Oxygen Not Included

Oxygen Not Included

Farm touch and Engie tune Up
43 Comments
Blahramewe 21 Nov, 2024 @ 2:56pm 
The latest QoL update has broken this mod, partial crash log follows:

Exception while loading mod 1730681625.Steam at (location scrubbed)/Klei/OxygenNotIncluded/mods/Steam/1730681625.
System.TypeLoadException: Could not resolve type with token 01000024 from typeref (expected class 'Worker' in assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')
at (wrapper managed-to-native) System.Reflection.MonoMethodInfo.get_method_info(intptr,System.Reflection.MonoMethodInfo&)
at System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
Ronivan 7 Sep, 2024 @ 12:14pm 
You should also make a version for critters too.
临风揽月 19 Jul, 2021 @ 7:02am 
it's very good!
Rodrigues 15 Apr, 2021 @ 4:15am 
:steamthumbsup:thanks man
Mantakus  [author] 15 Apr, 2021 @ 1:24am 
Rodrigues: Already updated. Make sure you have latest mod version.
Rodrigues 13 Apr, 2021 @ 8:48pm 
update dlc please:steamthumbsup:
Mantakus  [author] 3 Mar, 2021 @ 1:17am 
Updated.
Tyo Atrosa 2 Mar, 2021 @ 10:00am 
any way we can get an update for the dlc?
Mantakus  [author] 4 Sep, 2020 @ 3:06pm 
Darkaisa: Steam sometimes provides outdates mod version, and this old version can crash game. Best solution use this mod : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018291283
if You have newest mod version and game still crashing send me your output_log.txt. I will check it. If you dont know where output_lot.txt is located try this: https://support.klei.com/hc/en-us/articles/360029555392-Logs-and-Useful-Information-for-Bug-Reports
Darkaisa 4 Sep, 2020 @ 1:37pm 
My game currently crashes constantly after this mod was installed. I am not specifying this mod is the problem, but on a few occasions the game automatically deselected this mod among the other ones right after a crash. I believe the current "engie tune-up bonus" duration is disappointingly short for the work and resources used, therefore this mod is a must for me and maybe other players who share the same idea.
Mantakus  [author] 8 Jul, 2020 @ 1:10pm 
Thanks for bug reporting. Mod should be ok now. If mod still crashing it is due to steam bug. In This case I recomend this nice mod : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2018291283
dread_ 8 Jul, 2020 @ 6:10am 
Me too. Getting a crash immediately after loading, with the mod the game runs just fine
Yarbrough08 7 Jul, 2020 @ 9:38pm 
The most recent patch broke the mod for me
Lucky Strike 9 Mar, 2020 @ 2:01am 
Working with automation update :steamhappy:
Mantakus  [author] 5 Nov, 2019 @ 7:55am 
Config file apper in same folders as mod itself. But first you must use this mod in game. What it is mean ? You must use micronutrient fertilizer on crop or tune up some electric generator, or you must check farming or tinkering stats on same duplicants (as you can see on mod picture).
aymanoracle 4 Nov, 2019 @ 3:13pm 
i have the same issue
Starcluster 4 Nov, 2019 @ 10:56am 
I haven't been able to tweak the mod settings. I have tried deleting the mods files and then re-installing them, but the config file never came up in both the mod file in the documents, and the mod config directory in the game folder itself. Am I doing something wrong?
Mantakus  [author] 19 Sep, 2019 @ 1:18am 
Damien-m: Yes and no :). You duplicant can use engie tune up on steam turbine, but steam turbine is bugged and output same amount of electricity no matter if you use tune up or not. There is even bug report about it , but Klei simply ignore it.
Damien-m 18 Sep, 2019 @ 12:36pm 
hey just wanted to know if tune up works with steam turbine
Shrike Valeo 1 Sep, 2019 @ 7:03am 
Thanks for the reply :) I guess I'm doomed then! Haha, you're better than me I bet.
*prays Klei will implement it*
Mantakus  [author] 1 Sep, 2019 @ 1:44am 
Shrike Valeo: Making mod which dont decrease tune up duration when generator not working is beyond my programing skills.
Shrike Valeo 31 Aug, 2019 @ 8:49am 
Hi :happymeat: Cool mod, nice of you to add the xml to easily tweak numbers.
I've been looking at if/how the tune up stat could pause while buildings are disabled, like jeron asked in earlier comments, but im not skilled in modding at all so I've struggled with VS/dotpeek

Do you know of any such way, or any ideas from your work on this?
It would also be cool to maybe change the tune up bonus depending on the microchip material but that's *definitely* more complicated and for another day, hah

Thanks
Mantakus  [author] 21 Aug, 2019 @ 10:06am 
magei: Thanks for info, it is very interesting.
magei 20 Aug, 2019 @ 7:19pm 
Interesting, I got that mod too but had no issues with it, You tried deleting the mod folder in steam workshop folder too? "N:\Steam Games\steamapps\workshop\content\457140" I even went as far as deleting the "appworkshop_457140.acf" file too thats located in the workshop folder xD
Mantakus  [author] 20 Aug, 2019 @ 2:13am 
magei : I have similar problem with Piped output mod. I subscribe/unsubscribe/manualy deleted mod folder/ manualy deleted modb file more then once and in the end I still have older (not working) version of mod.
magei 19 Aug, 2019 @ 12:13pm 
So just checked, It's not actually a steam issue, It's the way Klei is using workshop mods, It's using a .bin file in workshop folder and when the game runs with the mod enabled it extracts the mod to documents mod folder, Steam can't see if the mod updated or not because it's just a .bin file and no info on version or anything so it can't tell if a update is needed, Now I know why it took half a hour playing check box simulator yesterday, It never updated mods to LU xD
Mantakus  [author] 18 Aug, 2019 @ 11:42pm 
magei : Sometimes steam download old version of mod. Your version is Qol3 version, I Already upgraded this mod for Launch update. How to fix it? Dont know.
magei 18 Aug, 2019 @ 7:31pm 
Literally just started the new world and immediately crashed as a dupe went to dig the first block
Geek 1 is the name of my researcher just incase you were wondering xD
https://cdn.discordapp.com/attachments/315229593680478219/612832057403637760/unknown.png

诺米 6 Aug, 2019 @ 9:58am 
机械调整持续时间增加:操作技能*60S
如果有操作技能兴趣,持续时间将增加20%。

对于农民来说:
如果复制人只有“作物照料”技能
农民的抚慰持续时间增加:农业技能*25S
如果复制人只有“提高农业II”技能
农民的抚慰持续时间增加:农业技能*40S
如果复制人只有农业技能兴趣,持续时间将增加10%。


The Tempted Man 3 Aug, 2019 @ 7:20am 
Doesn't work with LU, fucks up animations of dupes
Golden Panda 31 Jul, 2019 @ 1:55pm 
Lastest update fixed it, thank you :))
Mantakus  [author] 31 Jul, 2019 @ 9:29am 
Sovereign Panda Realist Party: I also delete all my mods from mod/steam folder before launch upgrade. But anyway Steam should upgrade mods even you dont delete it.
Mantakus  [author] 31 Jul, 2019 @ 9:17am 
Sovereign Panda Realist Party: It is strange. I uploaded new version of mod when Launch upgrade become active. I also use this mod (from steam) and works ok.
Golden Panda 30 Jul, 2019 @ 5:49pm 
Mod crash on me with error
System.MissingFieldException: Field '.ChoreTypes.FarmingChores' not found.
Tyrian 17 Jul, 2019 @ 1:47pm 
i dont get what this mod does , info in the description says nothing usefull
Rei 16 Jul, 2019 @ 4:08am 
"Dont like this numbers because is too low too high."
try something like shifting
300 * 30 * tinkering
1: 60 -> 330
2: 120 -> 360
5: 300 -> 450
10: 600 -> 600
15: 900 -> 750

or some nonlinear functions like 200 + 400 * (1 - 1/(x+1) ) if you wanna define a maximum / limes
starts with
1: 400
2: 466
3: 500
up to the 600 at ∞
jeron 19 May, 2019 @ 11:33am 
Is it possible to make Engie tune up time to decrease only when generator actually works? That would make the real sense.
Mantakus  [author] 12 May, 2019 @ 12:53am 
To Kryzeth: Your calculation is correct. ( I'll add bonus duration for engie tune up , if duplicant has interest in operate, in next version.)
Kryzeth 11 May, 2019 @ 3:05pm 
Ahh, I thought it might be seconds, but didn't know for sure, since the rest was in percentages... Okay, so each cycle is apparently 600 seconds..

So in your example, with Farming 10 and Improved Farming II skill, with a duration bonus of 400 seconds, the Farmer's Touch would go from 600 seconds (1 cycle) to 1000 seconds (1.67 cycles)? Sounds pretty balanced to me.. although I might up the 10% boost from farming interest to something a little higher.

And then for my original example, a dupe with Tinker 5 and no relevant interest, would add 300 seconds, or half a cycle; increasing the base of 3 cycles to 3.5 cycles? And for 10 Tinker, it would add 600 seconds, or one extra cycle? I'll definitely wanna increase that amount, since even just a single cycle is almost meaningless.

Thanks for the info, and also thanks for the mod! I'll actually use these abilities in my base for once :D
Mantakus  [author] 11 May, 2019 @ 11:37am 
To Kryzeth: it is how many second is add for bunus duration per 1 point of stat. So if you have Farning 10 and your duplicant have learn 'improved farming ii' it is 10*40 => +400 sec. if your duplicant have also interest in farming, you get + 10% bonus duration : 10% from 400 is 40, so you get 440 bonus duration.
Kryzeth 11 May, 2019 @ 12:25am 
I believe Starcluster was asking about the configuration file you mentioned in the description.

I was able to find it after enabling the mod, loading into a world, saving, and closing the game, under Documents, in the same folder as OniTinkerStation.dll

What I'm wondering is if the bonus duration means percent, or what? Like, with a dupe with a Tinker stat of 5, would that be 300% bonus duration on engine tune up, making it go from 3 cycles to 12 cycles?
Mantakus  [author] 4 May, 2019 @ 9:48am 
To Starcluster: Simply use mod : apply farm touch on crops or engie tuneup on generator or inspect tinkering or farming stat.
Starcluster 3 May, 2019 @ 3:10pm 
I didn't see the config for the mod, what do I do?