may be what I'm saying doesn't even make sense.
Oh! Thanks for the quick reply! I can see the planets but I'm not sure how to edit them since the url offers a UI and not code.
You will need to update the content of the planet to match what that planet type should have. If you change the planet type without changing the planet's content, the game will wipe the content that does not match and you will likely be left with a planet that doesn't contain anything. Falls asleep every 300-600s, for 15-30s (average of 30s per cycle) Loud Sleeper. 'This Duplicant can and will fall asleep anytime, anyplace'. Thanks also to the voiceroid hairstyle mod, for giving me the idea to make customising duplicant appearance more of a thing. And, obviously, the team at Klei for making a game at all. AbstractPlanet already has an edit function (onPlanetModify), so the only thing left is for the UI to support changing the planet type and updating the planet content. 'This Duplicant sucks up way more than their fair share of Oxygen'. I have to thank the Oxygen Not Included modding community for providing all the clever guides and tools and stuff that let me make this mod. Shove 'em on a wheel and have them generate power for you To build the Squirrel Wheel, you need 200kg each of metal ore and wood. Go Pips, go Harness the power of Pips with this Squirrel Wheel mod.
In the code, each planet is rendered by PlanetListItemĀ and edited by AbstractPlanet. Generate free power by running Pips on squirrel wheels. To get to the planets, load your save file and navigate to `#/planets` by typing in the url manually, ex ` `. Currently, the UI has read-only support for planets, but the save parser itself can modify them. you'll have to start the colony, save then load that save in the editor and then reload the modified save file but you can change. There is a savegame editor named duplicity that will let you modify your dupes or basicly any other object on the map. You can actually get to the planet editor by changing the url to #/planets, but there's nothing you can do there at the moment.I explored the idea of a planet editor before, but didn't make much progress on it. Just sometimes I've asked stuff like this on Reddit only to be downvoted and no one sees it. So just the diffuser on its own is good enough for 5 normal dupes, 500/75 6.6 dupes with divers lungs.
8:07am Duplicant editor is there one out now < > Showing 1-3 of 3 comments. Looking at the database entry for Oxygen (Gas) you can see that a normal duplicant requires 100g/s, whilst the diffuser outputs 500g/s on its own.The result is unless I populate the edited planet with the correct details for that planet type, it deletes all the content and you end up with an empty planet. Skills and Jobs go hand-in-hand, and are very important in Oxygen Not Included. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Oxygen Not Included > General Discussions > Topic Details. The game stores the contents of the planets in the save file, but verifies them on load and deletes what is inappropriate. I could still set it up to switch between the existing destinations, but I would have to duplicate all of the destination generation logic. I started work on a space destination editor a while ago, but lost interest when it turned out all the info is verified when it loads so you can't make custom planets.
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GitHub - RoboPhred/oni-duplicity: A web-hosted, locally-running save editor for Oxygen Not Included. You can savescum the resource allocation for space destinations, but that late into a game itĀ“s a pain to do it.] A web-hosted, locally-running save editor for Oxygen Not Included. So instead of endlessly rolling duplicants I edit them. If there is no way, I would love to have this added Is there a way to edit space destinations at the moment ?