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What you should look for is defined in SteamApps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\elements
Elements can have tags (in engine also oreTags). The materialCategory is also a tag that element holds. So RefinedMetal would be all the metals (iron, copper, ...). And water, saltwater, brine already have the tag "AnyWater".
In short, what you are looking for is already tagged as "AnyWater". Just use that for irrigation. But you can build your own group. You can edit the yaml files, but they get lost when updating the game. So use CustomizeElements, if you like.
- FoodPoisoning
- SlimeLung
- PollenGerms
- ZombieSpores
- RadiationSickness (only with DLC)
Using any other string will default to no disease at all.
For plants to eat gas, you can set input_element to this gas. For the plant to wilt, you also need to set this gas as the only safe element. But admittedly you can set only one input element.
And great that I was able to improve your experience
"irrigation": [
{ "elementName": "Water", "amount": 5.0 },
{ "elementName": "SaltWater", "amount": 5.0 },
{ "elementName": "Brine", "amount": 5.0 }
],
"irrigationMode": "OR | AND"
Likewise, let me provide a list of input elements that are deleted if present, as I'd like Pincha Pepper to consume either hydrogen or chlorine.
"inputElements": [
{ "elementName": "Hydrogen", "amount": 0.006 },
{ "elementName": "Chlorine", "amount": 0.006 }
]
And last but not least, I'd like to be able to state a percentage that a specific fruit is created to alter the chance a seed is dropped. F.e. to increase the seed chance to 20% percent:
"harvest": [
{ "elementName": "BasicPlantFood", "amount": 1.0, percentage: 1.0 },
{ "elementName": "BasicSingleHarvestPlantSeed", "amount": 1.0, percentage: 0.2 }
]
My personal settings are:
Sleet Wheat
5kg Ice (down from of 20kg Water)
Bug Bucket
5kg Polluted Mud (down from 40kg Polluted Water)
Pincha Pepper
safe elements reduced to hydrogen & chlorine
no irrigation (down from 35kg Polluted Water & 1kg Phosphorite)
1 peppernut (down from 4 Peppernuts)
I wish I could have let it consume either Hydrogen or Chlorine with this mod.
Balm Lily
35kg Polluted Water (up from nothing)
1kg Phosphorite (up from nothing)
output: a bit Chlorine
Grubfruit
10kg Sand (from 10kg Sulfur)
Timble Reed
output: polluted oxygen
Blooming mutation
should create flower scent (germs)
Set up but yet to get a blooming mutation. Not even sure if harvestDiseaseID": 1 would be the correct germ type created.
{
"id": "ColdWheat",
"irrigation": {
"Water": 1.0
}
},
Then open the manual configuration and look for your plant. There is a block 'temperatures' with 4 values. These are an array of temperatures in Kelvin. 1) death if lower 2) wilt if lower 3) wilt if higher 4) death if higher
Ask again, if necessary.
Target is Documents\Klei\OxygenNotIncluded\mods\Steam\1818145851
Download [github.com]
https://i.imgur.com/LacZwj8.png
https://github.com/Truinto/ONI-Modloader-SimpleMods/tree/master/Mods/CustomizePlants/example%20either%20element%20irrigation
If the combination you like does not exist, you can use CustomizeElements to create new groups. Just use the oreTags setting.
Upload it to pastebin and I will take a look.
3 screenshots are with mod enabled. last screenshot is without it. drecko immediately eat mealwood when with mod it was looking for food.
https://imgur.com/a/ggDghQ0
Instead of 0.0, just remove that entry. A completely empty array just leave the square brackets [ ].
thanks!
If you've automaticly added (with "readAll") all the plants, there will be a entry for "wormplant" and "superwormplant"
With it come full entries on all of the plant's stats. And this, somehow, causes the bug.
Delete all of the wormplant entry's lines except for the id (radiation_threshold_max is also safe to use still)
I have no idea which of the automticly added entry line causes the bug, but here's the rough fix for now.