Oxygen Not Included

Oxygen Not Included

Planet Adder
130 Comments
Meo 13 Jan @ 3:05am 
Work fine for me, No update is needed. Lasted build till 1/13/2025, based game + frosty + bionic
Pope Snowball  [author] 18 Mar, 2023 @ 3:39pm 
It's not supported, it's on Github so someone can fork it if they want.
Siwenna 11 Mar, 2023 @ 3:00pm 
not sure if this is supported anymore but does not seem to work. Upon loading the save the game crashes if you open the starmap. :steamsad:
Gameinsky 3 Jul, 2022 @ 5:20am 
The planet balancer makes use of this mod and thankfully still works, but it's nice to have the manual option too.
Pope Snowball  [author] 2 Jul, 2022 @ 11:14am 
It's possible but I don't know when I'd get time. The project in on Github is anyone else want's to fork it.
Gameinsky 2 Jul, 2022 @ 1:37am 
Hi, would it be possible to update this mod so that it is usable in the current version of vanilla?
Pope Snowball  [author] 19 Dec, 2021 @ 9:27am 
I'm not aware of any alternatives, but if I ever get time I'll look at creating a Spaced Out version.
Rigi 17 Dec, 2021 @ 4:40am 
Rly would love to see that mod for Spaced Out! :( i would like to add a big endgame asteroid on the edge of the starmap as an endgame location for a huge perfect base. Any alternatives to it for spaced out?
Pope Snowball  [author] 18 Sep, 2021 @ 3:03pm 
Once the planets are added you can disable the mod, but it'll only add a small bit of load on startup if you have no planets configured in the config.txt anyway.
Normality 17 Sep, 2021 @ 7:41pm 
Fixed! Thx!
Oh and, what if I disable this mod after adding planets to my save files? I feel more comfortable with less mods enabled...
Pope Snowball  [author] 17 Sep, 2021 @ 11:11am 
Not seeing an issue on my end. Can you try un-subscribing and re-subscribing to the mod, and if that doesn't fix it, please set the logging flag from 0 to 1 in the LoggingEnabled.txt file in the mod folder, then run the game, open the starmap, and after it crashes share your ONI log file from:

%USERPROFILE%\AppData\LocalLow\Klei\Oxygen Not Included

Also sharing the config.txt as well, it might be a spelling mistake or something in it (the example config included in the mod folder imports successfully)
Normality 17 Sep, 2021 @ 9:07am 
No...The game crashes upon opening the starmap in my save file
Pope Snowball  [author] 12 Sep, 2021 @ 9:28am 
Sorry @yieul it looks like they are HarvestablePOI's from Spaced Out, while the one's in this mod are base game SpaceDestinationTypes
wyyx20 12 Sep, 2021 @ 3:15am 
it is fine now,thanks
lyrelle 12 Sep, 2021 @ 12:23am 
Is it possible to add glimmering planet and gilded asteroid?
Pope Snowball  [author] 11 Sep, 2021 @ 9:10pm 
Whoops, should be fine now.
wyyx20 11 Sep, 2021 @ 7:59pm 
the game will crash with it,
Pope Snowball  [author] 11 Sep, 2021 @ 1:35pm 
Updated with mod info for version checking and specifying mod only works for base game.
獨樂魂 22 Aug, 2021 @ 11:20am 
求求大佬更新一下吧,
Pope Snowball  [author] 3 Aug, 2021 @ 9:22am 
No
MaximumEfficiency 3 Aug, 2021 @ 4:14am 
does this still work in the new update?
Aboogie 12 May, 2021 @ 4:10am 
This mod is a life saver for getting rid of those ugly indestructible blobs along the edges of the map. Thank you. I decided not to enable the recipes but I do love the idea of having a use for the new resource. Another idea for what to do with it could be craftable POI structures like neural vacillators and those entropy nullifier thingies, since their made from neutronium anyway. It would be a bit cheaty and super lore unfriendly but having access to them when your map didn't spawn any would be very nice. Maybe only allow crafting them after analyzing the Tear. :) That would feel worth it.
Pope Snowball  [author] 20 Dec, 2020 @ 8:06pm 
Same. I'm going to wait until the starmap is finalized, as at a high level the change seems minor (2d grid map to a hexagon grid) but I can see practical issues like the dupe teleporters, input/output transporters on planets, and geyser generation etc.

In the meantime someone can branch my mod if they would like and adapt it to the DLC.
TiraboTurbos 20 Dec, 2020 @ 7:55pm 
I can't wait for a mod like this, but with the dlc starmap system, I want to FILL my galaxy with planets!
Pope Snowball  [author] 23 Oct, 2020 @ 7:44pm 
Tyrian 23 Oct, 2020 @ 7:34pm 
how do u know bout DLC if its not out yet?
Pope Snowball  [author] 30 Sep, 2020 @ 9:18am 
Working fine for me, maybe a conflict with another mod? Try Planet Adder by itself, no other mods enabled.
Pope Snowball  [author] 30 Sep, 2020 @ 12:30am 
It should still work, I'll have a look. Try disabling the mod and seeing if the crash still happens.
Ronivan 29 Sep, 2020 @ 8:02pm 
Does this still works? My game crashes when I click on the Starmap option, the Logging is enabled but register no information. I tried to save without looking at the starmap and load without the mod activated, but nothing is added. I tried also with the sample provided, but had the same results.
TiraboTurbos 9 Jul, 2020 @ 4:48pm 
Welp... that's a shame, because I plan on getting the DLC. XD
Pope Snowball  [author] 8 Jul, 2020 @ 2:12pm 
This mod will only work in the base game, not the planned DLC that will update planets. I have no intention of updating the mod to make a compatible DLC version.
Pope Snowball  [author] 4 Jul, 2020 @ 11:51am 
Logging tells you:

- An invalid planet name is in the configuration file
- The original destinations
- The updated destinations (including the original) and shows their distance and starting orbit percentage (you can use this to avoid overlap)
- The config file is renamed
- The patch completed

Look for 'Original Destinations' and 'Destinations Created' and 'Updated Destinations' (updated is the list of original and added planets combined) in logging to see if there are overlaps.
TiraboTurbos 4 Jul, 2020 @ 11:24am 
What does logging do? Does it write out the locations of existing worlds so that we can avoid overlap?
Pope Snowball  [author] 11 Apr, 2020 @ 12:52pm 
There is no functionality to remove them sorry.
Freakin 11 Apr, 2020 @ 11:49am 
can i remove planets i added agian? my gas giant is so trashy
Pope Snowball  [author] 8 Apr, 2020 @ 10:11pm 
yep
Deep_Space 8 Apr, 2020 @ 4:20pm 
is it up to automation upgrade ?
Pope Snowball  [author] 7 Apr, 2020 @ 7:17pm 
wat
Deep_Space 7 Apr, 2020 @ 7:03pm 
update
Pope Snowball  [author] 27 Jan, 2020 @ 1:54pm 
@carstairs

StarmapScreen and StarmapPlanet have no namespace and can be found (in something like DnSpy) in the "-" section between References and Namespaces
jackiewiecz.j 27 Jan, 2020 @ 1:43pm 
If you don't mind me asking, where are the starmap files located? I've been developing my own asteroid and wanted to customize and create my own planets to add to the starmap, but I can't find where the game stores this information and how it generates each individual starmap. I figured it would be under worldgen like asteroid generation is but I haven't been able to find anything.
Pope Snowball  [author] 9 Jan, 2020 @ 5:09am 
@106cihammer

Have you entered it as below (ensuring there are no empty lines before or after):

HydrogenGiant,0,0
Sidherish 8 Jan, 2020 @ 8:36pm 
Cant seem to get this to work. crashes every time I open the star map. Trying to add a hydrogen planet to 0,0, when i open the starmap it blank and i get the error occured message.

Log file:
04:21:04.116] [1] [INFO] === LoadsPlanets_Patch Prefix ===
[04:21:04.121] [1] [INFO] Error occurred with mods active. Disabling all mods (unless dev mods active).
IndexOutOfRangeException: Array index is out of range.
at PlanetAdder.FileHandling.FileHandler.LoadConfig () <0x001b0>
at PlanetAdder.LoadsPlanets_Patch.Prefix () <0x00088>
at (wrapper dynamic-method) StarmapScreen.LoadPlanets_Patch1 (object) <0x0002f>
at StarmapScreen.OnPrefabInit () <0x00ddf>
at KMonoBehaviour.InitializeComponent () <0x00195>

Rethrow as Exception: Error in Starmap.StarmapScreen.OnPrefabInit
at KMonoBehaviour.InitializeComponent () [0x00000] in <filename unknown>:0
at KMonoBehaviour.Awake () [0x00000] in <filename unknown>:0
NoSuchGuy 20 Dec, 2019 @ 12:09pm 
Glad it's working now. Also Merry Christmas to you too
Pope Snowball  [author] 20 Dec, 2019 @ 10:27am 
Oh, it was on a Mac that makes sense why it was having trouble, I coded it for Windows.

Glad to help, merry christmas.
NoSuchGuy 20 Dec, 2019 @ 9:40am 
PROBLEM SOLVED - ERROR IS FIXED - Mod is working as intended on a Mac !!!PERFECT!!

I downloaded the .dll from Github and it's now working. The planet was added according to my config.

THANK YOU SO MUCH FOR THE FAST RESPONSE!
Pope Snowball  [author] 20 Dec, 2019 @ 8:44am 
@NoSuchGuy

Update the mod and let me know if it is/isn't working; I changed the code to use URI to get the path as something wacky is going on with your machine compared to others. Hopefully this does not break it for other users, as I have only tested it on my machine.

If you're curious you can see the changes here:
https://github.com/Schalasoft/PlanetAdder/commit/14058c48b10edc5b0dd7abde1e909ddbe6ff26a3#diff-74cc499fdca54c9b14bf3e8603210851
NoSuchGuy 20 Dec, 2019 @ 7:50am 
CORRECTION:
/Users/xxx/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded
is where the app/program is installed via steam

This is the path where your mod is installed:
/Users/xxx/Library/Application Support/unity.Klei.Oxygen Not Included/mods/Steam/1749025321/EnableLogging.txt

Sorry I didn't want to confuse you. To clarify: There was NO substitution of the path.
NoSuchGuy 20 Dec, 2019 @ 7:45am 
The "Mod Manager by @Ony" shows the old and new version (downloaded from github) as 'v.1.0.0.6' >> 'Error Occured - Please Restart'

###
[15:24:11.069] [1] [INFO] Error occurred with mods active. Disabling all mods (unless dev mods active).
DirectoryNotFoundException: Could not find a part of the path "/Users/xxx/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/Users/xxx/Library/Application Support/unity.Klei.Oxygen Not Included/mods/Steam/1749025321/EnableLogging.txt".
###

Now it looks like your GetDLLPath() is messing up the directory and the file compared to the other log entry. Some substitution removed the white spaces in "Oxygen Not Included" in the first part of the directory.

Sorry I have to do some shopping now but I can test some more for you in about 2-3 hours.
Pope Snowball  [author] 20 Dec, 2019 @ 7:01am 
@NoSuchGuy

Update the mod and try again, I believe I have fixed the issue but without recreating the issue I cannot be sure.