#Oxygen

1253 messages · Page 2 of 2 (latest)

rotund belfry
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Not sure if you’re still working on this, but would you be willing to add a config for EladsHUD users to have the oxygen bar placed above the stamina bar, like how InsanityDisplay does it?

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I like the more compact look and it would be nice as an option for Oxygen.

marble notch
sturdy coral
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does this allow us to change the oxygen bar color or no i forgot

marble notch
sturdy coral
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k

sturdy coral
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how come when the "makeitvanilla" config setting is set to true nobody can still join?

marble notch
sturdy coral
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oh ok

sturdy coral
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so what version was this mode not a server mod?

marble notch
sturdy coral
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alr

sturdy coral
marble notch
sturdy coral
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let me see do i have to downgrade csync too?

sturdy coral
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ahah found the issue csync has to be on version 4 otherwise is breaks

sturdy coral
marble notch
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Version 1.5.6:

  • Fixed bug when you could breathe in a facility
  • The "MakeItVanilla" option in the config has become obsolete
cobalt sapphire
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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.

marble notch
cobalt sapphire
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Okie

cobalt sapphire
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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.

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Other ideas could technically be rewritten to fit Oxygen mechanics, but I felt Atmospheric Erosion fit the most.

marble notch
marble notch
cobalt sapphire
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yeah, although only spores was going to be related to Oxygen

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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.

marble notch
marble notch
cobalt sapphire
# marble notch 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.

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Watched this a LONG time ago so I always envisioned spore weather looking like snow, but it could be pretty much anything tbh

marble notch
cobalt sapphire
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😮

cobalt sapphire
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@marble notch I was a bit too tired to say anything other than be amazed, very pretty.

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Also if it feels too much like snow there are some things that could help split it apart visually.

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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.

marble notch
cobalt sapphire
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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.

tired path
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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?

restive patrol
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hi, if it isn't too much to ask

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could you please remove the secTimer log?

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or make it a configuration for debug

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it keeps spamming even when the planet is green

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the only time it doesn't appear is when the player is in the ship or orbit

restive patrol
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also

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for some reason the Oxygen isn't working with OopsAllFlooded

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when i'm inside the facility and underwater, it doesn't drain oxygen fast

marble notch
# tired path Hey, love the mod but I was wondering if I did something wrong with the config f...

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.

marble notch
marble notch
tired path
restive patrol
restive patrol
marble notch
restive patrol
marble notch
restive patrol
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And the update never got pushed... might as well wait for v55 to see if this mod breaks normalcat

marble notch
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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
marble notch
restive patrol
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Bro cooked 🔥 i should have believed until the end

restive patrol
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idk what this means

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the limitedOxygenAmountOnEclipsed is like

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the amount of times someone can use de OxyCharger before it running out?

marble notch
restive patrol
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including the OxyCharger? or it just work with the autoFIllingOnShip enabled?

north wagon
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mod breaks on new update

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(sending logs in a sec)

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huh

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nevermind it works now

marble notch
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lol

versed fox
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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)

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didnt have this previously so if anybody else has it lmk ig

restive patrol
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I can check it later

errant pumice
# versed fox didnt have this previously so if anybody else has it lmk ig

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)

restive patrol
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Oxyboost doesn't boost just oxygen now lol

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Imagine stacking 4 oxyboost on inventory

errant pumice
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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

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and the only way to nullify the additional weight is hold the amount of oxyboosts you just had dropped

restive patrol
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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

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It's not so annoying because is too little, but it shouln't happen i guess?

versed fox
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just dont have your seal broken 5head

versed fox
olive hill
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would be cool if the low oxy from eclipses was its own weather event

sturdy coral
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if only this mod was still client sided 😔

marble notch
marble notch
marble notch
olive hill
marble notch
marble notch
marble notch
sturdy coral
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doubt anything has changed

north wagon
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Sitting in car replenishes oxygen

north wagon
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small idea, with immersive visor when the visor breaches, possibly add a small leaking sound?

marble notch
marble notch
north wagon
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Could be a toggle

north wagon
marble notch
marble notch
north wagon
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Wasn’t sure if it was intentional or not

marble notch
void apex
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having trouble with v1.6.1 where the carry weight hud won't readjust when oxygen mod is enabled. this is with dependencies only

marble notch
jovial canopy
# marble notch 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

marble notch
jovial canopy
marble notch
marble notch
spiral orbit
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content warning???

dense heron
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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

dense heron
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Also maybe the vanilla oxygen alarm sound could fit instead of notifications but that's just an idea

marble notch
marble notch
dense heron
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Only disabling the HUD that's what I was talking about

marble notch
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but I'll add it if you need

dense heron
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Sure thing! But it is really up to you ofc!

marble notch
dense heron
light cairn
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Why is oxyboost weight is negative

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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

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Also tried fixing with lethal quantities but it didn't worked

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V64 btw

light cairn
hallow arch
light cairn
hallow arch
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im not a modder but i don't think this mod is what causes the bug

light cairn
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Oxyboosters are bugged

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I mean they are not exactly bugged

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The creator just gave them negative weight value for some reason

olive hill
light cairn
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See till needs fixing

dusty patio
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That bug isn't happening on my end

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Oxyboost works fine afaik

olive hill
# marble notch thank you)

hey small issue, when using wider ship + 2 story ship + lethalpiperemoval even when having the tank disabled it still appears

north wagon
tawdry condor
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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.

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My intent is to have moons of varying oxygen use outside (none,low,medium,high), but this has me at a roadblock.

tawdry condor
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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.

tawdry condor
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Hmm...

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@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.

marble notch
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oh, that's actually a r2modman's problem, since in gale manager everything looks normal

tawdry condor
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Hmm okay. That seemed to be it since it's working perfectly now. Thanks for the reply! 👍

marble notch
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next time ping me right away

marble notch
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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)
dark bobcat
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sick

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for some reason oxygen doesn't work on Wesley's moons "atlantica"

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like when the interior floods

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it just doesnt take that into account

subtle snow
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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

icy flax
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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 KaguyaStare

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I want to have Secret Labs and Atlas Abyss be green-moons in the config so Oxygen is not lost there

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This is only an issue with moons that have names like that

vagrant pebble
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@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

marble notch
marble notch
marble notch
vagrant pebble
marble notch
marble notch
vagrant pebble
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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!

dark bobcat
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Hey I’ve got a request for you

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There’s another mod which is compatible with Elads display but it’s discontinued

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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

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The creator is active and bug fixes it but he isn’t bothered to fix it

icy flax
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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

small grove
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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

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@marble notch your previous messages say to ping you! wave

marble notch
# small grove Hello! probably a crappy question so apologies in advance. If it is possible, ...

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.

https://github.com/Malcolm-Q/LC-LateGameUpgrades/blob/b9a3e0101bbdb141956ace21b22d4cfe9e686066/MoreShipUpgrades/Compat/OxygenCompat.cs#L10

GitHub

Repo for the LateGameUpgrades Lethal Company Mod. Contribute to Malcolm-Q/LC-LateGameUpgrades development by creating an account on GitHub.

small grove
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Awesome, in my head that could work, but I'm usually wrong to be fair.
Thank you kindly!

marble notch
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if the name of the moon there is the same then write me. maybe my mod processes the moon names with spaces incorrectly

marble notch
dark bobcat
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That would be amazing if you could

icy flax
sturdy coral
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maybe the space in the moons name causing the config to not work

icy flax
olive hill
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(ofc when using a mod that removes it like sciencebird tweaks)

summer valley
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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?

summer valley
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ok so green planets just disable them no matter what

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i found a workaround, that giving a negative rate allows oxygen regen

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so i'll use that instead of green planets

icy flax
summer valley
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And it seemed to work

icy flax
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ah makes sense

marble notch
marble notch
marble notch
marble notch
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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
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@icy flax @vagrant pebble @olive hill All mentioned bugs should be fixed now)

icy flax
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Ty ty

vagrant pebble
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@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?

marble notch
placid dirge
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wait so does this mod make the planet oxygen unbreathable or is it just for water

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I’m mixing it up with another mod

vagrant pebble
placid dirge
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interesting

summer valley
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it's configurable

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you can have some planets that still have breathable air (oxygen won't go down)

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but otherwise it'll go down at a constant rate

icy flax
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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

verbal portal
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yeah, that'd be really cool

marble notch
soft sorrel
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Random question, does the mod work with the LategameUpgrades mod and it's Oxygen Canisters upgrade?

soft sorrel
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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?

inland blade
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Does this work in v73?

shrewd ice
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from my testing it does

warm lava
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does someone know how to make the oxygen bar autohide with elads hud installed?

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it doesnt seem to work

white iris
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how do you move the oxygen canister?

olive hill
white iris
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can you make the oxygen last longer?

olive hill
warm lava
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@marble notch do you plan on updating to v73?

shrewd ice
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It still works on v73

olive hill
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you can turn of the automatic mode

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so it fills when you close the ship doors

shrewd ice
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Mine still works

white iris
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Make an update where you can move the oxygen tank. @marble notch

solid oracle
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Refill sound not playing.

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V73

marble notch
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@warm lava @olive hill @white iris @solid oracle

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I will check

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but it worked last time.. hm

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was busy last few months.. maybe it's time to fix all the issues 🙂

marble notch
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Version 1.6.7:

  • Fixes bugs caused by v81