Oxygen Not Included

Oxygen Not Included

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Scaffolds / 脚手架
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Dec 2, 2023 @ 2:54pm
Jul 25, 2024 @ 12:57pm
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Scaffolds / 脚手架

Description
Introducing the Scaffolds mod!

Enhance your duplicants' mobility with this instantly deployed scaffold. Place it in any non-tile cell, yes even directly on top of existing structures! You will get temporary ladder-like access without using any resources or taking any dupe time to build. Unlike ladders, these Scaffolds live in a different layer so they can give you a leg up in construction projects when you just want to reach that last corner without having to build and deconstruct annoying ladders that prevent you from placing the building you care about. The Scaffold self-destructs after 10 cycles, ensuring clean final builds as your colony reaches new heights!

Have you ever been planning out a build, placing buildings left-and-right only to realize at the end that there is no way for your dupes to climb around to reach everything? It's too late to add ladders, since a ladder can't be in the same tile as a planned building. Well, now you can just instantly add a few Scaffolds in the right spots and go on to your next exciting endeavour while your dupes queue up their work tasks.

Scaffolds are rickety eyesores, as such, there is a movement penalty when going up or down one plus a decor penalty.

Caution! Because these Scaffolds automatically deconstruct themselves after 10 cycles by default, if a dupe relies on a Scaffold to get somewhere they are likely to end up trapped when the Scaffold disappears. There is a toggle on each Scaffold that can be used to disable the automatic deconstruction for that Scaffold if you want a Scaffold to stay around forever. That setting can then be copied to other Scaffolds.

Mod Options
You can configure the Scaffolds Mod to best suit your play style. From the main screen, choose Mods and then press the Options button on the Scaffolds mod.
  • Permanent by Default: If you set this to true, then all new scaffolds you place will default to being permanent scaffolds. Once a scaffold is built, you can still toggle it to self-destruct with the button in the info card.
  • Duration: The number of cycles that non-permanent scaffolds live before they self-destruct.
  • Decor Penalty Value: How ugly Scaffolds will be. Higher values mean more of a penalty. For reference, normal Ladders have a decor penalty of 5.
  • Decor Penalty Radius: How many tiles away the decor penalty will be applied. For reference, normal Ladders have a radius of 1.
  • Upwards Speed Penalty: How much slower dupes moving upwards on Scaffolds will be. This is a percent between 0 and 99, with 0 being no penalty and 99 preventing almost all movement.
  • Downwards Speed Penalty: How much slower dupes moving downwards on Scaffolds will be. This is a percent between 0 and 99, with 0 being no penalty and 99 preventing almost all movement.

Ideas for improvements

  • Allow the timer amount for each scaffold to be set individually
  • Make the timer reset any time a dupe or bot uses the scaffold
  • Make it possible to replace a scaffold with a ladder or plastic ladder without it showing as red when trying to place them
  • Use Attachment points (like the Ladder Bed does) to make sure scaffolds can only be used if connected to a floor
  • > This is more of an aesthetic idea, since a scaffold's wheels hanging in the middle of the air is kind of awkward
  • Find a way to ensure that scaffolds are always drawn in front of machines or highlight them if they end up drawn behind machines
  • Have the image of the scaffold degrade as it gets closer to its self destruct time.
  • Require some level of research to unlock Scaffolds?

Known issues

  • If you ever have less than 1 kg of ANY buildable material available, then you will not be able to build a scaffold.
  • Sometimes the sound when a Scaffold is built becomes very distant and almost can't be heard.
  • Some Buildings have elements that are drawn over the scaffold, which looks strange.
  • If you build a scaffold, then a ladder over the scaffold, when the scaffold is removed the game will think that there is no ladder there (for the purposes of figuring out pathing) until you save and reload.

Contributing and Issue Reporting

Found a new Issue? Please report it on the Github repo[github.com].
Always include the full player.log in a report: https://github.com/aki-art/ONI-Mods/wiki/How-to-send-a-log

See a known issue or idea that you think you could fix? Contributions will be happily reviewed if you submit a PR[github.com] on the Github repo.

Don't know how to code but still want to contribute? Donations are greatly appreciated and let me carve a few hours out of real work to do more modding. Either Ko-Fi[ko-fi.com], Paypal[paypal.me], or Buy Me a Coffee[www.buymeacoffee.com] :smile:

Special Thanks

A big thanks to DoctorFeelGoodMD whose work with MoveThisHere was the basis for the insta-build functionality. Another big thanks to Cairath for the ONI Modding guide that you maintain. Qikahome deserves recognition for providing partial Chinese translations and a fix for an early issue. And thanks to all those on the Discord channels[discord.gg] who have been patient with my questions.

介绍脚手架模型!

增强你的复制人的机动性与这个即时部署的脚手架。将其放置在任何非固体单元中,是的,甚至直接放在现有结构的顶部!您将获得临时的阶梯状访问,而无需使用任何资源或花费任何时间来构建。与梯子不同的是,这些脚手架位于不同的层中,所以当你只想到达最后一个角落时,它们可以帮助你在建筑项目中获得优势,而不必建造和解构那些妨碍你放置你所关心的建筑的恼人的梯子。脚手架在10个周期后自毁,确保你的殖民地达到新的高度时干净的最终建筑!
109 Comments
NatoTomato  [author] Nov 28, 2024 @ 7:34am 
@XARK, sadly it wouldn't be as simple as a setting to activate/deactivate the cost and construction time. To get this mod to work, I had to significantly change the way that this building is constructed in a way that is incompatible with normal construction.

It sounds to me like what you really want would be a separate mod that changes the vanilla ladders to make them able to overlap other things. That should be possible. They could be moved to the same layer that I used for Scaffolds. I suggest you jump on the Discord https://discord.com/invite/oxygennotincluded and go to the "mod-ideas" channel to see if anyone is willing to make a mod like that. Alternatively, don't feel shy about trying to make the mod yourself! The community is great at offering support for first-time modders.
XARK Nov 28, 2024 @ 7:13am 
Could you add the option in this mod to activate/deactivate the cost and construction time equal to that of a common stairs? I like this mod because it can overlap other things without problems, but it simply breaks the "knowing where to dig so you don't end up without a base to walk on" dynamic of the game.
NatoTomato  [author] Nov 25, 2024 @ 12:03pm 
@XARK, this mod is designed to be a Quality of Life improvement rather than a new game feature. I kind of imagine that these scaffolds are put together by dust bunnies and spittle, which is why they fall apart (disappear) over time and don't require a dupe errand.

If you are looking for something that is somewhat similar, but requires materials and dupes to build you might want to check out this unrelated mod by !-嘿嘿嘿-!. https://steamcommunity.com/sharedfiles/filedetails/?id=2012810337
NatoTomato  [author] Nov 25, 2024 @ 11:58am 
@ajolicoe and @ariefadityarafly, I just tested with the latest build and it all still seems to be working fine. Please try again on a new map with all other mods disabled. If you still have a problem, then please report it on Github https://github.com/nathantalewis/oni-scaffolds/issues and include your full player.log https://github.com/aki-art/ONI-Mods/wiki/How-to-send-a-log
XARK Nov 24, 2024 @ 3:05pm 
It's an improved staircase, but it's strange that it doesn't cost anything and doesn't even have to be built by duplicators... even so, it's still a good mod.
NatoTomato  [author] Nov 23, 2024 @ 3:25pm 
I'll look into this the next time I get a chance, but it will likely be a few days. Until then I recommend you switch to the previous update branch. Official instructions on how to do that are at https://forums.kleientertainment.com/forums/topic/140474-previous-update-steam-branch-access/
ajolicoe Nov 23, 2024 @ 3:07pm 
Not working today:(
ariefadityarafly Nov 15, 2024 @ 6:09pm 
at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.GameObject parent, System.String name, System.Boolean initialize_id, System.Int32 gameLayer) [0x00000] in <42a58da1d7eb4994b452d944564c213e>:0
at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.String name) [0x00000] in <42a58da1d7eb4994b452d944564c213e>:0
at LaunchInitializer.Update () [0x00000] in <ade4ebd17f71495b9476a7e52f977fe6>:0
Build: U52-626616-V
ariefadityarafly Nov 15, 2024 @ 6:09pm 
at LegacyModMain.LoadBuildings (System.Collections.Generic.List`1[T] types) [0x00000] in <ade4ebd17f71495b9476a7e52f977fe6>:0
at LegacyModMain.Load () [0x00000] in <ade4ebd17f71495b9476a7e52f977fe6>:0
at Assets.CreatePrefabs () [0x00000] in <ade4ebd17f71495b9476a7e52f977fe6>:0
at Assets.OnPrefabInit () [0x00000] in <ade4ebd17f71495b9476a7e52f977fe6>:0
at KMonoBehaviour.InitializeComponent () [0x00000] in <42a58da1d7eb4994b452d944564c213e>:0
at KMonoBehaviour.Awake () [0x00000] in <42a58da1d7eb4994b452d944564c213e>:0
UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
ariefadityarafly Nov 15, 2024 @ 6:08pm 
at UnityEngine.Object.Internal_InstantiateSingleWithParent_Injected (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3& pos, UnityEngine.Quaternion& rot) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Internal_InstantiateSingleWithParent (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position,
at GeneratedBuildings.GeneratedBuildings.LoadGeneratedBuildings_Patch7 (System.Collections.Generic.List`1[T] ) [0x00000] in <ade4ebd17f71495b9476a7e52f977fe6>:0