Oxygen Not Included

Oxygen Not Included

Geyser Sensor Set
19 Comments
Sarge 12 Jul @ 5:54am 
@Lessïlera Does this version still work? Just last week I fixed this mod again to be able to load my ~1500 hrs ~200 mods save game after all the Klei fest updates and DLCs.
But now that I think of it it could be that Mod Updater just overwrote my changes and I fixed it again for no reason. XD

If anybody knows @evan or how to contact them please ask them for a source upload to GitHub. That way anybody could quickly bring this mod up to snuff when it breaks again.
Lessïlera 12 Jul @ 5:05am 
Decompiled @Sarge fix dll for security audit, no malware detected in code, integrated libraries have valid signature. Dll looks as safe as it can be.

Thanks for fixing the mod and hosting the fix.
Sarge 23 Oct, 2023 @ 11:26am 
<cont'd & final>

I won't do what you are asking. For the following reasons:

* First and foremost: This is not my code. All kudos to @evan for spending countless hours to come up with it and publish the results to Steam for users all over the world to enjoy.
As mentioned above, he hasn't linked a GitHub repo at all - it may well be that he doesn't WANT others to have or use the source code.
I feel remorse already for just uploading a "fixed version" without his consent. I only did it because the remorse of knowing there may be one OXY player who doesn't have any programming skills at all could be prevented from continuing his colony was even bigger.
* Second: The decompiled soure code is worse than his original. There are no comments anymore, maybe even placeholder names for variables and functions. Ugly stuff.


So I hope you won't be too p*ss*d if I just refuse to share the source code I obtained under shady circumstances in the first place.
Sarge 23 Oct, 2023 @ 11:24am 
<cont'd>

Usually I would just continue playing OXY afterwards, but I figured maybe there are other fellow players out there that are deeply frustrated for not being able to load their longtime save game anymore (I am at cycle 2900+ now BTW)...
...so I made the additional effort to pack up all necessary stuff and upload a ZIP to my own server that users could use as a (temporary) drop-in replacement in their mods folder.
Sarge 23 Oct, 2023 @ 11:23am 
<cont'd>

Regarding GitHub:
You are absolutely right, and I second almost every word of that.
In fact I helped fix another broken mod from another user by just submitting a PR (Pull Request) on GitHub - which the mod author then just accepted and published a new mod version to his Steam WorkShop.
This is a mechanism on GitHub that is exactly made for such things, having an (untrustworthy) external like me submit a fix, but ONLY the original author gets the last word on whether to integrate it or reject it.

But: Maybe you overlooked it, but the original author of THIS mod in particular does *not* have a GitHub link to his source code at all! And I am not the original author as you can see.
Because my only colony so far has 1400+ hours of my free time spent and has automation set up using this sensor, I took on the burden to decompile the mod DLL and fix this stupid little error that prevents it from running with October23+ update.
Sarge 23 Oct, 2023 @ 11:22am 
Hey @BlackAeronaut.

I am not offended at all. I just wanted you to participate in my train of thought.
I think you are absolutely right to not download random archives from strangers, *especially* when they contain *executable code* - here in the form of a DLL file - even if it "only" gets executed by a another program (OXY here in this case).
It could do all kinds of random junk, setting up a key logger, extract all your account credentials, etc., whatever you could do yourself on your PC.

But I also cannot see how having a funky looking website in front of a potentially malicious download could change all that??
Do not let yourself be deceived by some nice looking website. Downloading random executables (or random ZIPs with executables inside) is still not a good idea.
BlackAeronaut 23 Oct, 2023 @ 7:40am 
Sorry, I didn't mean to offend. But what made it sketchy looking is that there was no way for us to look at what you have there before downloading. There's not even website to act as a front-end. (Granted, you can say the same for the mods hosted on the Steam Workshop - that you can't really see the contents before downloading - but the moderators and admins are usually pretty quick to act on reports about malicious mods.)

Using GitHub is the generally accepted practice because it allows people to see the code before downloading. Even if most of us don't know how to read code, it tells us that you're being fully transparent about what you're doing. And it's better for you because it gives you a safe place to put up your code for others to see and download without worrying about someone possibly vandalizing your own webserver. On top of that, you get a means for people to report bugs and even suggest changes by directly offering you fixes for your code.
Sarge 21 Oct, 2023 @ 3:08am 
Funny, and I thought using a random one-click hoster like mediafire or mega.nz looks far more sketchier than just using my own f*****n' server.
BlackAeronaut 20 Oct, 2023 @ 9:01pm 
Uhm... So anyone else got a fix that's not hosted on some sketchy looking website?
Sarge 10 Oct, 2023 @ 10:15am 
Temporary fix [swamp.dev]
thorlax73 5 Oct, 2023 @ 7:10pm 
"Error in GameAssets(Clone).Assets.OnPrefabInit
System.TypeLoadException: Could not load list of method overrides due to assembly:D:\Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\Managed\Assembly-CSharp.dll type:ISliderControl member:string {0}() signature:GetSliderTooltip
at (wrapper dynamic-method) Db.Db.Initialize_Patch69(Db)
at Db.Get () [0x0001c] in <8962180363a94bf7bd897569e6298675>:0
at Assets.CreatePrefabs () [0x00000] in <8962180363a94bf7bd897569e6298675>:0
at (wrapper dynamic-method) Assets.Assets.OnPrefabInit_Patch2(Assets)
at KMonoBehaviour.InitializeComponent () [0x00068] in <d9d260db23eb4b5ea9674097f27ddfad>:0 "

Crashes since last update.
5 Aug, 2023 @ 10:29pm 
找不到中文
Thundercraft 9 May, 2023 @ 5:24am 
Just an FYI:
From my limited testing, this mod does still seem to work. :steamthumbsup:

That said, a reminder / observation:
The description does hint at this, but the Geyser Activity Sensor only works properly after said geyser has undergone Analysis. Before Analysis, the Geyser Activity Sensor will always send a Green signal regardless of eruption status and regardless of the prediction time setting - at least after either range or prediction time has been changed once.
TioTrix 6 Oct, 2021 @ 2:20pm 
chance for a update?
evan  [author] 24 Oct, 2020 @ 4:09am 
I tested what you said, but I cannot implement this phenomenon. So i can't help with it.
CyberWizard 16 Oct, 2020 @ 7:13am 
looks like I found a small bug in the activity sensor when I load the game it often sends a red signal when it should send a green I have to select the sensor to make it send the right signal
Emperor 22 Jun, 2020 @ 8:05pm 
这个用在火山很好用,火山喷发后,一个劲灌水不用管150KG超压问题,等下次快要喷发的时候,用这个发出信号,蒸汽机的水停止灌进蒸汽室存进水箱中,待火山喷发后再灌
The Tempted Man 7 Jun, 2020 @ 12:28pm 
nice one, much better than atmo sensor
Jerold 7 Jun, 2020 @ 8:39am 
This is very useful if your colony thrives on geysers and you dont want to manually have to keep doors locked near the geyers