Oxygen Not Included

Oxygen Not Included

Piped Everything
379 Comments
Deadly_Shadow 3 Oct @ 7:55am 
I assume a fallback will work and would be simpler (Have no clue what warpStorage and _solidMaxMass values actually are in this case...):
public static float SolidMaxMass {
get {
if (_solidMaxMass == float.NaN) {
var warpStorage = Assets.TryGetPrefab(WarpConduitSenderConfig.ID).GetComponent<WarpConduitSender>().solidStorage;
_solidMaxMass = warpStorage.capacityKg / 5f;
+ if ( float.IsNaN(_solidMaxMass) || float.IsInfinity(_solidMaxMass) || _solidMaxMass <= 0 ) _solidMaxMass = 20f;
}
return _solidMaxMass;
Fumihiko  [author] 3 Oct @ 1:05am 
I can create a new option for solid output mass. Would that solve your issue?
Deadly_Shadow 2 Oct @ 5:30pm 
Indeed had an old version in the file system.
dll was v1.0.26.1. Mod updater is installed bur did nothing before forcing an update.
The mod menu displayed v1.0.28.0.
Now it is outputting again. But another issue arose:
It is not respecting the 20kg limit for conveyor rails but puts out the complete storage content in one chunk.
Maybe because you now check the "FumiKMod.SolidMaxMass" and I don't have customize buildings installed so _solidMaxMass is not set?
Also I cannot get the apothecary output to work (my own || Kaedys) I'll test there some more and write it up.
Fumihiko  [author] 2 Oct @ 8:53am 
I don't see anything wrong with that entry. Are you sure the mod is up to date? Make sure to use an updater.
Deadly_Shadow 1 Oct @ 6:51pm 
Was absent from the game for some months.
Now the patched Solid Outputs do no longer output Gear Balm to the conveyor rails.
Example config which previously worked for storage:
{
"Id": "StorageLocker", "Input": false,
"OffsetX": 0, "OffsetY": 0,
"Filter": [
"Solid"
],
"StorageIndex": 0,
"StorageCapacity": "Infinity"
},
The Conveyor Loader Building still works so it seems to only be the added outputs.
Maybe this is tied to the update from The Prehistoric Planet Pack DLC Launch:
Solid conduits now transfer the whole pickupable if the mass per unit is greater than 20kgs
Doe it work for others? Can I somehow make this work again?
Fumihiko  [author] 3 Sep @ 1:30pm 
Morphing shouldn't make a difference. The old geyser is destroyed and replaced with a new one.
Cracking idk, possible that is troublesome.
Lenny 3 Sep @ 9:16am 
I added a pipe to another geyser, it does seem to output at it's reported rate. The difference between them is that the brine one is morphed from a cool steam that originally spawned and it has been cracked to get the 8.8 kg.
Here are some screenshots Brine , Oil [?url]
Fumihiko  [author] 3 Sep @ 7:41am 
That's not normal. You can see the 2nd preview picture. The output is constant.

But note that if the output is overpressured, the geyser will switch back and forth between piped and normal release. I estimated the sum will be equal, but I haven't measured it.

Obviously with 8 kg/s you won't be able to use normal pipes to fully pump it. Use a mod like Customize Buildings.
Lenny 2 Sep @ 11:52am 
I have a question about the geysers output. The one I have say it's producing at 8.8 kg/s, but the piped output only gives 3.512 kg every 5 seconds. Is this normal, or should the output be higher?
Addur_Viaeln Twitch 10 Aug @ 8:49am 
Bonjour, j'ai 2 points à dire :
Chez moi les tuyaux deux tuyaux de la "presse à végétaux" sortent tout en même temps.
Il serais bien aussi d'ajouter plus tard des arrivées de convoyeurs sur les distributeurs pour animaux.


Un grand merci pour le tout travail fournis, si j'ai d'autres idées en tête je vous les partagerais.
PS : Sorry i don't speak English :DSTskull:
Kaedys 1 Aug @ 2:39pm 
RE gunk and the apothecary, this works perfectly for me:

{
"Id": "Apothecary",
"Input": true,
"OffsetX": 0,
"OffsetY": 0,
"Filter": [
"Water"
]
},
{
"Id": "Apothecary",
"Input": true,
"OffsetX": 1,
"OffsetY": 0,
"Filter": [
"LiquidGunk"
]
},
{
"Id": "Apothecary",
"Input": false,
"OffsetX": 0,
"OffsetY": 2,
"Filter": [
"DirtyWater"
]
}
Prof.Amer 31 Jul @ 5:02am 
Kaedys, thanks a lot, you just fixed my problem, btw, I know this mod does not cause my problem
It's a great mod, I was just sad it's not working on the oil refinery, but your solution fixed my problem
Yalokin 30 Jul @ 10:58pm 
Thank you.
Not sure what was the issue, but today when I loaded the game and tried to enable this mod it works. (fixed by itself)
(I use mod updater)
Fumihiko  [author] 30 Jul @ 11:00am 
Download [github.com] the mod and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\3033409170
Yalokin 30 Jul @ 10:58am 
There is an issue with this mod. It shows there is a new version today and the game keeps restarting (7-8) times so far and I can't play it until I disable this mod.
Kaedys 29 Jul @ 11:58pm 
Definitely not this mod that's doing it, but if you want to add an oxygen output to the oil refinery until you figure out which mod it is, simply find the block in your config for the mod with ID "Refinery" and filter "Methane" (ie Natural Gas). Either change that to "Oxygen", or add a new line after Methane with "Oxygen" on it (and remember to add a comma after "Methane", JSON is particular about those)
Prof.Amer 29 Jul @ 9:07pm 
The oil refinery in my game produces oxygen instead of natural gas for some reason, and I can't use your mod on the oil refinery. I have too many mods, and I think one of them messed up the oil refinery. Does anyone have the same problem I do
NerdViking 29 Jul @ 8:26am 
Most people probably wonder how the deodorizer works when they first see the mod — uploading an image of it would really help
Fumihiko  [author] 29 Jul @ 8:16am 
Yes. Pipes are optional, until they are connected. If blocked, as written above, the building is disabled.
The ports have an offset. The offset can be anywhere, even outside the bounds of the building.
NerdViking 29 Jul @ 8:12am 
If no pipe is connected (all or just one), does the building still work normally?
How does the deodorizer work, considering it only takes up one tile?
(And the answers to these should probably be in the mod description.)
Fumihiko  [author] 25 Jul @ 7:31am 
It's not a bug. Pipes in general do not care what the logic slider is set to. The storage locker is usually only used by duplicants, which do respect the logic slider.
Zachary 24 Jul @ 9:16pm 
Thank you for your work. This mod is a must-have mod for my game.
Also, I found that the salt output port in the old version of Desalinator has disappeared in the new version.Can it be restored?
The StorageLocker may exceed the maximum limit when inputting items, Is this a bug?
Fumihiko  [author] 14 Jul @ 2:00pm 
Hehe. No need to feel bad.
Fumihiko  [author] 14 Jul @ 12:55pm 
That is obvious. My point is that the pipe is connected to the right storage, otherwise it would not empty the DirtyWater when set to 'Liquid'.
Does DirtyWater work with other buildings? Afaik yes. So what gives?
Fumihiko  [author] 14 Jul @ 9:23am 
I have no clue. The filters work identical for all buildings, so it's not the filter. And the pipe also works, since 'Liquid' catches it. The id is also correct.
Fumihiko  [author] 14 Jul @ 8:29am 
I had to do minor changes for the geyser feature. If that broke anything, let me know. Although the filter not working would probably be very noticeable.
Kaedys 14 Jul @ 7:04am 
Ah, ya, good point. I think I ended up running into that issue with another building at one point, it would output anything that was input into it. I'm a bit surprised "DirtyWater" doesn't work, though, that's the same filter setting that the various polluted water outputting generators use.
Kaedys 13 Jul @ 2:40pm 
I believe @zagara77 fixed that by using "Liquid" as the filter instead of "DirtyWater", on what is currently page 3 of the comments.
Kaedys 12 Jul @ 4:32pm 
There's some discussion on pages 3 and 4 involving @zagara77 that I believe ended up with the config code required for that, though you may have to assemble it from a few comments.
saqlain141 12 Jul @ 1:03pm 
Was playing and opened the Pipe overlay and realized that i can add pikes to geysers and had to come check if its new or had i lost my mind.... I'm Still sane and thanks a lot man
DaftValac 10 Jul @ 8:14pm 
Incredible!! Thank you @Fumihiko!!
Ace 10 Jul @ 3:54pm 
You're right, it wasn't this mod. It was another one. The other mod just happened to break right after I loaded the game after updating this mod from the mod manager. Apologies for the false flag.
snail 10 Jul @ 1:46pm 
mod update makes game stuck in a reload loop until I uninstall a folder, also crashes my game
Fumihiko  [author] 10 Jul @ 1:45pm 
I don't believe that. Know that you can hop to Github and download an older version of this mod.
Ace 10 Jul @ 1:40pm 
After this updated it won't let me build steam turbines. It says I don't have enough refined metals or plastics. When I in fact do.
liqingyuan1986 10 Jul @ 12:35pm 
i have the same problem.
I'm pretty sure it conflicts with the latest version of the fast track MOD.
Fumihiko  [author] 10 Jul @ 12:27pm 
Can you elaborate? I don't have that problem. Is there a message? Logfile?
Shindara The immortal 10 Jul @ 12:25pm 
the new update causes an error in the game forcing it to keep restarting.
Fumihiko  [author] 10 Jul @ 12:16pm 
I went ahead with the overpressure idea. Funny that the pipes refuse to transport the package. But instead I accidentally found you can connect multiple pipes to that input and it will split nicely. I updated the mod's screenshots.

Was more of a challenge than I anticipated. But I like the result.
Kaedys 9 Jul @ 6:30pm 
Perhaps adding multiple pipe outlets? Might be worth doing that on all the geysers, actually, to handle things like geotuners, the geyser cracking mod, and modded geysers with higher than normal throughput.
Fumihiko  [author] 9 Jul @ 11:50am 
Mh... there is the annoying fact, that steam geysers produce a lot more gas, than can be transported from the geyser. Either I increase the storage capacity so maybe it evens out during idle time (but I don't like that), or I cheat the system to push more pressure into the pipe, than normally allowed. Any other ideas?
Fumihiko  [author] 8 Jul @ 12:11pm 
@Jonao: I made a prerelease here Link [github.com].
Would be great, if you helped testing and bug hunting.
Jonao 7 Jul @ 9:32am 
Wow! You are the best! Take your time and I really appreciate Your work!
Fumihiko  [author] 7 Jul @ 7:57am 
Hey thanks. I was simply to busy(/lazy) to add these buildings. Nice that someone did. I can add these as an update, which will be propagated to old configs without losing anything user modification.

I will take a couple more days, to see how feasible the geyser thing is. It's a bit of work.
DaftValac 6 Jul @ 10:09am 
I think rebuilding the `PipedEverything.json` file might be logistically difficult, as people then have to delete their old config file for it to update properly. An update might take some time.
DaftValac 6 Jul @ 10:07am 
@Fox

If you add the following to your `PipedEverything.json` (as detailed in the mod description, lmk if you'd like help) the Plant Pulverizer will gain inputs for both water and solids.

{
"Id": "MilkPress",
"Input": true,
"OffsetX": 0,
"OffsetY": 0,
"Filter": [
"Water"
]
},
{
"Id": "MilkPress",
"Input": true,
"OffsetX": 1,
"OffsetY": 0,
"Filter": [
"Solid"
],
"StorageCapacity": "Infinity"
}
DaftValac 6 Jul @ 9:59am 
I figured out how to add the Peat Generator to the `PipedEverything.json` (thanks to @Fumihiko for this very configurable mod):

{
"Id": "PeatGenerator",
"Input": true,
"OffsetX": 0,
"OffsetY": 0,
"Filter": [
"Solid"
],
"StorageCapacity": "Infinity"
},
{
"Id": "PeatGenerator",
"Input": false,
"OffsetX": 1,
"OffsetY": 1,
"Filter": [
"CarbonDioxide"
]
},
{
"Id": "PeatGenerator",
"Input": false,
"OffsetX": 1,
"OffsetY": 0,
"Filter": [
"DirtyWater"
]
}
Jonao 6 Jul @ 8:44am 
It used to have liquid/gas output (I think I saw some text adding this like advanced research computer water input), it also have weird (for me very helpful) feature that geyser/vent had storage (and it can store like 10-20k gas until you add pipe and normaly drain it to other place/storage/buildings. Till then they have "inner erruption" and not release anything to enviroment like gas/liquid or heat). Thank you for reply, I hope You consider adding this, and it wont be much tuble to do. If may ask, please make it compatible with Movable Features or add as check option to not interfere with that mod. Thanks for Your effort!
Fumihiko  [author] 6 Jul @ 12:55am 
Oh. Interesting idea. I wonder how to add pipes only if the vent is analysed.
Jonao 5 Jul @ 10:51pm 
I love idea to pipe geysers and vents but sadly author of this mod deleted it. It is possible to add this feature to this mod? I love this mod and personaly I cant imagine playing without piped electrolysers :)