Oxygen Not Included

Oxygen Not Included

41 ratings
Fixes and Tweaks
   
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Mods: Tweaks
Compatibility: Base Game, Spaced Out!
File Size
Posted
Updated
896.994 KB
26 Apr, 2023 @ 12:57pm
2 Sep, 2024 @ 10:28pm
25 Change Notes ( view )

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Fixes and Tweaks

In 1 collection by llunak
llunak's Oxygen Not Included mods
12 items
Description
This mod provides various improvements for the game, such as fixing game bugs and avoiding obnoxious useless warnings.

A collection of my bugfixes and tweaks for the game that are too small to have their own dedicated mods.

Fixes included:

Tweaks included:
  • Faster horizontal scrolling (enabled by default) - Improves horizontal mouse wheel scrolling in views such as the 'Consumables' view.
  • Faster vertical scrolling (enabled by default) - Improves vertical mouse wheel scrolling in views such as the 'Consumables' or 'Resources' views.
  • Holding Ctrl blocks hover text (enabled by default) - Hover text, such as build tooltips or info cards, are temporarily hidden while Ctrl key is pressed. This allows e.g. to clearly see the light cast by a ceiling light while placing it.
  • Automated Notifier Does Not Expire (enabled by default) - Notitications from the Automated Notifier will not expire after a few seconds, they will remain until dismissed (or see option below).
  • Automated Notifier Red Signal Clears (enabled by default) - If an Automated Notifier receives a red signal, the notification is cleared immediately.
  • Reduced starvation warning (enabled by default) - Safely avoids some cases of mostly useless starvation warnings. Normally the 'Starvation' warning is not shown if a duplicant is starving but is already going to eat. However if the duplicant is first going to visit the toilet, catch breath or express emotions, all of which have higher priority than eating, then this warning would be still shown. This setting avoids the warning in these cases if the duplicant still has at least 800 kcal, which significantly reduces the occurence of benign starvation warnings.
  • Block attribute increase notification (enabled by default) - Disables 'Attribute increase' notifications when a duplicant's skill increases.
  • Block cycle report ready notifcation (enabled by default) - Disables 'Cycle X report ready' notification at the end of every cycle.
  • Reduced radiation diagnostic (enabled by default) - Avoids radiation diagnostic if only safely running past strong radiation. Normally the 'Check exposed' radiation diagnostic is triggered even if a duplicant quickly and safely runs past a strong radiation without receiving a large dose. This setting avoids the diagnostic if the duplicant's absorbed rad dose is small. The absorbed dose threshold is configurable.
  • Planted diagnostic only if farms exist (enabled by default) - Makes the 'Check farms are planted' diagnostic trigger only if farm plots exists. This and the following tweak avoid the permanent yellow 'Crops' diagnostic for e.g. unhabitated planetoids.
  • Block has farm diagnostic (enabled by default) - Blocks the largely useless 'Check colony has farms' diagnostic for all planetoids.
  • Block power use change diagnostic (enabled by default) - Blocks the 'Check power use change' diagnostic which warns about significant power use changes, which is usually a normal thing to happen.
  • Check enough food diagnostic includes rockets (enabled by default) - Avoids the 'Check enough food' diagnostic trigger when a planetoid does not have enough food but a landed rocket has enough food available, for example when colonizing a new planetoid.
  • Check enough food diagnostic cycles - Allows to specify number of cycles used for checking if a colony has enough food. Two warning levels are available.
  • Time sensors strict zero interval (enabled by default) - Prevents Time Sensor and Cycle Sensor send automation signal for a zero-length interval. Normally the sensors send a brief signal even for zero length. This option allows e.g.to temporarily disable a Timer Sensor or a Cycle Sensor by simply setting the active interval to zero.
  • Block critter starvation notification expiration (enabled by default) - Normally the 'Critter Starvation' notification is shown only for a moment and then disappears even if still valid, the option blocks it from expiring as long as there is a critter starving.

Bugfixes and tweaks may be added and removed in the future. I do not accept bugfix requests.

For changelog see the 'Change Notes' tab.

GitHub: https://github.com/llunak/oni-fixesandtweaks
30 Comments
cervik-po 29 Jun @ 2:54am 
the mod is stupid how do i remove it
El3m3nTor 4 Apr @ 5:14am 
It's a crash from mixing this and Stock Bug Fixes mod
El3m3nTor 22 Jan @ 4:47pm 
For some reason i get a crash when exiting the game from this mod, keep up the great work!
Hanneshore 4 Dec, 2024 @ 12:00pm 
Causes the game to crash on exit. Sometimes also on startup, can only suggest to save before end the game for your progress. Otherwise neat little mod.
46mofu 26 Nov, 2024 @ 11:27pm 
After updating the base game, an error now appears when exiting the game.
Artimipa 23 Nov, 2024 @ 3:20am 
After update game craches when you try to quit
myxal 6 Sep, 2024 @ 2:32pm 
Ooops, nevermind. Didn't have the mod updated.
nolhan.kdfr 6 Sep, 2024 @ 9:18am 
hm then maybe i was overthinking everything, but ether way i am a bit of a perfectionist, so just forget this interaction, on second thought i don't need anything more than 6 second precision
llunak  [author] 5 Sep, 2024 @ 1:09pm 
See the wiki on cycles - one day is 600 seconds, with 24 blocks that makes one block 25 seconds, 4 blocks is 100 seconds. You reallly shouldn't need 15 minutes with a calculator for finding the numbers of seconds for each schedule block.
nolhan.kdfr 5 Sep, 2024 @ 11:34am 
can you tweak the cycle sensor's time settings to snap to some kind of 24 grid aligned with the schedules ? or not, it may break some things but i would like to finally be able to automate based on schedules without having to spend 15 minutes just tweaking the cycle sensor armed with a calculator to know exactly on what number it should be to be aligned with a schedule block, it might be a nice addition and it might not be,

ether way bessides this request this is a great mod