Oxygen Not Included

Oxygen Not Included

Ronivan's Legacy - Industrial Revolution
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Update: 22 Sep @ 6:22am

1.4:
- added korean localization by flyin98
- fixed crab shell recipes using the old shell amounts, yielding 10x as much as intended
- added dataminer bioplastic recipe
- fixed oil well stopping oil production entirely when clogging once
- rebalanced syngas production to be less overpowered
- rebalanced veggi oil/biomass production of expeller press
- increased veggi oil -> phyto oil ratio; reduced eco generator diesel consumption
- increased dirt amounts and recipe times of anaerobic digester
- fixed HPA pumps liquid tile checks being off (vanilla bug)
- fixed structure tile easily melting itself at wrong temperatures
- custom building ports now correctly discover elements on intake
- added missing flow values to biochemistry elements
- removed some internal limits of fabricators that could lead to clogged input pipes
- fixed compressors not cooling their contents
- tweaked codex entries of mod elements to display the effective state transitions
- fixed occurence and timers of drills being off by 1 second
- fixed mk1 drill not producing an occurence every 10 seconds
- added nickel and cinnabar to random recipe results

Update: 14 Sep @ 7:13am

1.3:
Tweaks and Additions:
- added french localization by CptSpoon & Pholith
- increased Pyrolysis Kiln rate to that of the regular kiln
- significantly decreased Mushbar consumption in machines further
- added modded elements to base game starmap destinations (might only go into effect in new game)
- added ammonia to a few more spaced out starmap destinations
- added CustomizeBuildings integration: pipe and rail capacities are now defined based on that mods config if it is installed. This also affects high pressure pipes due to;
- changed the way, high pressure conduits (and logistic rails) are defined in the config: the config now defines a multiplier value thats relative to the regular conduit capacity. Note: this has reset any custom changes made to HPA pipe/rail capacities.
- added optional co2 pipe outputs for the three fueled boilers. if the pipe is omitted, the boiler will emit the co2 into the environment as it did previously
- clarified insulated rail tooltip: it does also seal its contents
- readded Metal Ladder building
- All Gas and Liquid reservoirs are now found in their respective pipe category. This can be turned off in the config options
- Items that can show up as a random product of a recipe now list that recipe in their codex entry
- added a "machine active" logic port to mining drills

Fixes:
- fixed logistic loaders spamming the log
- fixed custom solar panel flickering when not connected to a wire
- removed codex entry for wip big reactor
- fixed decompression valves limiting the flow of a high pressure pipe when their output was occupied by one
- multi stage refineries now have a maximum internal capacity for intermediate products instead of locking up instantly when the respective pipe was blocked
- fixed Bonbon tree branches crashing due to an entirely unrelated patch, caused by some very bad vanilla Klei code.
- fixed formatting for codex entries of random recipes
- fixed broken flow state of several modded liquids

Update: 8 Sep @ 2:38pm

1.2.3:
- fixed "sweeper range" and "pump range" strings in building config editor not getting translated
- fixed bitumen not getting loaded into conveyor loaders
- made flocculation sieve flippable
- fixed converter machines not stopping when the pipes were full
- fixed coral vat not working with brine

Update: 5 Sep @ 6:24am

1.2.2:
- fixed ammonium compressor not cooling its contents
- rewrote internal compressor logic to be more consistent
- updated chinese localization
- added "copy settings" feature for anything tinkerable (generators & plants) to change custom generator settings for that more easily
- fixed dimensions of the raw natural gas vent

Update: 3 Sep @ 8:14am

1.2.1:
- fixed zippe-type centrifuge not converting properly
- fixed a typo in the centrifuge description

Update: 1 Sep @ 1:21pm

bumped internal version to 1.2...

Update: 1 Sep @ 1:15pm

1.2:
- added russian localization, provided by DarkEvil
- fixed heavy duty rail setting not being affected by "HPA enabled" setting
- fixed mosaic tile not allowing replacement by other tiles
- fixed solid combustion boiler and basic oil refinery not properly refreshing their delivery when swapping from coal to peat or back

Update: 29 Aug @ 6:36pm

fixed the mod folder containing a zip of itself, accidentally doubling the file size

Update: 29 Aug @ 6:35pm

1.1:
- added mass clamping to building config editor capacity setting (game storages only support up to 100 tons)
- reenabled Chemical Processing elements to spawn with worldgen (only active with the respective setting)
- reenabled config setting for chemical processing element injection
- fixed (vanilla) rock crusher causing a crash if trying to create crushed rock (jaw crusher not affected)
- adjusted a few element transitions to create a different state of their ore elements to prevent bottles spawning (the altered state element bottles will instantly condense/freeze into the intended element, but it might look a bit funky in the codex)

Update: 28 Aug @ 3:08pm

1.0.2:
- fixed mosaic tile being marked as meteor immune
- added "source mod filter" to the building configuration editor, allowing to filter for buildings from specific mods
- clarified mod config menu layout to better visualize how to configure buildings