Oxygen Not Included

Oxygen Not Included

Backwalls
275 Comments
Aki  [author] Nov 26 @ 11:04am 
@launghe88 which mod doesn't like it?
launghe88 Nov 26 @ 8:13am 
So because one of my mods doesn't like Mod Updater, I just uninstalled and re-installed and it's working for me... Thanks @Aki
launghe88 Nov 26 @ 8:07am 
@Aki thank you, will give it a go an report back
Aki  [author] Nov 25 @ 9:57pm 
@Launghe your mod is outdated, use Mod Updater
launghe88 Nov 25 @ 5:21pm 
InvalidCastException: Specified cast is not valid.

Backwalls.Cmps.BackwallLink.OnHighlightChanged (System.Object data) (at <67d8b3fd471f4dfa8f014838d7b728dd>:0)
EventSystem+Entry.Invoke (System.Object data) (at <eeaae6bd36c2418387bac55a246d67a2>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <eeaae6bd36c2418387bac55a246d67a2>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <eeaae6bd36c2418387bac55a246d67a2>:0)
KSelectable.ClearHighlight () (at <b8bbe8feabd6498dbbd63aedd2718a83>:0)
KSelectable.Hover (System.Boolean playAudio) (at <b8bbe8feabd6498dbbd63aedd2718a83>:0)
InterfaceTool.LateUpdate () (at <b8bbe8feabd6498dbbd63aedd2718a83>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Build: U57-701091-SCRPN
FalconerHG Nov 23 @ 11:52pm 
Works flawlessly now!

Thanks for the mod Aki.
Aki  [author] Nov 23 @ 11:41am 
@Invictus: that is a bug that happens with any mod. This mod is compatible with all DLC-s.

Try unsubscribing, starting game, then re-subscribing to this mod.

If that didn't work, try clearing workshop cache: https://github.com/aki-art/ONI-Mods/wiki/Download-Failed-error
Invictus Nov 23 @ 11:01am 
I can't activate it anymore, it says "not compatible with DLC" :(
Aki  [author] Nov 22 @ 9:26pm 
@flutterjackdash626 direct download has been updated: https://github.com/aki-art/ONI-Mods/releases/tag/v1.5.2.0-backwalls

as for the Workshop being weird and mods disappearing, there has been issues with Steam itself for the past week, there is nothing modders can do to fix that from out end, sorry about that.
flutterjackdash626 Nov 22 @ 9:09am 
I can't even see this on my mods list, and Github has a version from March 1st, 2024. I really do like this mod, and I would love to see it working again.
FalconerHG Nov 22 @ 8:23am 
Unfortunately it is still crashing. I raised an issue with the player.log file included.
FalconerHG Nov 22 @ 8:05am 
Thanks so much!
MiserableGamer Nov 22 @ 2:04am 
Sweet!!!
Aki  [author] Nov 22 @ 12:17am 
@MiserableGamer While toggled, you can hold the mousebutton down, and the walls will fill a room. Sort of like Terraria's smart build for their backwalls.
MiserableGamer Nov 22 @ 12:14am 
What's the Smart build action??
Aki  [author] Nov 21 @ 11:18pm 
Version v1.5.2
- Updated to Nov QoL
- Changed default shortcut for smart walls mode to `Ctrl` + `B`
- added `BlockDecorBehindWalls_FancyWall` tag to these walls for better compatibility (PR by Lopeh)
不杀你算我输 Nov 21 @ 5:29am 
希望更新
The Toblin Nov 21 @ 12:57am 
InvalidCastException: Specified cast is not valid.
at Backwalls.Cmps.BackwallLink.OnHighlightChanged (System.Object data) [0x00000] in <67d8b3fd471f4dfa8f014838d7b728dd>:0
at EventSystem+Entry.Invoke (System.Object data) [0x0002b] in <0785f6c612c54efca8ba8a38cb25e699>

_snipped_ (message too long) Hope that helps
The Toblin Nov 21 @ 12:57am 
Yeah, the QoL update seems to have completely effed this mod up. It doesn't crash on load, like so many other mods, but when you get in game and it tries to load backwalls, SOME of them seem to cause a crash. I don't really have any useful test case in finding what exactly caused the crash, but I'll post a crash message. 1000 character limit is a problem here...
FalconerHG Nov 20 @ 1:50pm 
Sorry for the spam - can't select new backwall tiles after they are built and the color/texture picker does not come up.

So truly broken at the moment
FalconerHG Nov 20 @ 1:46pm 
Update: after restarting the game a second time, the backwalls are back in the menu. Still can't select existing ones, but that's not a huge issue at the moment.
FalconerHG Nov 20 @ 1:40pm 
No longer works with the latest updates.

Option to build new wall tiles has disappeared from the build menu and existing wall tiles cannot be selected.
Zackbot Nov 10 @ 9:44pm 
this has to be one of the best designed mods of all time. not kidding. been using this for over a year and can't live without it. you can balance the costs and decor to your liking with is just chef's kiss for anyone who wants to keep the game fair, for whatever "fair" means to them. it works seamlessly with countless other mods and it really brings a base to life more than the existing drywall blueprints do. if i could upvote a mod more than once, i would
Vivixian Nov 10 @ 3:06am 
Nevermind, updating the mod helped, thank you for making the mod which allows me to make the bases shiny beyond reason
Vivixian Nov 10 @ 2:57am 
I cannot set new backwall patterns, help needed
Aki  [author] Nov 2 @ 6:38am 
@ysdron this mod is fully functional still. If you are having an issue, please describe what isn't working. and send a log: https://github.com/aki-art/ONI-Mods/wiki/How-to-send-a-log
ysdron Oct 8 @ 10:57am 
mod off,
nao funcina mais
it doesn't work anymore
Thaipo Aug 1 @ 4:26am 
@cloudsystem4 what mod was it that was conflicting? i'm still getting 0 decor for the backwalls
WhiteWolf Jul 31 @ 10:31am 
I think sealed backwall has to be tuned/adjusted.

In comparison the standard drywall:
- It costs additional resources (additional 5 diamond or glass)
- It gives less decor (only 5 decor is 10 of standard drywall).

So it's more expensive and worse. I like the design but it would be nice to be balanced around vanilla drywall (e.g. either same stats with just design change or slightly better -e.g. more decor - while being more expensive).

In the mod description you have "+10 decor" for sealed backwall but in game is only "+5 decor".
Krovah Jul 31 @ 9:02am 
Is it possible to add the option to hide conveyer/logistic rails behind backwalls? I still see the items on the rails pop up as little circles (like they do on the conveyer loaders when set with an item filter).
WhiteWolf Jul 27 @ 4:31am 
Any chance the mod can be expanded to tempshift plates? Backwalls look amazing but since you cannot change the tempshift plates design, it screws up the entire view in a cooling chamber.

Thank you.
MathiusXII Jun 25 @ 7:23pm 
Reported a bug where certain overlays don't show on backwalls
https://github.com/aki-art/ONI-Mods/issues/104
유맘 Jun 16 @ 8:24am 
I really like your mod, but when I played the game again after a long time, I realized that while I could copy facility settings before and paint many areas at once, the facility setting copy key suddenly doesn't work. Just in case, I tried experimenting with other buildings, tiles, wallpapers, etc., but only your wallpaper mod doesn't work. Is there a way to fix this?
Aki  [author] Jun 12 @ 11:18am 
Reminder that "it crashes" does not help modders. describe when it crashes, what you see, and send a log : https://github.com/aki-art/ONI-Mods/wiki/How-to-send-a-log
CovertJaguar Jun 7 @ 4:12pm 
@Yaslana I've been getting the same Backwalls.UI.BackwallSidescreen.SetTarget crash. Only a couple of times so far. It seems to happen when I click on a dupe then on a backwall.
AIAvaTarIX May 14 @ 3:46am 
Mod Error
Cosmoros May 13 @ 2:48pm 
Tile light from Expanded Lights won't allow me to place a background tile in same spot it is positioned.

Could this be fixed?
Aki  [author] Apr 26 @ 1:18pm 
@Furro Automata the 2 mods have no imcompatibilities. Please use Mod Updater and make sure both mods are up to date
Furro Automata Apr 23 @ 7:28pm 
It doesn't work alongside true tiles even though they are the only two mods running; it gives an error right from startup. Base game without DLC
jerome.tremblay Mar 29 @ 4:32pm 
How hard would it be to allow natural tiles textures? I would like to create natural backwalls, like I am inside the cave.
Aki  [author] Mar 20 @ 9:02am 
@Big Tree that is from True Tiles, default obsidian carpet skin
Big Tree Mar 19 @ 10:47pm 
Dear Aki, I didn't find out which one is the backwall with yellow stars and blue background (the one appears in the fourth picture in your description). Do we still have it or we delete this one in the lastest version?
cloudsystem4 Mar 18 @ 12:37pm 
edit: it was a conflicting mod, decor is fine
cloudsystem4 Mar 18 @ 11:52am 
the decor isnt working
cloudsystem4 Mar 18 @ 11:10am 
is there an option to change what building materials i can use? i want to build them with wood
SupremeLeaderSelene Feb 16 @ 11:44am 
I cant change the decoration? like there is no option too?
Aki  [author] Feb 12 @ 4:37am 
@Gabrieldbs click on any and select the decoration. use copy settings to apply it to other tiles.
Gabrieldbs Feb 9 @ 4:45pm 
BUG: Why doesn't my back wall have decoration? https://imgur.com/a/UNGB4bO
Aki  [author] Jan 16 @ 12:22pm 
@Yaslana hi, please send the whole log: https://github.com/aki-art/ONI-Mods/wiki/How-to-send-a-log
Yaslana Jan 16 @ 7:03am 
SelectTool.Select (KSelectable new_selected, System.Boolean skipSound) (at <de0c0e5fa40841fd91ceee72b50cf78f>:0)
SelectTool.OnLeftClickDown (UnityEngine.Vector3 cursor_pos) (at <de0c0e5fa40841fd91ceee72b50cf78f>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at <de0c0e5fa40841fd91ceee72b50cf78f>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <82d98ed04cc642f199bc654910617431>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <82d98ed04cc642f199bc654910617431>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <82d98ed04cc642f199bc654910617431>:0)
KInputController.Dispatch () (at <82d98ed04cc642f199bc654910617431>:0)
KInputManager.Dispatch () (at <82d98ed04cc642f199bc654910617431>:0)
KInputManager.Update () (at <82d98ed04cc642f199bc654910617431>:0)
GameInputManager.Update () (at <82d98ed04cc642f199bc654910617431>:0)
Global.Update () (at <de0c0e5fa40841fd91ceee72b50cf78f>:0)