Oxygen Not Included

Oxygen Not Included

41 ratings
Carbon Skimmer - Realistic
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Mods: Tweaks
Compatibility: Base Game, Spaced Out!
File Size
Posted
Updated
14.102 KB
5 Aug, 2022 @ 9:15pm
9 Oct, 2022 @ 5:17pm
14 Change Notes ( view )

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Carbon Skimmer - Realistic

Description
This is just a simple mod to edit the Carbon Skimmer. It always bugged me because this game is fairly accurate to reality but not when it comes to the carbon skimmer. When you add carbon dioxide to water (under a bit of pressurization) you get seltzer water, soda water, carbonated water, whatever you want to call it. However, you do not get 'dirty water'. So I've changed the input from water to hydrogen and Carbon Dioxide and the outputs to (hot)Methane (Natural gas) and Steam. The methane comes out at (248F | 120C | 393.15K) and the water comes out at (230F | 110C | 383.15K) This is called the Sabatier reaction. To make this a bit more balanced I raised the operating cost (300W) and made it a net negative process. This means that some of the carbon dioxide will be deleted while the rest is converted to water / methane. All of the inputs / outputs have been changed to gas. You need to supply the building with pumped hydrogen and saturate (surround it) with carbon dioxide. Also 'compresses' the steam that comes out. Without mods it makes every packet of steam that comes out to be 1kg. This is to help with the heat loss as the packet travels through pipes. With mods that change the amount of flow through pipes, it will compress up to the maximum amount of flow through pipes of steam.

Can be found on github at: https://github.com/toadsage-code/ONI-Mods/tree/main/CarbonSkimmer
44 Comments
n3mes1s 20 May @ 12:44pm 
The carbon skimmer is a building to get rid of carbon dioxide in early game. It makes no sense to change it so now we need advanced materials to build it...
slurpme 26 Sep, 2024 @ 6:09pm 
i tried redownloading it and updating it but i doesn't have any input of output
⚣ヒキガエルセージ♥  [author] 25 Jun, 2023 @ 8:32am 
I will be updating my mods and possibly adding some new ones when I have the time later this year. I did originally want to add this as a separate building so I will be doing that when I get around to updating this. <3

On a side-note I'm not a very artistic person but if you had artwork I could add it. I might look into doing my own but that would be much farther down the line as the closest I've come to graphics/animations is some multicolored lighting in a Skyrim mod.
Shrglwyddes 1 May, 2023 @ 3:56am 
I love this mod, but I have one problem with it: it breaks older bases which have a default carbon skimmer setup already when I load up this mod. Essentially I just wish this modded building had an option to be a separate building. I know it is too much to make your own art and animation for a new building, but is it possible to have a toggle in settings for "use new building" vs "overwrite building defaults" ? So that I can transition into using this modded building in existing saves?
⚣ヒキガエルセージ♥  [author] 15 Jan, 2023 @ 5:35pm 
Code-wise, I've checked and rechecked and I think it should work. I know sometimes Steam can have weird problems with corrupting mod downloads and not being able to re-download without a wipe/reinstall. Might of been that? Either way good to hear it appears to be working for you now! <3
presariohg 15 Jan, 2023 @ 2:39pm 
Jeez after downloading the necessary stuffs and setting up the environment for compilation-decompilation, I got a fresh install of the game (I recently reinstalled windows) and it suddenly runs fine. I'll keep an eye on this though.
⚣ヒキガエルセージ♥  [author] 14 Jan, 2023 @ 3:46pm 
Okay it's uploaded to github and I think I did everything right? I also added a file called RawDLL.c# which contains the decompiled c# code for the mod.
⚣ヒキガエルセージ♥  [author] 14 Jan, 2023 @ 2:47pm 
Yeah for sure. Linux isn't any 'better' if you don't have secure networking protocols, which are not necessarily setup by default, depending on your flavor of Linux. All that would be needed is a simple kernel checker to reach-out and download the correct malicious executable. Most modern malware programmers that I'm aware of have been doing this for some time. Each mod is hosted locally on your computer at Documents\Klei\OxygenNotIncluded\mods\Steam. For Linux I assume it would be in some local wine\steam for Linux directory or whatever game manager your are using. All dll's are readable with any commercial decompiler. However, I'll set-up a git repository and add the link to the description.
presariohg 14 Jan, 2023 @ 1:15am 
Hmm that practice is obviously bad, lucklily for me I just run the game on linux so malicious C# code isn't a big problem for me, but I certainly agree that it should be handled better. On the other hand, can you consider publishing the mod's source code and put on a git repository, so that others can have a look and contribute bug fixes / improvements? You'll only have to approve or deny merge requests, that would be less time-consuming for you
⚣ヒキガエルセージ♥  [author] 12 Jan, 2023 @ 8:30pm 
On another note I would like to make everyone aware of just how unsafe Klei's modding practice is. The files us modders write are straight up dll files. They essentially run as their own programs in the sub-context of the game. For example one of my mods uses locally stored config files. IE the game allows me to write files to your hard drive with no input from you, other than downloading the mod/running the game. Now Steam, for its credit, does appear to do some basic code checking before allowing mods to be globally viewed. However I assume these systems are your basic automated code checkers and thus are not fool proof. I've never seen a game deal with mods this way and can't think of a reason they would. This is just dangerous practice.