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the mod was designed to fix a design issue where you could rush tech tree using nothing but dirt and water. SO! DLC fixed that, and to be honest, since the DLC release I don't pay much attention to it. I'm not planning on adding extra configuration at this point, sorry... I can understand some of the requirements may be unfair with other mods installed, but I cannot plan for every configuration of mods, if that happens I would just suggest to disable impossible reqs
Presently, the medical requirements are specifically the most difficult to get. (I practically had to lock 4 dupes in a room to get yucky lungs). On top of that, with Diseases Extended and Diseases Restored, one of the requirements is to get slime lung. That's a 6 cycle death sentence now.
I really do like the concept, they make me think outside the box and I don't just have to worry about sitting there and instant completing the early research while I munch on wild food. But in heavily modded games, it kind of becomes more of a chore than is fun.
The crash has been fixed, new mod version got released. Please make sure you have the most recent mod version, use "Mod Updater" if you need to force update
And yeah, some of the requirements may be quite difficult or tedious, even I sometimes have "what the hell was I thinking" reaction when I play with this mod, that's where the settings come in ;) I wanted them to be challenging enough so the players didn't do them by accident, but sometimes I might have overdone it
This mod gave me hints about the directions to head in for each research which I found really helpful. The requirements are way too steep for a new player (which makes sense, I'm certainly not your target audience with a mod like this), so I did uninstall it for a few days. But I missed it too much so I resubbed and changed the difficulty to 0.2 and now the requirements are all reasonably within my grasp and I use it to give me an indication that I'm heading in the right direction or that the research will solve a problem thats just cropped up.
Anyway, this is my favourite actual change to gameplay mechanics I think, and I would love if Klei added something similar to the game for real.
As for the research that has deodorizers, I think it should be like have 2kg of PO2 in one tile or something of that effect.
Also for the one that has the phones, my suggestion would maybe be something to do with rockets or other planets, such as have a dupe spend 20 cycles alone on a non-main planetoid alone or something to that effect instead of having a dupe with the loner trait.
Love the mod so far though :)
Please note: I playtested new reqs work in sandbox, but I didn't have time to try them out in real game. Please let me know if you notice some balance issues
For example, I'm playing in polluted asteroid with diseases mod, so it would be nice if
Basic Farming: Consume certain amount of plant based food
Apothecary: Have two or more duplicants catch any diseases (not limited to food poisoning and allergies)
Ventilation: Produce certain amounts of any breathable gas
haven't checked any other req, because my colonies dies in day 3 because all of them are sick and I have no access to medicine...
And for liquid tuning if you encounter really cold or hot liquids.
But I don't know what can be set as triggers. I have never done any modding for ONI.
I think unlocking in this style also requires a few changes to the tech tree. Maybe more tech options with just a few new things, so you get what you need to deal with what you encounter.
And especially new tech, like Smelting metals and Plastics are only available with better skilled dupes.
As far as I can see the only way to make enough Oxygen, atleast early on, is to deoxidize Rust. With the standard requirement to use 450kg of oxygen per cycle before the "Air Systems" tech becomes available I would need 8 dupes. I doubt my colony can survive that long.
Also have one dupe suffer a heatstroke or hypothermia before I get the "Liquid Tuning" tech is odd. Either I manage that through environmental stuff, like letting them work in water or around hot equipment or I have to purposefully expose them to this conditions to get the tech.
I also added typo fixes by @Citra Joe and fixed a duplicant counting issue he found. Thanks for the help!
Thanks for using my mods, and enjoy!
Unfortunately the Farter detection doesn't seem to work - I had one as a starting dupe and and one brought in the printing pod to meet the requirement, but it never detected them. And after 130 cycles I never got a snorer as an option, so I just disabled the mod, researched, then re-enabled. Made things especially challenging, but not one I can surmount, for a fairly basic tech.
I'd recommend avoiding the traits that are all based on the Kei's RNG, or possibly make it configurable.
Some of the typos annoyed me too, and there was an inaccurate description - but I put in a PR with the fixes :)
Thanks pether!
KLEI announced that they are going to change how ONI handles mods. As a result, you may experience your mods not working correctly, possibly crashing the game. This will first happen on the publilc_testing beta branch, starting with 24.06.2021 it will affect all DLC players and some time later will be visible in vanilla games as well. I will update my mods so you could use them, but I must ask you for patience and understanding, as I suspect I will not be able to support beta branch.
Thank you!
For more details, please see the game forums.
I am aware that KLEI makes changes in the DLC research tree. I will add more requirements for new techs once things seem stable. If you have any suggestions about those, feel free to share :)
Please let me know if you find any issues.