Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
deactivated, and activated again.
force updated by using mod manager (Ony) i upgraded to 5.1.1
seems solved. Thx for this adorable mod dude
Version is
v.5.1.0.0 - Last update 27.01.2025 -- 02:03 (UTC +3)
--
sweeping, conveyor bug still here.
Thanks everyone for reporting the issue and providing useful information.
I have determined the issue occurs when transitioning _away_ from the pipe, air duct, rail or power wire screen.
You can validate this by watching the 'errands' tab of an Automatic Dispenser. Click/unclick 'sweep only' to reset it's errands. Then go to one of the above views and back again.
- Adjust color of Cobaltite and its ore (Thanks https://github.com/MicahZoltu)
- Properly check if building is a tile, instead of relying on a fixed list (Thanks https://github.com/Sgt-Imalas)
- Improve some other elements colors as we are at it
- It might work for DLCs now in case it didn't already
Make sure file version you receive is at least 5.1
@TOAST: Yeah this mod was listed but it most likely that error come from ChainedDeconstruction - my other mod, I just fixed it yesterday.
@WorldWalker128: It should be working, you can report it as an issue on GitHub with more details and a log.
@Desamona: As new elements are added they work out-of-box - I use colors supplied by Klei by default. Too bad they are not so great most of the time, so we provide overrides where it makes sense.
I was thinking maybe it could be an orange/red - but it's so close in colour to igneous rock (red) and copper (pinkish-red) that it might be too hard to distinguish.
TL;DR: Just edit "C:\Users\<username>\Documents\Klei\OxygenNotIncluded\mods\Steam\1739635014\Config\ElementColors.json". You need to add sections for "Cobaltite" and "Cobalt".
For more detailed instructions, see my post in the "Cobalt's Harsh Blue" discussion thread above.
Trailblazer Module -> PioneerModule
Solo Spacefarer Nosecone -> HabitatModuleSmall
Spacefarer Module -> HabitatModuleMedium
你可以通过按 MaterialColor 覆盖图标(在右上角)来切换它。
@Darth Nihilus: Thank you. It fails to apply color to something, most likely building, that allows some kinds of filtering. Maybe I can do something about it If you can find what exactly can be responsible for it.
Anything with a visual metre on it (reservoirs and batteries are good examples) is so hard to read that it kinda defeats the purpose of the colouring in the first place.
Is it possible to have a different shade of blue used to represent the cobalt ore in-game? It would be awesome if it could be lightened.
MaterialColor: Failed to apply tint using TreeFiltertable traverse
System.NullReferenceException: Object reference not set to an instance of an object
at MaterialColor.Painter.TryApplyTintViaTreeFilterable (TreeFilterable treeFilterable, UnityEngine.Color32 targetColor) [0x00032] in <4dc7af8bd53e4615a0d33d192f31cebf>:0
some background error that doesn't interrupt the game...
hope that helps