Oxygen Not Included

Oxygen Not Included

Underground Conduit
139 Comments
Bat stealer 6 Aug @ 11:03pm 
yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay:steamhappy::steamhappy::steamhappy::steamhappy::steamhappy::steamhappy:
Tobi Left 6 Aug @ 12:03pm 
@KIN got it. Had an old deactivated Mod for performance that fucked my whole game xD now i deleted all mods in my folder, deinstalled the mod now it works way better then before.
n3mes1s 5 Aug @ 11:06am 
Oh i see. I was trying to rename it from inside the card, but i didnt know how. So you have to rename the object itself.. thanks.
KIN  [author] 4 Aug @ 8:54pm 
@n3mes1s
Make sure to rename the sender a receiver so that they can have the same channel, not the _IDLE_ one, it's all written in the description
n3mes1s 4 Aug @ 8:30pm 
What im doing wrong?
n3mes1s 4 Aug @ 8:30pm 
I dont know how to use this mod. I want to "teleport" the polluted water from the toilets to a far away pit, so i build a sender besides the toilets and a receiver in the pit. Plugged em with electricity, connected the receiver to a liquid vent... but no polluted water is dumping in there. It disappears when it reaches the sender...
sɐuıoooooʞ 4 Aug @ 7:02am 
@KIN how about my suggetion?

for storage sender, make a checkbox like on the conveyor loader "allow manual operation" so that duplicates do not make unnecessary movements and cannot interact with it when this checkbox is turned on
MiserableGamer 3 Aug @ 5:33am 
The mod is definitely a gamechanger, may be considered a little cheaty, but there is already lore in the game for transportation, so I think it fits, and to be honest, it's needed due to the FPS loses as you head further into the game!
Jean-Luc Picard 3 Aug @ 4:58am 
trust me, i was surprised as well, i've been using and loving your mod for so long and i don't remember ever getting this type of crash, lol.
tho i can give you an additional info. even tho the error was in regards to your underground conduit, the game recommended for Rocketry Expanded (DLC) to be removed. Funny thing is, the crash happened on a 300 cycles save file (cause.. new dlc so i had to try it) and i didn't get to build rockets yet on this save file.
KIN  [author] 3 Aug @ 2:55am 
@Jean
It's crazy you could crash the game like that, I couldn't replicate the crash but I have added additional checks to prevent it.
Jean-Luc Picard 3 Aug @ 1:30am 
got a crash with the following repro steps:
1. Start building a water conduit receiver
2. Before the dupe finishes it, cancel the build

Crash: (i'd put the entire crash but comment has to be max 1000 letters..

NullReferenceException: Object reference not set to an instance of an object

UndergroundConduit.Terminal+<>c.<OnPrefabInit>b__16_0 (System.String str, System.Object t) (at <3c1aafde45954115a48d87cbcf061819>:0)
StatusItem.ResolveString (System.String str, System.Object data) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
StatusItem.GetName (System.Object data) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
StatusItemGroup+Entry.GetName () (at <3b73c925114143c5bad31ccbc5facdf1>:0)
SimpleInfoScreen+StatusItemEntry.Refresh () (at <3b73c925114143c5bad31ccbc5facdf1>:0)
SimpleInfoScreen+StatusItemEntry..ctor (StatusItemGroup+Entry item, StatusItemCategory category, UnityEngine.GameObject status_item_prefab, UnityEngine.Transform parent,
Evangeline 2 Aug @ 5:40pm 
excellent work @KIN cycle 2528 working again with no issues
nipodemos 2 Aug @ 12:19pm 
you can double click on the channel name to cycle through all connected things
launghe88 2 Aug @ 11:53am 
Maybe like click the name and it will cycle through them like when you click duplicant names and the camera takes you to that dupe
launghe88 2 Aug @ 11:52am 
We need a way of locating connected conduits, that's my only issue with this mod, other than that it's perfect now
launghe88 2 Aug @ 11:51am 
Ordered Names !FINALLY! Love it
KIN  [author] 2 Aug @ 9:38am 
@MiserableGamer
I am glad you are enjoying the update! :D
KIN  [author] 2 Aug @ 9:37am 
@Tobi
That is weird, I haven't changed anything in the manifest or anything that would show you such message. I also tried with all the DLCs disabled and I was able to use it, maybe you are using a mod manager that is intervening or doing it's own checks?
KIN  [author] 2 Aug @ 9:33am 
I totally didn't think about the complications of changing the name of the IDLE channel! sorry about that! Hahaha
Tobi Left 2 Aug @ 9:00am 
I have only the Base Game and cant activate the mod anymore because it says: the current config. of enabled/ disabled DLCs does not match this Mods spezifications. Do u need any DLC for this mod now? :/
Jean-Luc Picard 2 Aug @ 8:22am 
oh yeah, i had lots of IDLE channels. my colony is 5k cycles old :D
MiserableGamer 2 Aug @ 7:46am 
Make it so!! Did you have lots of senders/receivers sitting on the idle channel? I've updated, and I have dozens of channels and nothing has gone wrong, AND THE CHANNELS ARE SORTED!!!!!! OMG, THANK YOU KIN!!!!!!!!!
Jean-Luc Picard 2 Aug @ 7:15am 
ok, managed to fix everything, lol. for anyone having this issue (which is probably everyone), load the save but don't unpause it and go ahead and move everything from "IDLE" to "_IDLE_". After that, you can safely unpause it.
Jean-Luc Picard 2 Aug @ 6:56am 
lol, this new update screwed up everything for me. i have all sorts of liquids where they shouldn't be because they travel through the old "IDLE" channel. hopefully i can salvage this or my current save is screwed, lol
MiserableGamer 2 Aug @ 6:05am 
Deleted the whole mod folder, and now it works - thank you!!!!!
MiserableGamer 2 Aug @ 5:33am 
Yep, mod manager reports 2.2.8 in the listing, but in the options dialog it still says 2.2.7
KIN  [author] 2 Aug @ 5:01am 
Make sure you have version v2.2.8 installed, I recommend using a mod updater
MiserableGamer 2 Aug @ 4:59am 
Unfortunately, lists of channels still jumbled!
KIN  [author] 2 Aug @ 3:43am 
Hi everyone, thanks for the feedback.
I have updated the mod, I couldn't replicated the crash but I have added additional checks to prevent it, let me know if it works.
Channels will also be sorted alphabetically in the list now.
da20rs 1 Aug @ 2:51pm 
I am now having the same issue as @Evangeline, on cycle 758.
I would also love to be able to reorganize channels, it becomes a mess after you create more than 4 channels. But this is one of the best mods I've found up to now, I hope it's still mantained. Thanks to the dev anyway for the great work!
MiserableGamer 27 Jul @ 4:58am 
I've been using this mod for a looooong time, and if anything it improves FPS because you don't have to have endless lines of rails everywhere moving stuff around......what I would REALLY like is the ability to sort the lists of available channels.....I have a few dozen and trying to find one in a list that is not alphabetical is time consuming!
Evangeline 26 Jul @ 10:25am 
started new world with debug mode for quick testing and as soon as I put down a heat transfer module the game crashed
safakozcelik 26 Jul @ 9:09am 
Cause incredible FPS drops till 7 fps..
Evangeline 25 Jul @ 9:50am 
I guess I should add that the save loads fine but after a couple seconds it crashes "related" to this mod. Maybe something is being transferred that it doesn't handle now that it used to. Pretty old world cycle 2528
da20rs 25 Jul @ 5:55am 
I just installed, it's working fine for me.
Evangeline 19 Jul @ 10:17am 
Also crashing with game saying this mod is related to the crash
ZenithTheWolf 14 Jul @ 8:16pm 
Any idea what could be causing this crash? It says it's related to this mod. It only recently started doing it, and I can't make sense of this jibberish for the life of me. https://pastebin.com/uQu6p00a
ryan.drew 6 Jul @ 2:33pm 
I like this mod and I'm having fun with it. I have a suggestion. Would it be possible to make others of these that act as tiles as well? I think it would be fun and helpful to have them as part of a floor or wall or ceiling.
Fytayn 25 Jun @ 12:49pm 
I bet someone said this already but: could you make creating the channels a button in the channel list or say renaming is what creates channels in the tooltips/descriptions somewhere? Renaming is too unintuitive to guess. No one's gonna figure that out without writing it in-game somewhere. Should put all of the "Must-Know Details" points in-game somewhere, really.
Codexvn 21 Jun @ 10:45pm 
Have you considered using something like a sign to display the channel directly on the game screen?
Codexvn 21 Jun @ 9:07pm 
Are there any plans to support multiple languages?

I can provide some help, or we can use large language models (LLMs) for batch production.
Jean-Luc Picard 21 Jun @ 8:05am 
cedaroo has a very good idea, i approve of this xD
tho is the author still active ? or was the mod abandoned ?
cedaroo 8 Jun @ 10:38am 
Thank you! Love the mod! I have an older computer and not animating the serpentine labyrinth of pipes helps reduce the cpu load.

As someone who uses this mod perhaps "too much" ;-) I do however suggest three small changes to further improve the mod QOL.

1. Could you please sort the names of the conduits? Even if only at game load? Due to the performance increase I likely have "too many" channels, so this would really help.
2. Can "copy settings" copy which conduit the end-point uses? That is to set one, then copy the conduit selection to other end-points?
3. sɐuıoooooʞ's suggestion of "allow manual operation" for the storage sender/receiver would also be nice as I don't currently use those end-points for the same reason, but would if they could be made sweeper-only.

Thank you again for such a wonderful QOL mod!
sɐuıoooooʞ 31 May @ 6:56am 
The mod is super cool, and I would like to thank the author. and also to offer a feature: for storage sender, make a checkbox like on the conveyor loader "allow manual operation" so that duplicates do not make unnecessary movements and cannot interact with it when this checkbox is turned on.
nipodemos 11 May @ 11:50am 
hello! i'm having some trouble, the game is crashing when I click on the notification of high stressed dupes, and the game points out that your mod may be causing it and it tries to disable the mod. Here's the crash log: https://pastebin.com/0XpMsy8r
nipodemos 11 May @ 11:39am 
Hey! If possible, could you consider adding pumps to your mod? I mean a single building that directly draws an element from the environment—like a liquid pump or gas pump—without needing a separate sender. Right now, I have to build both a pump and a sender and connect them, so combining those into one building would be super convenient. Maybe it could consume double the power of a regular pump for balance?

Either way, your mod is awesome—thanks for your work!
nipodemos 11 May @ 11:29am 
ir works normally for me
Shadow 6 May @ 12:42pm 
needs an update soon
KIN  [author] 6 May @ 3:52am 
@nipodemos
I am glad you are enjoying the mod!
Yeah, the game should have included something like the heat conductor from the start!
nipodemos 5 May @ 12:54pm 
just came to say i am loving this mod! because of your heat conductor i can finally put to good use all that material near space that is almost -60ºC and use it to cool down other things. So far i'm cooling: a gold volcano, petroleum generator, water for refinery to make steel, and even the slickster farm when it gets too hot.
even better with smart terminal i can cool down things to a desired temperature. I can safely maintain water for electrolyzer at 20ºC even though i'm using the -60ºC biome, because I can simply disable the heat conductor through automation!

i already have steel and plastic and haven't built a single steam turbine or aquatuner.

In the future i'll use this to harvest heat from magma core for my petroleum boiler without all the hassle of moving magma close to the boiler!