Oxygen Not Included

Oxygen Not Included

Advanced Flow Management
130 Comments
zaunfinkrc 8 Jul @ 1:53pm 
This is such a useful mod (compact, bridgeless aquatuner loops!) but it is a PAIN when extending lmy big cooling loop.

Basically, I run one giant cooling loop at 23° through the main access shafts, take cooling liquid off where necessary via automation and feed it into the loop on the way back before running it through my industrial complex (The only location it'll gain significant heat) before running it through a bunch of sensored aquatuners. And every time I add a new room I have to reset the flow priorities in a few places.

I wish it would not automatically switch directions for junctions that have priorities set.

Worth the hassle though because it is so useful for smaller builds!
Kerrschtein 5 Jul @ 8:10am 
you are a lifesaver!!!! i've been dying trying to figure out how to do flow management as a new player!
Dave 19 Jun @ 12:11pm 
Thanks for the reply on Github. Deleting the mod folder 3028181310 fixed the issue completely.
Dave 19 Jun @ 10:30am 
Note: I just bought the DLC and tried to reenable this mod, and the same thing happens. stuck in a reboot loop and the mod menu gives the same "incompatible DLC configuration" error
Dave 19 Jun @ 10:19am 
Also, in the mod menu is says the mod has an an "incompatible DLC configuration" Note: I did not buy the DLC
Dave 19 Jun @ 10:12am 
removing the mod (see comment below) stops the endless reboot loop/out of space errors in the game.
Dave 19 Jun @ 10:11am 
Causes a reboot loop of constantly installing the mod and the game keeps claiming there's no space to install this mod when the game/mod folder drive has well over 100GB free
Glampi  [author] 17 Jun @ 11:27pm 
Fixed in v2.0.10.0.
Drayde 16 Jun @ 7:29pm 
@glampi Log and clipboard error posted https://github.com/Glampi42/ONI-Mods/issues/28#issue-3151836418

After some testing - it ONLY occurs when generating a prehistoric world, after 'success your adventure awaits' but before the dupe selection screen. I can load an existing prehistoric world with it on and I can generate normal worlds.
Glampi  [author] 16 Jun @ 11:38am 
Could you be more specific? Does the crash occur on game launch, when you do something specific in-game? Also, please send the Player.log (located in .../AppData/LocalLow/Klei/Oxygen Not Included) after the crash occurs (you can do so on GitHub [github.com]).
Drayde 16 Jun @ 10:46am 
This mod causes the game to crash with the prehistoric planet pack and doesn't seem to be compatible. Definitely would appreciate an update.
Darkerowl 13 Jun @ 10:34pm 
This mod is another Must have, and a should be in the game lol TY so much I love this mod so much, quality, and amazing!
missing2135 23 May @ 5:40am 
저는 작동이 안되네요..
Dirigible 19 Apr @ 5:44am 
This mod is fantastic, thank you very much, it makes managing my horrific convoluted pipe spaghetti a lot easier than trying to ever improve any of my designs
Glampi  [author] 18 Apr @ 3:24am 
@Yourname942 Basically, in a normal situation, you wouldn't build a "loop" anyway, because it simply makes no sense. Pipes are used for connecting outputs with inputs and are mostly linear (go from A to B). You can, however, build a more complex system than that, which, for example, could make liquid go through the same pipe over and over in circles to cool it down before continuing its way to the end (go from A to B to B to B ... to C). All I am saying is that to make such loops, one shouldn't use the mod to redirect the liquid, but instead do it as usual - with liquid shutoffs, valves, bridges, etc. This mod is still meant to be used in more-or-less linear networks, that is, they are allowed to branch off, of course (go from A to (B and C) ; go from (A and B) to C ; etc.). So don't worry, this isn't common, and I just wanted to point it out. It's not a big deal, it doesn't break the game or the conduit network - it will only look and behave weird.
Yourname942 17 Apr @ 12:40pm 
Can you further explain by this. I don't really understand what a loop is, how to avoid it, or when it should be actually used. Do you mean like an infinitely flowing circuit, is there any time when you would want items to flow back to the beginning?

"Do not build loops(= an arrangement of multiple junctions that lets the contents flow in circles). Just because this mod lets you do it doesn't mean you should. If you do build them, then the flow of nearby conduits might behave strangely and unintended."
neo89skynet 11 Apr @ 6:34am 
neo89skynet 11 Apr @ 5:35am 
When using this mod, one part of the game localization becomes in English, and the other part in Russian. I initially play the Russian localization of the game. Can you fix this bug?
啵啵小奶嘴 10 Apr @ 2:22pm 
这是什么意思?可以创建游戏,但是加载存档就会报错
啵啵小奶嘴 10 Apr @ 2:22pm 
AdvancedFlowManagement.Patches.Main_Patches+OnNetworksRebuilt_Patch.Postfix (System.Collections.Generic.IList`1[T] networks, System.Collections.Generic.ICollection`1[T] root_nodes, ConduitFlow __instance) (at <fe2adfbce00248908ff68784a0d0b5fa>:0)
(wrapper dynamic-method) ConduitFlow.ConduitFlow.OnUtilityNetworksRebuilt_Patch1(ConduitFlow,System.Collections.Generic.IList`1<UtilityNetwork>,System.Collections.Generic.ICollection`1<int>)
UtilityNetworkManager`2[NetworkType,ItemType].Update () (at <5375d36347d34bc0b1ea487bdcad48e4>:0)
Game.LateUpdate () (at <5375d36347d34bc0b1ea487bdcad48e4>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
啵啵小奶嘴 10 Apr @ 2:21pm 
AdvancedFlowManagement.Utils.UpdateShouldManageFlowPriorities (AdvancedFlowManagement.CrossingCmp crossingCmp) (at <fe2adfbce00248908ff68784a0d0b5fa>:0)
AdvancedFlowManagement.Patches.CrossingsUpdates_Patches.<PostProcessNetworksRebuild>g__ManageDeserializedCrossings|0_0 (AdvancedFlowManagement.Patches.CrossingsUpdates_Patches+<>c__DisplayClass0_0& ) (at <fe2adfbce00248908ff68784a0d0b5fa>:0)
AdvancedFlowManagement.Patches.CrossingsUpdates_Patches.PostProcessNetworksRebuild (System.Collections.Generic.ICollection`1[T] allUpdatedCells, ConduitFlow conduitFlow) (at <fe2adfbce00248908ff68784a0d0b5fa>:0)
啵啵小奶嘴 10 Apr @ 2:21pm 
ArgumentException: [AdvancedFlowManagement] > Cell 136858 does not have a conduit
AdvancedFlowManagement.Patches.FlowPriorityManagement_Patches.SaveCustomFlowConduits (System.Int32 central_cell, ConduitFlow conduitFlow) (at <fe2adfbce00248908ff68784a0d0b5fa>:0)
Darkerowl 16 Mar @ 12:26pm 
Ill try and force update it, still giving me a error.
Glampi  [author] 13 Mar @ 2:21pm 
Mod was updated!
zhaeradan 13 Mar @ 1:02pm 
2.0.7.1 crash on start with ONI US5-659901-SCR.

Exception while loading mod AdvancedFlowManagement at C:/[...]/Klei/OxygenNotIncluded/mods/Steam/3028181310.
System.BadImageFormatException: Expected reference type but got type kind 17
File name: 'AdvancedFlowManagement'
at (wrapper managed-to-native) System.Reflection.MonoMethodInfo.get_method_info(intptr,System.Reflection.MonoMethodInfo&)
at System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.Reflection.RuntimeMethodInfo.GetPseudoCustomAttributes () [0x00002] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) [0x0000c] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
Overfed Manatee 13 Mar @ 12:21pm 
This new patch that came out today broke your mod. It wont work. Ill have to wait for the fix to play my game. way too many system are using your mod XD would be awesome to let me know when its fixed.
MiserableGamer 22 Dec, 2024 @ 5:23am 
Is there something similar for rails?
(DK) Flex Hero 19 Dec, 2024 @ 8:43am 
it says that advanced flow management is not compatible with spaced out, is there. is there anything i can do so it works?
Glampi  [author] 14 Dec, 2024 @ 2:31pm 
As far as my testing goes, the latest version works just fine. Make sure you use the Mod Updater and have the latest version installed.
Mechanic 14 Dec, 2024 @ 1:41pm 
Awesome mod, fix it please
SolarKitten 10 Dec, 2024 @ 4:33pm 
it is a good mod but it breaks
it cant place the menu button in the world or with me starting a new game
TrippMachine 3 Dec, 2024 @ 11:43am 
Broken with the new update. love the mod ill happily wait for it.:lovepoop:
homereator 25 Nov, 2024 @ 5:52pm 
Thanks, great support!
Glaviern 25 Nov, 2024 @ 4:24pm 
thank you very much glampi
orbies (7MD) 25 Nov, 2024 @ 2:41am 
Nice! Thanks so much Glampi
Glampi  [author] 24 Nov, 2024 @ 12:50pm 
Fixed in v2.0.7.1. Please update the mod with Mod Updater .
Glaviern 22 Nov, 2024 @ 3:17pm 
Fix Please
Komoda 22 Nov, 2024 @ 10:49am 
This is one of my favorite mods. Please fix it.
orbies (7MD) 22 Nov, 2024 @ 3:30am 
This mod seems to break with today's update (which sucks because I have a large base very dependent on this mod lol). The error I'm getting says the "sideScreenConfigContentBody" field is missing on the "DetailsScreen" class.. Maybe they changed the name or structure? Not sure if this is an error in PLib or not
Glampi  [author] 15 Nov, 2024 @ 2:11pm 
They may looks similar, but they work completely different. If you've used conveyor rails for long enough, then you saw that sometimes an item can go back and forth on the same rail. That is, because rails don't have a "flow direction", unlike liquid and gas conduits. Hence, my mod would be useless for them. I don't know why the devs programmed it like that, but it is unlikely that they change that any time soon.
ljcoder07 15 Nov, 2024 @ 1:15pm 
Could you include Conveyor Rails and the Shipping system into this mod? It's basically the same as Liquid and Gas Pipes, but for solids.
Drachenkatze 2 Nov, 2024 @ 2:32am 
This is a valuable addition, it reduces those pesky knotted bridges and makes little changes much easier. Unfortunately when you replace pipes with a different type (I built insulated pipes over regular ones) the settings are ignored while the construction is planned (the white "ghost" pipes are displayed) and afterwards the junctions are reset to default. But still a great mod!
Glampi  [author] 27 Oct, 2024 @ 2:32pm 
This issue occurs with other mods as well and I can't do anything about it as it is an in-game bug. Try using Mod Updater , I've been told it should help with this.
Glaviern 26 Oct, 2024 @ 9:02am 
Force restarting :/
marks.gtx11 10 Oct, 2024 @ 10:35am 
It's looping endlessly into force restarting my game, saying it has been updated
Glampi  [author] 24 Aug, 2024 @ 6:01am 
That means that your game crashed recently and this mod could have been the reason for that. If it happens again, please report the crash in the steam discussion above or at GitHub.
marks.gtx11 23 Aug, 2024 @ 4:43pm 
In mod list it is deep red for me, what that means?
Glampi  [author] 4 Aug, 2024 @ 2:21pm 
How do you know it specifically conflicts with other mods? Which version of this mod do you have installed?
Spasitel 3 Aug, 2024 @ 10:08pm 
Oh great creator, I beg you to fix it
Spasitel 3 Aug, 2024 @ 10:07pm 
The mod started to conflict with a bunch of other mods (had to be deleted.
Skill Queue
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3135906971
[VANILLA + DLC SUPPORT] 4KW WIRE
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2543819221
Here are a couple of mods that conflict with :steamsad: