Oxygen Not Included

Oxygen Not Included

Customize Recipe
193 Comments
Fumihiko  [author] 2 hours ago 
Try install Mod Updater or Mod Manager
If this does not work, or you don't want to; you can also download the files here:
Download [github.com] the mod and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\2587551532
ADF 7 hours ago 
why crash while done crafting atmo suit
Fumihiko  [author] Sep 14 @ 4:43pm 
First time seeing that. Have you tried to delete the config?
Gobble Cr1t's Sep 14 @ 3:48pm 
It's not working. I tried overwriting as is; unsub resub then overwriting; unsub and make a local mod folder; removing my recipes; making it the only active mod. Here's the error message:

[Error in GameAssets(Clone).Assets.OnPrefabInit at (0.0, 0.0, 0.0)
System.ArgumentOutOfRangeException: Length cannot be less than zero.
Parameter name: length ]
And then it lists a bunch of location at which it's less than 0.
Fumihiko  [author] Sep 14 @ 1:50am 
There was an update necessary. This workshop is buggy and will not always deliver the newest version.
Download [github.com] the mod and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\2587551532
Gobble Cr1t's Sep 13 @ 5:37pm 
Is it working still after the Prehistoric pack? My game crashes, and can't start with this mod.
Hazel Aug 22 @ 3:49pm 
would it be possible to have a dropped liquid/gas output be outputted into the environment instead of in bottled form?
Cheesecake Fan Aug 18 @ 9:44pm 
https://pastebin.com/1KUzfz7g <- I think you should add it to the description. I was madly looking about for the list of in-game recipies name. (You can find the material's name on the wiki, but not recipe's names) :steamthumbsup:
Fumihiko  [author] Aug 4 @ 1:18am 
This mod does not change buildings. The game has a global recipe list. This mod allows you to modify it. There is never any need to add buildings.
thorlax73 Aug 3 @ 7:42pm 
Any Chance the new buildings getting added to the list?
MiserableGamer Jul 29 @ 12:39am 
Yeah, sorted it - I was using Slime instead of SlimeMold
Fumihiko  [author] Jul 28 @ 7:37am 
Perhaps the element id is wrong. All kinds of errors, when you put in invalid stuff.
MiserableGamer Jul 28 @ 6:15am 
I've added one recipe to the Sludge Press, and that worked fine, added another to the Sludge Press using exactly the same format and it crashes when clicking on the building.....anyone else have this issue at all?
MiserableGamer Jul 27 @ 4:50am 
@meo if you want to add more inputs or outputs to buildings, check out Piped Everything mod
Fumihiko  [author] Jul 13 @ 12:35am 
Okay. But I just have that for debugging. The game is not really playable with that anyways.
JingJing Jul 12 @ 6:48am 
My game broke when I build Atmot suit forge when I checked Cheat free. Can you check please?
xiao_peng2nd Jun 27 @ 9:02pm 
Nothings changes,but still great thanks for making this mod
Fumihiko  [author] Jun 27 @ 10:13am 
Try install Mod Updater or Mod Manager
If this does not work, or you don't want to; you can also download the files here:
Download [github.com] and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\2587551532
Fumihiko  [author] Jun 27 @ 10:12am 
https://imgur.com/a/a8UcafB
Idk what the problem is.
xiao_peng2nd Jun 27 @ 6:56am 
Recipe below are fine.
{
"Id": "GlassForge_I_SO_O_LO",
"Building": "GlassForge",
"Inputs": [
{
"material": "SolidMethane",
"amount": 1000.0
}
],
"Outputs": [
{
"material": "LiquidOxygen",
"amount": 1000.0,
"temperatureOperation": "Melted"
}
],
"Time": 10.0,
"Description": "控温融化"
}
{
"Id": "GlassForge_I_SH_O_LH",
"Building": "GlassForge",
"Inputs": [
{
"materials": ["SolidHydrogen","RefinedCarbon"],
"amounts": [1000.0,2000]
}
],
"Outputs": [
{
"material": "LiquidMethane",
"amount": 1000.0,
"temperatureOperation": "Melted"
}
],
"Time": 10.0,
"Description": "控温融化"
}
xiao_peng2nd Jun 27 @ 6:55am 
My bad.
Just this specific recipe.
{
"Id": "GlassForge_I_SM_O_LM",
"Building": "GlassForge",
"Inputs": [
{
"material": "SolidMethane",
"amount": 1000.0
}
],
"Outputs": [
{
"material": "LiquidMethane",
"amount": 1000.0,
"temperatureOperation": "Melted"
}
],
"Time": 10.0,
"Description": "控温融化"
}
Fumihiko  [author] Jun 26 @ 8:20am 
Seems unlikely. I checked the function and it does not access the output of the recipe. It only reads the inputs (to build the description text).

Can you show me what you are using?
xiao_peng2nd Jun 25 @ 11:40pm 
Question: Cannot use LiquidMethane as output in GlassForge ,why?
LiquidOxygen or LiquidHydorgen are fine.
Select the recipe on GlassForge cause crash.
Just want to know the reason , Tks.

NullReferenceException: Object reference not set to an instance of an object

SelectedRecipeQueueScreen.RefreshIngredientDescriptors () (at <de400b4adfd7413aba747f509f69c810>:0)
SelectedRecipeQueueScreen.AutoSelectBestRecipeInCategory () (at <de400b4adfd7413aba747f509f69c810>:0)
麻雀 Jun 24 @ 2:21am 
thank you, it help me alot:steamthumbsup:
Fumihiko  [author] Jun 23 @ 7:40am 
I do not understand the question. It might help you to look at the default values:
https://pastebin.com/1KUzfz7g
麻雀 Jun 22 @ 8:10pm 
what shoule i do if i want use new 'materials' to make recipe?what kind of word will be there?
Fumihiko  [author] Jun 21 @ 3:56am 
If you use 'materials', you must give it an array. And it will generate a new recipe for each entry in post production. Not my idea, that's how the game handles it.

'material' is a legacy field that works just like before. You must not use both. You can mix it with 'amount' and 'amounts' like you want. If amounts is null, it will use amount for every entry.
aleph void Jun 20 @ 12:04pm 
so, there is a difference between material and materials, and my blind eyes didn't see it. Hope this fix it
aleph void Jun 20 @ 9:57am 
when using the game own recipes I get an error, it seems it cant use the new array recipes, as it only accepts strings for recipes.
xiao_peng2nd Jun 17 @ 9:05pm 
mod updater(crashed) , Mod manager force update(file not replaced)
manual download works
tks
Fumihiko  [author] Jun 17 @ 10:35am 
Try install Mod Updater or Mod Manager
If this does not work, or you don't want to; you can also download the files here:
Download [github.com] and overwrite the files here C:\Users\%username%\Documents\Klei\OxygenNotIncluded\mods\Steam\2587551532
xiao_peng2nd Jun 17 @ 1:02am 
normal (ID is in game)
{
"Id": "RockCrusher_I_Fossil_O_Lime_SedimentaryRock",
"Building": "RockCrusher",
"Inputs": [
{
"material": "Water",
"amount": 100.0
},
{
"material": "Dirt",
"amount": 50.0
}
],
"Outputs": [
{
"material": "Lime",
"amount": 25.0
},
{
"material": "SedimentaryRock",
"amount": 10.0
}
],
"Time": 5.0,
"HEP": 0,
"Description": "This is the description."
}
xiao_peng2nd Jun 17 @ 1:02am 
crash (ID modified)
{
"Id": "RockCrusher_I_Fossil_O_Lime_SedimentaryRock123",
"Building": "RockCrusher",
"Inputs": [
{
"material": "Water",
"amount": 100.0
},
{
"material": "Dirt",
"amount": 50.0
}
],
"Outputs": [
{
"material": "Lime",
"amount": 25.0
},
{
"material": "SedimentaryRock",
"amount": 10.0
}
],
"Time": 5.0,
"HEP": 0,
"Description": "This is the description."
}
xiao_peng2nd Jun 17 @ 1:01am 
bug report:
if not defined ID or using a new ID,will crash.
seems this mod forced to write consumedHEP data when crate a new recipe

logs below

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

System.IndexOutOfRangeException: Index was outside the bounds of the array.
at ComplexRecipe..ctor (System.String id, ComplexRecipe+RecipeElement[] ingredients, ComplexRecipe+RecipeElement[] results) [0x0001b] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
...
at ComplexRecipe..ctor (System.String id, ComplexRecipe+RecipeElement[] ingredients, ComplexRecipe+RecipeElement[] results, System.Int32 consumedHEP) [0x00000] in <0a2895d5c82a47bb81d4ef7d78009a8f>:0
at CustomizeRecipe.RecipePatch.Process (CustomizeRecipe.RecipeData setting) [0x000b1] in ...
Build: U56-674504-S
Gariba Jun 16 @ 9:59am 
@Fumihiko, do you intend to make a "Customize Critters" mod down the line?
Fumihiko  [author] Jun 16 @ 7:42am 
@Garbia: I am not so sure about that. Most of the time you need to edit ElementConverter, which has struct properties which are not supported even in the advanced settings.

@Omegapent: I don't understand. The mod doesn't change how recipes work. It just let's you modify the game's data. If you have trouble since the update, you might want to reset your settings, since a bunch of stuff is different now.
Omegapent Jun 16 @ 4:27am 
For Egg Cracker, when switching between multi ingredients, the picture and description shown in the UI don't alternate to match the selected ingredient, is this basegame problem? also when choosing some recipes such as 'Pacus', Gulp Fish Egg will be selected as default instead of Pacu Egg.
Gariba Jun 15 @ 4:53pm 
@Meo
Fumihiko recently added a function in Customize Buildings to change input consumption, "FUEL_MASS_PER_SECOND". In combination with "BuildingAdvancedMachineMultiplier" could produce what you are looking for.
Fumihiko  [author] Jun 15 @ 6:05am 
No, these are not recipes. It's possible to mod (albeit annoying), but not in my collection.
Meo Jun 15 @ 5:59am 
Is it possible to change the Input/Output of machine like Oil Refinery, Water Sieve, and many more?
Fumihiko  [author] Jun 14 @ 11:56am 
Finally. I also made it clean up the corrupt entries. But it would be safer to reset your settings.
VTrista Jun 14 @ 7:30am 
Would be cool if we could do that too. I use your mod for resource transmutation via Vacillator Recharges and this setup with multiple items in an array would be REALLY neat.
Fumihiko  [author] Jun 14 @ 7:19am 
Oh. There is a new field for defining an array of ingredients, inplace of a single item. No wonder.
Fumihiko  [author] Jun 14 @ 7:15am 
Ah. That looks like a bug.
VTrista Jun 14 @ 7:11am 
Ok, just found out that you can't load the current recipes to the config because it breaks. It turns all the fuzzy ingredients to "0" and loading the game with the new config breaks all the recipes, assuming "0" to be Neutronium.
Fumihiko  [author] Jun 14 @ 6:52am 
Maybe that's the wrong word. Before the update, if a recipe uses AnyWater, it will randomly pick Water or Saltwater as ingredient. Now you get a radio button to select what you want.

Behind the scene each ingredient is resolved into all possible alternatives and each combination creates a new recipe. So I had to change the logic to inject the modification right before that splitting, otherwise your modifcations would not be applied for those recipies.

I got no clue what you mean with "0". The update should not change a thing for you.
VTrista Jun 14 @ 6:44am 
How do these "fuzzy" ingredient recipes work here. I notice that on said "fuzzy" ingredient that the ingredient is called "0", but so far I don't see a way to find out what types this "0" ingredients is.

Would be neat to also gain access to make our own "fuzzy" ingredients.
Fumihiko  [author] Jun 14 @ 5:37am 
Okay. I fixed fuzzy ingredients too. I don't know what happens if load a save with a recipe that no longer exists. Just keep in mind that it is probably a good idea to not remove possible ingredient variants (if anyone even does that).
Fumihiko  [author] Jun 14 @ 4:58am 
The game now splits recipes for each input variant. The new logic caused issues. Should work again. Btw, chaning ingredients will now change existing recipes.... Oh now, just writing this just make me realize some new bug...
麻雀 Jun 14 @ 1:35am 
it break, i can`t find my custom recipe in game, i play just with DLC"Bionic".
by the way, my version is U56-674504-VR