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- Verify your steam game files.
- Un-subscribe and re-subscribe to Mod Updater.
- Download a zip build of the latest Mod Updater from Peter Han's GitHub and put it in the Local mods folder.
It would be very helpful if you could add the option to set a max pressure for the compressor fan and compressor turbine. Having access to a building that can infinitely compress gasses and liquids is a bit too OP for my taste.
Just fighting with some translation related bug before I can upload the fix.
compressing the oil biome to a small space is quite useful.
Unfortunately all I did was right click>edit method, changed (byte) to (ushort), hit compile, and it worked. You may have to make sure the above mentioned assembly-csharp.dll in \steamapps\OxygenNotIncluded\OxygenNotIncluded_Data\Managed\ is also in dnspy when you try to compile.
Hope that works!
@Rampart - Do you have slightly more instructions on that change. I attempted what you said and when trying to recompile, I get the error "Argument 2: cannot covert from 'ushort' to 'byte'". Any help would be appreciated.
MissingMethodException: void FallingWater.AddParticle(int,byte,single,single,byte,int,bool,bool,bool,bool)
You'll see that error in \LocalLow\Klei\Oxygen Not Included\Player.log
You can fix it by using dnspy on FanTiles.dll. Find the Fan class, look for Fan.EmitDelegate line 246, change the byte to a ushort and recompile. Save the mod locally with the new .dll otherwise steam might overwrite it.
current:
FallingWater.instance.AddParticle(cell, (byte) ElementLoader.elements.IndexOf(primary_element.Element), primary_element.Mass, primary_element.Temperature, primary_element.DiseaseIdx, primary_element.DiseaseCount, true, false, true, false);
change to:
FallingWater.instance.AddParticle(cell, (ushort) ElementLoader.elements.IndexOf(primary_element.Element), primary_element.Mass, primary_element.Temperature, primary_element.DiseaseIdx, primary_element.DiseaseCount, true, false, true, false);
this is what i've gotten when built the fluid one : https://i.imgur.com/Ksxktzz.png
Github bug submitted as well
1. There are other mods that do the same ting (like Mod Manager) and
2. Shouldn't the user decide if they want to use the updater or not?
I do appreciate your effort to keep this mod going, and I wish you luck in spotting any problems and finding fixes for them.
It can't be reverted to the old code because the old code was broken. Things have to move forward because of changes in the game. If I roll back the mod then you'd have to roll back your game version too.
To your response to KaedanJarret, of course nobody wants them to be completely useless, but it looks like people want them to work as advertised. He's right about the point of the compressor. They worked this way, and well, for a long time, until you 'fixed' it.
Everyone appreciates authors and editors keeping old mods updated and running. If you decide to keep your fix in place, can you update the mod description to reflect the change that doesn't allow the compressor block to work as intended anymore?
If UserOptions.FixTheBug then {
runNewFixedCode
} else {
runOldWorkingCode
}
Would you consider adding a toggle-able option for people that want to continue using the fans for infinite compression?
I guess you just can't store infinite amounts of pressure with these fans. I will update the text to make sure the compressor versions don't suggest that they can compress infinitely.