Oxygen Not Included

Oxygen Not Included

Customize Plants
1,135 Comments
Kaedys 12 Oct @ 9:49am 
Ya, unfortunately the scope of most of Fumihiko's mods would really not work in a traditional options UI, even if PLib supported lists. Personally, I'm grateful for something as flexible and easily edited as JSON for modifying these values, and the ones in the other mods, since the alternative is writing C# Harmony patches, and that's much more of a pain.
Fumihiko  [author] 12 Oct @ 1:10am 
There is no ready-to-use mod option resource. PLib used by my mods does not allow for lists, which is essential for what I do.
[RTB] Sarianos 11 Oct @ 7:44am 
@Fumihiko
I suspect they're complaining that the mod settings aren't using an in-game UI for setting adjustment, possibly for user ease reasons, I'd guess that most people don't find locating, deciphering and editing .json files to be a particularly convenient or user friendly process.
Fumihiko  [author] 1 Sep @ 7:28am 
Can you elaborate? Because that sentence makes no sense to me.
n3mes1s 31 Aug @ 3:50pm 
Sad that you didnt add the settings to the mod options. We cant keep the mod updated otherwise.
Fumihiko  [author] 10 Aug @ 12:08am 
Update the mod. Download [github.com] the mod and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\1818145851
starfall_种田中 9 Aug @ 2:36pm 
Not sure if this is vanilla bug or mod related but it seems that game spawns a mutated saturn trap seed buried in one of the tiles, soon as i dig it would cause a crash.
Error in CritterTrapPlantSeed.MutantPlant.OnSpawn at (83.50, 41.31, -25.50)

System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.UpdateNameAndTags () [0x0002f] in <3b73c925114143c5bad31ccbc5facdf1>:0
at MutantPlant.OnSpawn () [0x00052] in <3b73c925114143c5bad31ccbc5facdf1>:0
at KMonoBehaviour.Spawn () [0x0005d] in <7becb3f73037484c93dc2b548fe42a58>:0
Build: U56-679336-SCRPD
Kaedys 7 Aug @ 8:11am 
May also be worth posting about that bug over on Stock Bug Fixes and see if that mod author can quick-fix it. They tackled another bug I ran into really quickly (that being, Outhouse remaining uses are not reset when cleaning is manually triggered).
MiserableGamer 7 Aug @ 7:42am 
Could you possibly add a tuning option to have the plants default to Harvest Disable? There is a bug with Grubfruit plants that when they get tended by a sweetle as a spindly plant and convert to a normal plant, they revert from Disable Autoharvest to Autoharvest.....I feel this *may* resolve this problem, but even if it doesn't, I still believe its a good tuning option to have
Kaedys 25 Jul @ 11:25am 
Much appreciated!
Fumihiko  [author] 25 Jul @ 10:33am 
That's weird. I specifically tested that the plant wouldn't cause a crash. I think it should work now.
Kaedys 24 Jul @ 5:53pm 
[00:40:33.266] [1] [ERROR] ButterflyPlantSeed ~~~!System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.UpdateNameAndTags () [0x0002f] in <3b73c925114143c5bad31ccbc5facdf1>:0
at MutantPlant.OnSpawn () [0x00052] in <3b73c925114143c5bad31ccbc5facdf1>:0
at KMonoBehaviour.Spawn () [0x0005d] in <7becb3f73037484c93dc2b548fe42a58>:0 !~~~Error in ButterflyPlantSeed.MutantPlant.OnSpawn at (95.50, 136.51, -23.50)
~~~!System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.UpdateNameAndTags () [0x0002f] in <3b73c925114143c5bad31ccbc5facdf1>:0
at MutantPlant.OnSpawn () [0x00052] in <3b73c925114143c5bad31ccbc5facdf1>:0
at KMonoBehaviour.Spawn () [0x0005d] in <7becb3f73037484c93dc2b548fe42a58>:0 !~~~Error in ButterflyPlantSeed.MutantPlant.OnSpawn at (95.50, 136.51, -23.50)
Kaedys 24 Jul @ 5:53pm 
Hmm. Still getting the same crash as @Kinoko. I've confirmed I'm on 1.0.49.0. Crash reliably occurs when I dig out the tile under a butterfly plant when I'm modifying the growth time on it in this mod, and does not occur when I remove that block from the mod config. Similar crash log, except it's complaining about the seed this time. Crash log in separate post because Steam and 1000 char limits >.>
Kaedys 24 Jul @ 4:49pm 
Excellent, much appreciated
Fumihiko  [author] 24 Jul @ 1:53pm 
I just use the newtonsoft lib that is already shipped with the game. It does not support comments.
Nothing I will do about that. Keep your comments in a separate file. You can have any extra field you like. json does not care about unused fields. My mods are no exception. Just keep in mind that the file is overwritten, whenever I bump the version number.
Kaedys 24 Jul @ 1:08pm 
Hey Fumihiko, do you know if the JSON parser for your various Customize mods will ignore unknown fields? JSON doesn't have a concept of a comment, but they can be added by using a throw-away field like `_comment` or similar. My JSON for many of the mods (this one especially, actually) is getting rather long, and I'd like to be able to make notes to myself in it about what I'm changing and why, and I'm hoping your mods would just ignore the addition of a new field it doesn't recognize, like the `_comment` one above.
Fumihiko  [author] 24 Jul @ 11:00am 
Fixed. This slightly changes how fruit changes are applied. Maybe affects other plants too.
Zachary 24 Jul @ 6:08am 
Why did I only add one ButterflyPlant cycle? As long as I dig out this plant, the game will crash.
{
"id": "ButterflyPlant",
"fruit_grow_time": 2400.0
},
[ERROR] ButterflyPlant (ButterflyPlant_Original) Exception in: (ButterflyPlant).StandardCropPlant+States.root.dead.Enter
System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.CopyMutationsTo (MutantPlant target) [0x00000] in <3b73c925114143c5bad31ccbc5facdf1>:0
at (wrapper dynamic-method) SeedProducer.SeedProducer.ProduceSeed_Patch0(SeedProducer,string,int,bool)
at SeedProducer.DropSeed (System.Object data) [0x00018] in <3b73c925114143c5bad31ccbc5facdf1>:0
at SeedProducer+<>c.<.cctor>b__17_0 (SeedProducer component, System.Object data) [0x0000e] in <3b73c925114143c5bad31ccbc5facdf1>:0
Fumihiko  [author] 19 Jul @ 11:33pm 
Download [github.com] the mod and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\1818145851
SuperSizedSimp 19 Jul @ 5:10pm 
why am i getting this error?

Error in GameAssets(Clone).Assets.OnPrefabInit at (0.00, 0.00, 0.00)

System.TypeLoadException: Could not resolve type with token 0100008f from typeref (expected class 'CropSleepingMonitor' in assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')
at CustomizePlants.Assets_AddPrefabPatch.Prefix (KPrefabID prefab) [0x00030] in <03664a92cd344099898cf1e75811fdae>:0
at (wrapper dynamic-method) Assets.Assets.AddPrefab_Patch1(KPrefabID)
at (wrapper dynamic-method) Assets.Assets.CreatePrefabs_Patch1(Assets)
at (wrapper dynamic-method) Assets.Assets.OnPrefabInit_Patch14(Assets)
at KMonoBehaviour.InitializeComponent () [0x00068] in <9dbd2ddc6e904050808ea00cdae92652>:0
Fumihiko  [author] 7 Jul @ 7:42am 
I can understand your frustration. While it seems plausible, the amount of work is very substantial. If there were a framework to work with, I would have used it. But building a userfriendly interface from scratch is many times more work than this mod.
kebe1pc 7 Jul @ 12:31am 
@Estebandido1232
you can copy what i have, It make the plant autoharvest after 1 second of maturity just change the plant id to whatever plant you need it to be

{
"id": "SpiceVine",
"max_age": 1.0
},
Estebandido1232 6 Jul @ 10:33am 
We need a better menu for this mod. I'm trying to modify some settings and I don't understand at all how to apply these. I have generated the mod file and can open it but I don't see the setting I want to change to enable autoharvest on a specific plant.

Great concept, needs work.
Fumihiko  [author] 1 Jul @ 7:26am 
Oh, I did not take it that way. I just provide assistance. If that path is still blocked, you can check the internet for the path of the game's log file.
Noah 30 Jun @ 2:54pm 
@Fumihiko I was not trying to own you up or anything. I love your mod. Truly I don't think I could play ONI at this point without it.
But a lot of people are not very comfortable or familiar with messing with local files. The "hell of it" is just an expression for the rough parts of a process, no offense intended. All love your way ;)
Kaedys 30 Jun @ 1:47pm 
Rofl, clearly your reference to a local file on a player's computer is a dAnGeRoUs uRl >.> I was wondering how the author of a mod managed to get auto-modded on their own mod page, oof >.<
Fumihiko  [author] 30 Jun @ 7:15am 
Hell? Just read the comments. I just said that you find all the info in
"%appdata%/../LocalLow/Klei/Oxygen Not Included/player.log"
Noah 29 Jun @ 9:25pm 
If like me you came here desperate to find the nametags of the DLC plants:
I will spare you the hell of it:
First is the name then the name tag to configure in the mod. if there is two names is a plant composed of two parts and each part is a plant on and in itself.
Seakomb - KelpPlant
Idylla Flower - IceFlower
Pikeapple - HardSkinBerryPlant
Ovagro Vine - VineMother // VineBranch
DewDripper - DewDripperPlant
Megafrond - Dinofern
Sweatcorn Stalk - GardenFoodPlant
Mimika Bud - ButterflyPlant
Plume Squash - CarrotPlant
Bonbon Tree - SpaceTree // SpaceTreeBranch
Grubfruit Plant - SuperWormPlant
Bog Bucket - SwampHarvestPlant
Lura Plant - FlyTrapPlant
Saturn Critter Trap - CritterTrapPlant
vioera 28 Jun @ 10:48am 
thanks!
I'm playing ONI for the first time in a while, but thanks to you, I've found a new way to enjoy it.ふみひこさんは感嘆すべき方だ。
Fumihiko  [author] 27 Jun @ 9:49am 
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Fox 27 Jun @ 1:40am 
Is there a way to find the names of all the plants and the new ones?
Kinnerin 26 Jun @ 1:53am 
Error in GameAssets(Clone).Assets.OnPrefabInit at (0.00, 0.00, 0.00)

System.TypeLoadException: Could not resolve type with token 0100008f from typeref (expected class 'CropSleepingMonitor' in assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')
at CustomizePlants.Assets_AddPrefabPatch.Prefix (KPrefabID prefab) [0x00030] in <03664a92cd344099898cf1e75811fdae>:0
at (wrapper dynamic-method) Assets.Assets.AddPrefab_Patch1(KPrefabID)
at (wrapper dynamic-method) Assets.Assets.CreatePrefabs_Patch1(Assets)
at (wrapper dynamic-method) Assets.Assets.OnPrefabInit_Patch14(Assets)
at KMonoBehaviour.InitializeComponent () [0x00068] in <9dbd2ddc6e904050808ea00cdae92652>:0
Build: U56-675600-S
Stroomschok 21 Jun @ 2:38pm 
Thanks, its working without issues! It's always something special for modders to maintain their work so diligently (and for so many years already in this case).
risa 21 Jun @ 7:54am 
The update is working for me! Every seed creates correctly without an error now. Thank you for all your work, Fumihiko.
Fumihiko  [author] 21 Jun @ 7:35am 
Should work now. Let me know if not.
Fumihiko  [author] 21 Jun @ 6:20am 
Aha. Excellent point. Mod support got pretty good to support and DLC. But I tested it and it is indeed a DLC issue. Of course I can fix it, now that I know what to look for.
Stroomschok 21 Jun @ 6:12am 
Could it be that all people experiencing crashed are playing with the Spaced Out DLC turned off? I personally play with it turned off and am getting the "Error in Mushroom.MutantPlant.OnSpawn". This sort of would make sense as I don't think plants can mutate in pure vanilla.
Fumihiko  [author] 21 Jun @ 4:17am 
Make sure you are in "AppData\LocalLow\Klei\Oxygen Not Included"
not in the AppData\Roaming folder.
lyrelle 20 Jun @ 10:44am 
Weird I got into the Appdata folder of ONI but it's empty, is there something i should do for the playerlog to show?
kebe1pc 20 Jun @ 4:20am 
interesting thing about changing the ovagro vine (VineBranch) to either grow faster or make more fruit is that after it makes a new arm it decides to have 2 grow rates at the same time but they start from 4 cycles long and 3 cycles long independently, but I don't know what happens after because upon harvesting the game crashes like the others have said.
左腿一边Leng 20 Jun @ 1:04am 
Please fix this one too much for me. Thanks.
Fumihiko  [author] 20 Jun @ 12:46am 
@risa: Apparently removing fruitID from the config works for some people.

I will try again. I don't think DLCs are the problem. The game ships the same assembly for all.
모넌종이 19 Jun @ 5:54pm 
@Fumihiko Thanks for the TonicRoot id! now i can just mutanted bean to cook curry.
risa 19 Jun @ 10:36am 
@Fumihiko お疲れ様でしたね!Even if it ends up being that this mod is simply not base game compatible anymore, I appreciate you working so hard to look into our issue.
kebe1pc 18 Jun @ 9:23am 
This probably isn't possible but I thought I'd ask, Is there a way to give mutations to the Mimika Bud (ButterflyPlant), and the Ovagro Node/Vine (VineMother)?
Fumihiko  [author] 18 Jun @ 7:51am 
Okay. I will take another look.
risa 17 Jun @ 11:36pm 
I am also playing the base game. This may be relevant to the error.
The Mad Man 17 Jun @ 6:27pm 
I did some testing and found that any plant with it's "fruitId" changed or added onto will result in the crash. Basically I just changed the mealwood plant to yield the same thing as the mirthleaf would and did the same test. Finding that upon uprooting, harvesting or digging up a buried tile seed resulted in the same crash as the mirthleaf seeds did.
The Mad Man 17 Jun @ 5:52pm 
Also, I did find more info in the locallow files. Here you go:

[00:27:41.962] [1] [ERROR] LeafyPlantSeed ~~~!System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.UpdateNameAndTags () [0x0002f] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at MutantPlant.OnSpawn () [0x00052] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at KMonoBehaviour.Spawn () [0x0005d] in <32517cdba6dd450ea2db1abbdb923443>:0 !~~~Error in LeafyPlantSeed.MutantPlant.OnSpawn at (129.50, 186.51, -23.50)
~~~!System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.UpdateNameAndTags () [0x0002f] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at MutantPlant.OnSpawn () [0x00052] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at KMonoBehaviour.Spawn () [0x0005d] in <32517cdba6dd450ea2db1abbdb923443>:0 !~~~Error in LeafyPlantSeed.MutantPlant.OnSpawn at (129.50, 186.51, -23.50)
The Mad Man 17 Jun @ 5:45pm 
Thank you for elaborating on the magicness of modding, your wizardry is far beyond myself I admit. But I did some testing on a new world, even disabled all my other mods this time and found that anytime a mrithleaf seed is dropped, by digging a burried item tile, uprooting a mirhtleaf plant or one being naturally produced by the plant, the game will crash. I don't know why it's specifically the mirthleaf for me but a different plant for others, but given the crash notes I'd imagine it has something to do with the game classifying the seed as mutated. But since I'm playing the base game it can't really do that. I also recorded a little video, about 8mb, of the dupes digging up a mirhtleaf and the resulting crash. I'm not sure how I can post that, or if it would even help but if you want it let me know.