Oxygen Not Included

Oxygen Not Included

Resource Sensor
50 Comments
bartoszkozlowski3 Dec 1 @ 11:20am 
Sensor shows the range the whole time when distance mode is selected.
MiserableGamer Nov 27 @ 6:54am 
When I click on an active resource sensor, it shows the range it's currently set to with a ghosted tile grid - this remains active after deselecting the sensor
DAV Nov 25 @ 11:32am 
Thank you for the update :steamthumbsup:
Jaggid Edje Nov 25 @ 9:27am 
Thank you for the update! I use this sensor quite a bit so I was really missing it.
Oniwabanshu Nov 25 @ 6:46am 
Thank you so much.
Rubacava  [author] Nov 25 @ 2:27am 
Released an update. Sorry for the delay i was away from the mods for a while. Let me know if there are issues.
Oniwabanshu Nov 24 @ 6:19pm 
"MissingMethodException" I think it is beyond my knowledge.
Oniwabanshu Nov 24 @ 6:16pm 
Will this need something more than recompiling?
I might just give it a try... my colony's autonomy depends on this mod by now.
pnijak Nov 22 @ 1:17pm 
they need to update it with the change made to how cells work.
Estebandido1232 Nov 22 @ 6:23am 
Wont work for me either after Nov 2025 QoL update
Neavo Nov 21 @ 3:21am 
wait for update for u57
Oniwabanshu Nov 20 @ 9:09pm 
Can confirm DAV's assessment.
DAV Nov 20 @ 10:57am 
Hi, seems to not be working anymore with the 2025.11.20 update :(
It is throwing a error:
Error in LogicResourceSensorComplete.DistanceVisualizer.OnSpawn at (152.50, 83.01, -19.50)

System.MissingMethodException: Method not found: int .CellChangeMonitor.RegisterCellChangedHandler(UnityEngine.Transform,System.Action,string)
at KMonoBehaviour.Spawn () [0x0005d] in <eeaae6bd36c2418387bac55a246d67a2>:0
Build: U57-700348-SCRPD
MiserableGamer Nov 20 @ 4:34am 
Would be great to include gases and liquids in storage too?
zaunfinkrc Aug 20 @ 2:33am 
This is fantastic and makes ensurign dupes on other asteroids have enough resources at the start so much easier (among a TON of other things).

That being said: would it be possible for you to make a liquid version? I like making sure certain processes only run when I have more than x Water etc.
Davinci Jul 16 @ 10:36am 
I can't see any mode selection options on the sensor
暮秦 Jul 10 @ 10:27pm 
keep X 。perfect!
cedaroo Jun 10 @ 2:18pm 
So useful! Thank you!
Pholith Jan 25 @ 4:14am 
Hi, it would be nice if the mod could be translatable
pibble Dec 15, 2024 @ 1:25pm 
whoops, was on 1.2.2. I unsubscribed and subscribed so thought it was the latest. The mod is working perfectly, thank you.
Rubacava  [author] Dec 14, 2024 @ 3:19pm 
To be sure, are you on the latest version v1.2.3?
pibble Dec 14, 2024 @ 12:22pm 
Hi, game crashes when clicking any storage container, using latest version.
Rubacava  [author] Nov 29, 2024 @ 5:32pm 
Hopefully this patch fixes it.
norph Nov 28, 2024 @ 7:59pm 
+1, crashed when clicking on a refrigerator.
Ashotep Nov 28, 2024 @ 11:29am 
It seems the update broke several buildings. So far I have noticed, all food storage (fridges, containers etc. modded or vanilla) The new bottle filler and emptier, Critters drop offs etc. As of now the mod is to unpredictable to keep installed.
Villain Vibe Nov 28, 2024 @ 11:01am 
Same here crash when clicking on critter drop off
Kidhedera Nov 28, 2024 @ 10:33am 
I get a crash if I click on the ration box with this installed. Unfortunately my game isn't generating a player.log file and I'm not sure why.
Rubacava  [author] Nov 27, 2024 @ 4:32pm 
Fixed UI bug
[^sMauG^] Nov 27, 2024 @ 10:04am 
Hi!
It's happening again with the last update, the mode has disappeared.
Oniwabanshu Mar 5, 2024 @ 7:24pm 
Thanks for the fix!
Oniwabanshu Mar 4, 2024 @ 2:46pm 
I'm having the same issue as chronodt, there is no option to select between modes, and the recently installed sensors are failing to detect any resources at all.
https://imgur.com/a/MNQ7s4K
chronodt Mar 4, 2024 @ 1:22pm 
The UI changes in the latest update make it impossible to select the kind of sensor (global/distance/room) and sometimes the resource to minitor bugs out
Oniwabanshu Jan 17, 2024 @ 7:31pm 
Thanks a lot!
Rubacava  [author] Jan 17, 2024 @ 5:50pm 
It would need to be other way around with that mod but I can increase the limits on this building if needed. Performance impact would be sorted as Global < Distance < Room. Global would be fastest since it uses the information from the resource list.
Oniwabanshu Jan 14, 2024 @ 10:54am 
Hello,
Would you please add support for "No Sensor Limits"?:
https://steamcommunity.com/sharedfiles/filedetails/?id=2277619848

And also, which one of the settings would impact performance the less, room, distance or global?
long Jun 28, 2023 @ 12:20am 
Great mod, but it can cause crashes.
cedaroo May 4, 2023 @ 7:17pm 
This! I just started a new base and this sensor has revolutionized my production queues. So much less micro-managing. So much more efficient. Thank you!

Any chance of doing the same for liquids and gasses in "available storage"? Perhaps as a "Gas Resource Sensor" and "Liquid Resource Sensor"?

Thanks for your consideration, and for this fantastic utility!
Rubacava  [author] Jan 22, 2023 @ 5:00am 
Added count storage buildings toggle with v1.1.0.
patrioticparadox Jan 5, 2023 @ 4:44am 
Thanks!
An additional mode would be interesting. Whereas Room Mode would only count loose items, Storage Mode would only count items inside buildings.
Rubacava  [author] Jan 5, 2023 @ 1:54am 
Currently It doesn't count what's inside storage buildings. I may add that as an additional toggle.
Caseycc Jan 4, 2023 @ 7:23pm 
It appears to count only loose items not any items in storages.
patrioticparadox Jan 4, 2023 @ 3:25pm 
In Room Mode does this count items in Storage? Or does it only count loose items?
Rubacava  [author] Jan 4, 2023 @ 8:17am 
Even better. I replied back on the issues page.
Caseycc Jan 4, 2023 @ 6:36am 
Screenshots are hard to put on steam so I made an issue on your Github page and added screenshots.
Rubacava  [author] Jan 4, 2023 @ 2:18am 
Can you send your save file and/or a screenshot?
Caseycc Jan 3, 2023 @ 6:29pm 
I can not seem to get this to send a green signal. It's reporting 0 kg , but whether I put it to below or above 100kg the signal doesn't change from red. Odd.
JingJing Jan 3, 2023 @ 6:15am 
I will try and give you feed back.
3GuB  [author] Jan 3, 2023 @ 3:19am 
@Lily Thanks ^^
The Tempted Man Jan 2, 2023 @ 10:59pm 
Mmmm, sounds like just something i could use to make my Central Storage even better
Lily Jan 2, 2023 @ 1:20pm 
good work on the art!