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I've encountered an issue: when I teleport a geyser from point A to point B (using the mod's Alt+Q), while the geyser does indeed spout resources (like water or brine) at point B, its actual space occupancy remains at point A. This causes problems when I try to build structures or walls at point A, as the game prompts me with “Can only build on unoccupied space.” Conversely, I can build normally at the geyser's displayed location at point B.
Now if RandomizerEnabled is false, it should always honor vanilla seed, regardless of other changes. (You can add custom geysers now, but the will never show up on their own.)
I can fix that and push an update.
https://senioritis.io/mathematics/probability/understanding-the-equivalence-of-1-2-0-5-and-50-math-concepts-explained/
Basically, that's what the computer uses. Temperatures are also in Kelvin not °C nor °F.
Change minIterationPercent and maxIterationPercent as well.
Could also be that the geyser is currently idle and you need to wait a bit of ingame time for it to refresh.
"minYearPercent": 1.0,
"maxYearPercent": 1.0
....but they still idle?
In the original game, the eruption rate of gas vents is much lower than that of liquid geysers. I want to significantly increase the eruption rate of gas vents while slightly increasing that of liquid geysers.
Therefore, I hope to separately set the breakthrough factors for gas vents and liquid geysers.
However, the process is pretty technical. You need to find out the IDs. Also, depending on how mods implemented their geysers, it's possible that the load order is bad (meaning they make their changes too late and this mod cannot change them, without a patch).
Try moving the folder "C:\Users\%username%\Documents\Klei\OxygenNotIncluded". Then repair game from Steam. You should also copy over the save games, but not the (keyboard) settings.
The mod menu has a button to export all settings.
Is there any way to change the geotuning element for custom geysers? It seems to default to dirt but I'm not sure how to change it
Hello, could you please add a switch for oil storage rocks? After enabling the mini map module in my asteroid game, I often fail to spawn oil storage rocks
Reset: Custom Default
Reset: All Off
Preset: No Dormancy
Preset: Copy
Preset: Enable All
None of them seem to copy the full range of parameters from the vanilla game.
can i adjust the temperature and delete the line of code like "id": "molten_aluminum", that i dont wanna include when generate?
When using the "Preset: copy" function, the only thing that gets copied to the config file is the ID and element of the geyser. It would be great if all of the parameters (temperature, rate, eruption period, etc) are copied through as well to make editing/testing easier.
For example, when using "Preset: copy" all I see in the config is:
{
"id": "hot_water",
"element": "Water"
},
This is a relatively minor issue but would be nice QoL. Again love your mods and really appreciate the high level of support you provide.
So set all of these values to 1. minIterationPercent, maxIterationPercent, minYearPercent, maxYearPercent
Then there is GenericGeyser, which is a placeholder without any visuals. As soon as this object gets revealed from the fog of war, it will be immediately replaced. I hook into this function and you can change how that works from the settings. Normally all geysers are equally likely and depend on X,Y and the world seed (and the number of possible geysers).
The settings have an RNG table, when enabled it will roll based on the weight. If everything has weight 1, all are equally likely. While a single 2 would be twice as likely. You can also set 0 and it will never be rolled.
My readmes are not clear. Somehow I keep typing long paragraphs on how stuff works, but I am too lazy to write it into a clear manual.
If the number of geysers is greater than normal, obviously the seed outcome will be different. But with these steps you can use the other features, if you like.