Oxygen Not Included

Oxygen Not Included

Challenge collection
64 Comments
Bummins 11 Mar, 2022 @ 10:03am 
ahhh right understood
Rainbow  [author] 5 Mar, 2022 @ 8:14pm 
You have now a single new entry in the planetgeneration menu on the top with that you can access a range of panels
Rainbow  [author] 5 Mar, 2022 @ 5:31pm 
the planetgeneration menu did look like this. The image is edited
Bummins 5 Mar, 2022 @ 4:09pm 
How exactly do you bring up the menu in your screenshot? there doesn't seem to be any quick userguide, can't see any change on the UI
Rainbow  [author] 1 Jan, 2022 @ 9:51am 
The other error will be more of a headache.
Rainbow  [author] 1 Jan, 2022 @ 9:50am 
I dont quite want to change the temperature settings, i would instead combine values below 1 over multiple iterations.Like its 0.1 i would add it till its 1 and then use it for the area.
FineStyle 1 Jan, 2022 @ 7:48am 
I've just noticed that TemperaturePanel.TChange settings can be entered directly, using Value, Area and Timer.
I think TChange setting should be put in another panel as it is confusing (I thought that it is related to Value/Area/Timer settings)
So, for DeadlyCold workaround, it can be entered without changing lua script with:
Value=-0.2
Area=0.02
Timer=10times/day


I am just playing with SaltWaterWorld setting, great to see heated steam creeping to my base, I enjoy your mod very much, good work :)
FineStyle 1 Jan, 2022 @ 7:48am 
Here is patch for RandomTilesPercentAll to work even with low tileamountpercenti:
public static HashSet<int> RandomTilesPercentAll(float tileamountpercenti, float variance = 0f)
double fnum2 = (double)Grid.CellCount * (num * 0.0099999997764825821);
int num2 = (int)(fnum2);
double frest2 = fnum2 - num2;
while (hashSet.Count < num2 || hashSet.Count == num2 && MapManipulate.randomi.NextDouble() < frest2)
// and removing hashSet.First<int>() from logging

even without that patch, lua scripts can be modified as a workaround (although it will use more cpu power)
Example for 256 x 384 map (multiply 0.0004 by 2.55 (1 / (256*384*0.0004*0.01)) and divide -10 by 2.55)
From:
function DeadlyCold()
for v in RandomTilesPercentAll(0.0004) do
AddToCell(v,"Temperature",-10)
end
end
To:
for v in RandomTilesPercentAll(0.00102) do
AddToCell(v,"Temperature",-3.92)
Rainbow  [author] 29 Dec, 2021 @ 6:41am 
Yea it means that i dont catch an error when the celllist is empty. But if the area is 0.01 there it does nothing anyways. But i will fix it so it will not crash.

I must admit that i did not really test the techlevels regularly i will see if i can find the problem.
If you want to experiment you can make a copy of the lua files as in the description and edit the techlevel stuff its plaintext.
FineStyle 29 Dec, 2021 @ 3:46am 
Hello
Not working In ONI (without DLC):
Temperature panel settings: T value=-10, T change=warm, T area=0.01, T timer=10/day
InvalidOperationException: Sequence contains no elements, System.Linq.Enumerable.First
in RandomTilesPercentAll
Log.DeepLog(string.Concat(new object[] ..., hashSet.First<int>()

Also, I think there is too low argument in call to RandomTilesPercentAll
function Warm()
for v in RandomTilesPercentAll(0.0004) do
AddToCell(v,"Temperature",0.5)
end
0.0004% of 384*384 is almost 0 tiles (0.59), so that exception is thrown immediately


Technology settings: Tech level=early, diff=expensive key techs
Error in WattsonMessage.WattsonMessage.OnSpawn
System.InvalidCastException: Specified cast is not valid.
at PlanScreen.OnResearchComplete
With tech level=disabled works fine
Rainbow  [author] 23 Nov, 2021 @ 5:28am 
Happy to hear that. I did not manage to fix the script that restores the technologys on reload so you have to restart the game when you reload or you get the multiplier again.
Ronivan 22 Nov, 2021 @ 3:14pm 
Thank you sir. I really like your mod for spicing the game even more.
Rainbow  [author] 22 Nov, 2021 @ 7:56am 
@Ronivan i fixed the techdifficulty stuff, i changed also the values a bit and Improved the description. I also added 2 new hardcore insane settings.
Rainbow  [author] 16 Aug, 2021 @ 4:31pm 
I tested it now, it does not work for me either. i will look into it to fix it soon.
Rainbow  [author] 16 Aug, 2021 @ 4:26pm 
It should work, but maybe something is broken, not sure.
Ronivan 16 Aug, 2021 @ 10:35am 
Does this still works? I used it to increase tech difficult, but after using the hard or hard key tech researches, nothing has changed in their values.
Rainbow  [author] 25 Jun, 2021 @ 9:01am 
The mod is updated for the merge update, if it shows as not updated you could use the mod updater
Rainbow  [author] 6 May, 2021 @ 7:28am 
Hei, i added a mayor update to make it compatible with the dlc and add a bunch of experimental features.
The dlc branch will be from now on a development area and you should see it as work in progress.
Ronivan 21 Sep, 2020 @ 6:12pm 
Another thing I would like to suggest is to make the Tech Difficulty also affects the Starmap Location search. It would make interesting a long search venture over it, although I believe the incoming DLC will change a lot of things in the starmap, so perhaps we should wait for it.
Rainbow  [author] 18 Sep, 2020 @ 11:38am 
sure will come, after the release of the dlc.
uberwaffe 17 Sep, 2020 @ 2:45pm 
Any chance of adding a starting temperature offset option?
I.e. More rapid version of the Temperature change, but only applies for the first day or so.
Rainbow  [author] 13 Sep, 2020 @ 10:16am 
maybe, for me the maximum basegame setting is too much already, but i can add it after i did add panels to have multiple pages for settings - after the dlc release, otherwise its getting too crowded.
Ronivan 13 Sep, 2020 @ 10:06am 
I know it is, but increase it even further.
Rainbow  [author] 13 Sep, 2020 @ 9:59am 
Actually that setting is already in the basegame.
Ronivan 13 Sep, 2020 @ 8:32am 
Thats very interesting. I really like the extra challenging aspects of your mod, specially the tech difficult. If I may make a suggestion, you could add a function to increase the calories consumption rate of duplicants to a multiple bigger than the the one provided by the game.
Rainbow  [author] 11 Sep, 2020 @ 2:40am 
That is right, icy affects all cells, gas and liquid too, i plan to add more settings so you can limit it with a setting to only affect some cells when the dlc was released.
Ronivan 10 Sep, 2020 @ 6:40pm 
Just a question about the Temperature Change. If I place it like for sample to Icy, it will change the temperature of the map, and which means it will change my base temperature. In case I have my base properly insulated, the interior temperature will also change, regardless of the insulation?
Rainbow  [author] 6 Jul, 2020 @ 11:24am 
Most settings only start when the game is already loaded, mapsize is the only exception i think.
Your Last Friend 6 Jul, 2020 @ 9:50am 
Hm... I have a problem with new game start, but after checking logs I've finded out that is not your mod caused new problem.
So nevermind.

Actually I cant start new game even with stock parameters, games stuck in load right in biddle of progress bar. Logs says nothing useful. Only "[LuaDebugLog] OnEvent onchange."
Welp, anyway, thank you for your time. You really a good person. Noty much people are so open for help. I'm appreciate it :>
Rainbow  [author] 6 Jul, 2020 @ 8:43am 
Its somwhere in the user data folder near: user appdata locallow klei
Your Last Friend 6 Jul, 2020 @ 5:51am 
@RainbowDesign where I can find the logs?
I got something strange with world size, but cant explain this in English
Rainbow  [author] 5 Jul, 2020 @ 3:34pm 
hello, someone said one value has to be bigger than the other.
I think a word needs to be deeper than wide. But i am not sure, i did set the values so this should happen automatically. Maybe you should try it out a bit.
Your Last Friend 5 Jul, 2020 @ 2:01pm 
Hey-hey-hey, hello there again!
First things first: I'm sorry for long time without answer. A bad things happened.

Now, about question: yes, if set W and H sizes to same values it works good! Sadly we cant create wide but not deep words, but even this - awesome thing.

Anyway, thank you A LOT for your attention and for your mod! One of my most favorite mods for this game ever. =)
Rainbow  [author] 11 Jun, 2020 @ 8:48pm 
I use expensive keytechs. It works certainly, it might be that others dont work, but then it would be good if you test them out.
Ronivan 11 Jun, 2020 @ 11:09am 
I could not make use of Tech Difficulty here. Any definition I use on it don't affect the tech cost in any manner.
Rainbow  [author] 31 May, 2020 @ 2:14pm 
Also try one time to make them the same values if that helps.
Rainbow  [author] 31 May, 2020 @ 2:05pm 
@Your Best Friend

if xsize is bigger than ysize ysize is scaled up.

I tried it with smaller than default maps.

In the log there should be an entry
setmapsize "+msizewidth+ " : " + msizeheight

what does it say when the bigger size does not work?
Rainbow  [author] 23 May, 2020 @ 5:17am 
Not sure, it should work i did only test it a bit with smaller maps i will check it i time.
Your Last Friend 22 May, 2020 @ 12:50pm 
Hm... I'm not sure, but it looks like World Size setting doesnt change anything. I have enabled debug mode, tried 1000, 2000, 3000 as "x" value, revealing full map, and it always looks like same size.
My guess was mod load orded may cause this problem, but no, changing it wasnt change anything.
I have also changed lua scripting ingine place in load orded. Nothing changed.

So it's not working at actual version of the game?
Your Last Friend 16 May, 2020 @ 1:01pm 
Yes, it helps, thank you a lot! :>
Rainbow  [author] 16 May, 2020 @ 9:53am 
I made the point tinkering more precise now. Does it help you now?

Follow it and then:



There you open theDocuments\Klei\OxygenNotIncluded\mods\local\2014940545\scenarios folder and settings.lua with a text editor.
There you search

function WaterWorld()
for v in RandomTilesPercentAll(0.00003) do if(CompareElement(v,"Solid")) then if not (CompareElement(v,"Unobtanium")) then ModifyElement(v, "Water") end end end
if(GetCycleNumber()>10) then RemoveScript("settings","Scenarios","WaterWorld") end
end

with


And change if(GetCycleNumber()>10) then to if(GetCycleNumber()>3) then
Your Last Friend 16 May, 2020 @ 9:13am 
But what exactly files I need to change and what values? I'm very sorry for that questions, but I'm not programmet at all and all of this stuff is new for me. But it's also pretty interesting!
Rainbow  [author] 16 May, 2020 @ 7:33am 
Hey, you can change the numbers in the files, follow the instruction in the Tinker section.
Then browse the folders for the lua file with the water world and replace the cycle time to something lower like 3 cycles or so.

I want to add more settings later but i want to make a complete control panel then so that will take some work and is unlikely to be soon.
Your Last Friend 15 May, 2020 @ 3:46pm 
Hello?
I'm sorry for a dumb question, but is there a some way to make water world scenario not so... water? I mean - there are too many (as for me) block that are replacing by water. And it looks like replacing is not stopping after 10 cycle.
So that makes digging down (for oil, as example) almost impossible.
litekoala 31 Mar, 2020 @ 4:17pm 
i grabed the q from a far comment
litekoala 31 Mar, 2020 @ 4:15pm 
i dont ether i cant spell right
Rainbow  [author] 28 Mar, 2020 @ 8:46am 
I dont quite get you.
litekoala 27 Mar, 2020 @ 10:19pm 
to rainbowdesign q:how does Infinite Liquid/Gas Sources work? a: it makes any liquid/gas at no cost not eveing power.with the infiniteliquid/gas pump in theplumbing and ventaltion tab (there is also a sink version that gets rid of liquds/gases)
Thorn 27 Mar, 2020 @ 9:52pm 
ra
ra
Rainbow  [author] 14 Mar, 2020 @ 1:43pm 
The Lua code is pretty easy edited maybe you take a look.