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If this does not work, or you don't want to; you can also download the files here:
Download [github.com] and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\2587551532
Idk what the problem is.
{
"Id": "GlassForge_I_SO_O_LO",
"Building": "GlassForge",
"Inputs": [
{
"material": "SolidMethane",
"amount": 1000.0
}
],
"Outputs": [
{
"material": "LiquidOxygen",
"amount": 1000.0,
"temperatureOperation": "Melted"
}
],
"Time": 10.0,
"Description": "控温融化"
}
{
"Id": "GlassForge_I_SH_O_LH",
"Building": "GlassForge",
"Inputs": [
{
"materials": ["SolidHydrogen","RefinedCarbon"],
"amounts": [1000.0,2000]
}
],
"Outputs": [
{
"material": "LiquidMethane",
"amount": 1000.0,
"temperatureOperation": "Melted"
}
],
"Time": 10.0,
"Description": "控温融化"
}
Just this specific recipe.
{
"Id": "GlassForge_I_SM_O_LM",
"Building": "GlassForge",
"Inputs": [
{
"material": "SolidMethane",
"amount": 1000.0
}
],
"Outputs": [
{
"material": "LiquidMethane",
"amount": 1000.0,
"temperatureOperation": "Melted"
}
],
"Time": 10.0,
"Description": "控温融化"
}
Can you show me what you are using?
LiquidOxygen or LiquidHydorgen are fine.
Select the recipe on GlassForge cause crash.
Just want to know the reason , Tks.
NullReferenceException: Object reference not set to an instance of an object
SelectedRecipeQueueScreen.RefreshIngredientDescriptors () (at <de400b4adfd7413aba747f509f69c810>:0)
SelectedRecipeQueueScreen.AutoSelectBestRecipeInCategory () (at <de400b4adfd7413aba747f509f69c810>:0)
https://pastebin.com/1KUzfz7g
'material' is a legacy field that works just like before. You must not use both. You can mix it with 'amount' and 'amounts' like you want. If amounts is null, it will use amount for every entry.
manual download works
tks
If this does not work, or you don't want to; you can also download the files here:
Download [github.com] and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\2587551532
{
"Id": "RockCrusher_I_Fossil_O_Lime_SedimentaryRock",
"Building": "RockCrusher",
"Inputs": [
{
"material": "Water",
"amount": 100.0
},
{
"material": "Dirt",
"amount": 50.0
}
],
"Outputs": [
{
"material": "Lime",
"amount": 25.0
},
{
"material": "SedimentaryRock",
"amount": 10.0
}
],
"Time": 5.0,
"HEP": 0,
"Description": "This is the description."
}
{
"Id": "RockCrusher_I_Fossil_O_Lime_SedimentaryRock123",
"Building": "RockCrusher",
"Inputs": [
{
"material": "Water",
"amount": 100.0
},
{
"material": "Dirt",
"amount": 50.0
}
],
"Outputs": [
{
"material": "Lime",
"amount": 25.0
},
{
"material": "SedimentaryRock",
"amount": 10.0
}
],
"Time": 5.0,
"HEP": 0,
"Description": "This is the description."
}
if not defined ID or using a new ID,will crash.
seems this mod forced to write consumedHEP data when crate a new recipe
logs below
Error in GameAssets(Clone).Assets.OnPrefabInit at (0.00, 0.00, 0.00)
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at ComplexRecipe..ctor (System.String id, ComplexRecipe+RecipeElement[] ingredients, ComplexRecipe+RecipeElement[] results) [0x0001b] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
...
at ComplexRecipe..ctor (System.String id, ComplexRecipe+RecipeElement[] ingredients, ComplexRecipe+RecipeElement[] results, System.Int32 consumedHEP) [0x00000] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at CustomizeRecipe.RecipePatch.Process (CustomizeRecipe.RecipeData setting) [0x000b1] in ...
Build: U56-674504-S
@Omegapent: I don't understand. The mod doesn't change how recipes work. It just let's you modify the game's data. If you have trouble since the update, you might want to reset your settings, since a bunch of stuff is different now.
Fumihiko recently added a function in Customize Buildings to change input consumption, "FUEL_MASS_PER_SECOND". In combination with "BuildingAdvancedMachineMultiplier" could produce what you are looking for.
Behind the scene each ingredient is resolved into all possible alternatives and each combination creates a new recipe. So I had to change the logic to inject the modification right before that splitting, otherwise your modifcations would not be applied for those recipies.
I got no clue what you mean with "0". The update should not change a thing for you.
Would be neat to also gain access to make our own "fuzzy" ingredients.
by the way, my version is U56-674504-VR
E.g.
```
{
"Id": "MetalRefinery_I_Sand_O_Glass",
"Building": "MetalRefinery",
"Inputs": [
{
"material": "Sand",
"amount": 400.0
}
],
"Outputs": [
{
"material": "Glass",
"amount": 100.0
}
],
"Time": 40.0,
"HEP": 0,
"Description": "从<link=\"SAND\">沙子</link>中提取出纯<link=\"GLASS\">玻璃</link>。"
},
```
this does not show in the recipe list
I did start a critter mod years ago. And then got frustrated on the complexity. Probably 70% done. Then an update changed a bunch of stuff and I would need to start over. I gave up on that. I still have so much other projects, I will not touch this for a while.
Since there are no recipes (that I am aware of) which release liquids/gas from storage (gas forge releases to pipe), the default behaviour is to drop it. That being bottled might be normal. But maybe you use CustomizeBuildings, in which case try disabling AirfilterDropsCanisters.
Unfortunately changing that behaviour specifically just for recipes is not so simple. A global change will break the bottler building.
The temperature of recipe outputs is a building specific thing. It's not stored in the recipe. I think CustomizeBuildings has a setting BuildingAdvancedOutputTemp which handles that. But not sure if that applies to food stuff...
And the same goes for Critter "inputs" & "outputs".
Took me a while though to realize that it supports more buildings than listed above: Like the "ManualHighEnergyParticleSpawner".
Also: I tried to have the Kiln release CarbonDioxide into the air, but never managed to do so. It only releases bottled Carbon Dioxide to the ground.
And the temperatureOperation & inheritedElement proprerties are still a mystery to me, as there are no examples. I've hoped I could increase the temperature of any meal created by the cooking staion, as it feels strange to me that they aren't heated up initially.
See line 31 here: https://bin.bloerg.net/bxygSCanRYo.json that:
```
"Description": ""
```
Is what caused my game to crash. Adding that line fixed the problem for me.
at ResearchScreenSideBar.ConfigCompletionFilters () [0x00075] in <d6e0ec444e7a4dfea1897dcc43d53b54>:0
at ResearchScreenSideBar.OnSpawn () [0x0008f] in <d6e0ec444e7a4dfea1897dcc43d53b54>:0
at KMonoBehaviour.Spawn () [0x0005d] in <1f583ce96a48430ba66629e5477a0517>:0
Build: U55-661174-SCR
System.NullReferenceException: Object reference not set to an instance of an object
at SearchUtil.CanonicalizePhrase (System.String s) [0x00006] in <d6e0ec444e7a4dfea1897dcc43d53b54>:0
at SearchUtil.CacheTechs () [0x000ac] in <d6e0ec444e7a4dfea1897dcc43d53b54>:0
at ResearchScreenSideBar.RefreshProjectsActive () [0x00021] in <d6e0ec444e7a4dfea1897dcc43d53b54>:0
at ResearchScreenSideBar.UpdateProjectFilter (System.Object data) [0x0006a] in <d6e0ec444e7a4dfea1897dcc43d53b54>:0