Oxygen Not Included

Oxygen Not Included

Customize Plants
1,126 Comments
Kaedys Jul 25 @ 11:25am 
Much appreciated!
Fumihiko  [author] Jul 25 @ 10:33am 
That's weird. I specifically tested that the plant wouldn't cause a crash. I think it should work now.
Kaedys Jul 24 @ 5:53pm 
[00:40:33.266] [1] [ERROR] ButterflyPlantSeed ~~~!System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.UpdateNameAndTags () [0x0002f] in <3b73c925114143c5bad31ccbc5facdf1>:0
at MutantPlant.OnSpawn () [0x00052] in <3b73c925114143c5bad31ccbc5facdf1>:0
at KMonoBehaviour.Spawn () [0x0005d] in <7becb3f73037484c93dc2b548fe42a58>:0 !~~~Error in ButterflyPlantSeed.MutantPlant.OnSpawn at (95.50, 136.51, -23.50)
~~~!System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.UpdateNameAndTags () [0x0002f] in <3b73c925114143c5bad31ccbc5facdf1>:0
at MutantPlant.OnSpawn () [0x00052] in <3b73c925114143c5bad31ccbc5facdf1>:0
at KMonoBehaviour.Spawn () [0x0005d] in <7becb3f73037484c93dc2b548fe42a58>:0 !~~~Error in ButterflyPlantSeed.MutantPlant.OnSpawn at (95.50, 136.51, -23.50)
Kaedys Jul 24 @ 5:53pm 
Hmm. Still getting the same crash as @Kinoko. I've confirmed I'm on 1.0.49.0. Crash reliably occurs when I dig out the tile under a butterfly plant when I'm modifying the growth time on it in this mod, and does not occur when I remove that block from the mod config. Similar crash log, except it's complaining about the seed this time. Crash log in separate post because Steam and 1000 char limits >.>
Kaedys Jul 24 @ 4:49pm 
Excellent, much appreciated
Fumihiko  [author] Jul 24 @ 1:53pm 
I just use the newtonsoft lib that is already shipped with the game. It does not support comments.
Nothing I will do about that. Keep your comments in a separate file. You can have any extra field you like. json does not care about unused fields. My mods are no exception. Just keep in mind that the file is overwritten, whenever I bump the version number.
Kaedys Jul 24 @ 1:08pm 
Hey Fumihiko, do you know if the JSON parser for your various Customize mods will ignore unknown fields? JSON doesn't have a concept of a comment, but they can be added by using a throw-away field like `_comment` or similar. My JSON for many of the mods (this one especially, actually) is getting rather long, and I'd like to be able to make notes to myself in it about what I'm changing and why, and I'm hoping your mods would just ignore the addition of a new field it doesn't recognize, like the `_comment` one above.
Fumihiko  [author] Jul 24 @ 11:00am 
Fixed. This slightly changes how fruit changes are applied. Maybe affects other plants too.
Kinoko Jul 24 @ 6:08am 
Why did I only add one ButterflyPlant cycle? As long as I dig out this plant, the game will crash.
{
"id": "ButterflyPlant",
"fruit_grow_time": 2400.0
},
[ERROR] ButterflyPlant (ButterflyPlant_Original) Exception in: (ButterflyPlant).StandardCropPlant+States.root.dead.Enter
System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.CopyMutationsTo (MutantPlant target) [0x00000] in <3b73c925114143c5bad31ccbc5facdf1>:0
at (wrapper dynamic-method) SeedProducer.SeedProducer.ProduceSeed_Patch0(SeedProducer,string,int,bool)
at SeedProducer.DropSeed (System.Object data) [0x00018] in <3b73c925114143c5bad31ccbc5facdf1>:0
at SeedProducer+<>c.<.cctor>b__17_0 (SeedProducer component, System.Object data) [0x0000e] in <3b73c925114143c5bad31ccbc5facdf1>:0
Fumihiko  [author] Jul 19 @ 11:33pm 
Download [github.com] the mod and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\1818145851
SuperSizedSimp Jul 19 @ 5:10pm 
why am i getting this error?

Error in GameAssets(Clone).Assets.OnPrefabInit at (0.00, 0.00, 0.00)

System.TypeLoadException: Could not resolve type with token 0100008f from typeref (expected class 'CropSleepingMonitor' in assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')
at CustomizePlants.Assets_AddPrefabPatch.Prefix (KPrefabID prefab) [0x00030] in <03664a92cd344099898cf1e75811fdae>:0
at (wrapper dynamic-method) Assets.Assets.AddPrefab_Patch1(KPrefabID)
at (wrapper dynamic-method) Assets.Assets.CreatePrefabs_Patch1(Assets)
at (wrapper dynamic-method) Assets.Assets.OnPrefabInit_Patch14(Assets)
at KMonoBehaviour.InitializeComponent () [0x00068] in <9dbd2ddc6e904050808ea00cdae92652>:0
Fumihiko  [author] Jul 7 @ 7:42am 
I can understand your frustration. While it seems plausible, the amount of work is very substantial. If there were a framework to work with, I would have used it. But building a userfriendly interface from scratch is many times more work than this mod.
kebe1pc Jul 7 @ 12:31am 
@Estebandido1232
you can copy what i have, It make the plant autoharvest after 1 second of maturity just change the plant id to whatever plant you need it to be

{
"id": "SpiceVine",
"max_age": 1.0
},
Estebandido1232 Jul 6 @ 10:33am 
We need a better menu for this mod. I'm trying to modify some settings and I don't understand at all how to apply these. I have generated the mod file and can open it but I don't see the setting I want to change to enable autoharvest on a specific plant.

Great concept, needs work.
Fumihiko  [author] Jul 1 @ 7:26am 
Oh, I did not take it that way. I just provide assistance. If that path is still blocked, you can check the internet for the path of the game's log file.
Noah Jun 30 @ 2:54pm 
@Fumihiko I was not trying to own you up or anything. I love your mod. Truly I don't think I could play ONI at this point without it.
But a lot of people are not very comfortable or familiar with messing with local files. The "hell of it" is just an expression for the rough parts of a process, no offense intended. All love your way ;)
Kaedys Jun 30 @ 1:47pm 
Rofl, clearly your reference to a local file on a player's computer is a dAnGeRoUs uRl >.> I was wondering how the author of a mod managed to get auto-modded on their own mod page, oof >.<
Fumihiko  [author] Jun 30 @ 7:15am 
Hell? Just read the comments. I just said that you find all the info in
"%appdata%/../LocalLow/Klei/Oxygen Not Included/player.log"
Noah Jun 29 @ 9:25pm 
If like me you came here desperate to find the nametags of the DLC plants:
I will spare you the hell of it:
First is the name then the name tag to configure in the mod. if there is two names is a plant composed of two parts and each part is a plant on and in itself.
Seakomb - KelpPlant
Idylla Flower - IceFlower
Pikeapple - HardSkinBerryPlant
Ovagro Vine - VineMother // VineBranch
DewDripper - DewDripperPlant
Megafrond - Dinofern
Sweatcorn Stalk - GardenFoodPlant
Mimika Bud - ButterflyPlant
Plume Squash - CarrotPlant
Bonbon Tree - SpaceTree // SpaceTreeBranch
Grubfruit Plant - SuperWormPlant
Bog Bucket - SwampHarvestPlant
Lura Plant - FlyTrapPlant
Saturn Critter Trap - CritterTrapPlant
vioera Jun 28 @ 10:48am 
thanks!
I'm playing ONI for the first time in a while, but thanks to you, I've found a new way to enjoy it.ふみひこさんは感嘆すべき方だ。
Fumihiko  [author] Jun 27 @ 9:49am 
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Fox Jun 27 @ 1:40am 
Is there a way to find the names of all the plants and the new ones?
Kinnerin Jun 26 @ 1:53am 
Error in GameAssets(Clone).Assets.OnPrefabInit at (0.00, 0.00, 0.00)

System.TypeLoadException: Could not resolve type with token 0100008f from typeref (expected class 'CropSleepingMonitor' in assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')
at CustomizePlants.Assets_AddPrefabPatch.Prefix (KPrefabID prefab) [0x00030] in <03664a92cd344099898cf1e75811fdae>:0
at (wrapper dynamic-method) Assets.Assets.AddPrefab_Patch1(KPrefabID)
at (wrapper dynamic-method) Assets.Assets.CreatePrefabs_Patch1(Assets)
at (wrapper dynamic-method) Assets.Assets.OnPrefabInit_Patch14(Assets)
at KMonoBehaviour.InitializeComponent () [0x00068] in <9dbd2ddc6e904050808ea00cdae92652>:0
Build: U56-675600-S
Stroomschok Jun 21 @ 2:38pm 
Thanks, its working without issues! It's always something special for modders to maintain their work so diligently (and for so many years already in this case).
risa Jun 21 @ 7:54am 
The update is working for me! Every seed creates correctly without an error now. Thank you for all your work, Fumihiko.
Fumihiko  [author] Jun 21 @ 7:35am 
Should work now. Let me know if not.
Fumihiko  [author] Jun 21 @ 6:20am 
Aha. Excellent point. Mod support got pretty good to support and DLC. But I tested it and it is indeed a DLC issue. Of course I can fix it, now that I know what to look for.
Stroomschok Jun 21 @ 6:12am 
Could it be that all people experiencing crashed are playing with the Spaced Out DLC turned off? I personally play with it turned off and am getting the "Error in Mushroom.MutantPlant.OnSpawn". This sort of would make sense as I don't think plants can mutate in pure vanilla.
Fumihiko  [author] Jun 21 @ 4:17am 
Make sure you are in "AppData\LocalLow\Klei\Oxygen Not Included"
not in the AppData\Roaming folder.
lyelle Jun 20 @ 10:44am 
Weird I got into the Appdata folder of ONI but it's empty, is there something i should do for the playerlog to show?
kebe1pc Jun 20 @ 4:20am 
interesting thing about changing the ovagro vine (VineBranch) to either grow faster or make more fruit is that after it makes a new arm it decides to have 2 grow rates at the same time but they start from 4 cycles long and 3 cycles long independently, but I don't know what happens after because upon harvesting the game crashes like the others have said.
左腿一边Leng Jun 20 @ 1:04am 
Please fix this one too much for me. Thanks.
Fumihiko  [author] Jun 20 @ 12:46am 
@risa: Apparently removing fruitID from the config works for some people.

I will try again. I don't think DLCs are the problem. The game ships the same assembly for all.
모넌종이 Jun 19 @ 5:54pm 
@Fumihiko Thanks for the TonicRoot id! now i can just mutanted bean to cook curry.
risa Jun 19 @ 10:36am 
@Fumihiko お疲れ様でしたね!Even if it ends up being that this mod is simply not base game compatible anymore, I appreciate you working so hard to look into our issue.
kebe1pc Jun 18 @ 9:23am 
This probably isn't possible but I thought I'd ask, Is there a way to give mutations to the Mimika Bud (ButterflyPlant), and the Ovagro Node/Vine (VineMother)?
Fumihiko  [author] Jun 18 @ 7:51am 
Okay. I will take another look.
risa Jun 17 @ 11:36pm 
I am also playing the base game. This may be relevant to the error.
The Mad Man Jun 17 @ 6:27pm 
I did some testing and found that any plant with it's "fruitId" changed or added onto will result in the crash. Basically I just changed the mealwood plant to yield the same thing as the mirthleaf would and did the same test. Finding that upon uprooting, harvesting or digging up a buried tile seed resulted in the same crash as the mirthleaf seeds did.
The Mad Man Jun 17 @ 5:52pm 
Also, I did find more info in the locallow files. Here you go:

[00:27:41.962] [1] [ERROR] LeafyPlantSeed ~~~!System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.UpdateNameAndTags () [0x0002f] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at MutantPlant.OnSpawn () [0x00052] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at KMonoBehaviour.Spawn () [0x0005d] in <32517cdba6dd450ea2db1abbdb923443>:0 !~~~Error in LeafyPlantSeed.MutantPlant.OnSpawn at (129.50, 186.51, -23.50)
~~~!System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.UpdateNameAndTags () [0x0002f] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at MutantPlant.OnSpawn () [0x00052] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at KMonoBehaviour.Spawn () [0x0005d] in <32517cdba6dd450ea2db1abbdb923443>:0 !~~~Error in LeafyPlantSeed.MutantPlant.OnSpawn at (129.50, 186.51, -23.50)
The Mad Man Jun 17 @ 5:45pm 
Thank you for elaborating on the magicness of modding, your wizardry is far beyond myself I admit. But I did some testing on a new world, even disabled all my other mods this time and found that anytime a mrithleaf seed is dropped, by digging a burried item tile, uprooting a mirhtleaf plant or one being naturally produced by the plant, the game will crash. I don't know why it's specifically the mirthleaf for me but a different plant for others, but given the crash notes I'd imagine it has something to do with the game classifying the seed as mutated. But since I'm playing the base game it can't really do that. I also recorded a little video, about 8mb, of the dupes digging up a mirhtleaf and the resulting crash. I'm not sure how I can post that, or if it would even help but if you want it let me know.
Fumihiko  [author] Jun 17 @ 10:46am 
"%appdata%/../LocalLow/Klei/Oxygen Not Included"
Fumihiko  [author] Jun 17 @ 10:45am 
@Iyelle: Open the game's log. You will find something like
[INFO] [CustomizePlants] 'Ovagro Node' is VineMother defined in 'VineMotherConfig, Assembly-CSharp'

@The Mad Man: It is indeed magic. What else would you call 'taming lightning in a rock to do my bidding'? I do not have that crash in my save. And from I can gather other people have it with completely other seeds. I am not sure what dropping seeds mean. When you burrow it from the earth or when you destroy a plant? Or during harvest?

The weird thing is that the method UpdateNameAndTags only checks against a static list of plants. And why would any plant something be missing there?! I do not know.
Gariba Jun 16 @ 6:59am 
@Ivelle
crashfly's suggestion should work, but in case it doesn't, you can use debug mode to generate a template ingame. I posted a discussion here describing how to do that.
The Mad Man Jun 16 @ 2:35am 
Okay so I think I'm running into the same issue that other's are here. And it is specifically this mod causing the issue since the game runs 'fine' without it. And for some extra details, upon new game there seems to be no issue, it's only when a Mirthleaf produces a seed. Not sure why the game is messing up but I hope that my info can help with finding a fix.
|
Error in LeafyPlantSeed.MutantPlant.OnSpawn at (187.50, 232.31, -23.50)

System.NullReferenceException: Object reference not set to an instance of an object
at MutantPlant.UpdateNameAndTags () [0x0002f] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at MutantPlant.OnSpawn () [0x00052] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at KMonoBehaviour.Spawn () [0x0005d] in <32517cdba6dd450ea2db1abbdb923443>:0
Build: U56-674504-V
|
I really wish I could help more, but alas my skills lie in art, maths and carpentry thus coding may well be magic to my smoothest of brains.
crashfly Jun 15 @ 9:38pm 
@lyelle - if i remember correctly, temporarily remove your config. it should write all of the plants to the new config file. then edit at will.
lyelle Jun 15 @ 8:47pm 
Any idea where can I find the plant ID to the new DLC plants?
risa Jun 15 @ 4:46pm 
All right, after some testing I've found that my error occurs for me with seemingly any settings file that isn't 'clear', except with different plants depending on settings file. On the 'custom default' settings file for the mod's default changes, it only errors when a Mirth Leaf seed is created, for example. On doing Clear, restarting, Read All, restarting, it instead errors when a 'PrickleFlower' seed is is created. I have no idea what the difference causing this is.
gikahFS Jun 14 @ 1:31pm 
@Fumihiko sorry! I do have the latest version, but I just found out I'm only getting this crash on a single save file, I'm not sure what's happening, but it's okay since it was a test save to update mods! I thought I had the same issue because I deleted the "fruitId", like PikaPhu suggested, and started a new save without any crashes. Really weird! Thank you for your reply anyway!!!
PikaPhu Jun 14 @ 1:28pm 
I upload 2 sample files here: {LINK REMOVED}

- The Before version is old config with error
- The After version is config, I fixed and tested it.