Oxygen Not Included

Oxygen Not Included

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Sweep Those Eggs
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7 sep, 2019 @ 12:29
18 mar, 2024 @ 10:54
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Sweep Those Eggs

Beskrivning
Remove eggs from stables.

This mods adds a building to the Food tab, which let's you set the maximum allowed number of critters in its room. Excess eggs get marked for sweeping, so your dupes put them away. Simply have a storage locker with 'sweep only' ready. Also works with automation.

Also increases limit of Critter Drop-Off to 100.

Github (manual download):
https://github.com/Truinto/ONI-Modloader-SimpleMods/tree/master/Mods/SweepThoseEggs
124 kommentarer
Jaggid Edje 14 aug @ 8:59 
Ah, yes, I do understand what you're saying.
There's a setting in fast track called "Background Room Rebuild" which I believe is related to room calculations. If I have the glitch again I will see if disabling that option resolves it.
Fumihiko  [skapare] 14 aug @ 8:47 
Sure, but it does get the eggs from the room data. If the room data returns all eggs, I would expect the room count to also do that. All very weird.
Jaggid Edje 14 aug @ 8:44 
Note it's not the critter count on the bulletin board that is the problem, it's the fact that it is issuing a sweep order on all eggs on the entire asteroid, rather than just in the room where it is located.
Jaggid Edje 14 aug @ 8:44 
No, the critter sensors still work fine when it happens.

This last time that it happened (today) I was able to resolve it after a game restart by building the bulletin board in a different spot in the room, whereas building in the same spot just caused the issue to continue. It's very bizarre (and maybe just a total coincidence).
Fumihiko  [skapare] 14 aug @ 8:38 
The game already makes statistics for rooms. This mod simply accesses the values of those. Optimization could cause your issue.

Do other buildings also report a wrong critter number?
Jaggid Edje 14 aug @ 5:11 
Forgot to mention, I do use Fast Track, so that may be part of the issue.

I also should indicate it is a super rare problem. I'm on cycle ~1350 on this playthrough and it has only happened twice so far. The first time it caused serious problems because by the time I noticed it my Pacu ranches (and hatching chamber) were entirely devoid of Pacu due to a failed builletin board in a Glossy Drecko ranch on the other side of the asteroid....
Jaggid Edje 14 aug @ 5:07 
I have an issue with this mod where sometimes it bugs out and instead of marking eggs in the room for sweeping based on the settings, it marks all eggs on the entire asteroid. It doesn't happen all the time, most of the time it works properly, but then randomly out of the blue one of the bulletin boards in a single ranch will 'break' and mark all eggs, everywhere...and once it breaks then all future bulletin boards in that room will be broken, even deconstructing and building a new one has the same problem and restarting the game doesn't resolve it.
meishka16 18 mar, 2024 @ 12:54 
well, based on the update and the fact that my 225 room is now reading 19 critters, i'm guessing you changed it anyways xD
thank you so much!~
meishka16 18 mar, 2024 @ 12:41 
hey, but that's an answer I can work with! a 200 space limit is still heckin lots better than 96, after all xD if you do decide to change it, apparently the game itself won't recognize rooms bigger than 256 cells, but even if you don't, at least I know what I can work with! thanks so much!~ <3
Fumihiko  [skapare] 18 mar, 2024 @ 10:53 
Uff. Difficult question. The game supplies "cavity" objects, which already remembers some entities per cavity (usually rooms). I don't know the limits and I think to remember issues regarding updates to that list. That code could also have changed since I made the mod, so don't take this for certain.

[checking the source...]

Ah yeah. I have inserted a 200 tile limit to reduce CPU load. I don't calculate entity age order for these. I guess that's arbitrary and could be removed.