Oxygen Not Included

Oxygen Not Included

Customize Buildings (more capacity, less dupes)
1,803 Comments
zaunfinkrc 11 Jul @ 1:04am 
https://oxygennotincluded.wiki.gg/wiki/Conveyor_Meter
It's a building much like the liquid and gas meter, you set an amount (between 0 and 500 in case of the conveyor meter) that can pass through and once that amount has been transferred, the meter sends a red signal until it itself is reset by a green signal. I use it to ship specific amount to my refineries mainly, but shipping 1875 kg takes four of them and i'd much prefer being able to only use one so I can run more shipping belts out of the same room.
Fumihiko  [author] 10 Jul @ 12:32pm 
Pretend I haven't played the game for 2 years. What building are we talking about?
zaunfinkrc 10 Jul @ 11:16am 
I've got another request^^ Could you add an option to change the max amount the meters can let pass? 500kg for the solid meter is quite low compared with the amount used in a cycle by some of the machines.
虎斑法斗 10 Jul @ 2:39am 
崩溃了
The Almighty Crumpet 9 Jul @ 7:00am 
Took me a long time to realise that it was this mod that enables Heavy-watt wires to be built through walls as it wasn't a visible setting and buried in the manual config.
Can this setting be displayed in the custom settings please, be nice if it could be a drop-down selection for the choices too.
zaunfinkrc 8 Jul @ 11:57pm 
Aww, I figured it would be. Oh well, i'll stick with dedicated filtering rooms then. But thank you for you prompt answer and the recommendation!
Fumihiko  [author] 8 Jul @ 11:51am 
No, that's too much.

For what it's worth, 'Piped Everything' has custom ports, which can be set to pick up only specific items. Say you config an input port with filter Oxygen, then it will only remove Oxygen from that pipe. However, that's not what you are looking for. There is no ingame filter, the port is identical for all buildings of that type and defined on boot up.
zaunfinkrc 7 Jul @ 10:57pm 
This might very well be beyond the scope of this mod, but if it's possible and you're willing, could you add a way to use filters for more than one thing? I hate that you can only filter out one thing, because using one rail or pipe for more than one elemnt or item is such a pain with having to chain filters.
Krasto Nero 6 Jul @ 9:14am 
That did it!! Thank you very much!! Cheers!!
Fumihiko  [author] 6 Jul @ 12:57am 
Get the mod here Download [github.com] and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\1818138009
Krasto Nero 5 Jul @ 5:12pm 
Hello! First, thank you so much for this mod!!! I can't imagine playing without it!! I seem to have run into a problem. This mod is giving me the "Oopsie" message when I try to load the game. The game tells me that this mod has been unchecked automatically. When I try to re-enable it, I get the message again. It is the only mod that gets the error. I'm sure it is my fault, but I don't know what to do to fix it. Any help or suggestions would be greatly appreciated!! Thanks again!!! Cheers!
Gariba 22 Jun @ 10:49am 
@Fumikiho
Not sure since when, because I haven't touched transit tubes in a while, but the mod is no longer adding glass (or ice) as valid construction materials for it. This is still in the config file as per default:
"BuildingAdvancedMaterial": [
{
"Id": "TravelTube",
"MaterialAppend": true,
"MaterialOverride": "Glass Ice"
},
{
"Id": "TravelTubeWallBridge",
"MaterialAppend": true,
"MaterialOverride": "Glass Ice"
}
],
Fumihiko  [author] 22 Jun @ 12:49am 
That doesn't work. You can set each individual in the config file. But some buildings don't like that. Like ladders won't work sideways, lights will still radiate the original direction.
Meo 21 Jun @ 10:04pm 
Hi, How do I enable free rotation for every building? I didn't see any option for it, or did I miss out something?
kebe1pc 18 Jun @ 9:03am 
Oh thats quite interesting. Thank you for helping me.
Fumihiko  [author] 18 Jun @ 8:04am 
But it is impossible to have that building be able to emit correctly in all directions at the same time. You would need to rewrite the whole code.
Fumihiko  [author] 18 Jun @ 8:02am 
Here are some more fields on that component:
short emitRadiusX = 16;
short emitRadiusY = 4;
float emitRads = 240f;
float emitRate = 1f;
float emitSpeed = 1f;
float emitDirection = 0f;
float emitAngle = 90f;
Fumihiko  [author] 18 Jun @ 8:00am 
That just means that the lamp is hardcoded to produce radiation in that angle. Certainly the devs did not except the building to be rotated.

Maybe this works:
"AdvancedSettings":{"RadiationLight":{"RadiationEmitter":{"emitAngle":180.0}}}
kebe1pc 17 Jun @ 6:21pm 
hello, I was wondering on how to make the radiation lamp work from the ceiling but when I turn it on the radiation only goes to the sides and not downwards like I wanted to.

"RadiationLight": {
"Rotations": "R360",
"LocationRule": "Anywhere"
}
Tika-96 9 Jun @ 4:22pm 
Hi !

You have a modification added for the transit tubes: They can be built over anything else.

Is it possible to add something similar for fire poles ? I don't like the stop and go sliding at pneumatic doors. It would be nice to combine a pneumatic door with a fire pole to allow the dupes to slide downwards non stop.
Gariba 8 Jun @ 12:24pm 
Wow, thank you so much for this! I use all your Customize mods, and I'm glad they are all up to date!
Gariba 7 Jun @ 9:32pm 
Is there a way to change building inputs through the advanced settings? Specifically I want to change the Mercury Light's consumption rate.
crashfly 18 May @ 7:06pm 
@meishka16 - short answer is no.
long answer is likely not due to this mod only being maintained and no new active features are being added.

this was an answer given many comments ago.
meishka16 18 May @ 6:35pm 
any chance you'd be able/willing to add an option to the sweeper arm that would let it sweep through tiles? preferably either mesh tiles, in my case... there's another mod that's supposed to let you sweep through any tile, but it doesn't work with this one active, and i'd much rather have this one than that one.
if not I'll keep doing what I am, but i didn't think it'd hurt to ask~
no pressure though! I have no idea how hard or easy it might be
Wite-Whrice 10 May @ 12:59am 
Found a weird bug with the auto-sweeper option of picking up anything. When an auto-sweeper picks up liquid from the new bottle filler building, the auto-sweeper itself shifts over to the left each time, leading to it overlapping with other builds and moving out of place once I load the save. Although I'm also using this mod to make auto-sweepers suck across tiles, so maybe that affects something: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3447175832
Also, I'd love the same feature to be implemented here if possible. I straight up love the gameplay options this mod gives.
meishka16 7 May @ 9:42pm 
not sure if its a conflict or something, but when I use this to set robominer to dig any tile, it will dig tiles *past* the abyssalite, as if the abyssalite weren't even there, but it won't dig the abyssalite itself. if anyone can think of how I could try to fix that, it would be much appreciated, thank you!~
Kaedys 29 Apr @ 10:58am 
oni-db isn't really being rapidly updated for new DLCs and such anymore =(

That building is the "MilkPress" in the code.
Yomi 29 Apr @ 9:06am 
I can't find the machine on oni-db but I'm talking about this one: https://oxygennotincluded.wiki.gg/wiki/Plant_Pulverizer
Fumihiko  [author] 29 Apr @ 7:56am 
No, that does not work. 'No Dupe' needs manual coding to work. Also Pulverizer is not a building in the game. Do you perhaps mean RockCrusher? https://oni-db.com/details/rockcrusher
There is an option for that.
Yomi 29 Apr @ 7:52am 
Hello and thank you for this mod.
I want the Plant Pulverizer to need no Dupe, I tried to just add this line to config file “NoDupePlantPulverizer”: true but it doesn't work. Any ideas?
kebe1pc 21 Apr @ 3:41pm 
I see, usually use DNSpy to go look into .dll files to change values and stuff. Last time I did it was to increase the max cap for nanobots from 15 to 25 per upgrade from the disease expanded mod
Fumihiko  [author] 21 Apr @ 12:25am 
Btw, the only way to navigate this, is to use ILSpy and look into the game's Assembly-CSharp.dll. This is nowhere explained, because that's too advanced for the average Joe.
kebe1pc 20 Apr @ 9:41am 
Thank you for helping me, I appreciate it.
Fumihiko  [author] 20 Apr @ 1:12am 
Eh. That building has 2 storages. One for input, one for output. I fixed the index logic. You can use ATx: to define which component you mean. Zero-based index; if omitted it should get the first index.

"AdvancedSettings":{"SupermaterialRefinery":{"Storage":{"capacityKg":123456.0},"AT1:Storage":{"capacityKg":123456.0}}}
kebe1pc 19 Apr @ 10:18am 
this is the best I could come up with through trial and error, but it still doesn't work
"AdvancedSettings": { "SupermaterialRefinery": { "Storage": { "SupermaterialRefineryKG": 50000.0 } } }
This is the errot I get
'Object reference not set to an instance of an object' when trying to write 50000
kebe1pc 19 Apr @ 9:24am 
Is there a way to increase the internal capacity of the molecular forge?
Seibutsu 1 Apr @ 11:30am 
"Steam Turbine Max Self-Heat" doesn't seem to do anything. Based on the name and the tool-tip, it should cap the maximum heat output of the Steam Turbine at the value selected (presumably in kDTUs? You should clarify that in the tooltip). It appears to have no effect. I submitted a bug report to the github.
Fumihiko  [author] 30 Mar @ 1:34am 
Look for "LocationRule": "Anywhere" and remove that line. If the previous line ends with a comma, delete that comma too.
antoine 29 Mar @ 7:02am 
I modified the base decor bonus for electronic machines but now my heavy wires can go through wall. How can I change that to default?
Fumihiko  [author] 28 Mar @ 8:40am 
Good job figuring that out. :mhwgood:
kebe1pc 27 Mar @ 9:23pm 
Nevermind I'm dumb as hell, just noticed after looking through the code that the storage for the radbolt engine is not in "tuning" but in "storage" smh
kebe1pc 27 Mar @ 7:30pm 
So after realizing that the tuning dropbox can configure the rockets all thats left is to change the max radbolts it can hold, but i can't seem to get it to work
"BuildingAdvancedGlobalFlag": true,
"AdvancedSettings": {
"HEPEngine": {
"HEPStorage": {
"capacity": 12800.0
}
}
}
this is the code I'm using but it says that the engine doesn't have that component value
I guess that isn't the correct ID but thats what I got from AKI's ONI ID page
Fumihiko  [author] 27 Mar @ 2:31pm 
You can set BaseDecor via the BuildingBaseSettings table. Use 0 to disable decor.
antoine 27 Mar @ 10:16am 
hello I set bac generators to vanilla but I wanna know if there's a way to make wires and transformers not as ugly for decor. Cancel their decor debuff?
Fumihiko  [author] 25 Mar @ 8:26am 
No
kebe1pc 24 Mar @ 3:18pm 
Hello, I was wondering if this was possible or not but is there a way to make the radbolt engine increase max radbolts from 4000 to 8000, fuel per consumed tile from 200 to 400, and increase rocket height to 35?
I know it's its a complicated ask but i was just curious if this can be done.
Cpt Kenny 20 Mar @ 2:33pm 
I got it working, once steam decided to actually update the mod to the current version.
I noticed the readme in my mod folder didnt have anything about ObjectLayer, i usually just use the one on your GitHub as its easier to bookmark and access on my phone.
Once i Force-Updated it with Mod Updater it worked
Fumihiko  [author] 20 Mar @ 12:34pm 
Look at the game's log. It's here "%appdata%/../LocalLow/Klei/Oxygen Not Included"
All buildings are printed during loading. You will find modded one's too.

I already tested the normal ladder. Not sure if there are exceptions, but I did not see any when applying it across my base. It probably collides with travel tubes tho.

The mod's readme has the different layers listed (without decription, because I have none). You can try different ones, if you like.
Cpt Kenny 20 Mar @ 12:25pm 
Hi Fumihiko, I'm trying to get the ladders to work like you posted in that last comment but i'm not able to get it to work.
I copied the code with the canvases layer to the config file but it didn't make me able to build ladders behind a liquid tepidizer and pump(while submerged in brine if it makes a difference)
I've got a couple other changes in the buildingbasesettings and made sure that i didn't miss a comma or curly brace anywhere.
https://imgur.com/a/7OONHhm
I'm also trying to get it to work with the Mod Steel Ladders and don't know the ID which is why i just put SteelLadder and LadderSteel after Ladder and LadderFast.
But it's not even working with the normal ladder or plastic ladder