Oxygen Not Included

Oxygen Not Included

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Buildable Neural Vacillator (Unsupported)
   
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Mods: Tweaks
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2.6.2020 klo 6.05
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Buildable Neural Vacillator (Unsupported)

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WARNING: Currently I'm not playing nor modding for ONI. I will probably return to modding ONI in the future (1-2 years), but for now I have taken a break from ONI. Anyone is free to take my ideas and make his/her own version.

Ever wanted to have a dedicated room for a Neural Vacillator, instead of running a Dupe into a corner of your Asteroid (and forgetting about it!)?

Well now you can build one yourself.

You will need 2000 kg of Steel and have researched Advanced Research.

You can find it in the Building Tab: Stations after the Skill Scrubber.

In the mod menu you can configure 2 options:

1. Construction Time: default 60 seconds, but can be configured between 30 and 600 seconds.
(Keep in mind: construction time doesn't alter for previously built or present NVs!)


2. This mod doesn't allow you to deconstruct a Neural Vacillator. So take care where you build it.

However the mod Deconstructable POI Props (highly recommended), does allow you to deconstruct a Neural Vacillator (including the ones you build yourself!).
If your Neural Vacillator is charged, you would normally loose the Charge upon deconstruction.

The Option: Spawn Vacillator Charge from Charged NV? is by default enabled as Charges are hard enough to come by as it is!

Now if you use my mod, and deconstruct a Charged Neural Vacillator, you will regain the Charge. It also takes into account the construction time (deconstruction time is half of that!)

You can find Snaeng's mod Deconstructable POI Props here: https://steamcommunity.com/sharedfiles/filedetails/?id=1715248368


IMPORTANT:
Due to now being buildable ALL Neural Vacillators spawn uncharged. This includes those spawned in the derelict labrooms! (Enable sandbox and spawn in a Vacillator Charge if you want to be able to use them again as before!)
I explain this lorewise as Gravitas not wasting Vacillator Charges by leaving them unused in a Neural Vacillator.

There is an issue that happens randomly where a Neural Vacillator seemingly stops working. (This is not my mod, as I had it happen with Labroom Ruins Neural Vacillators, without my mod present! I'm just calling attention to this issue!)

E.g. A Charge was delivered but the "Brain" doesn't grow again, and the sidescreen stays blank.
The same can happen if you e.g. put a Dupe on the chair that has all possible traits already. It gets from the chair, but it appears your charge has been used. It certainly hasn't.
So anytime an NV doesn't "work" anymore: Simply save and reload your game, and the NV will be usable again.

The Button Copy Building will not appear for Neural Vacillators! (It doesn't work by default anyway, by how I needed to implement making a NV buildable).

I tried to have a NV require power, but haven't succeeded in it. So no need to put in a request for this.

I choose Steel as building material, as it certainly limits the moment you can start using the NV anyway. (If you even have any charges (e.g. via a Care Package Mod or craftable Vacillator Charges Mod!)

Thank you to:
Peter Han for his PLib (Gives you configurable in Game Options)
Romen on Discord: for clueing me in, that I could spawn in the original NV after building my own.
Cairath, Pholib, Peter Han, Snaeng, ...
for all the Mods and consequently useful code examples, without them I would have never have come to understand the inner workings of ONI.
Suositut keskustelut Näytä kaikki (1)
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9.9.2020 klo 3.02
TÄRKEÄ: BACKUP YOUR CONFIGURATION and TRANSLATION Files!!! Thank you
Guinaro
23 kommenttia
piique07 4.6.2023 klo 18.57 
Update please
NightWolf-RUS 16.7.2022 klo 10.21 
Не работает твой мод автор!!!
Sanchozz 11.1.2022 klo 3.16 
if suddenly anyone is interested. I made a new mod with similar functionality that can replace this one.
https://steamcommunity.com/sharedfiles/filedetails/?id=2715752713
Luna 19.12.2021 klo 13.49 
update plz
you 17.8.2021 klo 9.05 
谁能能更新么?
sakura.sk 15.9.2020 klo 2.28 
Sorry... I don't think I've read it. The first time I use the mod I didn't notice what it actually does.. You could probably put "important" in caps? Thank you for taking the time to answer.
Guinaro  [tekijä] 14.9.2020 klo 3.18 
@ssakura.sk If you had read the Description and looked at the topic Important: you would have noticed that this is indeed the case. I cannot differentiate between natural and built NVs. If they spawn with a charge, you could get "infinite" charges, as you would just construct the necessary NVs needed for your purposes and if they take up to much room, remelt them.
sakura.sk 14.9.2020 klo 2.29 
Has anyone noticed that if the mod is active before creating a world, any "natural" NVs found are discharged? Or is it hapenning only to my game..?
Guinaro  [tekijä] 9.9.2020 klo 3.02 
@All Please make sure you have a backup of your configuration files.
I wrongly assumed that updates wouldn't effect configuration files as I didn't include them directly in the uploads.
Whenever I update this mod (or Steam's Workshop system screws up), you lose your settings.
The next update will include a system that saveguard's your settings against the overzealous updating system from Steam.
Configuration and translations will be backupped to /mods/settings/<name of the mod>

I'm truly sorry for the this inconvenience.

I'm currently in the process of prepraring my mods with this new system. Better Neural Vacillator (+more traits) already got it implemented.
Since this issue can be cause by Steam Workshop's system malfunctioning aswell: e.g. getting an seemingly update while nothing of the sort happened,
I'm going to update all my mods in the near future. Yes I know that means for you: restoring a backup or redoing the work. NOT FUN, I know, I'm sorry.

Guinaro
Guinaro  [tekijä] 1.9.2020 klo 4.33 
@EFRM Thank you