Oxygen Not Included

Oxygen Not Included

317 ratings
Conveyor Tile
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File Size
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9.070 MB
22 Mar, 2024 @ 8:04pm
12 Dec, 2024 @ 4:25pm
10 Change Notes ( view )

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Conveyor Tile

In 1 collection by Sgt_Imalas
Mods made by Sgt_Imalas
63 items
Description
Conveyor Tile

This mod adds a conveyor tile that allows to move items, critters and unsuspecting dupes.




Current latest Version: 1.1.7




Features
  • New Building: Conveyor Tile
  • Requires 125KG of refined metal.
  • Unlocked with the research "Solid Transport".
  • Duplicants require the "Mechatronic Engineering" skill to build them.
  • Gasses and Liquids will pass through the conveyor tile (similar to a mesh tile)
  • When powered, the tile will act as a conveyor belt, moving items towards the chosen direction
  • Direction can be swapped via ui button or logic input, copy settings can be used to mass-change the direction of conveyor tiles
  • each tile has a logic input ribbon port that can disable it (bit 1), change its direction (bit 2), or increase its speed and power consumption (bit 3 and 4)
  • different speeds will be indicated by the tint of the gear, this can be disabled in the config
  • doors/solid tiles above the conveyor tile will block items
  • if a conveyor tile has no tile next to where it is transporting items, the items will fall over the edge

Config
  • by default, each tile consumes 4W - 16W (depending on Speed, 4W is at default speeds) when active, this can be configured in the mod config
  • the speed of the conveyor effect can be adjusted in the config (warning: high speeds might lead to dupes no longer being able to walk into the opposite direction of the tile)
  • if needed, the effect of moving dupes and/or critters can be disabled in the config (this is not in effect by default)



Credits
Conveyor Tile Animation made by Klei and 3GuB
Options made with PLib.

Localisations




Bug Reports & Local Download
You can find direct downloads for my mods here[github.com] (please notify me if I forgot to release new versions).

Please post bug reports and issues on GitHub[github.com] or on my Discord Server[discord.gg].
Always include the full player.log in a report: https://github.com/aki-art/ONI-Mods/wiki/How-to-send-a-log

Make sure you do NOT have the mod "Debug Console" enabled as it breaks the game's logging and makes the log useless for debugging!




Do you like the mods I make? If you want, you can support me on Buy me a coffe[www.buymeacoffee.com] or Kofi[ko-fi.com] :D.
Do u like 3GuB's art and animations? you can support him on Kofi[ko-fi.com].

69 Comments
Sgt_Imalas  [author] 2 Oct @ 3:56am 
I updated the image link.
the current one is hosted on my github, that allows me to update it without changing the link (e.g. when a new dlc releases)
MiserableGamer 2 Oct @ 12:23am 
No, they are showing up now.....weirdness!
Sgt_Imalas  [author] 1 Oct @ 11:33am 
is imgur blocked for whatever reason?
they needed updating anyway
MiserableGamer 30 Sep @ 10:42am 
Any idea why the above images in the description say 'Content not viewable in your region'??
Sgt_Imalas  [author] 13 Jun @ 4:12pm 
this is probably also the case for the lumb and the rhex, these critters are 2x2
Jean-Luc Picard 13 Jun @ 3:51pm 
The Bammini (and even their adult form Bammoth) from the Frost DLC are not falling from the conveyer title. I tried to move the Bammini's through another room i've made using the conveyor title basically by dropping them from it but... they don't drop. From what i can tell, they are the only ones that can't fall from the title, they just get stuck on the last/first conveyor title.

I also tried using the max speed of the conveyor title and still nothing, they still don't fall from it...

Can you fix this please ?
Sgt_Imalas  [author] 26 Apr @ 9:29am 
they are ui locked left because you can flip them
demalion 26 Apr @ 7:02am 
Ashotep's comment I think relates to what I think is an implementation oversight: I think the tiles should by DEFAULT depend on automation to determine direction, and then you can SPECIFY locking a certain direction in the UI. This is so when you build an automation it actually all will work as built.

Currently, they default as UI locked left (bit 2 ignored) which might have been overlooked as until you start automating it behaves the same as the off signal automation.
戏言 15 Mar @ 1:24pm 
It's a fun mod that brings something interesting,
Ze Viper 24 Jan @ 11:29am 
oh, awesome!