oxygen not included установка модов вручную

Oxygen not included установка модов вручную

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 установка модов вручную

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

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

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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

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

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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

Лучшие моды для Oxygen Not Included

Oxygen Not Included – игра в жанре симулятора выживания, действия которой разворачиваются в космической колонии. Тайтл был создан Klei Entertainment, студией, подарившей нам Don’t Starve. Задача здесь состоит в том, чтобы обустроить колонистам жилище и следить за наличием воздуха, воды, еды и прочих жизненно необходимых вещей, но при этом, самое главное, ресурсов катастрофически мало, а воздуха просто не хватает.

Игра завоевала сердца многих поклонников и критиков, благодаря чему моддинг сообщество не смогло сидеть сложа руки, создав множество крутых модов! И мы собрали лучшие из них:

Extra Large Map

Данный мод добавляет в игру простой скрипт, устанавливая карту размером в 512 x 512 (вместо стандартных 256 x 384), что делает её в 2,6 раза больше по сравнению с оригиналом. Карта не будет сильно отличаться от той, к которой вы привыкли, и она, вероятно, сделает игровой процесс сложнее, поскольку возникнет необходимость искать все ресурсы на гораздо больших пространствах. Установите данный мод, и у вас будет еще больше возможностей для изучения игрового мира.

Grace Period

Мод Grace Period предназначен для новых игроков или тех, кто не хочет иметь проблемы при старте. По сути, он добавляет больше еды в начале, так что персонаж сможет протянуть дольше. Будет доступно больше питательных батончиков, благодаря чему появляется больше энергии, что позволяет работать еще дольше.

The Tubular Colony Challenge

Мод Tubular Colony Challenge предназначен не столько для того, чтобы помочь при прохождении, а для того, чтобы добавить немного развлечения в игру. Некоторое время назад сами разработчики столкнулись с проблемой, которая заключалась в том, что различные области карты игры были доступны только через лабиринт труб. Каждая из изолированных областей, по которым вам нужно будет перемещаться по трубам, имеет свой собственный набор ресурсов, и нужно будет добраться до многих из них, чтобы получить всё необходимое для выживания. Таким образом, цель состоит в том, чтобы построить колонию при таких условиях.

Generate More Geysers

Гейзеры — очень важная составляющая Oxygen Not Included, потому что они являются источником важных материалов. Мод Generate More Geysers добавляет больше информации на карту, чтобы вы могли найти больше ресурсов в той области, на которой игрок находится в тот или иной момент.

Модификация добавляет больше гейзеров к генерации мира при изначальной настройке. Вы можете сами выбрать точные настройки в самом начале, но генерация в основном происходит случайным образом, так как всегда есть по крайней мере два гейзера природного газа.

Language Mods

Большинство модов для Oxygen Not Included являются языковыми. Если вы не очень хорошо знаете английский, не беспокойтесь, поскольку существует обширный пак, доступный практически для любого языка. Если вы хотите видеть в игре русский, просто перейдите на страницу Steam Workshop, где найдите нужный мод на язык.

Источник

Oxygen not included установка модов вручную

Adds a few more Room Types to the room overlay, each with its own requirements. Fulfill them to unlock bonus effects or mark the room with colors on the overlay.

In the future, I’m going to modify DLC buildings to be affected by this mod as well, I migh.

Allows to customize WIDTH and HEIGHT at World Generation window.

ENG (Google):
This mod adds eight recipes in at refinement stations for obtaining various substances in other ways.
———————————
Molecular Forge:

Input materials:
Clay 100 kg
Output materials:
Aluminum Ore 5 kg
Sedim.

Add a logic output to the egg incubator,which sends green signal when the hatching egg needs a hug.
Minimize incubator turnaround times, thereby re.

Asphalt tiles give a significant +100% run speed bonus (configurable!), making it faster to travel than Metal Tiles. It however lacks the decor bonus of Metal Tiles.

Built with 200kg of Bitumen.
These tiles come with their very own, carefully made cust.

Please report all bugs to my github [github.com]

With this mod, rockets do not check whether they are blocked from access to space. They will plow through anything they can, including tiles, doors, b.

Adjust the cooling power of your Thermoregulators and Thermal Aquatuners!
Get the closer to what you actually need.

Saves innocent Duplicant lives by making Duplicants a little smarter about not getting stuck in the first place.

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.

Allows Duplicants to pass between areas while maintaining full atmospheric isolation. Replace your liquid locks with real airlocks today!

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

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

Pip is a green cosmic squirrel-mutant-overgrowth. And like all squirrels, he likes to run in a wheel.

Gas Pump 240W to 120W
Gas Mini Pump 60W to 30W
Gas Filter 120W to 60W

Update notes and other descriptions:

Upgrading to harmony2.There are no compatibility issues with this mod, should it support all DLC (The refresh delay after th.

This mod contains both «Bottle Inserter» and «Canister Inserter» buildings that will output any liquids or gases stor.

Attempts to push items that become inside, or would appear inside, constructed tiles towards the Duplicant that last accessed that tile. Keep your builds clean of debris!

Debug mods more easily!

This mod is made to simplify the tasks of mod testing by mod creators. Ordinary users can also use it to detect game errors.

Once activated it will create console window and display all information pushed to console by game or mod.

Allows each type of in-game text information popup to be selectively shown or hidden. Great for reducing information clutter in very active bases.

Double The Ranges of Auto Sweeper & Auto Miner.

Adds small liquid and gas pumps and vents that also act as a wall.

Shows the active range of many buildings when selected or while they are being placed. Includes buildings which use elements from the environment, the Telescope, and Space Scanner.

Klei have started a series of updates, the so-called The Mergedown, as a result of which the functionality of all mods will be systema

Aquatic Farm can absorbs Liquids from the world for irrigation. Does not require Liquid Piping.

It will be useful for growing various plants in natural lakes in the early game, or for.

Adds two new storage buildings.

The Storage Pod costs 100 kg of Refined Metal and can be built anywhere. It stores 5t of solids, and is unlocked with Refined Renovations.

I really agree that the pips’ vanilla plant rule is not hard but pure annoying.

So I made this, tweaked the plantDetectionRadius and maxPlantsInRadius arguments, changed the CountNearbyPlants function, to simplify the pips’ plant rule.

Replaces oxygen overlay with a gas overlay that shows every gas in its own, distinguishable color.

You can also tell gas pressure by its color intensity.

Managing liquids and gasses has never been easier! Now introducing the Automated Canisters mod, which allows more precise control over bottles of liquids and gasses.

New Features:
— Added a piped liquid bottler that acts identically to the gas bot.

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://.

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

This is a simple mod that reduce the refrigerator power consumption from 120W to 20W

If you discover a bug, please tell me.

Automatically places Dig errands on unstable tiles such as Sand, Snow, and Regolith that fall as a result of Duplicant mining activities.

Please report all bugs to my github [github.com]

A small mod that allows duplicants to dig out and place ceilings in a 4 tile tall room.

IF YOU ARE STILL ON CLASSIC WITH NO DLC:

Allows you to build over plants.
Building over a plant will automatically uproot it with the priority of the building being placed.
If there are any issues please let me know in the discussions or the comments.

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.

Adds three new late-game pumps (and more to come) which allow high-efficiency and precise movement of liquid and gas in specific situations.

Adds a new building that refines Chlorine into Bleachstone. Unlocked with Catalytics research, and takes the same materials to construct as the Oxylite Refinery but uses half the power (600 W).

600 g/s Chlorine + 3 g/s Coppe.

Removes germs from piped in liquids!

Intended for use with Diseases Restored, vanilla germs are pretty meaningless.

I would thanks Michael Dam Olsen-molsen234 for making code fix and update for the last version

This tiny lil tweak allows the Robo Miner to dig itself out of unfortunate attempts to bury it alive. It has also learned to resist meteor strikes the best it can (probably.)

It still needs to be adequately cooled, so watch that regolith pile.

Extends the range of temperature overlay and makes some temperatures easier to distinguish, especially sub-zero and the extremes.

Automatically causes Duplicants to line up to use required sanitation buildings such as the Wash Basin, Sink, Hand Sanitizer, and Ore Scrubber if the building is busy when they pass by.

Tired of accidentally placing priority 9 structures several minutes after a crisis? Suffer from short-term memory loss?

This mod changes the behaviour of the build placement tool to reset its build priority to 5 when you leave it. This makes it consistent.

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.

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.

This mod add eight new buildings to the game: Small Liquid Reservoir and Small Gas Reservoir, with respective model A and B; Wall Liquid Reservoir.

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