Oxygen Not Included

Oxygen Not Included

Customize Buildings (more capacity, less dupes)
1,848 Comments
zaunfinkrc 24 Aug @ 11:42am 
I'll try both options out and see which works best, thank you very much!
MiserableGamer 22 Aug @ 7:43am 
I use this sensor, works great!
Jaggid Edje 20 Aug @ 12:33pm 
@Zaunfinkrc, you might be interested in another mod that adds a duplicant room sensor for situations where the motion sensor's range is too limiting. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1921058858
Fumihiko  [author] 20 Aug @ 9:26am 
"Advanced": { "LogicDuplicantSensor": { "LogicDuplicantSensor": { "pickupRange": 5.0 } } }
But this won't change the visualizer.
zaunfinkrc 20 Aug @ 9:17am 
I've got another request: could you add a setting to add a range slider to the dupe motion sensor? I'm often missing like one tile to catch two buildings and it sucks. (Unless that is stupid complex, then disregard).
Fumihiko  [author] 11 Aug @ 7:56am 
You could add logic to split the storage like with solids, but I never looked into it. Then this would never happen.
If you remove the limit or modify it, you would have to deal with rounding issues. Creating weird glitches, where adding or removing tiny chunks won't register.
Jaggid Edje 11 Aug @ 7:49am 
@Fumihiko, are you sure that's still the case? There are several mods which add reservoirs which have a capacity much greater than 100 tons that don't have that issue.

I use the custom reservoirs mod, for example, and can set them to hold up to ~900 tons. Anything higher causes the issue you describe, but that's still a lot more than the 100 tons you mention.
Fumihiko  [author] 11 Aug @ 7:40am 
In config, the values are float. You can set an immense value like 1e+30. It also takes infinity or negative-infinity. I never tested that.

For reservoirs that is capped at 100t, because the game will scrub any collection over 100t. Solids have logic to split into 25t stacks, but liquids and gases do not. In the past people had all their water disappear when they had 100t. Now there is a limit in the mod.
Ace 10 Aug @ 7:55am 
Is there a value we can set in the config to set the storage amounts to infinite or unlimited?
MiserableGamer 10 Aug @ 7:44am 
I'm really loving your mods - I've been able to remove a load of other smaller ones as a result!
MiserableGamer 10 Aug @ 2:51am 
It's ok, I just worked it out - thanks anyway
Fumihiko  [author] 10 Aug @ 2:49am 
It exists. But it is too complicated for 99% of users. So I will not even try to explain.
MiserableGamer 10 Aug @ 2:43am 
Can we add our own custom tunings for buildings? I want to increase the Water Sieve capacity
Fumihiko  [author] 10 Aug @ 12:10am 
Downloads here [github.com].
Diablo7 9 Aug @ 12:27pm 
It still happens to me. Maybe the mod hasn't updated properly?
Fumihiko  [author] 9 Aug @ 8:42am 
No effect. Would not be usable otherwise.
MiserableGamer 9 Aug @ 8:16am 
Is the Pneumatic door effected by this setting, or does that still allow gases to pass?
Fumihiko  [author] 9 Aug @ 7:28am 
Fixed by skipping the cell update while inside a door. The temperature exchange stays at the last non-door cell.
Fumihiko  [author] 9 Aug @ 6:55am 
It happens because the door is made from a high conductive material and the material stays there. It's not vacuum, but instead e.g. copper. So the dupes temperature quickly drops.
If you make the door out of insulation, it won't happen. Kind of annoying.
Fumihiko  [author] 9 Aug @ 1:24am 
I see, it happens if they walk through multiple doors or pick up junk while standing in a door.
Kaedys 9 Aug @ 1:19am 
I feel like it always has for me. I mean, the debuff for "chilly surroundings" is new as of the Frosty Planet Pack, it wasn't a thing before that, but I feel like my dupes have always complained about the atmosphere when standing inside a door with that option on.
Fumihiko  [author] 9 Aug @ 1:09am 
Is that a new thing? I don't remember that happening.
Kaedys 9 Aug @ 12:54am 
I'm not especially surprised by that, most mods that implement self-sealing airlocks essentially create a vacuum within the space of the door itself, and vacuums in this game are absolute zero.
Diablo7 8 Aug @ 11:51am 
Self sealing air locks gives dupes chilly surroundings debuff.
Kaedys 7 Aug @ 7:29am 
Ya, for sure, your slew of Customize X mods (and Piped Everything, godsend that) are universal inclusions in my mod list. Even makes modifying other mods easier (like making the rocket platforms in Rocketry Expanded mirrorable). Incredibly helpful set of mods.
Fumihiko  [author] 7 Aug @ 2:02am 
:md_heart:
cedaroo 6 Aug @ 6:05pm 
@Fumihiko Kudos and appreciation to you for your dedication in actually maintaining your mods. Especially one as encompassing as this one. You're part of why this community is so great. Thank Thank you!
Zachary 6 Aug @ 4:33am 
After setting the StorageTileKG to 20000, building a default of 20000 is normal, but sliding and setting can only be set to a maximum of 1000.
MiserableGamer 2 Aug @ 6:11am 
Just deleted the whole mod folder and resubscribed, and its showing now - 2nd mod to not update correctly!
MiserableGamer 2 Aug @ 5:47am 
@Kaedys not showing in mine
Zachary 1 Aug @ 11:09pm 
Thank you for your job!Can we add NoDupeMilkPress or AutoSweeperCrossWall(can be checked in the game)?
Kaedys 1 Aug @ 2:38pm 
Share what? @Fumihiko updated the mod itself to support those buildings
MiserableGamer 1 Aug @ 9:53am 
@Kaedys could you share?
Fumihiko  [author] 30 Jul @ 10:36am 
🤷‍♂️
MiserableGamer 30 Jul @ 10:27am 
Did you change anything to do with pipes? I use High Pressure Applications, it was working fine yesterday, updated today, and now it crashes - it'll load the map, but as soon as I unpause, it crashes with this....

NullReferenceException: Object reference not set to an instance of an object

High_Pressure_Applications.HarmonyPatches+Patch_Game_Update.Postfix () (at <bda678c71632402e8de876d22bef2cf4>:0)
(wrapper dynamic-method) Game.Game.Update_Patch1(Game)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Build: U56-679336-SCRPD
Kaedys 29 Jul @ 11:55pm 
Ah, excellent, you beat me to it. Much appreciated!
Fumihiko  [author] 29 Jul @ 11:13am 
Fabricators are simple. But some require modifications to their statemachine, which is a pain.
Kaedys 29 Jul @ 11:10am 
ok, decided to try my hand at hacking in a modifier for the Pulverizer using dnSpy (C# decompiler), and it seems to have worked. The code to make buildings dupe-free is remarkably simple, with how the mod is designed. I'll try to put together a PR and save you some time, @Fumihiko.
Kaedys 29 Jul @ 9:09am 
Ya, the Pulverizer is the pain point for me, it takes a long time to process stuff, requires dupe labor the entire time, and biodiesel is probably the easiest way to tackle the new Demolior story trait, but you need a bit over 15 tons of phyto oil to produce the 96 extra blastshots needed, at 40s per 100 kg, which is literally over 10 full cycles of non-stop dupe labor just for that alone. Granted, you have (by default) 200 cycles to do that in, but that's still a LOT of dupe labor to devote to something.

And that also means that biodiesel as a fuel source, either for power or rockets, is basically completely non-viable purely due to the dupe labor involved. It's 64s of Pulverizer labor to make 200 kg of biodiesel, which runs a petrol generator for 1/6th of a cycle. So 384s of dupe labor (ie. 64% of a cycle) to power ONE petrol generator for one cycle.
MiserableGamer 29 Jul @ 7:43am 
Yeah, can we add the Pulverizer to the No Dupes list?
Kaedys 27 Jul @ 10:52am 
Correction on last, appears the Smoker already does not require dupe labor, so that one can be nixed from the list. The others could still use it, though.
Kaedys 25 Jul @ 4:05pm 
Any chance you could add a few more buildings to the No Dupes list? Specifically, the Plant Pulverizer (ID `MilkPress`), Emulsifier (ID `ChemicalRefinery`), and Blastshot Maker (ID `MissileFabricator`).

May also be worth adding the Deep Fryer (ID `Deepfryer`, Frosty Planet Pack exclusive) and Smoker (ID `Smoker`, Prehistoric Planet Pack exclusive), since you have the other cooking buildings as options
Jaggid Edje 17 Jul @ 6:18pm 
Just hit escape instead clicking the restart button, and start playing, @digit. Common problem, not related to this mod itself.
digit 17 Jul @ 5:25pm 
cant get game to load since update. mod updated restart required window pops up and then its just a loop, restart, update window, restart...
zaunfinkrc 11 Jul @ 1:04am 
https://oxygennotincluded.wiki.gg/wiki/Conveyor_Meter
It's a building much like the liquid and gas meter, you set an amount (between 0 and 500 in case of the conveyor meter) that can pass through and once that amount has been transferred, the meter sends a red signal until it itself is reset by a green signal. I use it to ship specific amount to my refineries mainly, but shipping 1875 kg takes four of them and i'd much prefer being able to only use one so I can run more shipping belts out of the same room.
Fumihiko  [author] 10 Jul @ 12:32pm 
Pretend I haven't played the game for 2 years. What building are we talking about?
zaunfinkrc 10 Jul @ 11:16am 
I've got another request^^ Could you add an option to change the max amount the meters can let pass? 500kg for the solid meter is quite low compared with the amount used in a cycle by some of the machines.
虎斑法斗 10 Jul @ 2:39am 
崩溃了
The Almighty Crumpet 9 Jul @ 7:00am 
Took me a long time to realise that it was this mod that enables Heavy-watt wires to be built through walls as it wasn't a visible setting and buried in the manual config.
Can this setting be displayed in the custom settings please, be nice if it could be a drop-down selection for the choices too.