Oxygen Not Included

Oxygen Not Included

Improved Wood Tuning
8 opmerkingen
Gem  [auteur] 8 jun om 0:07 
@Zergologist Thank you for the report! I have hotfixed this now, since the mod does a lot more than tune oak shells, and the potential wood loss is honestly negligible.
Zergologist 7 jun om 16:21 
Crashes on the more recent beta patches as the small molts were removed, may or may not want to wait until the Prehistoric Planet Pack releases to fix that.
Zergologist 8 dec 2024 om 16:18 
i'm gonna retract my previous statement and make a bug report on the klei forums about it because it seems to be strange how its aligning
Crunkdiddly 7 sep 2024 om 11:54 
Great implementation. Glad we can configure it but... honestly I'm rather happy with with the settings you set. Using Wood burners is actually a valid consideration now haha
Shannae Darkehart 23 jul 2024 om 14:57 
Neat mod. =^.^=

The high CO2 emissions of burning wood is actually very helpful in the maps types using Oxyfern and Alveo Vera for early game O2 production, as these plants take in more CO2 than your dupes will emit by themselves in order to function. I even hooked one up to automation to burn wood and potentially waste power, just to keep the CO2 levels high enough, on my last playthrough.
Gem  [auteur] 20 jul 2024 om 15:21 
@Dragontail This is intentional. All wood-burning buildings release 16% of the mass as CO2. Wood's value comes from the many other uses it has. The power buff is mostly to make floxes not so outclassed by other early game critters.
Dragontail 20 jul 2024 om 14:35 
Reduce CO2 production and maybe Id give it a shot, wood burning produces 4 times as much co2 as coal in the Frosty DLC.
Mannerheim 20 jul 2024 om 8:43 
Based