Oxygen Not Included

Oxygen Not Included

[Vanilla + DLC] Research Requirements
73 Comments
pether.pg  [author] 20 Jul @ 3:46am 
thanks for feedback!
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
Tellik 18 Jul @ 7:46pm 
A bit more configuration, rather than turning them off, even adjusting the amounts, would be amazing.

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.
pether.pg  [author] 19 Jan @ 1:36pm 
@TheBrandolorian thanks for the report.
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
TheBrandolorian 1 Jan @ 11:05pm 
crashes on opening the research tree now
pether.pg  [author] 15 Aug, 2024 @ 1:56am 
I didn't check, but if you notice any serious issues I will update
Riza 14 Aug, 2024 @ 9:54pm 
does this work with the new DLC?
pether.pg  [author] 6 Jul, 2024 @ 2:33pm 
Welcome to ONI! I'm glad you enjoyed playing with my mod :)
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
Kidhedera 5 Jul, 2024 @ 8:23pm 
As a new player and I found I felt a bit directionless cos it wasn't clear what I needed to do next and I would just kinda vibe doing whatever and the dupes seemed happy... until everything fell apart all at once and I wouldn't be sure what exactly went wrong or how to remedy 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.
esj94 17 Dec, 2023 @ 6:27am 
@pether.pg thank you verry much. And yes, it is that item. Looks like I need to start my plastics production
pether.pg  [author] 5 Dec, 2023 @ 2:48am 
Or maybe lying on the ground would work as well... It was so long since I last played with this mod ;p
pether.pg  [author] 5 Dec, 2023 @ 2:47am 
Is that the tech that unlocks plastic beds and ladders? If so, the requirement is to store 10k plastic. Please note, it must be stored to be visible, not lying on the ground
esj94 4 Dec, 2023 @ 12:25pm 
can someone tell me what the "Home luxuries" requirements are? I have to many mods installed, so the buildings list is too long and thus the requirements are outside of the field and not showing.
jupiterLILY 1 Dec, 2022 @ 10:43am 
Just from playing some of the early game. I've had to tell my guys not to clean my toilets so that I can meet the requirement for plumbing. I think maybe setting the amount of floaty eyeball guys needed down to 1 would mean that players dont need to intentionally hamstring yourself.
gallantgabby 19 Sep, 2022 @ 6:31pm 
I'll have to look more into details with I play it without diseases restored and your diseases expanded pack. I guess my major concern is not being able to research without having someone being sick, but that's cause of the fact I have deadly diseases.

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 :)
pether.pg  [author] 17 Sep, 2022 @ 1:23pm 
Thanks, I'm glad you like it. If you had any specific suggestions I'd love to hear them, no requirement is set in stone and I might change them if I like something else more
gallantgabby 16 Sep, 2022 @ 7:21pm 
I'm playing this along with disease restored and disease expanded. I love it, its and interesting concept but some of the requirements are weird, such as I had to wait forever for deodizers because my breathability never goes that low. It should probs be something to do with PO2, instead of breathability. But regardless, its an interesting and fun mod.
pether.pg  [author] 16 Sep, 2022 @ 1:21am 
This wouldn't be a scope for this mod. Try "Endless Science"
Kutai 15 Sep, 2022 @ 8:15pm 
I'm looking for a mod that enables infinite science training, whilst consuming some resources, ofc. Is there a setting in this mod that allows this? Perhaps like tweaking the max number of research points one tech costs? Or resetting/prestige the whole tech tree? Thanks!
pether.pg  [author] 7 Sep, 2022 @ 12:26pm 
@Itaros thx for the report, Astronomy should be fixed in today's update, along other bugfixes
Itaros 1 Sep, 2022 @ 2:51pm 
Love the mod, quite the challenge. Something funky is happening with Astronomy Skill requirement though. All skill checks work except this one. Can't research "Computing" despite having fully decked out dupe on Researching including Astronomy. + Gas/Liquid storage reqs are unclear regarding their requirements. They do not count the same stat as colony resource listing, they count only in vanilla reservoirs which obviously excludes amazing modded Ronivan ones and vanilla pitcher pumps, random scattered bottles. Tooltip could be adjusted like "Store x polluted water in Liquid/Gas Reservoir" to be more clear.
pether.pg  [author] 15 Aug, 2022 @ 4:43am 
I will investigate this, thx
Shrglwyddes 14 Aug, 2022 @ 5:16pm 
Sorry. I meant I currently have 4 dupes with minor radiation sickness and Pharmacology and subsequently all medtech remains locked and unavailable. It still requires me to sicken 2 dupes. My question was whether this was intended. If not, then BUG: Minor Radiation Sickness does not count as disease.
pether.pg  [author] 14 Aug, 2022 @ 3:50pm 
I didn't test every case, but it should count as sickness, yes.
Shrglwyddes 14 Aug, 2022 @ 11:39am 
Does Radiation Sickness not count as a disease? After using shinebugs to light my lights out base, some dupes have radiation sickness, and there is little medical I can apply to address it.
pether.pg  [author] 10 Aug, 2022 @ 10:52am 
Hey! I just released an update to adjust some requirements, including some of your suggestions. Read change notes for details. Thanks for great ideas :)
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
Kurea 12 Jun, 2022 @ 10:20am 
Maybe make the requirements of the first tech of every tree a bit more generic, so it can be more compatible with more environments.

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...
Nevermore 11 Jun, 2022 @ 11:59am 
Can you give a tech two triggers? So that it can be unlocked by increasing Dupe skill OR by necessity
pether.pg  [author] 11 Jun, 2022 @ 10:54am 
Low breathability sounds nice, I will check if that's possible. Encountering hot liquid doesn't sound feasible at first. I will see what can be done, but I cannot promise it will be done soon.
Nevermore 11 Jun, 2022 @ 9:00am 
Maybe unlock Air Systems when breathability becomes low.
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.
pether.pg  [author] 11 Jun, 2022 @ 7:05am 
@Nevermore No, I didn't test on every asteroid. Do you have better idea for Liquid Tuning? TBH I don't like current req either, but I couldn't thing of anything better
Nevermore 10 Jun, 2022 @ 4:10pm 
I really like the idea of it, but have you tested it on the Folia Asteroid?
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.
pether.pg  [author] 17 Dec, 2021 @ 12:45am 
I released new update with new requirements for DLC techs. Please let me know if you see any issues
Sakura , 1 Oct, 2021 @ 5:49am 
I've uploaded GitHub to you. I'm not very good at using GitHub
Sakura , 1 Oct, 2021 @ 4:44am 
The po file is ready and will be sent to you as soon as possible, but DLC is not available. I do not know why
pether.pg  [author] 1 Oct, 2021 @ 4:08am 
hm, strange. send it on my github anyway, just comment that you have this issue, I will see what I can do
Sakura , 30 Sep, 2021 @ 9:28pm 
I made a po file, but it doesn't work on dlc, and Vanilla has no effect either:steamfacepalm:
pether.pg  [author] 27 Sep, 2021 @ 9:34am 
The mod supports translations. If you have .po file you can send it on my github and I will upload it to the mod.
Sakura , 27 Sep, 2021 @ 8:15am 
Can you get a Chinese translation? I can help translate:apex_bloodhound:
pether.pg  [author] 24 Jul, 2021 @ 12:45pm 
New update - Added Harmony 2.0 support for vanilla version of the mod. No other changes
pether.pg  [author] 24 Jun, 2021 @ 3:08pm 
Hi guys! I just made an update adding Harmony 2.0 support. The mod should work on your newest version of the DLC. Please make sure you updated the mod correctly and let me know if you see any issues!

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!
Citra Joe 22 Jun, 2021 @ 5:17am 
Ahh good to know about the json settings :)
pether.pg  [author] 22 Jun, 2021 @ 1:23am 
@Citra Joe Thanks for the feedback, I will look into the trait detection. Some rebalance might be done in the future, when tech tree will be more stable (KLEI changes things now). Btw - the mod has json file to disable requirements you don't like ;)
Citra Joe 21 Jun, 2021 @ 5:13pm 
I like the theory of the requirements. I enjoy the extra challenge they bring, but I had RNG issues that really put me off using the mod after my first 130 cycles with it.
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!
pether.pg  [author] 10 Jun, 2021 @ 4:30am 
Warning!
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.
pether.pg  [author] 6 Jun, 2021 @ 5:25am 
Hi! Small update with Brazilian Portuguese translation added.
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 :)
Shame 22 May, 2021 @ 3:04am 
Additional approach could be to have the basic research lab require different types of resources in order to operate depending on the branch of a research tree you're researching as opposed to just dirt. An example of this could be using a metal ore to research metal refinery's branch, sand to research glass forge and glass along with refined metal and plastic to research solar panel and steam turbine.
sidfu1 16 May, 2021 @ 9:22am 
intersting mod. research in base game is so dumbly did people will ignore 90% the buildings most times as you can research far to fast
pether.pg  [author] 13 May, 2021 @ 4:31pm 
@Rô Môli I just released updated version that supports translations, thank you for your patience. Please make sure the mod is correctly updated (sometimes steam needs some more time) and you could see translation template to translate the mod for your friends. If you wish to share the translation you can post it on my github.
Please let me know if you find any issues.
Rô Môli 12 May, 2021 @ 12:21am 
@pether.pg : Yes, i will waiting
pether.pg  [author] 10 May, 2021 @ 9:55am 
I will add translations soon, expect them before the end of this week :) It is hard to estimate more precise dates as I have plenty to do right now, but I made the code with intention to make translations easy in the future so it shouldn't be hard now :)