#Oxygen
1253 messages · Page 2 of 2 (latest)
Didn't see your message.. I could do it, but in that case, I'll need to move other mods HUD above mine
does this allow us to change the oxygen bar color or no i forgot
no, there's no such setting
k
how come when the "makeitvanilla" config setting is set to true nobody can still join?
sorry for the long reply. don't forget to mention me. actually, I forgot to make this option obsolete. but since the mod's dependency on CSync was updated to v4 the mod became a server mod (this is problem on CSync'a side). that's the reason why you can't join even with “true”.
oh ok
so what version was this mode not a server mod?
v1.5.3
alr
i don't think 1.5.3 works on v50
oh well tho 😭
are you sure? there's no many changes between the latest one and 1.5.3
let me see do i have to downgrade csync too?
ahah found the issue csync has to be on version 4 otherwise is breaks
hmm tho im pretty sure it woild cause issues for other mods using csync ill figure it out if i get a mod that needs it
yeah, downgrade it to 3.1.1 if you didn't
Version 1.5.6:
- Fixed bug when you could breathe in a facility
- The "MakeItVanilla" option in the config has become obsolete
I think I previously asked for a unique weather that affected O2, and I think I've got an easier follow up. Recently I was testing the modded moon Fray. Its interior strangled by a thick green fog, and it got me thinking; would it be possible make an O2 drain that detects for if players are within a foggy environments like Foggy weather, valve leaks, and modded foggy environments? I still have weather ideas concerning O2 draining weathers, but if this could be implemented then valve leaks, cleaner drones, and other mostly passive/environmental things become hazardous, but not outright lethal.
hm. I know that I can get the type of weather on the planet, but I don't know if I can know whether a player in fog or not. I'll search for this 🙂
yeah, maybe u asked for that earlier... that's actually a good idea, I'd appreciate it if you created a ticket on GitHub and formulate an idea there (if you have an account). it's a little difficult to remember all ideas here)
Okie
I don't know if the idea I sent was what you had in mind for "weather" but I recently brainstormed a ton of dystopian/apocalyptic weathers in the mod-ideas section so I already had stuff like this in my head.
Other ideas could technically be rewritten to fit Oxygen mechanics, but I felt Atmospheric Erosion fit the most.
my ideas were just to experiment with the weather, but I didn't come up with anything serious)
are these other ideas? #1245025526209450075 message
yeah, although only spores was going to be related to Oxygen
You could just apply that stuff to fog if that works out better, but thought I'd give the full idea just incase it interested you.
the spores idea looks interesting tho
yes, I would like to hear this idea)
I was tired when I wrote that, sorry if there was a misunderstanding. I meant I wanted to propose the full Atmospheric Erosion weather type since it only really makes sense with Oxygen, but I assume you more mean mixing spores and fog.
Spore Clouds
An infectious contagion has overrun the moon’s surface and facilities, filling the air with faint, snowlike spores present even within facilities. Moving around in spore-filled environments places strain on your filtration device, increasing stamina drain by 10%.
Originally this was going to have oxygen strain instead of stamina drain, but, if I'm not mistaken, it should be possible to augment foggy weather into an Oxygen dynamic weather with one or both of those effects. It wouldn't have the pretty spore effects, or you could use foggy weather itself as a platform to build off of and make your own weather with spore effects if you wanted to go with that idea instead.
Watched this a LONG time ago so I always envisioned spore weather looking like snow, but it could be pretty much anything tbh
ok, I'll keep that in mind)
I was experimenting with your ideas and did this, and after that, I accidentally understood that I had actually merged your two ideas together lol 🙂
😮
@marble notch I was a bit too tired to say anything other than be amazed, very pretty.
Also if it feels too much like snow there are some things that could help split it apart visually.
Some spores are bioluminscent, dunno if that's possible, but it's a thing. The other two have some low hanging smog-like effect that drags across the ground.
maybe it'll help if I make them more beige (like it's in the second photo). I disabled several game's visual shaders in order to see the stars in the sky. but since I accidentally merged two ideas this "snow" might look better with all the shaders enabled)
That works. Whatever you wanna do go for it cause It's your mod, I just threw an idea out there with some extra material. I'll be playing with it whatever route you wind up taking.
Hey, love the mod but I was wondering if I did something wrong with the config file, I set Adamance to be a green planet and also set the dungeons to that planet to be "green" too.
The moon Adamance works as a green planet,
But the dungeon still requires oxygen, perhaps it's because a custom dungeon?
hi, if it isn't too much to ask
could you please remove the secTimer log?
or make it a configuration for debug
it keeps spamming even when the planet is green
the only time it doesn't appear is when the player is in the ship or orbit
also
for some reason the Oxygen isn't working with OopsAllFlooded
when i'm inside the facility and underwater, it doesn't drain oxygen fast
hi. there's no difference whether it's a custom dungeon or not. actually, if you add "Adamance@0" to the "decreasingOxygenInFactoryMoons" it won't add basic consumption but remains additional ones, like due to running, etc. so there's no way to completely disable oxygen consumption in a dungeon (for now). But I'm thinking of a small rework here. besides adding the ability to completely disable the oxygen consumption it would be better if this option depended on the dungeon name, not the moon name.
hi. I can, but the main purpose of a console is debugging 🙂 when it comes to checking what a player has sent to me, I have to tell them to enable the debug mode. it's an extra step before I understand where the problem is
I'll check later
Ah alright, thank you for the explanation, I really appreciate it
I understand, maybe you could make debug mode true by default?
Thx
okay, I can do it like this
any progress? 😔
forgot to mention actually, but yeah. that was quite simple all because of one if. I'll soon push an update
And the update never got pushed... might as well wait for v55 to see if this mod breaks 
Tested on v55
Version 1.6.0:
- Added support for LCVR
- NEW: Weather complications. When travelling to a planet with "eclipsed" weather conditions, the amount of oxygen on the ship is limited until you leave the planet. (configurable in the config). The amount of remained oxygen is synced between players.
- Fixed compatibility with the "Oops! All Flooded!" mod (didn't add oxygen consumption underwater in the facility)
- Fixed the problem with inaccurate vanilla HUD value display. (Thanks to the necrowing's DramaMask mod)
- Reworked oxygen consumption when player is running (now, it always checks whether the player is running and, based on that, subtracts a value calculated from the stamina used)
- Added auto-refill player's oxygen level when the round has just started
- Added variance to auto-fill oxygen when the player is on a ship and the doors are closed
- Updated oxygen HUD with the "EladsHUD" mod
- Added audio sync between players in OxyCharger
- Updated the audio logic to play a different sound if the player has just stopped being afraid
- The "oxygenRunning" variable was replaced on the "runningMultiplier" in the config
- Changed the name of some config entries (they should automatically migrate to new ones)
- New variable "AccurateMeter" in the config
nah bro, look at this 🙂
(actually i just wanted to push one big update instead of lots of small updates)
Bro cooked 🔥 i should have believed until the end
idk what this means
the limitedOxygenAmountOnEclipsed is like
the amount of times someone can use de OxyCharger before it running out?
No. This is the amount of oxygen that players will be able to recover on the ship in a round if the weather is "Eclipsed"
including the OxyCharger? or it just work with the autoFIllingOnShip enabled?
with both
lol
unsure if its specifically this mod breaking itself, likely its another mod update, but fsr now whenever i pick up oxyBoosts they give me a negative weight bug once theyre dropped (each adds 21lbs when dropped, goes back to 0 when picked back up)
didnt have this previously so if anybody else has it lmk ig
I can check it later
had this issue a while back
oxyboost has a weight of about -20 lbs for some reason
you can fix this issue for now by using the mod "ItemWeights", adding oxyboost to the configuration and manually setting its weight to whatever you like, such as 0 lbs, and the problem is solved
(key to add an item to the config is "I", rebindable)
Oxyboost doesn't boost just oxygen now lol
Imagine stacking 4 oxyboost on inventory
it didn't seem to stack like that, and that I do not know why, but it was never an issue until v55 for me
so stacking 4 oxyboosts would probably garner you an additional yet permanent ~84 lbs until you restart the lobby or die
and the only way to nullify the additional weight is hold the amount of oxyboosts you just had dropped
Also, one thing that i noticed is that if you have immersive visor and enable that feature where if your crack is on level 2, you lose oxygen even on green planets
It's not so annoying because is too little, but it shouln't happen i guess?
just dont have your seal broken 5head
ill look in to this, then. i tried it w a clean save and a previous modlist and still had the bug. ty
would be cool if the low oxy from eclipses was its own weather event
if only this mod was still client sided 😔
oh, strange. I'll check that
yeah, it shouldn't. I will fix it
I can do this as a separate weather event, but I will need to decorate this weather somehow, otherwise it would look unfinished
Ofc
Also maybe make it possible that the car has oxygen?
it has become server-sided because of CSync.. I'll see if anything has changed
if I figure out something I'll do this)
idk but I think yes. It would be cool, but I need to develop this idea
doubt anything has changed
Sitting in car replenishes oxygen
small idea, with immersive visor when the visor breaches, possibly add a small leaking sound?
I had such idea, but I thought it would irritate player 🙂
yeah, good idea, I will add this
Could be a toggle
No, it already does
yep, you're right. probably I'll add this
hm...
Wasn’t sure if it was intentional or not
it wasn't actually, I don't remember doing this) but maybe the game uses the same variable as ship... idk, I need to check it
having trouble with v1.6.1 where the carry weight hud won't readjust when oxygen mod is enabled. this is with dependencies only
Just answered you in the Github issue 🙂
Hello!
Is there a way to hide the Oxygen HUD without using ShyHud?
I would like to modify the oxygen consumption when in water for semi-aquatic interiors like the Mineshaft or with the OopsAllflooded mod, but I would like it to hide when 75% is consumed similar to how it is being applied with the ShyHud
hey! for now there's no way.. but I can add this as a config option
I would really appreciate it.
ok,I'll make it today or tomorrow
Hi. I've just published an update with this option. Check it)
thanks!
content warning???
Hey there, amazing mod but I'm double-ing the request of Moroxide in a second way, is there any chance to have a config setting to completely disable the oxygen meter at all for immersion reasons in modpacks that removes all HUD? If that's not too much of a hassle for you
Also maybe the vanilla oxygen alarm sound could fit instead of notifications but that's just an idea
Hey, thanks. Do you mean to disable oxygen mod without deleting it?
I haven't thought about it, but it seems cool actually... I'll think about it)
I meant the HUD part of the oxygen meter, just like Moroxide asked but like all the time hidden
Only disabling the HUD that's what I was talking about
When I was making the option for Moroxide I thought to add an option to choose at what oxygen value the HUD would disappear. And this would help you to completely hide it, but I didn't add it
but I'll add it if you need
Sure thing! But it is really up to you ofc!
I've just published an update) I added the 'autoHideHUD_value' option. For your specific problem, you need to set the option to 0
Thank you very much that's lovely, keep up the good work! Love what you did with this mod 🙂
thank you)
Why is oxyboost weight is negative
I had 0lb on me
I grabbed the oxyboost
Still 0lb
I drop the oxyboost
I got 21lb
I picked it up and got 0lb
The only way to fix it its to die or rejoin
Also tried fixing with lethal quantities but it didn't worked
V64 btw
The same as this one pretty much
I already fixed it with other mod but its doesn't mean that developer should ignore bugs in his mod
im not a modder but i don't think this mod is what causes the bug
Oxyboosters are bugged
I mean they are not exactly bugged
The creator just gave them negative weight value for some reason
thats not the creator giving it negative weight, rather its a separate bug that just ends up leading it to break shit
See till needs fixing
hey small issue, when using wider ship + 2 story ship + lethalpiperemoval even when having the tank disabled it still appears
i'd also like to be able to remove/move it
So am I doing something wrong here or is this setting broken? When I have just one moon listed the oxygen depletes fine, but as soon as I add a second moon, the oxygen stays full outside on both moons.
My intent is to have moons of varying oxygen use outside (none,low,medium,high), but this has me at a roadblock.
So after filling out the config completely, the moon-specific lists seem to be completely ignored in favor of the general decreaseOxygenOutside number value. So the outside moon list and green moon list don't get applied.
Hmm...
@marble notch sorry for the ping but do you have any insight on this? I'm formatting these lists the way the config is telling me to.
Hey, sorry for a late answer.. so, the example in the description for some reason doesn't show a semicolon between moons. can you try to type “[email protected];[email protected]”?
oh, that's actually a r2modman's problem, since in gale manager everything looks normal
Hmm okay. That seemed to be it since it's working perfectly now. Thanks for the reply! 👍
that's cool!
next time ping me right away
Version 1.6.4:
- Fixed bug when picking up the OxyBoost will increase the player's weight from 0 lbs to 21 lbs
- Added ability to die early if you can't get out from under the water for a long time (configurable in the config)
sick
for some reason oxygen doesn't work on Wesley's moons "atlantica"
like when the interior floods
it just doesnt take that into account
hello~ nothing major issue
on the latest update of oxygen mod, when emoting with TooManyEmote (only emote mod I use recently) something bar-like appearing on the top right. it seems like the bar when voting. version before the latest doesnt have this bug. these are only mods installed
Uhm, how do i specify a moon like "Secret Labs" in the config?
SecretLabs@0; doesn't work
Secret_Labs@0; and Secret-Labs@0; doesn't work
And Secret Labs@0; crashes the game when trying to start a lobby 
I want to have Secret Labs and Atlas Abyss be green-moons in the config so Oxygen is not lost there
This is only an issue with moons that have names like that
@marble notch Hello, would you consider adding a config to completely disable OxyBoost item from the mod? I do like the idea of the mod, but I already have quite some mods, and the Oxygen mod just breaks the whole store for me. It would be nice to have an option to disable the interaction with the store completely. It would be perfectly fine if the only option to refill oxygen was on the ship.
Also, an option to see the remaining time MM:SS of oxygen in idle would fit perfectly wit EladsHUD
sorry for long answer.. you should have mentioned me..) the oxygen mod writes in console names of moons. just look in the console. also, if I'm not mistaken the secret labs mod has the right moon name on the thunderstore page.
reply me if it won't work)
hey. haven't I added an option to disable OxyBoost in the config? if not I will check it later and add to the config, quite busy right now. The second idea sounds good, will do it!
Oh.. I think I know what causes this.. I will try to fix it
It looks like there is a config to disable OxyCharger, but not the OxyBoost item
this mod doesn't have support for that moon and any other moons. I will add support if it would be easy)
lol I think I forgot to add that) I will probably release a fix on the next week. something like that
Also, a couple of minor issues I noticed while testing:
I'm not sure if the Offset setting in the config has any effect with EladsHUD. When stamina consumption is enabled in EladsHUD, it overlaps with the remaining oxygen indicator. Adjusting the X Offset in the config didn't seem to resolve this issue.
Additionally, when the oxygen reaches zero and the player begins taking damage, entering the ship immediately stops this damage—even if the door remains open. This allows players to remain safely inside the ship without oxygen, which seems like a bug.
Overall, though, I greatly appreciate the effort you've put into this mod!
Sure
Hey I’ve got a request for you
There’s another mod which is compatible with Elads display but it’s discontinued
Do you think you might be able to adjust where the bar is on it since you know how to work that stuff? It’s out of line
The creator is active and bug fixes it but he isn’t bothered to fix it
The name is the same on the thunderstore page.
As for the log, it doesnt list the moon names, it just lists the moon names that i put in the config.
The actual name of the moon, as seen in LLL, LQ, and Thunderstore etc. is "Secret Labs"
And as i said, spaces in the config cause the game to crash when loading into a lobby
Hello!
probably a crappy question so apologies in advance.
If it is possible, how could the max oxygen amount or total value be upgraded?
I want to ask the person working on LethalStats(progression fork) to see if they'd be willing to make a compatibility patch, but I want to do the reachout work to make it easier
@marble notch your previous messages say to ping you! 
Hey. The mod doesn't have the max oxygen amount, it is a fixed value of 1. Instead you usually change the mod's config file. But I saw that a mod called "Late Game Upgrades" has added support for my mod to reduce oxygen consumption at a cost. You could provide it as an example, I think.
Awesome, in my head that could work, but I'm usually wrong to be fair.
Thank you kindly!
you sent a trimmed log... look by yourself for "Use these moons names in the config:" in the log file. after this sentence my mod prints all loaded moons
if the name of the moon there is the same then write me. maybe my mod processes the moon names with spaces incorrectly
the "Offset" setting works only with default HUD. I'll fix the compatibility issue with EladsHUD later.
the second issue is not a bug, it was made intentionally for easier gameplay, but I could add this feature as an optional setting in the config
yeah, I will fix it
It’s called drama mask
That would be amazing if you could
Oxygen goes down on Secret Labs despite using the same name shown in the log. Does not occur on Experimentation, where the same way of putting it in the config is used.
Pack used: 01967fb2-e43b-e319-ea69-23441f670889
Pack has basically nothing in it besides Oxygen and Secret Labs.
maybe the space in the moons name causing the config to not work
That is what i said before, yes
would it be possible in the future that if oxy can is disables it would not be on the ship
(ofc when using a mod that removes it like sciencebird tweaks)
on green planets does oxygen regen naturally when outside? i noticed it still has entries like Vow@0 instead of just Vow, is the value supposed to be passive regen?
ok so green planets just disable them no matter what
i found a workaround, that giving a negative rate allows oxygen regen
so i'll use that instead of green planets
When i tried that, it also made it happen whilst underwater, basically making it so you can't lose oxygen at all
I did notice that too, so for those planets I gave a oxygen loss underwater that was higher than the regain
And it seemed to work
ah makes sense
I did some research on it yesterday and found a problem in code 🙂
okay, I just won't spawn the custom oxygen canister and other mods would be able to remove it
amazing 👍
it shouldn't actually. I did it like that on purpose, since you cannot refill oxygen without a special equipment which you have on the ship. you just won't consume oxygen from canisters)
Version 1.6.5:
- Fixed a bug when the greenPlanets config option didn't work if a planet name had a whitespace
- Now if the AutoFillingOnShip config option set to WhenDoorsClosed and ship's doors are not closed oxygen consumption will continue
- Added a config option to toggle OxyBoost
- Added a config option to toggle OxyCharger
- Fixed compatibility with EladsHUD
- Fixed compatibility with TooManyEmotes
@icy flax @vagrant pebble @olive hill All mentioned bugs should be fixed now)
Ty ty
@marble notch
Could you kindly clarify the dependency between runningMultiplier and decreasingOxygenOutside? I’ve been testing different values, and it seems like the multiplier doesn’t scale linearly. For example, when I set runningMultiplier = 2, the oxygen drains about 7 times faster when sprinting compared to idle — which doesn’t match the expected 2x rate. Is there some internal formula or scaling being applied that overrides the raw config value?
the mod counts the amount of time player is running and multiplies it by runningMultiplier variable (if I'm not mistaken). I added a formula for running logic. maybe I will change it later cuz I did it with ChatGPT lol. decreasingOxygenOutside is amount of oxygen that would be consumed in idle or just walking.
wait so does this mod make the planet oxygen unbreathable or is it just for water
I’m mixing it up with another mod
Yes, this mod makes the planet oxygen unbreathable
interesting
it's configurable
you can have some planets that still have breathable air (oxygen won't go down)
but otherwise it'll go down at a constant rate
A cool future option might be to make it so oxygen gain/lose can also be changed by the weather
Namely the modded weather Toxic Smog comes to mind, but could also apply to stuff like Meteor Shower, Tornado, Snowfall, Blizzard
yeah, that'd be really cool
yeah, that sounds cool. I also thought about my own weathers but that require a lot of work)
Random question, does the mod work with the LategameUpgrades mod and it's Oxygen Canisters upgrade?
Also, one more thing to mention, I cannot seem to get rid of the Oxygen tanks in the ship no matter what, I use the MelanieMelicious 2 sToRy ShIp mod and because of that the Oxygen canisters are just kinda leaning on air, do you think you could maybe look into the configs as to why they won't re-adjust or even see if you can make a secondary config to make it compatible with the dimensions of the 2 story ship?
Does this work in v73?
from my testing it does
does someone know how to make the oxygen bar autohide with elads hud installed?
it doesnt seem to work
how do you move the oxygen canister?
cant
can you make the oxygen last longer?
yes, you can change the rate at which it goes down in the config
@marble notch do you plan on updating to v73?
It still works on v73
works besides the manual oxygen filling
you can turn of the automatic mode
so it fills when you close the ship doors
Mine still works
Make an update where you can move the oxygen tank. @marble notch
@warm lava @olive hill @white iris @solid oracle
I will check
but it worked last time.. hm
was busy last few months.. maybe it's time to fix all the issues 🙂
Version 1.6.7:
- Fixes bugs caused by v81