Oxygen Not Included

Oxygen Not Included

Carbon Skimmer - Realistic
44 Comments
n3mes1s 20 May @ 12:44pm 
The carbon skimmer is a building to get rid of carbon dioxide in early game. It makes no sense to change it so now we need advanced materials to build it...
slurpme 26 Sep, 2024 @ 6:09pm 
i tried redownloading it and updating it but i doesn't have any input of output
⚣ヒキガエルセージ♥  [author] 25 Jun, 2023 @ 8:32am 
I will be updating my mods and possibly adding some new ones when I have the time later this year. I did originally want to add this as a separate building so I will be doing that when I get around to updating this. <3

On a side-note I'm not a very artistic person but if you had artwork I could add it. I might look into doing my own but that would be much farther down the line as the closest I've come to graphics/animations is some multicolored lighting in a Skyrim mod.
Shrglwyddes 1 May, 2023 @ 3:56am 
I love this mod, but I have one problem with it: it breaks older bases which have a default carbon skimmer setup already when I load up this mod. Essentially I just wish this modded building had an option to be a separate building. I know it is too much to make your own art and animation for a new building, but is it possible to have a toggle in settings for "use new building" vs "overwrite building defaults" ? So that I can transition into using this modded building in existing saves?
⚣ヒキガエルセージ♥  [author] 15 Jan, 2023 @ 5:35pm 
Code-wise, I've checked and rechecked and I think it should work. I know sometimes Steam can have weird problems with corrupting mod downloads and not being able to re-download without a wipe/reinstall. Might of been that? Either way good to hear it appears to be working for you now! <3
presariohg 15 Jan, 2023 @ 2:39pm 
Jeez after downloading the necessary stuffs and setting up the environment for compilation-decompilation, I got a fresh install of the game (I recently reinstalled windows) and it suddenly runs fine. I'll keep an eye on this though.
⚣ヒキガエルセージ♥  [author] 14 Jan, 2023 @ 3:46pm 
Okay it's uploaded to github and I think I did everything right? I also added a file called RawDLL.c# which contains the decompiled c# code for the mod.
⚣ヒキガエルセージ♥  [author] 14 Jan, 2023 @ 2:47pm 
Yeah for sure. Linux isn't any 'better' if you don't have secure networking protocols, which are not necessarily setup by default, depending on your flavor of Linux. All that would be needed is a simple kernel checker to reach-out and download the correct malicious executable. Most modern malware programmers that I'm aware of have been doing this for some time. Each mod is hosted locally on your computer at Documents\Klei\OxygenNotIncluded\mods\Steam. For Linux I assume it would be in some local wine\steam for Linux directory or whatever game manager your are using. All dll's are readable with any commercial decompiler. However, I'll set-up a git repository and add the link to the description.
presariohg 14 Jan, 2023 @ 1:15am 
Hmm that practice is obviously bad, lucklily for me I just run the game on linux so malicious C# code isn't a big problem for me, but I certainly agree that it should be handled better. On the other hand, can you consider publishing the mod's source code and put on a git repository, so that others can have a look and contribute bug fixes / improvements? You'll only have to approve or deny merge requests, that would be less time-consuming for you
⚣ヒキガエルセージ♥  [author] 12 Jan, 2023 @ 8:30pm 
On another note I would like to make everyone aware of just how unsafe Klei's modding practice is. The files us modders write are straight up dll files. They essentially run as their own programs in the sub-context of the game. For example one of my mods uses locally stored config files. IE the game allows me to write files to your hard drive with no input from you, other than downloading the mod/running the game. Now Steam, for its credit, does appear to do some basic code checking before allowing mods to be globally viewed. However I assume these systems are your basic automated code checkers and thus are not fool proof. I've never seen a game deal with mods this way and can't think of a reason they would. This is just dangerous practice.
⚣ヒキガエルセージ♥  [author] 12 Jan, 2023 @ 8:30pm 
If others could confirm this last update broke the game in the same way I will see to fixing it, until then I truly don't know if it works or not.

https://forums.kleientertainment.com/forums/topic/145266-a-cry-of-despair-from-a-modder-to-klei/
This post was recently(ish) added to the Klei forums and it kind of captures my feels with the state of this game from a modding standpoint. The developers of this game make minute (from a comp sci standpoint, pointless) changes that fundamentally break mods based on the previous logic structure. The number one rule I've always heard for developing is don't change the core logic. Because if you do, why not just start over? They don't add-on new elements to the game, they try and refactor the entire game to encapsulate the new elements. This is not only frivolous but honestly, from a business standpoint, a large investment of time/money for very little gain.
⚣ヒキガエルセージ♥  [author] 12 Jan, 2023 @ 8:11pm 
Is the crash on startup? My old HDD failed so I had to setup my decompiler. From what I can see the update didn't change too much code wise. I redownloaded the game/mod and checked the code. It should work, it works for me, why it isn't working for you......? The error is saying I'm not invoking the element converter or like-wise I'm trying to call it with no params. Neither of which is what I'm doing. The only thing I can think of is they changed permissions and thus it can't read the code properly? Essentially that part of the code is directly copied from the games base code. So if the base game doesn't crash when you build a carbon skimmer, neither should the mod, at least at where the error is saying it is. Without being able to confirm this error on my own setup.....I don't really know how to fix it.
presariohg 12 Jan, 2023 @ 6:49pm 
Yeah it still crashes. In the new update, a bunch of function names were refactored so I think that's the reason for the MissingMethodException at line 2 of the logs (other outdated mods also encountered this exception, I had to disable them all). I tried a fresh install of the mod, but the still produce the same error, so I think you could check the functions you used in the code? Maybe some ConsumedElementConstructor something was renamed, at least that's what I could deduce from the log.
⚣ヒキガエルセージ♥  [author] 12 Jan, 2023 @ 6:13pm 
Sorry it's taken me so long to respond. I haven't been well.
Are you still getting this error? I just tested on a clean install with the new update and it appears to be running fine. The error is odd to me since it appears to simply not be reading the file correctly. Perhaps it's a mod conflict or a corrupted file? After rereading the code it does appear they changed/removed the simhashes struct. However, it still appears to be working on my end regardless so I am unable to reproduce your error.
presariohg 29 Dec, 2022 @ 1:52am 
Hi, thanks again for the great mod, but it seems like the Hot Shot update on December 2022 broke the mod (again). Here's the crash log, please give it a look: https://pastebin.com/BLgrdaeU
mightynintendo 9 Nov, 2022 @ 6:49pm 
if you make that mod please put a comment here because i would really like to know about it as soon as it is done
⚣ヒキガエルセージ♥  [author] 4 Nov, 2022 @ 8:09pm 
@mightynintendo I love this idea! I'm thinking about a new mod that would add a building to do pyrolysis. Sort of a late game building for refinement / recovery.

@Marcus7276 I think I'm going to add some sort of option panel to allow it to be a bit more general purpose. I modeled the inputs/outputs on default game processes which do indeed delete some of the input(s). This is used to add an artificial difficulty to the game. I understand this isn't everyone's favorite way so I think I'll add an options panel.
Marcus7276 29 Oct, 2022 @ 1:41pm 
since the mod deleted some mass and doesnt output as much carbon as it puts in, i suggest that the carbon skimmer outputs 1/3 of the co2 put in, because right now the building just deletes it.
Love the mod either way though!:meepmad::steamthumbsup::steamsad::steambored::meepmad:
mightynintendo 29 Oct, 2022 @ 1:04pm 
in summary: you can have a carbon-skimmer device that's 95% efficient with a hydrogen gas feedback loop that, once primed with hydrogen, takes a small amount of hydrogen and a large amount of CO2 as inputs and returns a large amount of (clean) water and a small amount of refined carbon at the other end but would require strong heat dissipation to achieve this result because the CH4 gas would need to undergo pyrolysis at 1200 celsius to achieve 95% efficiency
mightynintendo 29 Oct, 2022 @ 12:54pm 
this is an interesting approach to carbon skimmers. if ONI was truly representative of reality they would simulate air pressure (not just how much gas is in a packet, but how much force from pressure is exerted by the gas onto objects) and humidity. if that was the case then this Sabatier water-reclamation device really would make sense in the ONI game. I'm not going to go so far as to say it doesn't make sense, but if we're going to use the Sabatier reaction as part of life support then why not complete the loop? instead of forcing the player to settle with methane as the by-product, they could (assuming they have adequate heat-removal) use methane pyrolysis to convert the natural gas back into hydrogen. the final by-products would be 2 H2 (hydrogen gas which would be cooled and fed directly back into the input of the "carbon skimmer") and pyrolytic carbon (C) which is one of the best thermal conductors in the known universe (in-game its closest analog is probably refined carbon)
⚣ヒキガエルセージ♥  [author] 9 Oct, 2022 @ 5:22pm 
Thank you for letting me know! Should be fixed now. <3

I'm not familiar with github (for ONI at least). I can look into setting one up if requested!
Tellik 6 Oct, 2022 @ 7:16pm 
Since I don't see a github, latest update broke the mod.
⚣ヒキガエルセージ♥  [author] 19 Sep, 2022 @ 5:01pm 
Yes, it produces Steam and if you let it cool it will be regular water. It also produces Methane.
Paralax 19 Sep, 2022 @ 10:42am 
So this turns dioxide into normal water?
⚣ヒキガエルセージ♥  [author] 18 Sep, 2022 @ 10:34am 
我更爱你 <3
TheWWworld 15 Sep, 2022 @ 1:44pm 
i love you
⚣ヒキガエルセージ♥  [author] 23 Aug, 2022 @ 4:47am 
Sorry my last update broke the mod. Everything should be fixed now and it should work with the gas range / all buildings. All steam packets will have as many grams as are allowed to flow through the pipe. By default this is 1kg. Thanks for letting me know! <3
presariohg 22 Aug, 2022 @ 5:50am 
It crashes on load save file, I think you must have a gas range to reproduce the bug. Error log here: {LINK REMOVED}
⚣ヒキガエルセージ♥  [author] 22 Aug, 2022 @ 4:31am 
So is it working now? Or do you still have a problem at the output? In my tests I was able to pump the steam/methane two screens away with only a couple of deg F losses.
presariohg 22 Aug, 2022 @ 4:20am 
Yep, I know that, but I put the skimmer in the bottom of my sealed, thermally stable base so heat up the surrounding is out of the equation though. Also the output steam would be convenient to pipe into a sauna and the CH4 to a gas range, so that's a plus for putting it inside the base, 3 birds with one stone
⚣ヒキガエルセージ♥  [author] 22 Aug, 2022 @ 4:13am 
More of a note on the physics/math but I should mention that emissivity can never be 0 but it can approach it, where the delta (or change in) of the temperatures can be 0. Thus it's more efficient/effective to equalize temps instead of adding mass, even though they both work. It's why all planets/stars eventually radiate all of their heat away. The reasons for this are due to the Second law of Thermodynamics.
⚣ヒキガエルセージ♥  [author] 22 Aug, 2022 @ 3:53am 
Took a little bit longer than I hoped. I raised both the output temp of the water (now 230F | 110C | 383.15K) and the amount of steam / methane slightly. The building will now 'store' the steam till there is enough to fully fill one section of a pipe. By default this is 1000g of gas. This allows for the steam to have a lower emissivity. (It holds onto its heat better) Using insulated ceramic pipes should now work even over relatively long distances. If you are still having problems I suggest you heat up the area around your pipes or install a mod that allows pipes to carry more gas.
⚣ヒキガエルセージ♥  [author] 22 Aug, 2022 @ 3:52am 
The more weight you have, the lower the emissivity. The way bodies radiate is as follows, (Amount of heat radiated)(J)/s =σe^(T2^4-T1^4). Sigma is the Stefan-Boltzmann constant. e is the emissivity of the object you are measuring. T1 is the temperature of the object and T2 is the temperature of the atmosphere surrounding your object. When the temperatures are approximate you end up with σe^(0) ~ σ ~ 0. Conversely when the emissivity is low, e ~ 0. σ0^(Stuff) = 0. So as most intuitively know when an object is at room temp, no heat is gained or lost but also when objects are sufficiently massive heat gains/losses are also low. This is why planets and stars are able to hold onto so much heat. If you are running into problems with pipe damage due to condensation of the steam, simply heat gas surrounding the pipe carrying the steam.
presariohg 21 Aug, 2022 @ 2:42pm 
Hi, nice to see a scientific mod like this. However when the steam comes out sometimes it breaks the insulated ceramic pipe at the output tile (which it really shouldn't, ceramic is the second best insulator in the game. I had to rebuild the skimmer with gold amalgam instead of aluminium ore and it seems to solve the problem). Can you see if the building's temperature is affecting the output's? I think this could also be avoided if the output pocket is bigger (currently it's 300g steam and 150g CH4, which is a bit too small imo)
⚣ヒキガエルセージ♥  [author] 12 Aug, 2022 @ 9:55am 
I wish there was a better way of interacting with comments on here. Regardless thank you for the kind words! <3 I'm glad you enjoy the mod!
Scisher 12 Aug, 2022 @ 4:59am 
*Shocked face with jaw dropping to floor*
Some one else is talking with Stoichiometry AND labeling with units per Mol ?!?! :steamhappy:

You rock dude :steamthumbsup:. I am very conscious of balanced equations and real world maths. The whole game process with the electroysiser making enough Hydrogen to be powered by a self fed Hydrogen generator makes me cringe a little bit, but at least the game did aim to make the chemical equation balanced and reflected in the weight of gases expelled, so I give them big credit for that. AND YOU SIR, giving that detailed follow up with chemistry and reasoning to balance the game mechanics just warms my heart.
Koun 12 Aug, 2022 @ 4:31am 
so fun
⚣ヒキガエルセージ♥  [author] 11 Aug, 2022 @ 7:00pm 
...Making this a net negative process means that eventually you will need to supplement this system with outside material to keep it running, just as the base game does with most processes. For example take a look at the natural gas generator. For each molecule of CH4 it produces 2 molecules of H2O. However, the moluculer weight of CH4 is 16.04 g/mol and water is ~ 18 g/mol So for every g/mol of CH4 we should get 36 g/mol of water. Since it uses 90 g/s of CH4 90 / 16.04 ~ 5.6 mol/s So every second it should produce 5.6mol of CH4/s * 2 mol of H20 / 1 mol of CH4 = 11.2 mol of H20 / s . So this means it should produce 11.2 * 18 = 201.6 g/s of water. However, it doesn't. It produces 67.5 g/s of water. This means, that the natural gas generator by default is a net negative process. Most things in this game are, that's what makes it a challenge. So I think I'm going to leave as is but if enough people want it, I can add a settings button or something like that.
⚣ヒキガエルセージ♥  [author] 11 Aug, 2022 @ 7:00pm 
@Shame Yes, this is a real life reaction called the Sabatier reaction. The reaction is as follows: CO2 + 4H2 -> CH4 + 2H20 + 165kJ/mol. So as you can see if you react carbon dioxide and elemental hydrogen over a nickle catalyst under pressure you will produce methane and water. The reason I made this a net negative is because if you then burn that methane, ie here is methane's combustion reaction: CH4 + 2O2 -> CO2 + 2H2O. This would then be able to be fed into an electrolyzer to split the water into H2 and O2 which would then be fed back into the carbon skimmer for free energy, free water and free oxygen. That felt a bit too powerful to me....
Shame 11 Aug, 2022 @ 6:42am 
A net neutral process would probably be ideal. But would hydrogen actually be accurate as input for carbon removal? Guess this kind of makes sense. I hope this doesn't make carbon-emission type generators in the game complete wastes of energy though.
⚣ヒキガエルセージ♥  [author] 6 Aug, 2022 @ 6:35pm 
Seeing as this is just a small mod I didn't really expect people to care about this one but clearly you guys do, thank you so much for the kind comments and enjoy the mod! <3
Scisher 6 Aug, 2022 @ 2:53pm 
As someone who shouts at Star Wars movies (There is NO SOUND in SPACE!!!:steamfacepalm:), this kind of mod brings the game closer to the reality that I crave. Thank you for your pursuit of proper scientific processes :steamhappy:
MegaJani 6 Aug, 2022 @ 5:34am 
Oh my, this is one of the coolest mods I've seen in a while, nice job :D
吐泡泡的小鱼 6 Aug, 2022 @ 2:47am 
Big brother, your cover...