Oxygen Not Included

Oxygen Not Included

Customize Recipe
196 Comments
kukuTU-터키 21 Oct @ 5:36pm 
Thank you, Fumihiko. The problem has been completely solved. Thank you again.
Fumihiko  [author] 21 Oct @ 8:55am 
That building does not use recipes. This mod only works for the side window where you choose which recipe to use.

However there is a feature in CustomizeBuildings to do exactly what you are looking for. Look for BuildingAdvancedMachineMultiplier and add the OilRefinery with whatever modifier. Note that BuildingAdvancedGlobalFlag must be set to true as well.
If you do not like the other features: everything can be turned off by the first button in the ingame mod menu.
kukuTU-터키 21 Oct @ 5:21am 
I want to increase the amount of oil refinery by 10 times. The code doesn't work. Please help me.

{
"Id": "OilRefinery_I_CrudeOil_O_Petroleum",
"Building": "OilRefinery",
"Inputs": [
{
"material": "CrudeOil",
"amount": 1000.0
}
],
"Outputs": [
{
"material": "Petroleum",
"amount": 500.0,
"storeElement": true
},
{
"material": "Methane",
"amount": 0.90,
"storeElement": true
}
],
"Time": 5.0,
"HEP": 0,
"HEPout": 0,
"Description": "석유"
},
Fumihiko  [author] 4 Oct @ 8:30am 
Try install Mod Updater or Mod Manager
If this does not work, or you don't want to; you can also download the files here:
Download [github.com] the mod and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\2587551532
ADF 4 Oct @ 4:15am 
why crash while done crafting atmo suit
Fumihiko  [author] 14 Sep @ 4:43pm 
First time seeing that. Have you tried to delete the config?
Gobble Cr1t's 14 Sep @ 3:48pm 
It's not working. I tried overwriting as is; unsub resub then overwriting; unsub and make a local mod folder; removing my recipes; making it the only active mod. Here's the error message:

[Error in GameAssets(Clone).Assets.OnPrefabInit at (0.0, 0.0, 0.0)
System.ArgumentOutOfRangeException: Length cannot be less than zero.
Parameter name: length ]
And then it lists a bunch of location at which it's less than 0.
Fumihiko  [author] 14 Sep @ 1:50am 
There was an update necessary. This workshop is buggy and will not always deliver the newest version.
Download [github.com] the mod and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\2587551532
Gobble Cr1t's 13 Sep @ 5:37pm 
Is it working still after the Prehistoric pack? My game crashes, and can't start with this mod.
Hazel 22 Aug @ 3:49pm 
would it be possible to have a dropped liquid/gas output be outputted into the environment instead of in bottled form?
Cheesecake Fan 18 Aug @ 9:44pm 
https://pastebin.com/1KUzfz7g <- I think you should add it to the description. I was madly looking about for the list of in-game recipies name. (You can find the material's name on the wiki, but not recipe's names) :steamthumbsup:
Fumihiko  [author] 4 Aug @ 1:18am 
This mod does not change buildings. The game has a global recipe list. This mod allows you to modify it. There is never any need to add buildings.
thorlax73 3 Aug @ 7:42pm 
Any Chance the new buildings getting added to the list?
MiserableGamer 29 Jul @ 12:39am 
Yeah, sorted it - I was using Slime instead of SlimeMold
Fumihiko  [author] 28 Jul @ 7:37am 
Perhaps the element id is wrong. All kinds of errors, when you put in invalid stuff.
MiserableGamer 28 Jul @ 6:15am 
I've added one recipe to the Sludge Press, and that worked fine, added another to the Sludge Press using exactly the same format and it crashes when clicking on the building.....anyone else have this issue at all?
MiserableGamer 27 Jul @ 4:50am 
@meo if you want to add more inputs or outputs to buildings, check out Piped Everything mod
Fumihiko  [author] 13 Jul @ 12:35am 
Okay. But I just have that for debugging. The game is not really playable with that anyways.
JingJing 12 Jul @ 6:48am 
My game broke when I build Atmot suit forge when I checked Cheat free. Can you check please?
xiao_peng2nd 27 Jun @ 9:02pm 
Nothings changes,but still great thanks for making this mod
Fumihiko  [author] 27 Jun @ 10:13am 
Try install Mod Updater or Mod Manager
If this does not work, or you don't want to; you can also download the files here:
Download [github.com] and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\2587551532
Fumihiko  [author] 27 Jun @ 10:12am 
https://imgur.com/a/a8UcafB
Idk what the problem is.
xiao_peng2nd 27 Jun @ 6:56am 
Recipe below are fine.
{
"Id": "GlassForge_I_SO_O_LO",
"Building": "GlassForge",
"Inputs": [
{
"material": "SolidMethane",
"amount": 1000.0
}
],
"Outputs": [
{
"material": "LiquidOxygen",
"amount": 1000.0,
"temperatureOperation": "Melted"
}
],
"Time": 10.0,
"Description": "控温融化"
}
{
"Id": "GlassForge_I_SH_O_LH",
"Building": "GlassForge",
"Inputs": [
{
"materials": ["SolidHydrogen","RefinedCarbon"],
"amounts": [1000.0,2000]
}
],
"Outputs": [
{
"material": "LiquidMethane",
"amount": 1000.0,
"temperatureOperation": "Melted"
}
],
"Time": 10.0,
"Description": "控温融化"
}
xiao_peng2nd 27 Jun @ 6:55am 
My bad.
Just this specific recipe.
{
"Id": "GlassForge_I_SM_O_LM",
"Building": "GlassForge",
"Inputs": [
{
"material": "SolidMethane",
"amount": 1000.0
}
],
"Outputs": [
{
"material": "LiquidMethane",
"amount": 1000.0,
"temperatureOperation": "Melted"
}
],
"Time": 10.0,
"Description": "控温融化"
}
Fumihiko  [author] 26 Jun @ 8:20am 
Seems unlikely. I checked the function and it does not access the output of the recipe. It only reads the inputs (to build the description text).

Can you show me what you are using?
xiao_peng2nd 25 Jun @ 11:40pm 
Question: Cannot use LiquidMethane as output in GlassForge ,why?
LiquidOxygen or LiquidHydorgen are fine.
Select the recipe on GlassForge cause crash.
Just want to know the reason , Tks.

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

SelectedRecipeQueueScreen.RefreshIngredientDescriptors () (at <de400b4adfd7413aba747f509f69c810>:0)
SelectedRecipeQueueScreen.AutoSelectBestRecipeInCategory () (at <de400b4adfd7413aba747f509f69c810>:0)
麻雀 24 Jun @ 2:21am 
thank you, it help me alot:steamthumbsup:
Fumihiko  [author] 23 Jun @ 7:40am 
I do not understand the question. It might help you to look at the default values:
https://pastebin.com/1KUzfz7g
麻雀 22 Jun @ 8:10pm 
what shoule i do if i want use new 'materials' to make recipe?what kind of word will be there?
Fumihiko  [author] 21 Jun @ 3:56am 
If you use 'materials', you must give it an array. And it will generate a new recipe for each entry in post production. Not my idea, that's how the game handles it.

'material' is a legacy field that works just like before. You must not use both. You can mix it with 'amount' and 'amounts' like you want. If amounts is null, it will use amount for every entry.
aleph void 20 Jun @ 12:04pm 
so, there is a difference between material and materials, and my blind eyes didn't see it. Hope this fix it
aleph void 20 Jun @ 9:57am 
when using the game own recipes I get an error, it seems it cant use the new array recipes, as it only accepts strings for recipes.
xiao_peng2nd 17 Jun @ 9:05pm 
mod updater(crashed) , Mod manager force update(file not replaced)
manual download works
tks
Fumihiko  [author] 17 Jun @ 10:35am 
Try install Mod Updater or Mod Manager
If this does not work, or you don't want to; you can also download the files here:
Download [github.com] and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\2587551532
xiao_peng2nd 17 Jun @ 1:02am 
normal (ID is in game)
{
"Id": "RockCrusher_I_Fossil_O_Lime_SedimentaryRock",
"Building": "RockCrusher",
"Inputs": [
{
"material": "Water",
"amount": 100.0
},
{
"material": "Dirt",
"amount": 50.0
}
],
"Outputs": [
{
"material": "Lime",
"amount": 25.0
},
{
"material": "SedimentaryRock",
"amount": 10.0
}
],
"Time": 5.0,
"HEP": 0,
"Description": "This is the description."
}
xiao_peng2nd 17 Jun @ 1:02am 
crash (ID modified)
{
"Id": "RockCrusher_I_Fossil_O_Lime_SedimentaryRock123",
"Building": "RockCrusher",
"Inputs": [
{
"material": "Water",
"amount": 100.0
},
{
"material": "Dirt",
"amount": 50.0
}
],
"Outputs": [
{
"material": "Lime",
"amount": 25.0
},
{
"material": "SedimentaryRock",
"amount": 10.0
}
],
"Time": 5.0,
"HEP": 0,
"Description": "This is the description."
}
xiao_peng2nd 17 Jun @ 1:01am 
bug report:
if not defined ID or using a new ID,will crash.
seems this mod forced to write consumedHEP data when crate a new recipe

logs below

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

System.IndexOutOfRangeException: Index was outside the bounds of the array.
at ComplexRecipe..ctor (System.String id, ComplexRecipe+RecipeElement[] ingredients, ComplexRecipe+RecipeElement[] results) [0x0001b] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
...
at ComplexRecipe..ctor (System.String id, ComplexRecipe+RecipeElement[] ingredients, ComplexRecipe+RecipeElement[] results, System.Int32 consumedHEP) [0x00000] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at CustomizeRecipe.RecipePatch.Process (CustomizeRecipe.RecipeData setting) [0x000b1] in ...
Build: U56-674504-S
Gariba 16 Jun @ 9:59am 
@Fumihiko, do you intend to make a "Customize Critters" mod down the line?
Fumihiko  [author] 16 Jun @ 7:42am 
@Garbia: I am not so sure about that. Most of the time you need to edit ElementConverter, which has struct properties which are not supported even in the advanced settings.

@Omegapent: I don't understand. The mod doesn't change how recipes work. It just let's you modify the game's data. If you have trouble since the update, you might want to reset your settings, since a bunch of stuff is different now.
Omegapent 16 Jun @ 4:27am 
For Egg Cracker, when switching between multi ingredients, the picture and description shown in the UI don't alternate to match the selected ingredient, is this basegame problem? also when choosing some recipes such as 'Pacus', Gulp Fish Egg will be selected as default instead of Pacu Egg.
Gariba 15 Jun @ 4:53pm 
@Meo
Fumihiko recently added a function in Customize Buildings to change input consumption, "FUEL_MASS_PER_SECOND". In combination with "BuildingAdvancedMachineMultiplier" could produce what you are looking for.
Fumihiko  [author] 15 Jun @ 6:05am 
No, these are not recipes. It's possible to mod (albeit annoying), but not in my collection.
Meo 15 Jun @ 5:59am 
Is it possible to change the Input/Output of machine like Oil Refinery, Water Sieve, and many more?
Fumihiko  [author] 14 Jun @ 11:56am 
Finally. I also made it clean up the corrupt entries. But it would be safer to reset your settings.
VTrista 14 Jun @ 7:30am 
Would be cool if we could do that too. I use your mod for resource transmutation via Vacillator Recharges and this setup with multiple items in an array would be REALLY neat.
Fumihiko  [author] 14 Jun @ 7:19am 
Oh. There is a new field for defining an array of ingredients, inplace of a single item. No wonder.
Fumihiko  [author] 14 Jun @ 7:15am 
Ah. That looks like a bug.
VTrista 14 Jun @ 7:11am 
Ok, just found out that you can't load the current recipes to the config because it breaks. It turns all the fuzzy ingredients to "0" and loading the game with the new config breaks all the recipes, assuming "0" to be Neutronium.
Fumihiko  [author] 14 Jun @ 6:52am 
Maybe that's the wrong word. Before the update, if a recipe uses AnyWater, it will randomly pick Water or Saltwater as ingredient. Now you get a radio button to select what you want.

Behind the scene each ingredient is resolved into all possible alternatives and each combination creates a new recipe. So I had to change the logic to inject the modification right before that splitting, otherwise your modifcations would not be applied for those recipies.

I got no clue what you mean with "0". The update should not change a thing for you.
VTrista 14 Jun @ 6:44am 
How do these "fuzzy" ingredient recipes work here. I notice that on said "fuzzy" ingredient that the ingredient is called "0", but so far I don't see a way to find out what types this "0" ingredients is.

Would be neat to also gain access to make our own "fuzzy" ingredients.