oxygen not included создание модов

Oxygen not included создание модов

На этой странице будут собраны модификации для игры Oxygen Not Included.

На данный момент поддерживаются 3 вида модов:

Содержание

Переводы

Общая информация

Пользовательские файлы перевода помогают играть в игру на выбранном вами языке. После подписки на желаемые переводы в Steam вы сможете их увидеть в меню «Переводы» в Главном меню.

Найти пользовательские переводы можно в мастерской Steam.

Автоматическая установка

Внимание: Перевод может появиться не сразу после подписки. Перезайдите в игру, если он всё ещё не появился, или подождите немного.

Ручная установка

Этот способ может сильно помочь, особенно когда либо подписка на русификатор в Steam не работает, либо русификатор не обновляется автоматически, либо принудительное обновление не представляется возможным (также это касается пиратов).

Внимание: До начала ручной установки требуется переключить язык в игре на английский.

Русификатор (Wiki)

Описание: Этот мод полностью русифицирует игру, то есть переводит её на русский язык. Преимущества и полное содержание, в том числе ссылки на скачивание и инструкция по ручной установке находятся на самой странице русификатора.

Общая информация

С помощью DLL-файлов можно модифицировать код игры и добавлять и изменять многие вещи.
После подписки на желаемые моды в Steam вы сможете их увидеть в меню «Моды» в Главном меню.

Установка

Внимание: Мод может появиться не сразу после подписки. Перезайдите в игру, если он всё ещё не появился, или подождите немного.

Файлы данных

Общая информация

С помощью этого типа модов вы сможете создавать и играть в пользовательские миры. Данные моды никак не влияют на генерацию обычных миров.
После подписки на желаемые моды в Steam вы сможете их увидеть в меню «Моды» в Главном меню.

Найти моды файлов данных можно в мастерской Steam.

Установка

Внимание: Мод может появиться не сразу после подписки. Перезайдите в игру, если он всё ещё не появился, или подождите немного.

Чтобы играть в пользовательские миры, нажмите «Новая игра» в главном меню. Затем выберите «Пользовательская игра» и используйте кнопки со стрелками для «Мир (НАСТРОЙКА)», чтобы выбрать нужную генерацию. Затем нажмите «Начать игру» и наслаждайтесь.

Источник

Oxygen not included создание модов

This is not a guide on how to make a language pack, nor will it be one describing how to add a mod to the workshop for Oxygen not included. I don’t claim I will touch on everything and this guide might become obsolete as time moves on

What I will showcase in this guide is how to customize the parameters Oxygen not included uses to generate asteroids to your personal preference. Want custom ruins, biomes or map sizes? Do you want a frozen biome that is 1000 degrees Kelvin, Oil fields that are cold enough to skate on or a starting location that is 10 degrees cooler? Then this is the guide for you.

I’ll show you everything I know or have been able to puzzle out

Then open the file named “OxygenNotIncluded_Data”

Now select the file named “StreamingAssets” and create a backup of that file.

After that open the file named “StreamingAssets”.

Ok go to your “StreamingAssets” folder mentioned in the “getting started” portion of this guide.
Now browse to “/worldgen/worlds”
Now open the file named “Default.yaml” with a text editor (I recommend Notepad++)
Now check for the heading “worldsize:”
under it you’ll see something like

You can edit those numbers to change your world size, but do keep in mind that larger worlds are more taxing to create. This may also not effect worlds that have already been generated so be weary

Here is an example of how this looks edited

Subworlds are basically ONI version of biomes. The “starting area” is a subworld, so are the oil fields you can find at the bottom of the map.

The default location for subworlds is the “worldgen/subworlds” folder in your “StreamingAssets” folder (Which was discussed in the “getting started” portion of this guide)

First I’m going to walk you through how to edit a preexisting “subworld”. First go to your “subworlds” folder (Worldgen/subworlds). For this example open up “Jungle.Yaml”

The “BiomNoise:” parameter tells the game how to generate the terrain found within the subworld. Should it look like Swiss cheese or should it be mostly solid with nearly no holes. You can find a full list under the folder named “noise” within your Worldgen folder.

if you want, you can create your own custom noise map for your custom subworld. You also don’t have to put it in the “noise” folder since most references to other scripts within ONI worldgen scripts use the “worldgen” folder as a root directory. (This is why “noise/” is listed before “subworldJungle” in the example picture)

This parameter tells the game the average temperature of the subworld. Do be careful as I have observed that the game will crash if you try and generate a new world if this parameter is set to something invalid

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A full list of temperature names is listed in the “temperatures.yaml” file within your “Worldgen” folder.

You can potentially add your own custom temperature names by adding them to the “temperatures.yaml” folder in this format

You can create your own custom stuff by creating a template with debug mode. Name it something like “poi_something” and save it. Then go to your “StreamingAssets” folder (Mentioned in the getting started portion of this guide). Now open your “templates” folder and move the .Yaml file into the “/poi” folder (You can also find a list of templates you can use in the poi folder, although having two or more subworlds reference the same template in the “poi” folder has caused me problems in testing.)

In the example is an extract from a custom subworld I made. Just reference your template under the appropriate heading. In the example I made two custom templates named poi_Naturem_Geyser_Steam (Custom steam geyser)and poi_Naturem_Geyser_Gas (Custom natural gas geyser) respectively.

Warning!
Unlike most other worldgen scripts, the templates have to be stored under “StreamingAssets\templates\poi” for this to work.

I call this advance editing as my knowledge for what these parameters change isn’t spot on as I haven’t had enough time to test them properly

As far as I can tell these parameters tell the game what random structures to too add to this subworld. In my testing I have found that these two parameters don’t need to be included. Setting them to something invalid doesn’t seem to cause crashes, but do be weary as I have found that pockets of void will generate if they are set to something invalid. Personally I would recommend using the “points of interest” heading if you want to add custom structures. You can find a full list of stuff to add to this under the “features” file located within your “worldgen” folder and like the “noise:” parameter you don’t necessarily have to add files to the “feature” folder if you don’t want to. This is why you see the “features/jungle/ ” format in the exsample. As long as the file is somewhere in your “Worldgen” folder you should be fine.

The most recognizable example of a “feature” is an oxilite spiral

This is also a parameter that contains sub parameters with sub parameters
(This is why it’s under advance)

The first set of sub parameters is marked with “- name:”. These sub parameters have their own set of sub parameters, mainly “weight:” and “tags: ”

I recommend reading the “Getting started”, “Changing your map/world size” and “Customizing subworlds” portion of this guide before you continue.

The worldgen scripts oxygen not included uses are located within the “worlds” folder within your “worldgen” folder (“StreamingAssets\worldgen\worlds”). By default the game will only allow you to load the script named “Default.yaml”, but if you enter debug mode you will be able to load any script file under the “custom game” tab when you select “New game” from the main menu.

In these guide we’ll use the file name “Default” as an example. I recommend creating a copy of “Default.yaml” and using that as a base in conjunction with debug mode while you’re creating your own custom worldgen script. The game also really doesn’t behave well with an invalid worldgen script. (I’ll go into detail about that later on in the guide)

You can comment out lines by using a “#” symbol

I recommend changing this line to the name of your custom script/mod. Especially if you plan to use the script select within debug mode. This tells the game the name of the script and its used by the script select.

This doesn’t do anything currently, but you can change it to what ever you like
(Here is an example)

This was covered in the “Changing your map/world size” portion of this guide

This tells the game what subworld scripts to load and where to find them within your worldgen folder. The default location is in you “subworlds” folder, but like many other references to scripts within ONI’s Worldgen folder you can put pretty much put the subworld scripts anywhere you want as long as its somewhere within your worldgen folder.

(An example of a custom script location)

Warning!
The first subworld script under «Zonefiles» needs to be named «StartWorld» or the game will crash upon generating a new world. However you can still put the script in a custom location as shown in the example above. Similarly if the game can’t find a set subworld script then it will also crash. Also please add the prefix «- name:» to each entry and don’t change the default spacing as that may also cause problems.

ONI uses a tag system to define where to generate subworlds. I’ll cover how they come into play when we get to “UnknownCellsAllowedSubworlds:”, but you can use this space to declare your own custom tags to clear up unnecessary worldgen script later
Use these format
:
— Subtag_A
— Subtag_B

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The simplist tags are
— StartFar (Starts far from starter area location)
— StartMedium (Start at a medium distance from starter area)
— StartNear (Starts next to starter area)

Lastly we get to the part of the script that actually generates worlds.

> ContainsOne (Generates following only one rule permited by its tagset)
-supports
[tagset:]
[command:]
[temperatureRanges: OR subworldNames:]

> ContainsAll (Generates strictly following only the rules permited by its tagset)
-supports
[tagset:]
[command:]
[temperatureRanges: OR subworldNames:]

> ContainsAny (Generates following any rules permited by its tagset)
-supports
[tagset:]
[command:]
[temperatureRanges: OR subworldNames:]

> DistanceFrom (Generates following a strict set of parameters)
-supports
[tagset:]
[distance:]
[maxDistance:]
[distCmp:]
[command:]
[temperatureRanges: OR subworldNames:]

You can also use your custom tags you defined earlier if you wanted to.

This tells the tag command what subworlds to place based on their temperature property (More information found in the “Customizing subworlds” portion of this guide)

Warning: I don’t recommend using this sub parameter with the sub parameter “subworldNames:” as it might cause errors

Warning: I don’t recommend using this sub parameter with the sub parameter “temperatureRanges:” as it might cause errors

Unsurprisingly poking around with the core world gen scripts used by the game is bound to break something eventually.

You can break your game in two different ways if you’re not careful.

This can be for one of 3 reasons.Either the game couldn’t find a certain subworld, a parameter was set incorrectly or you’ve ignored my warnings about keeping the correct spacing. Luckily you can typically find a detailed log in the “output_log.txt” textfile located in your “OxygenNotIncluded_Data” folder within your game’s install directory.

> If the game couldn’t find a select subworld look for text within the “output_log.txt” log file that reads something like:
“System.IO.DirectoryNotFoundException: Could not find a part of the path «C:\Program Files (x86)\Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\worldgen\ ”

> However if a parameter isn’t set correctly, or you’ve messed up spacing somewhere, you might get something like this:

Generally this is the format to look for

[WARNING] Exception while loading yaml data: (Line: Line error is on)
[WARNING] Exception while loading yaml file < Name and path of bad script >
[WARNING] WorldGen: How did it fail

If you’re lucky you’ll experience a game crash, if not then you’ll be greeted with a lovely map like this:

This means your worldgen script is broken in such a way that the game can still technically read it, but it can’t actually generate something with it. I recommend undoing whatever you tried to do before everything broke or restoring from a backup. If that’s not an option then double check if every parameter within you worldgen script is set to something valid. Do you actually have subworlds that can generate at certain tagcommands? Is the Tagcommands you’ve used valid? Do all your tagcommands support the sub parameters you’ve selected for them?

This error has almost no easy fix according to my personal testing and the output log doesn’t really produce any valid data to clue you in on what might be wrong.

Unfortunately I’m not an ONI developer. So I have no idea what some of the parameters do. I also have no idea how to create a custom feature script, noise script or biome script.

If you want to see an example of what I’ve been able to make then look up “Mod : Big chill” on the Klei forums (Its under Home> Oxygen Not Included > [Oxygen Not Included] – General Discussion > Mod: Big Chill)

Источник

Oxygen not included создание модов

Supported game version : Vanilla + Space Out.

MOD VERSION : 1.0.0.20

Makes the Anti-Entropy Thermo Nullifier (AETN) buildable and researchable.
4K Refined Metal.

Category: Utilities
Research: HVAC

This mod allows the deconstruction of all POI props.

For everyone having issues with updating the mod I would suggest to try the Mod Updater mod and hit «Force Update». Ther.

Supported game version : Vanilla + Space Out.

MOD VERSION : 1.0.0.1

Mod increases storage capacity.

Works with storage bin, smart storage bin, ration box, refrigerator, liquid reservoir, gas reservoir, rocket fuel tanks, cargo bays, batteries, gas pipes, liquid pipes, wires, generators, conveyors.

The capacity is increas.

The mod doubles the maximum room sizes.
Also it raises the maximum room size up to 256 cells.
ONLY FOR ENGLISH.

Mod that allows horizontal rotation of most buildings and their outputs that normally don’t allow flipping or rotation. For those who love symmetry.

Currently allows rotation for everything except:
Pitcher Pumps
Normal (Screen) Doors

Reject All is replaced with Refresh.(by Spartan 117)

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Adds the ability to perform geyser cracking, substantially increasing the output rate.

Only the active output rate is affected, worse outputs due to high dormancy remain.

Adds four new lamps: Salt Lamp, Lava Lamp, Ceiling Lamp, Luminiferous Sphere

Supported game version : Vanilla + Space Out.

MOD VERSION : 1.0.0.2

Export your colony daily reports to CSV format.
Just press «Export Daily Report» button in Options menu. It can take a while with thousands of cycles.

At the moment the mod generates 2 files: General reports and P.

Displays a notification when activated by the logic input.

— Copper: Green
— Iron: Red
— Gold: Yellow
— Tungsten: Blue
— Steel: White
— Niobium: Purple
— Thermium: Orange

Change the alarm’s name by clicking on the pencil icon in the details side.

Duplicants are no longer needed to toggle switches. Whenever a player clicks turn on/off it will happen instantly.

Applies to all types of switches.

Launch update available on GitHub. More info in the forum thread.

For direct contact: use forum. I don’.

This mod shows what buildings are made from by tinting them accordingly.

You can toggle it by pressing the MaterialColor overlay icon (in the top-right corner).

Configure experience and efficiency multipliers for the various duplicant tasks.

I wish you could name your pets

Gives the ability to rename critters, both domestic and wild. Critter names will transfer to the next generation.

Princess Jr. and Mr. Wigglebutt VII are pleased.

Hi! My name is Anna and i made this mod for you guys to have better game experience and more fun! If you found it helpful, rate and favorite, so it will be easier for other players to find it 🙂
[img]https://.

Hi! My name is Anna and i made this mod for you guys to have better game experience and more fun! If you found it helpful, rate and favorite, so it will be easier for other players to find it 🙂
[img]https://i.i.

With this mod you can control which exactly traits will have your world!

Hi! My name is Anna and I made this mod for you guys to have better game experi.

Adds a filter to the Sweep tool to allow sweeping only selected item types.

Element, temperature and germ sensors for solid materials conveyed by rails.

Adds critters to the Resource List on the right side of the screen. Determine exactly how big your ranches have become instantly!

Allows building a natural elemental block.

* Elemental Blocks of all Solid elements.
* Configurable.
* Chinese Translations by Juijote. [DLC Only]

Automatically selects the next Starmap destination to research with the Telescope when a Starmap destination is discovered.

This mod allows you to change the texture of the paintings to put your own images on them
There is no default image and it is up to you to configure the mod.

Details:
It is recommended to put images in the right format (portrait, landscape, square.

Duplicants dug up an old rusty Space Cadet Centrifuge in the junkyard of game files, and adapted it for use as a fun entertaining attraction.

Manage your research projects with ease!
Provides enhanced solutions for the management of research projects, notifications, zooming, presets and more!

Hi! My name is Anna and I made th.

Add new lights that are much more convenient for lighting areas: Floodlight, Tile Light, LED Light. Additionally, Ceiling Light and Lamp have smooth lighting, and produce less heat.

Highly recommended to use with Lights Out.

The Large/Huge Battery has crawled back from the depths!

It holds 80kj (Twice as that of the Jumbo Battery.)
It loses 4kj a day or so from runoff.
It produces 1.35kdtu/s when it has power (.10 up from the Jumbo battery.)
It is found in the Dupe Traffic C.

Give us all the doors!

This mod gives you more control on mods and it management

This is especially helpful as all we know steam workshop sometimes bugs and do not deliver last version of mods, so you can know for sure if this is your issue and force update it as wel.

Let’s you change what care packages can contain. 让你能改变补给包包含什么。

Default:
— removes cycle restrictions from all packages
— adds small amounts of space materials and vacillator recharge

Adds blueprints to Oxygen Not Included! Blueprints allow the player to quickly copy and paste buildings from one area of the map to another.

Blueprints automatically place build and dig commands so that the player doesn’t have to do any more than is neces.

Allows to deconstruct many buildings at once. Deconstructing one of them will deconstruct all others connected and marked for deconstruction.

By default works with any 1 tile wide or high building.

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