Oxygen Not Included

Oxygen Not Included

Automated Colony
349 Comments
Rainbow  [author] 20 Jun @ 5:38pm 
The new version removes the requirement for advanced materials to built the refiners making the mod much more accessible.
I also hope that i was able to remove the missing.string bug.
dcasez 4 May @ 1:10pm 
Alright, that makes sense. Thanks.
Rainbow  [author] 4 May @ 2:18am 
The filters are matched to use the same amount of power when using a valve setup ( down from 120 -> 10 ) I found the 120w excessive. It cannot be toggled and splitting the mod or make it toggleable would be more work than i can put into it right now.
dcasez 3 May @ 7:29am 
Love the mod. Pretty essential. Glad the missing.string bug will be fixed on next update. However, filters seem to be changed with this mod to only require 10w from 120w. Is this intended? Can this be a toggled option?
SunRod 11 Apr @ 10:33pm 
Awesome, thx! really appreciate it!
Rainbow  [author] 11 Apr @ 10:26am 
I have it fixed in the code already when i update the mod next time it should disappear.
SunRod 11 Apr @ 1:32am 
It seems I can build it... Then why do I get this missing.string thingy? This is a base game bug, right? Is it fixable?
Rainbow  [author] 7 Apr @ 6:41am 
you need 400kg steel or thermium
SunRod 7 Apr @ 1:30am 
So, the super sweeper cannot be constructed. It says: "missing.string.misc.tag.supermetal"
✪ Nam ✪ 5 Apr @ 6:10pm 
Ah, i see
Rainbow  [author] 5 Apr @ 7:58am 
Super Sweeper was nerfed sweeper without power was too cheaty
✪ Nam ✪ 4 Apr @ 8:39pm 
Super Sweeper still need powe 480W
Rainbow  [author] 4 Apr @ 4:13pm 
I uploaded an update to fix the super sweeper, check if it works for you now. With that version the supersweeper should have a good performance when ignoring tiles, but it would be good if someone can test the performance.
Rainbow  [author] 26 Mar @ 5:14am 
Okay i will check it out in the coming days.
Yaslana 26 Mar @ 5:02am 
Hi Rainbow! I just tried it again and the SW definitly dont pick up anything in the other room. :(
Rainbow  [author] 26 Mar @ 4:02am 
Thankyou for the kind words :)

Are you sure about this:

The supersweeper set to "cross wall" will not pick up anything thats on the other side of the wall though.

When i tested it it worked as expected and pick and deliver everything.

About the Range visualiser i will have to look into it again, maybe i will fix that the next update.
Yaslana 25 Mar @ 3:12pm 
Hi :) LOVE the new range setting for the SW as well as the option to forbid the crossing of walls. The supersweeper set to "cross wall" will not pick up anything thats on the other side of the wall though. The range visuals change correctly. but it ignores everything thats across a wall, no matter if i check cross wall or not.
Rainbow  [author] 25 Mar @ 11:02am 
Dear Player, dont get to used to the autosweeper being variable distance next update will remove it so only the supersweeper is variable distance as planned originally.
Yaslana 25 Mar @ 3:12am 
Thank you, dear! No error messages anymore. :)
Rainbow  [author] 24 Mar @ 3:19pm 
Hello Yaslana, I updated the mod and included some new stuff, check if it works now.
Yaslana 24 Mar @ 9:41am 
Hi dear modder - currently getting an error when trying to load the game with this mod enabled:Exception while loading mod RainbowAutomatedColony at C:/Users/xyz/Documents/Klei/OxygenNotIncluded/mods/Steam/1828749978.
HarmonyLib.HarmonyException: Patching exception in method System.Boolean SolidTransferArm::AsyncUpdate() ---> System.FormatException: Method System.Boolean SolidTransferArm::AsyncUpdate() cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) SolidTransferArm:SolidTransferArm.AsyncUpdate_Patch0 (SolidTransferArm): IL_005d: beq IL_0064


(there is more, but cant comment whole error, let me know if you need the complete error and where to post it)
VESELCHAK666 27 Feb @ 9:13am 
это что-то невероятное, я боюсь это переваривать
Rainbow  [author] 7 Jan @ 1:00am 
@Bonk @FRS I asked the owner of the variable sweeper mod and they allowed me to use the code so i will make it compatible with that mod and include a version that makes the supersweeper variable on the next update of the mod. @Baomont the single tile door is hacky i did not change the original animation so it shows as full door when building but it works as a small door. Its only a visual glitch.
Rainbow  [author] 3 Oct, 2024 @ 5:49am 
Still i think its much work. If its important to you guys post me a class i can just drop in that creates the Buttons and ui of the settings (should be somewhat generic) or even better the full altered classes if you can code (perhaps everyone add their wishes for what needs to be in the settings). If i dont need to research that or can just paste it it is less work and i can try to integrate it next time i do work on the mod.
Bonk 2 Oct, 2024 @ 3:00pm 
any change you can add a config setting to the mod?
Rainbow  [author] 26 Nov, 2023 @ 12:24pm 
If you are very friendly with the guy from the other mod he might do that too. Alternately if his mod already overwrites that function you could try if it helps to load his mod after mine.
Rainbow  [author] 26 Nov, 2023 @ 12:16pm 
I tried something of the modsettings and coding settings into an app is extensive work and i am doing pretty much 0 work on most mods, i only maintain them and add something rarely. But you could try this: Use the decompiler to get the code for SolidTransferArm AsyncUpdate and create your own mod that overwrites my code with the original.
FRS 26 Nov, 2023 @ 9:27am 
Something in line of this one (Mod Menu Customization):

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2888290233

Maybe you could try to ask chatGPT to create a Mod Menu Customization, given the library that you are using and see if it works.
FRS 26 Nov, 2023 @ 9:20am 
Looking at the code, this was not what I expected.

When it comes to the architecture aspect of it, I was hoping that the object that is being "modded", would extends a baseSweeper, and you would override the base behavior. Or even when it comes to your sweeper, they would implement a interface of some basic actions and all other sweepers would extends your base_modded_sweeper and implement the methods on their on way.

Not knowing that much of the modding API, C# and the all code behind it, I would be afraid of changing anything, because I would not know the impact. But noticing that the class has a namespace I would say that maybe! The settings on the mod would make that namespace available or not in the game.

Do you have any idea of how the mods settings works or needs?
Rainbow  [author] 26 Nov, 2023 @ 7:28am 
But the compatibility problem essentially is that my solution is an addition to the sweeper function and not changes much except that it adds a check if the range is over 25 and then ignores tiles. It does not know what kind of sweeper does access it, to make it compatible it will need a different solution and most likely a mayor rewrite touching some more areas perhaps involving rewriting the class and passing the name of the sweeper along, but that might break quite some other thing and might cause the other mod to completely get incompatible. Lets just say you will have to do loads of thinking to find a suitable solution, i think :)
Rainbow  [author] 26 Nov, 2023 @ 7:22am 
I can just upload the class: https://anotepad.com/notes/3cp9kxba
FRS 26 Nov, 2023 @ 3:54am 
Do you have the code in git?

I have experience with java and python, but never used my skills for gaming, only software developing. I can at least have a look.
Rainbow  [author] 25 Nov, 2023 @ 7:38am 
That would be extremely time consuming, but if someone can provide an alternate code for the function that calculates if the sweeper is blocked that is compatible i can add it.
FRS 24 Nov, 2023 @ 9:28am 
And it take that much time to make the mod configurable, so that you pick what to use?
Rainbow  [author] 23 Nov, 2023 @ 4:21pm 
The mod uses the range of a sweeper to determine if it should go through a wall, likely is this overwrites the other mod. I am not sure what way to use to make that compatible and its likely to take quite some time to fix which i dont have at the moment.
FRS 23 Nov, 2023 @ 4:09pm 
Sure!

If you check the mod I talked with the other dev because I thought it was his mod but he checked and I did the test and then I also did the same with your mod off and it was it.

So keep in mind that the other mod manages the range of the sweepers, so you can drag the range of the sweeper or set it so it doesn't check walls. What happens is that after a certain threshold the other mod stops respecting walls with the set "ignore walls" off. You draw a room 10 by 10 and a sweeper inside and one loader inside and other outside with the same settings. You increase the range by one and over some range it starts ignoring the the walls.

The behavior mimics your large are sweeper or the super sweeper. That part of the code is the one that the other mod says you removed what he was checking so it doesn't cross walls.
Rainbow  [author] 23 Nov, 2023 @ 2:26pm 
Hey, could you please provide details what you think does not work well?
FRS 23 Nov, 2023 @ 2:23pm 
Hi mate, Your mod is messing with this other one and both go so well with each-other.

Unfortunately they way you implemented the sweeper, removed the functionality plus it makes it work wrong.

Is there any way you could do any of this options:
a) Given the fact that you removed the logic the other one uses, your try to adapt yours to it;
b) Make settings options, so you can pick what you want to use from it, for example, selecting the buildings you want to use on the game. (Hopefully that would not mess the other sweeper code).

The other mode is:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2971184827

I really like what you did with the slime and the background builds and I wouldn't like to lose that.
Baomont 21 Oct, 2023 @ 2:16pm 
I think the single tile door is bugged. It has a half cost but when built its the same as a regular mechanized door. Can anyone else confirm?
Rainbow  [author] 5 Oct, 2023 @ 6:56pm 
Atleast it will be like that as soon it really works.
Rainbow  [author] 5 Oct, 2023 @ 11:58am 
I am updating it now. It is: 1kg/s chlorine + 1kg/s SedimentaryRock -> 1 1kg/s Sand + 0.4kg/s Clay + 0.6 1kg/s Bleachstone. So if you have SedimentaryRock and need Clay or Sand it will will be a viable alternative to the bleach stone hopper and it does not need a dupe like the rock crusher. However it makes the Building specialised.
Allarionn 13 Aug, 2023 @ 2:20pm 
If you lower the throughput that much I'd recommend rebalancing the power based on the vanilla building then. The real upside for the power cost and 1200 would be output. 720W would match the ratio of power to output with the vanilla building. :)
Rainbow  [author] 10 Aug, 2023 @ 9:33am 
Right now it is:

600g/s Chlorine and 3g/s thermium -> 600g/s bleachstone

Probably i will make it more early game and useful, but also reduce the output:

200g/s Chlorine and 100g sand/regolith -> 150g/s bleachstone and 150g/s clay

that way it could be used to farm clay not only from polluted oxygen but from Chlorine too.
Allarionn 9 Aug, 2023 @ 10:31am 
Well there is now the vanilla bleach stone hopper, which produces 100g/s Bleachstone for 300g/s of salt and 5g/s of refined gold. It is much slower than this one in terms of output but if this used Chlorine and the same gold as the hopper it would be a reasonable alternative use for chlorine which still has few uses when you get a geyser. Sand and chlorine would also fit well.

I'd say for the 600g/s of bleachstone output something like 600g/s Chlorine and 30g/s Gold would be fair with gold. If you go with sand I'd probably make it something like 400g/s of each and 200g/s byproduct of clay in addition to the bleachstone. Either of these would have a place as alternates to the new vanilla option.
Rainbow  [author] 9 Aug, 2023 @ 8:24am 
I will make some small rebalances so in case you want to make suggestions for receipe changes they likely could go into the next version. there will no modconfig from my side but if anyone wants to code that i will integrate it.
Allarionn 8 Aug, 2023 @ 7:38am 
Thermium for bleachstone is insane lol. It would be nice be able to deselect buildings in a mod config, and maybe change the recipes so we could balance them in a way that makes sense to the individual user.
Rainbow  [author] 29 Apr, 2023 @ 10:52am 
i am only maintaining the mod now - repairing when it breaks.
But up here are the sourcecodes, if you want to publish the background ladder separately you have my permission.
Gemma 28 Apr, 2023 @ 4:07pm 
Would you consider releasing background ladders as its own mod? I really can't live without them but I don't want or use the other parts of this mod, except the high capacity storage sometimes.

I also discovered a bug with background ladders, if you build them over an existing ladder then deconstruct the ladder, the background ladder will not be climbable. (Not that big of a deal.)
Rainbow  [author] 16 Apr, 2023 @ 11:48pm 
Supersweeper works check if it get errands.
Rainbow  [author] 12 Apr, 2023 @ 11:24pm 
Are you sure?
Its unlikely, but I take a look when i have time.