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Survival Not Required
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131.729 KB
2022 年 7 月 25 日 上午 4:45
8 月 9 日 下午 2:56
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Survival Not Required

描述
Kickstart your colony and recover from disasters more easily
One single mistake can doom your entire colony and make it seamingly unrecoverable – especially for beginners!

This mod enhances your Printing Pod and makes surviving the first day cycles significantly easier.

Oxygen Is Included
Your Printing Pod produces 500g/s of oxygen. This prevents a few duplicates from suffocating and even helps to recover an unbreathable base.

Potatoe battery generator
Your Printing Pod generates 400W for your power consumption needs. While this cannot power an entire colony, it helps as an emergency/backup power generator if everything else fails.

Water dispenser
Your Printing Pod produces 100g/s of water. This at least ensures that you can flush the toilet for the day.

New and even more optimistic Hope
Starting a new game will spawn your headquarters with a functional ventilation and a neat floor lamp. Don't damage this gas piping until you have Ventilation researched ... unless you want the oxygen generation to stop.

Change mod settings
Open the file %USERPROFILE%\Documents\Klei\OxygenNotIncluded\mods\Steam\2840201171\settings.yaml in a text editor and change the settings as your heart desires.

Concluding remarks
I hope this mod helps new players by making the beginning less overwhelming and punishing. More experienced players, who don't want to rush basic colony infrastructure and wish for a more relaxed game start, might enjoy this mod as well.

You have ideas to improve this mod or wish to see its source code? Take a look at the GitHub repository[github.com]!
90 条留言
Zach 11 月 8 日 下午 9:42 
The reason why oxygen pumping doesn't work when the lamp is disabled is because there isn't a wire hooked up to the printer pod, just hook up a single wire to make oxygen and water work again.
Tristan_Potato 9 月 17 日 下午 2:31 
i cant make new worlds with this enabled
n3mes1s 8 月 25 日 下午 6:27 
Also it doesnt matter if i try to make the mod "local". The game still keeps trying to update it. Is there a way to prevent this?
n3mes1s 8 月 22 日 下午 3:29 
Also we cant modify the file manually. Apparently it breaks the mod. No more oxygen pumping if i delete the lamp on the right from the text file.
n3mes1s 8 月 22 日 上午 11:31 
Pleaaase add options to the mod so we dont have to manually edit the file and screw up automatic updates..!! the water suply i find it rather pointless, it needs to be bumped a little bit.
ZakaVtuberTTV 8 月 11 日 下午 10:35 
Oh wow!! well I guess that's just how it is rn lmao
dsung  [作者] 8 月 9 日 下午 2:34 
So I've been testing some more and think this achievement is broken on its own.

You can test this by entering the sandbox mode, adding a manual generator and a lamp. You will notice how the report will say like 10 kJ added but the achievement will show 50 kJ.

I think the issue here is that the report uses a second as baseline while the achievement uses 200 milliseconds (that's 500% of the report).

There is nothing I can do here, since this happens even with the mod being disabled. Maybe someone else has an idea what is going on here.
ZakaVtuberTTV 8 月 1 日 下午 5:04 
Eyyy glad it wasn't just a me issue, I been kinda waiting to have time to figure this out or b. have it get fixed cause I was gonna go for super sustainable since I've never done it before and it was weird when it just popped like day 10 lmaoo
dsung  [作者] 7 月 29 日 下午 1:46 
@ZakaVtuberTTV @Spontaneite: I can confirm this issue. In my new game on Day 1 the stats show that 8kJ have been added but the achievement shows 420 kJ / 240,000 kJ already. Something must have broken the calculation. I will look into it!

@Bat stealer: It means you just open the file. In Windows you would want to open the file with Editor/Notepad. This settings.yaml is just a text file and can be easily edited.
Bat stealer 7 月 29 日 上午 1:32 
im dumb, what is a text editor