Oxygen Not Included

Oxygen Not Included

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Pure Rust
   
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Mods: Worldgen
Compatibility: Spaced Out!
File Size
Posted
Updated
127.858 KB
7 Sep, 2021 @ 10:11pm
19 Feb, 2023 @ 8:51pm
6 Change Notes ( view )
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Pure Rust

Description
A full new cluster with Rust-based starting planet, and several unique features.

Two starts are provided, one with a medium rusty planetoid comparable in size to an ordinary Spaced Out style start. The other start is small-sized but otherwise similar, comparable in size to the teleporter and crashed satellite worlds.

This is a somewhat difficult starting scenario, best for experienced players or those seeking a challenge.

Both clusters are found in the "Spaced Out" menu (not "Classic").

Key features
  • A new starting planetoid, consisting mostly of rust.
  • An optional mini-sized start, for an even more Spaced Out feel. Also good for that old weak laptop you really shouldn't be playing ONI on.
  • Overhauled teleporter and rocket planetoids specifically for this cluster.
  • New tiny asteroids: sandstone, wasteland, and swampy marsh.
  • New geysers: liquid ethanol and liquid chlorine, both guaranteed in the starting world.
  • An expanded starmap: 15 rings in stead of 11.

Details

I started this to test the possibility of a single-biome starting planet, and was pleasantly surprised with the result. Try it out and let me know what you think!

The starting world and the initial teleporter and rocket expansions have all been completely rewritten. The biggest change is that biome density is reduced, with the starting world having only one primary biome, and no planetoid having more than two. This encourages the player to utilize the resouces available, in this case a stupid amount of ethanol and rust, and also to fly, explore, and ship resources between planetoids.

Combined with a greatly increased starmap size (feedback needed), it gives a suitably "spaced out" Spaced Out.

Even though these worlds have reduced size, the reduced biome density makes them feel larger with fewer barriers to expansion. Try the medium-sized one if you like building a large primary base, and try the mini-sized one for a spread-out cluster of bases.

Klei have now released a collection of smaller-sized starts, but this one still retains its unique charm.

Known issues
  • The asteroid images on the starmap and in the main menu are not quite correct. Any help is welcome here.
  • It still needs playtesting. Feedback is welcome.

Source Code and Copyright

Source code can be found on github here[github.com].

As far as i am concerned, this mod is public domain. You can adapt, copy, modify, repost, or generally do whatever you want with it without my permission, so long as you also abide by Klei's terms of use.

Recent Changes
  • [v0.3] update for ONI version 535720 which changed how geysers are defined
  • [v0.2] update for ONI version 482250 which added some small starts and modified worldgen
  • mini rusteroid start is now one layer shorter as originally intended (there was previously a bug preventing this)
  • there is now a guaranteed "rusty ore field" space POI near to the starting world for renewable rust
  • [v0.1.3] ensure warp planet and hatch planet are always within steam rocket range of the starting asteroid
  • [v0.1.2] update for ONI version 481350 which modified geyser creation details
  • [v0.1.1] added a small amount of coal to the starting world border, so that some ceramic can be created even with teleporters disabled
43 Comments
Shrglwyddes 30 Aug @ 3:43am 
Mesi, cool mod idea. Have you looked into the ONI discord for tutorials on worldgen? I am pretty sure some modders have information on their GitHubs. Btw a small question/suggestion. Rust planets in spaced out often have the moo biome, but you didn’t include the moos, why is that? Would you consider putting moos into a version in the future?
blankyet 🌈 13 Jul, 2024 @ 9:47pm 
<3
csfireworks 21 Jan, 2024 @ 5:21am 
old weak laptop how dare youuuuuuuuu:cracker:
Varrgas 2.0 1 May, 2023 @ 5:14pm 
it's a cool idea

But you mod would be more appealing and I think get more players to sub to it if there was just a picture of the map and see how the world will be generated etc
for some peoples, visual is important to identify and have interest to something, even if everything is already described with text.
jasper_thegnome 21 Feb, 2023 @ 3:23am 
@mesi - thank you for the reply; I have a feeling that modding ONI like this requires a level of intricacy that I don't think I can bother to learn (it was enough of a bother to learn the very simple scripting that goes into Skyrim/Stardew Valley modding, back when I was active in that scene).

The mod currently works. I checked out the additional planets in debug, and they seem interesting. Thanks for updating; might have a real go at it one day.

Cheers.
mesi  [author] 19 Feb, 2023 @ 8:58pm 
I've updated the geyser definitions and uploaded the recompiled mod - i'm kind of doing this blind but i think it should work.

@jasper_thegnome unfortunately i don't know of any good tutorials on the worldgen stuff (i never found any) - the annoying part is that some really basic stuff (like defining names for your worlds) requires writing and compiling C# code. Geysers are included in this so they're in the C# code.

Technically you can make a new world by copying the XML files in the worldgen folder, and not including any new geysers.

But hopefully this mod should be fixed now. Let me know if there are any remaining problems. It does compile and load at least.
jasper_thegnome 18 Feb, 2023 @ 2:24pm 
Hi!

I am unfamiliar with modding this game, so I'm very limited in making any edits around the new way the game treats geysers. I tried removing the geyser-folder, but that unfortunately didn't get me passed the current initial crash when loading the mod (didn't think it would be that easy, but you never know).

Ideally, I would like to play this mod without the two custom geysers, and see if I can find a way to survive.

If it is trivially easy for you to, I'd like to request a separate version of this mod that removes the two custom geysers. Personally, I'd be fine with it having either no geysers at all, or limiting the spawned geysers to "bad geysers" like chlorine or infectious polluted oxygen vent.

I am aware that what I'm asking for is fairly niche. If you have any links at hand that does a good job at explaining how to create a worldgen-mod for ONI at a basic level, I would appreciate it, so I can properly gauge if it makes sense to teach myself how to do it.

Cheers!
Aether 17 Feb, 2023 @ 2:10pm 
Yeah they added the geotuners.
mesi  [author] 17 Feb, 2023 @ 5:21am 
I'll try to get to it soon... it looks like they changed how geysers work, again. I'm not really playing the game anymore but perhaps i can cut and paste some code from somewhere that will fix it.
Evil Dr. Porkchop 14 Feb, 2023 @ 9:49am 
Love this mod and have many hours with it... any info on when it will be updated? Happy to give some feedback on long term testing on it (many hundreds of cycles) too.