new name, same me).
KIN  [author] 27 Sep, 2024 @ 2:47am 
@Warhead @Drian
Updated for the latest game version!
Warhead 8 Sep, 2024 @ 9:24pm 
hey so, i know it's been a while but, i really love this mod, and i can't get it to run even by it's self. i've saved the crash log, if you want to/have time to take a look. i can't find any other mod that does what this one does. so i'm very sad it's non functional rn. if anyone has any advice i'd greatly appreciate it.
Drian 21 Mar, 2024 @ 4:33pm 
Failure
KIN  [author] 2 Mar, 2023 @ 7:12am 
Updated for the QoL game update.
Neron-RK 28 Feb, 2023 @ 11:54am 
failure
Revsteban 2 Feb, 2023 @ 10:34pm 
I love this thing! great mod
Safti 23 Apr, 2022 @ 9:59am 
yeah, I use the no sensor limit mod already, but I would more prefer to send out automationsignals that are connected to the total mass, not the mass in the single tile, also the no sensor limit sensors are still limited to 100kg or smth like this