Oxygen Not Included

Oxygen Not Included

Ronivan's Legacy - Industrial Revolution
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Update: 20 okt om 8:02

1.9:

New:
- new alloy: Permendur, made from cobalt and iron, intended for swampy asteroid starts, made at the selective arc furnace
- added nitrate nodules recipe to mixing unit
- added expeller press recipes for viable dupes cuisine plants
- added dedicated texture for zinc ore, it no longer looks like tinted lead
- added refined carbon as an alternative input for burnable solids in various locations and recipes

Changes & Tweaks:
- fixed boilers having way higher efficiency increase than intended (91% instead of 50%)
- liquid and gas boiler now produce the same amount of water the respective vanilla generators produce by reducing their water input requirement
- increased wooden boiler efficiency to be more competative with wood->syngas conversion as a power source
- increased natural gas yield of biomass and algae digestion recipes to be in line with balance calculations
- moved mosaic tile to same tech as marble tile, since it offers the same stats and its old tech was cluttered
- increased font size of port tooltips slightly, decreased text width, centered text vertically relative to icon
- decreased efficiency of hatch borax refinement to 25%
- increased efficiency of crusher borax refinement to 10%
- increased building mass of selective arc furnace to match metal refinery
- removed solid visco gel as viable material for modded plastic recipes
- salt is now a guaranteed product of shale and sedimentary rock crushing in the ball crusher mill, increased its yield; addressing salt scarcity on swampy and relica starts
- reduced overheat bonus of Plasteel (800C -> 400C) to be more in line with niobium/thermium bonuses, as well as increased availablity with borax changes

Fixes:
- fixed plasma furnace not emitting magma
- fixed plasma furnace and glass foundry creating duplicate materials in bottles
- fixed plasma furnace and glass foundry not clearing the "melting warning" tooltip properly when replacing pipes
- fixed pipe connection tooltips of a port no longer displaying the correct text when moving a modded building plan port over it
- fixed some log spam in the building tool

Update: 18 okt om 16:30

1.8.2:
- fixed some severe log spam

Update: 18 okt om 16:14

1.8.1:
● 在建筑的管道口的悬停工具提示上添加了对应的元素显示
● 减少了齐配型离心机的资源储量(500→50kg)
● 调整工业玻璃锻造熔炉和类似建筑的液体输出方式,现在会再次产生液滴
● 修复了硝酸合成器丢失的氨气输入口图标(视觉上)
● 修复木质网格砖&透气砖会泄漏内容物到真空的问题``

Update: 17 okt om 11:14

Ronivan's Legacy 1.8

New:

- The starting asteroid now tries spawning an extra liquid ammonia vent. It will be spawned after story traits, thus not affecting the wordlgen of other geysers. Only active with chemical processing I.O.
- zinc ore is now classified as a starting ore; this adds a power bank recipe for zinc
- modded elements now show up in care packages
- added chlorine filter building; works like co2 filter, but for chlorine gas

Changes & Tweaks:

- decreased oil consumption of algae grower basin
- partially reverted algae vat rates to original ratio, with reduced water consumption
- structure tiles now allow overlap with heavy-duty rails and heavy watt wires
- increased average outputs of several modded geysers
- all 3 wooden tiles now allow wood as primary material, additionally to raw minerals
- doubled electric boiler throughput (1kg -> 2kg), decreased power requirement (850W -> 720W)
- added pWater output to bioplastic printer and recipe; this brings back the remaning water that is otherwise lost on a melting transition of bioplastic
- selective arc furnace internal storages are now insulated; this prevents ingredients like sulphur from melting inside the machine
- increased large freezer default storage capacities (200kg -> 300kg)
- removed magic salt from Ammonium Water recipe chain; altered thermal desalinator recipe
- reduced decor penalty of concrete (25% -> 15%)
- tweaked nitric acid synthesizer: it now has 2 chemically accurate recipes to choose between
- non-staged petrochemical refinery buildings now stack on top of each other, but require require floor otherwise

Fixes:

- fixed mercury vent and raw natural gas vent hitbox
- sour water output of staged oil refinery now comes out at building temperature
- isopropane recipe now produces the gas at a set temperature
- fixed missing floor requirements of ammonia breaker and sour water stripper
- endothermic unit now allows delivery of material when disabled
- fixed various machine fetches being classified as life support tasks
- fixed SHC and TC of solid nitrogen
- fixed meter for plastifiable liquids on custom plastic printers not working
- fixed MK2 drill ignoring logic inputs
- fixed small home fridge costing as much as a large fridge (200kg ref. metal -> 100kg ref. metal)
- fixed cost of med. reservoirs being the same as small reservoirs. Its now 3/4 of a vanilla reservoir (100kg -> 300kg), also reduced cost of wall reservoirs to 80kg
- fixed Ammonium Water transition percentages being flipped (intended rate: 89% water, 11% ammonia, this was inverted previously)
- fixed Codex page of fullerene crashing when chemical processing - I.O. was not enabled

Update: 10 okt om 12:05

1.7:
- new Building: Phyto Oil Mixer; allows automatic conversion of vegetable oil and water into phyto oil
- revamped bioplastic printer; it now takes phyt ooil instead of vegetable oil at a higher rate per second (absolute vegetable oil consumption has been reduced in total)
- adjusted bioplastic melt transition; it now turns into vegetable oil and steam (previously co2)
- reduced vegetable oil consumption of algae growth basin
- reduced water consumption of algae vat
- fixed rad projector starting to emit on recipe change, even when it was not operational
- fixed rail capacity limit info on vanilla rail bridges displaying 1kg instead of the rail capacity
- potentially fixed oil wells going into phantom working mode if rapidly flipped between active and inactive
- restored mysterious missing 1kg in calcinator recipe requirements for nuclear waste recycling
- added animation fix by Flandre for high pressure pipes having incorrect shading in certain orientations
- added and fixed some strings in the german localization

Update: 10 okt om 2:22

1.6:
- new Building: Liquid-fueled Steam Boiler; uses combustible liquids as burn material
- new Building: Sour Gas Sweetener; allows to pull sulphuric components from sour gas, yielding natural gas. Less efficient than a sour gas boiler
- Rad projector now allows to select enriched uranium as an alternative material, yielding higher
- fixed Rad projector not having a minimum output temp for nuclear waste
- buildings with multiple selectable "fuels" now drop the old fuel on selection change
- fixed boiler meters not working
- fixed electric boiler not consuming water to when inoperational
- tweaked endothermic unit to not display its internal storage + consume water when inoperational
- adjusted graphite/fullerene output temperature of co2 recycler, it now uses the building temperature to avoid phase changes to refined carbon if the input was too hot
- added additional checks to HPA pipe damage notifier system to avoid edge case crashes
- fixed sour water minimum output temperature of staged refinery
- fixed sulphuric acid state transition generating unreasonable amounts of water
- fixed some animations not triggering on element converter buildings
- sour water is now a "water based" material
- removed "one per asteroid" rule from asteroid drill MK II (it was not functioning properly anyway)
- nuclear waste recycling recipe is no longer a resource positive loop
- buildings that were added or restored from the original mods are now marked as such in the building configuration editor

Update: 3 okt om 6:48

1.5.1:
- fixed logistic Receptacle ignoring its configured storage and only taking in a single piece of debris
- added some additional checks to rail capacity overload
- adjusted building configuration loader timing to potentially avoid the mod printing pod select breaking the type initializer due to its broken patch
- fixed bitumen not being accepted by loaders again (?)

Update: 28 sep om 7:45

1.5
- equalized throughput of the two modded oil refinery buildings
- reduced oil consumption of modded refinery buildings to no longer delete steam mass
- carbon composite is now a valid insulation tile material
- fixed deliverability of bitumen & yellowcake by sweepers
- staged refineries are now in a later tech (valve miniaturisation)
- staged refineries no longer require the ports of intermediate products to be connected to pipes
- custom generators with pWater output are now sealed, they can no longer offgass pOx
- Rail Compressor now has a configurable minimum package threshold
- Rail Compressor now has a logic input port
- adjusted natural tile/debris electrum melting, it should no longer delete mass now
- fixed pipe limit valves breaking when used with HPA pipes
- fixed a broken text link for raw minerals
- made solid valves compatible with heavy duty rails
- fixed marble tile not being able to replace other tiles and vice versa
- reverted naphta to vanilla properties
- adjusted formula in text for isopropane
- removed a hidden recipe for enriched uranium in the codex

Update: 23 sep om 10:14

1.4.2:
- fixed high pressure pumps crashing when constructed adjacent to asteroid border

Update: 22 sep om 8:05

1.4.1:
- fixed missing closing tag in chinese localization crashing the codex
- fixed fertilizer in chemical mixing unit not dropping
- added customizebuildings integration for custom steam turbine