Oxygen Not Included

Oxygen Not Included

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Shame Feb 26, 2020 @ 11:46am
Where are mod tutorials at?
Seems like this game has little to none. Even Don't Starve had plethora of basic character mod guides in abundance, this just has nothing. All I want to try and do is change the default slime biome temp from 30C to 25C. Some "tutorial" suggested I make a Visual Studio project for writing in C#, while checking some other mods, like "Absolute Zero", which acomplished a similar thing I wanted to do with a file that is formatted like most .dll files in the ONI data folder. And additionally; where the hell is all the data? You can't tell me it's stored in like 30 files with no code whatsoever and everything else is encrypted into .bank format. Do I need to decrypt that stuff to get access to actually modifying game's code?

I'm asking this in general, because it seems like posting in the Workshop section gets zero responses from anyone. Still to this day don't understand why nobody ever makes proper modding tutorials for games like this. You would think with the amount of mods and with the amount of people playing this, there would be plethora, as if you're making a modelling/game feature tutorial that there is an abundance of, but nope, not a single soul wants to share their knowledge, modding is a club you can't be part of without hours of searching in circles.
Last edited by Shame; Feb 26, 2020 @ 11:49am
Originally posted by Лёв:
I support the author of the topic. Why are those who know how to create modifications always so toxic to beginners?
Actually, I myself have not made any modifications for this game. The author of the topic would like to start at least with a change in the temperature of the slime biome. And I will try to help with this.
Having studied the files for about 10 minutes, I can only guess how to do this. (I did not check it!)
First, go to the folder:
Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\worldgen
And find a file called temperatures.yaml
Add to it:
MyNewTemperature     min: 298.15     max: 298.15
(I really hope that the temperature is indicated in Kelvins, and the online calculator did not lie to me that it is 25 degrees Celsius XD)
Next, go to the folder:
Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\worldgen\subworlds\marsh
Open the HotMarsh.yaml file and replace the line
temperatureRange: HumanWarm
on
temperatureRange: MyNewTemperature
Again, suppose that even the march is a slime biome.
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Showing 1-15 of 17 comments
Bokonon Feb 26, 2020 @ 12:13pm 
Originally posted by Shame:
...
formatted like most .dll files
...
encrypted into .bank format
LOL, you have no idea what you're talking about.
Last edited by Bokonon; Feb 26, 2020 @ 12:13pm
Shame Feb 26, 2020 @ 12:26pm 
Originally posted by Bokonon:
Originally posted by Shame:
...
formatted like most .dll files
...
encrypted into .bank format
LOL, you have no idea what you're talking about.
Checking back it was .yaml files, not .dll ones. The .dll ones are the encrypted ones, at least to an extent, to my understanding. And .bank, it might actually be something other than encrypted code, no clue.

Also, the ♥♥♥♥ are you laughing at? Like no ♥♥♥♥, I have no idea about any of this, that's why I made this thread; I'm not making a guide, I'm asking for one. I know enough about C# and general coding to be able to mod, but for me it is always the specifics of modding for a certain game that leave me stumped.
WillieSea Feb 26, 2020 @ 1:06pm 
I tried to follow a guide I found, but it was so out of date that it was useless.

Pretty much, that explains the modding scene for this game. And the ones who have it figured out could care less to help anyone else.
BreakfastBurger Feb 26, 2020 @ 2:47pm 
It's honestly such a pain in the ass at the moment its not even funny.... there is a Non-Official discord for it though. Google ONI modding discord
Bokonon Feb 26, 2020 @ 2:56pm 
Originally posted by SuperConfused:
It's honestly such a pain in the ass at the moment its not even funny.... there is a Non-Official discord for it though. Google ONI modding discord
The Discord is unofficial but it is linked to from Klei's forums. Be warned, if you hit up the Discord and don't know what you're talking about you'll be treated pretty poorly. Worse than Steam forums. ;)
Shame Feb 27, 2020 @ 5:38am 
So in essence, elitism at its finest. Nice, just what we needed; great mods made by ♥♥♥♥♥♥ people :/

To be fair, all you need is one person to turn the tides of that, by making really good video tutorials. Rather strange none has attempted to make any so far.

@Bokonon serious question: why are you people weird like this? It is just rally baffling that you would make mods for people to use, but then be selfishly egotistic when it comes to sharing information and helping people. They are not mutually exclusive, but it is dumbass levels of cognitive dissonance.
Last edited by Shame; Feb 27, 2020 @ 5:50am
Bokonon Feb 27, 2020 @ 7:57am 
... you bore me ... I've said all I need to say already, learn to read and learn to learn.
The author of this thread has indicated that this post answers the original topic.
Лёв Feb 27, 2020 @ 8:09am 
I support the author of the topic. Why are those who know how to create modifications always so toxic to beginners?
Actually, I myself have not made any modifications for this game. The author of the topic would like to start at least with a change in the temperature of the slime biome. And I will try to help with this.
Having studied the files for about 10 minutes, I can only guess how to do this. (I did not check it!)
First, go to the folder:
Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\worldgen
And find a file called temperatures.yaml
Add to it:
MyNewTemperature     min: 298.15     max: 298.15
(I really hope that the temperature is indicated in Kelvins, and the online calculator did not lie to me that it is 25 degrees Celsius XD)
Next, go to the folder:
Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\worldgen\subworlds\marsh
Open the HotMarsh.yaml file and replace the line
temperatureRange: HumanWarm
on
temperatureRange: MyNewTemperature
Again, suppose that even the march is a slime biome.
Bokonon Feb 27, 2020 @ 8:15am 
Originally posted by Mochi!:
Why are those who know how to create modifications always so toxic to beginners?
A couple of reasons, 1 it's usually not as easy to make a mod as people assume, 2 others have figured it out, you can too if you know enough.

There are tutorials. If you can't even find a tutorial how can you make a mod?

There are hints in this thread. There are hints in Workshop.

Why should it be my responsibility to do this work for anyone?

Also, in this particular case, the OP has been toxic, I'm just laughing at them ...
Last edited by Bokonon; Feb 27, 2020 @ 8:16am
Shame Feb 27, 2020 @ 9:09am 
Originally posted by Bokonon:
Originally posted by Mochi!:
Why are those who know how to create modifications always so toxic to beginners?
A couple of reasons, 1 it's usually not as easy to make a mod as people assume, 2 others have figured it out, you can too if you know enough.

There are tutorials. If you can't even find a tutorial how can you make a mod?

There are hints in this thread. There are hints in Workshop.

Why should it be my responsibility to do this work for anyone?

Also, in this particular case, the OP has been toxic, I'm just laughing at them ...
There aren't enough tutorials. If you want to see something that has enough tutorials, take a look at Unity Engine or Game Maker Studio as an example. Plethora of really well-made tutorials, and much more helpful communities. Searching for modding help for this game will show most of the results on google's first page as information about how to install mods or just videos and web pages showcasing existing mods, and not actually about how to make something like that. Also I don't see why someone assuming the difficulty of something justifies how you treat the person that asked for help. If you did make proper tutorials, people could judge themselves whether they want to create mods of certain complexity or at all themselves and we wouldn't really have this discussion. But because there is little to no information about it out there, most people won't bother, because it is irritating to take so much time trying to do simple things that should not take anywhere near as long as they do without much knowledge.

Unlike you, I am willing to spend time to explain things I know to people, because I often understand their struggle, and even when I don't, I try to be as helpful as I can be. Yet according to you, somehow I am the toxic one here? Please do go on, I would love to hear as to why you think that. If everyone shared your mindset then none would share information, meaning none would learn. Do note that I reported your second response before as spam and trolling, as I saw it would derail the thread from the topic, after which it was promptly deleted. Think that may be says something about you? Your mindset doesn't mean you need to take the mick out of people who are trying to understand things and have asked for help. I'm stunned that there is an entire group of people like you that really think this way and are so bold as to express their toxic ego to people that did no wrong to you. Just so you know, making video tutorials could give you youtube revenue, so even if you like to do things entirely selfishly, it would be that you would be getting some money from doing that.

But instead, you don't even bother clarifying the ground work for people to learn modding when help is sought out, like understanding what compiling and decompiling means and how to do that, how to code in C#, mod file and folder management, what software to use for creating mods or why all of that is important in getting into modding etc. to paraphrase, you just say "git gud", as if that's going to be helpful to anyone. If you don't want to help, just don't say anything. But now that you have, it's at least good to know that many modders for this game are trashy people, engulfed in the fact that you are of few that know how to code and create something while most others don't, and because you went through the struggles to make something so should everyone else. People often learn more complicated things from other people, otherwise we would set everyone to step one to leave them to figure out ♥♥♥♥ like trigonometry without any point of reference, which is dumb. The fact people like Einstein exist doesn't mean everyone will be able to jump to forming similar ideas with what they are given. Please, never ever become a teacher in any subject for anyone.

Compare the modding help with how much tutorials are out there for the game itself. It is many times more difficult to code this game than to play it, yet its tutorials are the other way round. I don't suppose you act like an elitist towards people who ask for help for the game itself here as well, do you? If you did I suspect you would have been banned by now for spam and trolling.
Last edited by Shame; Feb 27, 2020 @ 9:11am
Bokonon Feb 27, 2020 @ 9:19am 
tldr ... LOL
Shame Feb 27, 2020 @ 10:35am 
Originally posted by Mochi!:
I support the author of the topic. Why are those who know how to create modifications always so toxic to beginners?
Actually, I myself have not made any modifications for this game. The author of the topic would like to start at least with a change in the temperature of the slime biome. And I will try to help with this.
Having studied the files for about 10 minutes, I can only guess how to do this. (I did not check it!)
First, go to the folder:
Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\worldgen
And find a file called temperatures.yaml
Add to it:
MyNewTemperature     min: 298.15     max: 298.15
(I really hope that the temperature is indicated in Kelvins, and the online calculator did not lie to me that it is 25 degrees Celsius XD)
Next, go to the folder:
Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\worldgen\subworlds\marsh
Open the HotMarsh.yaml file and replace the line
temperatureRange: HumanWarm
on
temperatureRange: MyNewTemperature
Again, suppose that even the march is a slime biome.
Marsh is the slime biome. I tried this, and it kind of worked! I was able to set the temperature of the marsh biome to any already-existing temperature preset, of which I suspect I would be able to edit the temperatures on their own to get 25C as I wanted, though that might influence other things, like the starting biome temperature, but really I wanted to have temperature of the starting biome, but coupled with it being high enough for reeds to grow. This doesn't matter too much, however, as most, if not all naturally-growing reeds you will find are found in geyser and POI presets, which have their own temperature set, which is right around 30C by default.

Merely creating new temperature presets crashes the game though, so if I wanted to create a new one, I suspect I would need to investigate it further. I actually looked at both of these files earlier, but didn't make the connection between them. This really helped, thank you!
WillieSea Feb 27, 2020 @ 3:00pm 
I am a mainframe programmer, for over 35 years. I tried following the tutorial I did find, just to install the visual studio, but it was so out of date, nothing in the tutorial matched what I was seeing when trying to install VS. So I could not even get far enough to even 'look' at the code in the game...

I understand coding and syntax, and could probably make changes on my own. But how to export the game code, and how to compile it back to something the game can use is beyond me.

I would simply like help on how to setup the environment and how to export and how to recompile the code as a mod. I could figure out everything else on my own.

I have made many script heavy mods for Morrowind, Oblivion, Skyrim, Fallout 3 & 4.

TL;DR, it is unfortunate those who can do it can't understand the benefit to them if there are more mods and more ideas for mods available. Rather than there being thousands of mods to choose from, there are perhaps a few hundred at best.
Bokonon Feb 27, 2020 @ 4:03pm 
Originally posted by WillieSea:
I am a mainframe programmer, for over 35 years. I tried following the tutorial I did find, just to install the visual studio, but it was so out of date, nothing in the tutorial matched what I was seeing when trying to install VS. So I could not even get far enough to even 'look' at the code in the game...

I understand coding and syntax, and could probably make changes on my own. But how to export the game code, and how to compile it back to something the game can use is beyond me.

I would simply like help on how to setup the environment and how to export and how to recompile the code as a mod. I could figure out everything else on my own.

I have made many script heavy mods for Morrowind, Oblivion, Skyrim, Fallout 3 & 4.

TL;DR, it is unfortunate those who can do it can't understand the benefit to them if there are more mods and more ideas for mods available. Rather than there being thousands of mods to choose from, there are perhaps a few hundred at best.
It depends on what you're trying to do in all honesty. If you're trying to change worldgen you don't need C#/VS all you need is a text editor, all worldgen is done from the yaml configs talked about above. If you want to add a new building type, critter type, etc. you'll need Visual Studio (and a couple other tools) and C#. VS19 works, VS17 works, you can get Rider to work. For decompiling you need something like DotPeek. Assembly-CSharp.dll is the main file you'll want to decompile.

There's more than one tutorial. I'm not saying it was easy but I found one close enough to get me started. I'm not saying more because OP has been toxic to me in the past and I don't want to help them, sorry ...

If someone has specific questions, not just "how do I make a mod", and you can't find answers here, the Discord has already been mentioned. You can get live help there. But as I warned earlier, they'll treat your questions with appropriate ridicule if warranted ...
WillieSea Feb 28, 2020 @ 3:49pm 
I guess that is my problem, I like concise instructions to follow to get the coding environment up, and how to uncompile if that is necessary, and how to compile it back.

I always wanted to add new buildings, perhaps even traits. But I would first try to modify an existing one, so I understand the process. It is how I learn.

But since I am not familiar with the client-server environment coding tools, that is my stumbling block. Like I said, the tutorial I tried was so outdated that is was useless. And it pointed to things that did not even exist in the installer for VS.

It feels like you have to 'hack' the game to made mods. I don't even know why Klei made the 'workshop' since their game lacks any kind of support help for making the mods you would upload to it. Other game developers give good instructions to help people start modding but not this developer. Even though mods help sell more game units, a lot of developers lack that understanding how helping modders is helping them make more money. Bethesda did not become a triple A game company because of their 'great games', it was because of the modding community and the awesome tool they provide for modders to make changes to the game.
Last edited by WillieSea; Feb 28, 2020 @ 3:51pm
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Date Posted: Feb 26, 2020 @ 11:46am
Posts: 17