Fractal Softworks Forum

Starsector => Mods => Topic started by: creature on February 01, 2020, 03:01:39 PM

Title: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: creature on February 01, 2020, 03:01:39 PM

(https://i.ibb.co/TWwH0pN/yrex-flag.png)
Nijigen Extend
Download v.0.3.1 for 0.9.1a
 (https://bitbucket.org/tanem_rin/tanemrin_yrex_public/downloads/YREX_0.3.1.zip)

(https://i.ibb.co/Yc587cq/banner.gif)
newest version, 0.3.1; go to page 5 to read the release post

Mod Requirements:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Integrated with:
* Important: Do not use this mod with any lower version of YRXP.
Yuri Expedition v.2.0.0 or more (https://fractalsoftworks.com/forum/index.php?topic=17067.0)
Aria the Escalation (https://www.nexusmods.com/starsector/mods/38)
Version Checker V2.0 (https://fractalsoftworks.com/forum/index.php?topic=8181.0)

* Important: Before updating, always make a save copy just in case!

(https://i.ibb.co/Gc3g62s/yrex-update-guide.png)



Secrets

How to control the output of forge ships - UNLOCKED!
Finder: CKCritter (http://fractalsoftworks.com/forum/index.php?topic=17846.msg281460#msg281460)
Clue: They are in the place where things are set.
Secret: All of the important values of all forge mods in YREX, YRXP and ARIA are exposed in each mod's settings.json! While I recommend playing with the default values first, you can set them to whatever values you want, in case you want to fine-tune its balance to how you like to play, or just want to try God mode for a bit.

Addendum: Did you know Volturnian Lobsters have a mating season? Well, if you have this mod installed, they do! This is also set in settings.json, and if you have an active Volturnian Aquarium during those months, you can just sit back and watch your lobster numbers explode! (but only if you feed them, of course)
[close]



I. Summary:

This mod is an standalone expansion pack for Yuri Expedition (https://fractalsoftworks.com/forum/index.php?topic=17067.0) and Arian Empire (https://fractalsoftworks.com/forum/index.php?topic=17847.0). It contains the strange ideas I come up with that are either larger than either mod, or are silly and don't belong. These features include:

- Utility weapons - Items that are mounted on weapon slots but don't fire - instead giving unique bonues
- Forge Ships - Hullmods that allow the production of goods from the comfort of your own ship.
- Criminal Industries - Colony buildings that bring in money directly, but can negatively impact your colony in other ways.
- Agreus-Caparice Tech Cooperative - Adds a market in Agreus (Vanilla) and Caparice (YRXP), A&C Co-op, where you can buy the gadgets offered by this mod.

If you wish to only have these features but not install either faction, you can!



II. Utility Weapons:

* Important: These were part of Yuri Expedition, so if you have been using YRXP pre-2.0.0, and then update to the latest version of that mod, then you MUST also install this mod if you wish to continue your current save.

Engineering Bay / Maintenance Center / Emergency Repair Gantry

(https://i.ibb.co/X55WPn1/cover-turret-lowtech-small.png) (https://i.ibb.co/TLMXjD0/cover-turret-lowtech-medium.png) (https://i.ibb.co/wWLTkcq/cover-turret-lowtech-large.png)

This low-tech utility repairs the ship's armor around the weapon. Larger mounts repair a larger area and do so faster. They can be disabled, wherein the repair process stops, but resumes again when the weapon is repaired.

Flux Battery / Flux Battery Array / Auxiliary Flux Core

(https://i.ibb.co/YWr8rBG/cover-turret-hightech-small.png) (https://i.ibb.co/MDvNVn1/cover-turret-hightech-medium.png) (https://i.ibb.co/gDcQ54q/cover-turret-hightech-large.png)

This new high-tech utility 'weapon' will recover flux (even hard flux) equal to its ammo stores (500/1500/5000) when the ship goes over 50% of its maximum flux. Its sounds great, but don't get ahead of yourself! If the weapons get destroyed, the flux they've absorbed is released in the form of several EMP arcs that bounce around the ship! If you're not careful, Flux Batteries can arc into other Flux Batteries and they next thing you know, you have a completely disabled ship in the middle of an enemy fleet!

Reserve Ammo Magazine / Spare Ammo Dump / Backup Armory

(https://i.ibb.co/djsLwdv/cover-turret-midline-small.png)(https://i.ibb.co/xDS8rXx/cover-turret-midline-medium.png)(https://i.ibb.co/5jxjXk1/cover-turret-midline-large.png)

This one comes in the mid-line BP and it restores the ammo of missile weapons that have the same or smaller size than its mount! That, too, sounds great, and I bet you're raring to try out your infinite reaper ship, but just like the previous one - it has a fatal drawback. If this weapon is disabled, even just by stray EMP, the entire magazine will explode, and permanently disabling the weapon. More than that, it does 1000 High-Explosive damage straight into your hull for every remaining ammo in the magazine! If you want the power, you're gonna take on the risk! Enjoy your ticking time bombs!



III. Forge Ships:

Adds several hullmods that allows a ship to produce and convert goods as time passes. All of these hullmods are dependent on the (https://i.ibb.co/B2JwSnd/yrex-forge.png) Forge Ship hullmod being mounted first - this gives the ship one (1) slot to mount any of the forge mods below:

(https://i.ibb.co/z2xvgxR/yrex-centrifuge.png) Antimatter Centrifuge - Produces fuel from volatiles. Passively improves the ship's fuel economy.

(https://i.ibb.co/ncwP2Rf/yrex-smelter.png) Shipborne Smelter - Produces Metals and Transplutonics from Ores and Transplutonic Ores. Passively improves the ship's repair rate.

(https://i.ibb.co/KmBrMnM/yrex-manufacturing.png) Manufacturing Bay - Produces Supplies from Metals and Transplutonics. Passively increases the max ammo of all of this ship's weapons.

(https://i.ibb.co/X5w69D1/yrex-aquarium.png) Volturnian Aquarium - If you have at least 2 volturnian lobsters in your cargo, feeds Food (commodities) to them and lets them reproduce. Passively increases this ship's CR recovery rate.

This mod also adds a new ship (seen in the banner) which comes with the forge mod, and a related, if silly, mission.

-- Demo --
https://www.youtube.com/watch?v=4cJWfwaTYqo



IV. Criminal Industries:

* Important: These were part of Yuri Expedition, so if you have been using YRXP pre-2.0.0, and then update to the latest version of that mod, then you MUST also install this mod if you wish to continue your current save.

(https://i.ibb.co/bBnS0qT/yrex-crime.png) Mob-Run Business District - Greatly increases the colony's overall income at the cost of stability.

(https://i.ibb.co/B4XxHDF/yrex-privateer-haven.png) Privateer's Haven - Adds a pirate patrol and gives a steady income at the cost of a lot of stability.



V. Agreus-Caparice Tech Cooperative:

Everything added by this mod - weapons, hullmods and ships are available at the new submarket added at Agreus (Vanilla) and Caparice (YRXP). This fixes the problem I've found where the AI mounts these very special items in the absolute worst ways - crippling their own ships in the process. This way, these are now exclusive to the player! (Please use responsibly!)

Spoiler
(https://i.ibb.co/866mZLM/ac-coop.jpg)
[close]



VI. Special Thanks:

For providing their high-quality sprites free for the community to use:
HELMUT

The decals are made by these talented artists:
Tamomoko
koruri
tomono rui
g.haruka
okita
moyashi
miorine
mozuo
geduan
asuteroid
robert knight
aamond
u.s.m.c
h2so4
honzawa yuuichirou
sibu
ddal
ryosios

Special art for commodities, structures and hullmods:
Tamomoko
koruri
tomono rui
g.haruka
okita
moyashi

For coding and internals-related help:
Alex
Histidine
Sundog

For scripts and references (especially on faction creation):
Linking hull behaviors between parent and child modules - Dark.Revenant

Again, a big thank you to the Starsector team, who created this wonderful game that has, by now, claimed hundreds thousands of hours of my life.

And finally, you. Thank you for trying out YREX. I hope you enjoy it!
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: PyroFuzz on February 01, 2020, 03:31:22 PM
Wow! Finally, some utility for weapon mounts!
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: e on February 01, 2020, 03:42:04 PM
I like all this except the new industries, stability is MUCH more important than any income these industries can give. (money isn't a problem to begin with once you get your first colony up and going and start making profit.)

Also, is it possible to get blueprints for these new weapons?
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: Mr. Nobody on February 01, 2020, 03:50:24 PM
Quote
Arian Empire
Hmmm... There's no mod with that name... bigthunk.jpg
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: creature on February 01, 2020, 05:35:34 PM
Quote
Arian Empire
Hmmm... There's no mod with that name... bigthunk.jpg
Arian Empire (https://fractalsoftworks.com/forum/index.php?topic=17847.0)
It takes me a really long time to make these posts! Hee hee.

Now I'm off to edit YRXP's mod page! Please wait!
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: creature on February 01, 2020, 06:35:35 PM
Download for Nijigen Extend is now online!

Wow! Finally, some utility for weapon mounts!
Those are actually from Yuri Expedition, but now you can use them without installing a new faction!

I like all this except the new industries, stability is MUCH more important than any income these industries can give. (money isn't a problem to begin with once you get your first colony up and going and start making profit.)

Also, is it possible to get blueprints for these new weapons?
Yep! A&C Co-op has its own blueprint set for those.

And the new industries have some extra effects too, so you might consider getting them anyway!  ;)
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: Zoro89 on February 02, 2020, 04:12:42 AM
Agreus-Caparice Tech Cooperative - Adds a market in Agreus (Vanilla)
...
If you wish to only have these features but not install either faction, you can!

Your mod sounds very cool!
So I don't need to start a new game? Actually I don't use Yuri Expedition v.2.0.0 or Arian Empire.

Edit: It seems to work :)
Screenshot (https://i.ibb.co/Fn202Qd/Neue-Bitmap.png)
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: creature on February 02, 2020, 04:32:25 AM
Yup! That's the idea behind adding one market in Agreus! ;D

Enjoy!
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: e on February 02, 2020, 07:34:11 PM
And the new industries have some extra effects too, so you might consider getting them anyway!  ;)

kk, you picked my curiosity, so i'll find out myself now. ;)

Thanks!
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: MrRicey on February 03, 2020, 02:59:13 PM
Love the mod, but not sure why, but now the modspecs are causing a crash for me later down the campaign :l
Is it possible to have the criminal industries without them?
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: creature on February 03, 2020, 03:11:48 PM
Love the mod, but not sure why, but now the modspecs are causing a crash for me later down the campaign :l
Is it possible to have the criminal industries without them?
Unfortunately, no. It already took quite a bit of effort to separate this mod from Yuri Expedition, so I don't wish to spend more time on it instead of making new stuff.

If you would like, I could help you out in resolving that crash. If you could go to starsector.log and find the related error log (usually at the bottom of the file, if you crashed out of the game), I might be able to fix the problem!
Title: Re: [0.9.1a] Nijigen Extend v.0.1.0 || Expansion Pack || First Release 02/02 [YREX]
Post by: MrRicey on February 03, 2020, 03:24:53 PM
Spoiler
203051 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.impl.J$1.oO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.J$1.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.coreui.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOOo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
The crash occurs if there's a modspec for the forgeship hullmods in the player's inventory when pulled up, but also in Agreus's Market if one is there too
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: creature on February 04, 2020, 04:35:47 AM
The crash occurs if there's a modspec for the forgeship hullmods in the player's inventory when pulled up, but also in Agreus's Market if one is there too
Unfortunately, I can't seem to replicate this issue... can you give me a bit of info about your game?

- Was this an ongoing game that you installed YREX?
- If so, did you have Yuri Expedition before installing YREX?
- Are you using randomized sector?
- You mention that the game crashes when you pull up the player inventory, wherein you have a modspec for a forgeship hullmod. Can you tell me which one?
- Since it apparently crashes when you pull up the inventory, or Agreus' market where it's sold, how get you get your hands on that modspec?
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: creature on February 04, 2020, 04:36:45 AM
Patch 0.1.1
Forge Maintenance
Download (https://bitbucket.org/tanem_rin/tanemrin_yrex/downloads/YREX_0.1.1.zip)

I. Fixes

- Fixed crashing issue with all forges, when loading a game.
- Added description for Lithovore-class Strip Miner.

There is also a hotfix out for Aria, which has the same crashing issue with their forge. However, since the thread is locked, please send me a private message and I will give you a link to download the fix!
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: MrRicey on February 04, 2020, 12:39:58 PM
The crash occurs if there's a modspec for the forgeship hullmods in the player's inventory when pulled up, but also in Agreus's Market if one is there too
Unfortunately, I can't seem to replicate this issue... can you give me a bit of info about your game?

- Was this an ongoing game that you installed YREX?
- If so, did you have Yuri Expedition before installing YREX?
- Are you using randomized sector?
- You mention that the game crashes when you pull up the player inventory, wherein you have a modspec for a forgeship hullmod. Can you tell me which one?
- Since it apparently crashes when you pull up the inventory, or Agreus' market where it's sold, how get you get your hands on that modspec?

Your patch fixed it thanks mate! Old save even works again too!
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: creature on February 04, 2020, 02:39:37 PM
Your patch fixed it thanks mate! Old save even works again too!
Oh, that's great!
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: RoquetheRogue on February 05, 2020, 09:39:02 PM
An Absolutely amazing, well crafted mod! it has been nice, and it merges well with the colony system, you'll see lots of Player Corsair fleets around your systems.
I find your Criminal Industries a most perfect addition to any villainous playthrough of the game, and the extras are just bonus! Kudos to you

Here's a few ideas:

Gambling Den; [Increases Income, 5,000+ and Accessibility 20+ destabilization -1, -2 luxury goods, -1 food and reduces growth -2, upgrades to Casino income 8,500, accessbility 30+ destabilization -1,5, -3 luxury goods, -2 food] Requires Mob-Run Business District, can spawn friendly and neutral visitors and tourists,
cost 200,000, upgrade 400,000

Illegal Chemicals Lab; [Produces Drugs +3, requires Organics -5, upgrades to Chemicals Plant +5 Drugs, requires -8 Organics -4 Volatiles, destabilization -2 Accessibility -15]
Cost 120,000 upgrade 200,000

Bounty Hunter's Guild (Mercenary Patrols) [Mid-line Corsairs and Bounty hunters moving around the system looking for bounties, they cost income -6,000 per month, but improve accessibility +15 and stability +2, -2 Drugs -2 Food, will engage neutrals for bounties]
cost 150,000 increases security +200

Personal Death Squad Base; [adds a player doctrine fleet enforcing the law, Stability +2, Accessibility -25,  not compatible with Privateers or Bounty Hunters, will not engage neutrals and help allies, create Iron Guard Patrols that helps Faction trade fleets and protect systems -2 Marines, -2 Heavy Armaments -2 Ship Hulls and Weapons, -4 Fuel -3 Supplies ] 1 per system increases security +350
cost 150,000

Underworld Bazaar; [Generates income 3,000 +1 Drugs, +1 Organs, +1,5 H.Armaments, +1 Volturn Crab, +2 supplies, -1 Crew, -3 Luxury and Domestic goods, -2 Food, -2,5 Ship Hulls growth +1 ] Requires Mob Run Business District, 1 per system
cost 400,000

Loan Shark; [Generates income randomly from 1,000 to 3,000 +1 Crew (indentured servant) +1 Organs (From those that couldn't pay and didn't want to serve) -1 Hulls and Weapons -1 Marines, -1,5 growth -1 destabilization] Requires mob-run business District
cost 150,000

Scrap Yard; [Illegal dismantling operations costing -6,000, -3 Machinery but generates +2 Metals, +1 Fuel +1 Hulls and Weapons, -1 destabilization -1 Growth]
cost 100,000

Smugglers Warehouse; [-1 Hull and Weapons, -3 fuel -2 supplies  income +7,500, generates smugglers] Requires Mob-run business district
cost 300,000

Red Light District; [Increases Growth +1, accessibility +10, +1 stability, -1 crew, -2 luxury goods, -1 Domestic goods -1 drugs upgrades to Pleasure Palace +1,5 Stability +1,5 Growth +15 accessibility +1,5 New Crew, -3 Luxury Goods,-2 Domestic Goods -2 Food -2 Drugs, +5,000 income ] Requires mob-run business district
cost 100,000 upgrade to 200,000

Planetary Entry Toll Booth; [Generates 1,000, decreases accessibility by -20 -1 Fuel -1 Supplies] requires Mob Run District
cost 100,000

Nutrient Paste Facility; [+1 Organs +1 Food +1 Organics -4 Growth, -2,000 upkeep]
Cost 100,000 the Soylent Green!

Forced Labor Prison; [-1 Crew -1 Growth, less upkeep for raw industrial buildings such as mining and  farming, upgrades to thought Re-Assignment Institute -3 crew,  less upkeep for all Industry buildings, except criminal]
cost 300,000 upgrade to 600,000

Gladiatorial Grounds; [-2 Marines -3 Food, -1 Luxury Goods -1 Domestic Goods + 2,000 income +2 Stability upgrades to Bloodsports HoloExpo Arena -4 Marines -5 Food -2 Luxury and Domestic Goods, +6,000 income and +4 stability]
cost 200,000 upgrade to 500,000


These are just a few ideas I had while playing Your mod! I think these new buildings reward the risk of having a free port, plus the stability aspect of running a criminal organization oppressing/controlling it's people and terrorising the sector, I do think the Privateers building should also increase relations with pirates by a few ticks every month plus increasing +1 Marines, also increasing the chances of spawning hostile pirate faction patrols, making it seem a little dangerous to travel to these lawless sectors, Free Ports are quite a adventure but many times an unrewarding one since you'll be paying bribes to avoid "inspections" from certain factions and slowly declining in relationships with "above the board" Factions, plus all the destabilization issues, why not embrace it fully then? these *Corruptor* buildings might just fill the role when you go the low road, there are of course a few other ideas I've been looking for, I know some buildings are either excessive, but balacing is quite hard to define.

Thank you again for your hard, quality work, I hope these ideas serve as an inspiration to you if you ever consider giving them your time.
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: creature on February 05, 2020, 10:02:24 PM
An Absolutely amazing, well crafted mod! it has been nice, and it merges well with the colony system, you'll see lots of Player Corsair fleets around your systems.
I find your Criminal Industries a most perfect addition to any villainous playthrough of the game, and the extras are just bonus! Kudos to you...

...

Thank you again for your hard, quality work, I hope these ideas serve as an inspiration to you if you ever consider giving them your time.
Thank you very much for your suggestions! Actually, I see some truly interesting buildings here, so I'm interested in implementing them in the future. If you're up for it, perhaps we could talk a bit more to refine their design and balance?  ;D
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: Harpuea on February 06, 2020, 07:26:52 AM
Thanks for the hardwork, I always needed these.
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: RoquetheRogue on February 06, 2020, 07:34:21 AM
An Absolutely amazing, well crafted mod! it has been nice, and it merges well with the colony system, you'll see lots of Player Corsair fleets around your systems.
I find your Criminal Industries a most perfect addition to any villainous playthrough of the game, and the extras are just bonus! Kudos to you...

...

Thank you again for your hard, quality work, I hope these ideas serve as an inspiration to you if you ever consider giving them your time.
Thank you very much for your suggestions! Actually, I see some truly interesting buildings here, so I'm interested in implementing them in the future. If you're up for it, perhaps we could talk a bit more to refine their design and balance?  ;D

Of course! more than willing to help! I can write text for some of the buildings if you're interested, as you can see I have no problem creating text walls, I tried to keep a simplistic design and some in theme with your criminal industry, the Mob-run Business district being that key building in order to the create the more nefarious structures, some look like they can break the game's economy, but it is quite a risk running Free Ports, these buildings are the low road, I could think of some other buildings that can improve relations, while also working in FP colonies, let me give you a example:

Ludd's Mission; Invite the Church to build a small Mission building where the faithful may gather, it will generate +2 Growth, will benefit industries such as farming, mining and non-FP Light Industry, increases relationship with the Church by 1 point every month, upgrades to Church of Ludd, +3 Growth, benefits to industry, increases relationship with the Church by 2 points, spawns Faithful Travelers Fleet, upgrades to Cathedral of Ludd +5 Growth, benefits to industries, increases relationships with the Church by +3 and +2 with Pathers every month, spawns Pilgrim and Knights of Ludd fleets, increases stability by +2
cost 200,000, upgrades to 400,000, upgrades to 800,000 Mission Cost resources; -1 Luxury, -1 Domestic and -Less Food, Church -2 luxury -2 domestic -3 food, cathedral -3 luxury -3 domestic, -4 food, -2 fuel

It's a double edged sword, building, while you will be increasing relationships with the Church and at the end the path, you'd also be inviting them straight to your door, if you you AI technology these buildings will have the reverse effect -3 Growth, -less benefits to industry -3 relation with the Church -2 Less Stability, they may also take issues with Criminal Industry structures but not as much as AI, example; You'll gain half benefits from using criminal buildings and Ludd buildings together

I also have a few ideas for a Bank Building, Merchant Fleet, Salvager and Void Mining industries, a few other industrial buildings to generate food without farmlands with GM Crops-Hydroponics
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: PreConceptor on February 07, 2020, 10:35:06 AM
Any chance you can add an option to add additional material costs to the various Forge Ship productions i.e. organics or fuel like the Supply Forging mod does? Maybe also a campaign ability (perhaps one for each hullmod) to commence or halt the various manufacturing processes? More control over the conversion would be nice.
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: Starareo on February 09, 2020, 02:39:23 PM
Little bit of feedback based on my most recent save.

Lithovore modules have enough op to fit the forge ship hullmod + a factory of some kind + good mining weapons. I pretty much had 1 lithovore taking care of all my manufacturing needs.

Conversion rate might need to be looked at, with I think 1-2 capital sized forge ships, very easy to have with a lithovore or a prometheus, I was producing 48 supplies a day while my fleet of mostly expensive capitals used 17-20 a day. This means I am only limited by fuel when I'm exploring, as I have functionally infinite supplies as long as I take some time to mine a resource rich planet, not hard to find, every now and then. The forge was consuming 40 metals and 8 transplutonics for 48 supplies which is a fantastic conversion rate. Potential income losses are offset by colonies and the fact that you pretty much don't have to buy supplies from anywhere ever again.
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: creature on February 09, 2020, 07:08:00 PM
Of course! more than willing to help! I can write text for some of the buildings if you're interested, as you can see I have no problem creating text walls, I tried to keep a simplistic design and some in theme with your criminal industry, the Mob-run Business district being that key building in order to the create the more nefarious structures, some look like they can break the game's economy, but it is quite a risk running Free Ports, these buildings are the low road, I could think of some other buildings that can improve relations, while also working in FP colonies, let me give you a example:

Ludd's Mission; Invite the Church to build a small Mission building where the faithful may gather, it will generate +2 Growth, will benefit industries such as farming, mining and non-FP Light Industry, increases relationship with the Church by 1 point every month, upgrades to Church of Ludd, +3 Growth, benefits to industry, increases relationship with the Church by 2 points, spawns Faithful Travelers Fleet, upgrades to Cathedral of Ludd +5 Growth, benefits to industries, increases relationships with the Church by +3 and +2 with Pathers every month, spawns Pilgrim and Knights of Ludd fleets, increases stability by +2
cost 200,000, upgrades to 400,000, upgrades to 800,000 Mission Cost resources; -1 Luxury, -1 Domestic and -Less Food, Church -2 luxury -2 domestic -3 food, cathedral -3 luxury -3 domestic, -4 food, -2 fuel

It's a double edged sword, building, while you will be increasing relationships with the Church and at the end the path, you'd also be inviting them straight to your door, if you you AI technology these buildings will have the reverse effect -3 Growth, -less benefits to industry -3 relation with the Church -2 Less Stability, they may also take issues with Criminal Industry structures but not as much as AI, example; You'll gain half benefits from using criminal buildings and Ludd buildings together

I also have a few ideas for a Bank Building, Merchant Fleet, Salvager and Void Mining industries, a few other industrial buildings to generate food without farmlands with GM Crops-Hydroponics
That's great! First of all, their effects would need to be refined. Most of the designs call for +/- of some commodity, but unfortunately, this isn't how the game's economy works. Let's take a simple building as an example:

Quote
Scrap Yard; [Illegal dismantling operations costing -6,000, -3 Machinery but generates +2 Metals, +1 Fuel +1 Hulls and Weapons, -1 destabilization -1 Growth]
cost 100,000

Most in-game buildings produce and demand goods at a certain proportion to colony size. For example, Mob-Run Business District demands the following goods:

Luxury Goods - Equal to colony size
Drugs and Organs - Equal to 1/2 of colony size.

The same system exists for vanilla buildings, such as, for example, Heavy Industry which, iirc, produces supplies equal to the colony size minus one (Size 7 - > 6 supplies). So I would first request that you write out their effects with this methodology in mind. Of course, you can design some buildings which compute their yields in other ways, but you'll need to keep this in mind, because...

The game economy only considers the highest producer/supply in the colony. So, for example, you build the scrap yard, as the above example, but you also have a heavy industry in the same planet (for example, in a size 5 planet), and assuming all of heavy industry's output is size -1:

Scrap yard's production of 1 weapon and 1 hull will be entirely ignored because a heavy industry would produce 4 of each.

This is also true for demand. Again, take Scrap Yard's 3 machinery of demand. At larger colony sizes, it will simply be disregarded because a lot of industries also demand the same thing.

I do, however, see a potential use for it, in its current state - as a temporary building for a budding (size 3) colony. Since its stats aren't tied to size, it would be more productive than a heavy industry. Maybe the price is already good too (though maybe reduce a bit too), given there's a refund when you tear a building down.

Not so for big ticket items though, like Smuggler's Warehouse.

Any chance you can add an option to add additional material costs to the various Forge Ship productions i.e. organics or fuel like the Supply Forging mod does? Maybe also a campaign ability (perhaps one for each hullmod) to commence or halt the various manufacturing processes? More control over the conversion would be nice.
Sorry, I made the forge mods to somewhat correspond to the vanilla buildings. As for organics processing though, I do have something planned in the future, but for that, please tune in to Yuri Expedition instead!

Little bit of feedback based on my most recent save.

Lithovore modules have enough op to fit the forge ship hullmod + a factory of some kind + good mining weapons. I pretty much had 1 lithovore taking care of all my manufacturing needs.

Conversion rate might need to be looked at, with I think 1-2 capital sized forge ships, very easy to have with a lithovore or a prometheus, I was producing 48 supplies a day while my fleet of mostly expensive capitals used 17-20 a day. This means I am only limited by fuel when I'm exploring, as I have functionally infinite supplies as long as I take some time to mine a resource rich planet, not hard to find, every now and then. The forge was consuming 40 metals and 8 transplutonics for 48 supplies which is a fantastic conversion rate. Potential income losses are offset by colonies and the fact that you pretty much don't have to buy supplies from anywhere ever again.
Ah thank you very much! I failed to account for child modules. Starting from the next patch, child modules cannot mount the forge ship mod. In your case, I suppose you can keep your souped-up Lithovores as a bonus for finding the issue!

With regards to the conversion rate, I set the default values to be able to make a little profit when buying and selling through the market system. However - there is a super secret method for controlling the conversion rates! I'll post a clue in the next update, but will you be able to find it before then?  ;D
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: RoquetheRogue on February 10, 2020, 08:17:26 AM
The Pyramid of Egypt must end

it really sucks the productions are not additive, it takes out some of the joy of buildings like the Underworld Bazaar, so in order to get any effect buildings like the illegal chemicals plant would need a higher output like +5 normal, and upgraded get +7 drug production? I was thinking the Smuggler's warehouse could null some building requirements for illegal goods, and improve the sell price of any surplus drugs, while also spawning smuggler fleets that go sell products, if they suceed the Player get a cut from their earnings, as to simulate a smuggling operation backed by the PC Faction

The scrap yard is a bit gimmicky, I was think it could spawn fleets that would go around salvaging battlefields for ships and parts, bringing mothballed ships back, and either converting into Hulls resource or simply storing it in the PC storage

Maybe we can improve their outputs so they'll remain relevant even when their production gets replaced, maybe they could boost ship quality and quantity as well, a boost to income

How do you feel about buildings that help decivilize and depopulate planets for easy, temporary rewards?
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: Zoro89 on February 10, 2020, 08:46:49 AM
Antimatter Centrifuge - Produces fuel from volatiles. Passively improves the ship's fuel economy.

Ingame description: "... 50.0 % better fuel economy."

Do you mean (1) reduce fuel usage in hyperspace or (2) salvage more fuel after battle?
If (1)... the fuel usage don't change hm...
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: creature on February 10, 2020, 02:16:36 PM
it really sucks the productions are not additive, it takes out some of the joy of buildings like the Underworld Bazaar, so in order to get any effect buildings like the illegal chemicals plant would need a higher output like +5 normal, and upgraded get +7 drug production? I was thinking the Smuggler's warehouse could null some building requirements for illegal goods, and improve the sell price of any surplus drugs, while also spawning smuggler fleets that go sell products, if they suceed the Player get a cut from their earnings, as to simulate a smuggling operation backed by the PC Faction

The scrap yard is a bit gimmicky, I was think it could spawn fleets that would go around salvaging battlefields for ships and parts, bringing mothballed ships back, and either converting into Hulls resource or simply storing it in the PC storage

Maybe we can improve their outputs so they'll remain relevant even when their production gets replaced, maybe they could boost ship quality and quantity as well, a boost to income

How do you feel about buildings that help decivilize and depopulate planets for easy, temporary rewards?
I say let your imagination run wild! I only offered those pointers because it seemed there was a misunderstanding of how the economy system works. Now that that's clear, feel free to twist it around and make whatever fun stuff you can think of!

Ingame description: "... 50.0 % better fuel economy."

Do you mean (1) reduce fuel usage in hyperspace or (2) salvage more fuel after battle?
If (1)... the fuel usage don't change hm...
It should be the former (1), I'll check it out to make sure.
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: TimeDiver on February 10, 2020, 03:05:30 PM
Ingame description: "... 50.0 % better fuel economy."

Do you mean (1) reduce fuel usage in hyperspace or (2) salvage more fuel after battle?
If (1)... the fuel usage don't change hm...
It should be the former (1), I'll check it out to make sure.
Contrary to the hullmod description, it actually increases BaseRepairRatePerDay and BaseCRRecoveryRatePercentPerDay by 50%; but it does nothing about fuel usage, if \mods\YREX\data\scripts\hullmods\yrex_FuelForge.java is any indication.
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: RoquetheRogue on February 10, 2020, 03:20:16 PM
Gave Authorization to commit massive floods of textwalls with crazy ideas

Cool! which ones you want me to refine? I wasn't aware of the economy system which is a little disheartening but necessary for balance I believe, all those faction mods adding its own mega productive planets... weeeeiiirdoooooooos
I have been having so much fun with the current criminal industries, are you planning on adding any of those above if they're balanced? I also saw some images on Google that worked perfectly as art for the new building, free for use, "for creative purposes", said by the authors, which is nice and inspiring..

Planetary Depopulation Industry building chain;
Biomass Processing Facility;
Eats Growth for Harvested Organs and Organics, +4 Organs and +5 Organics Production -6 Growth, -3 Stability -3,000 upkeep
this way you are turning your humans into resources, (without NEX in where you can capture planets, this is a bit pointless, unless you really want to decivilize a place in a very cruel way, without pressing the... Abandon button) can be upgraded to Reaping Plant -10 Growth +8 Harvested Organs but in order to be more efficient it will replace the Organics production with a tool demand of -4, -5 Stability 7,000 upkeep cost... you reap what you sow... I guess
Cost 230,00 upgrade to 300,000

Organics Repurpose Facility;
-4 Organics +3 Food, -1 Growth -1 Stability -2,000 upkeep
early colony building, can be upgraded into the Nutrient Paste Plant which will produce +4 food, cost -6 organics, reduce growth -1,5 and -1 Stability
Cost to build 80,000 upgrade to 200,000, 280,000 investment to satisfy food needs in a colony costing a bit of growth and stability, who wants to eat nutrient paste?

These two buildings could replace the Soylent Green Nutrient Paste Facility

Growth Processing Facility
Basically this building turns Growth into Marines +5 Marines -6 Growth 5,000 upkeep -2 Stability
Cost 120,000 with Free Port it can also produce +2 Harvested Organs (not as efficient as the biomass facility and reaping plant.
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: creature on February 10, 2020, 06:08:04 PM
Contrary to the hullmod description, it actually increases BaseRepairRatePerDay and BaseCRRecoveryRatePercentPerDay by 50%; but it does nothing about fuel usage, if \mods\YREX\data\scripts\hullmods\yrex_FuelForge.java is any indication.
You're right, just looked at the code and it seems I forgot to edit the effects line right after copying it from the refinery forge. Tehe- :P

Cool! which ones you want me to refine? I wasn't aware of the economy system which is a little disheartening but necessary for balance I believe, all those faction mods adding its own mega productive planets... weeeeiiirdoooooooos
I have been having so much fun with the current criminal industries, are you planning on adding any of those above if they're balanced? I also saw some images on Google that worked perfectly as art for the new building, free for use, "for creative purposes", said by the authors, which is nice and inspiring..
Whichever you'd like to see first, I suppose? I'm still focused on an update for Aria right now, but once I feel like it, I'll come back to this and do a few buildings on whatever list you come up with  :)

And do post or send the art you mentioned! That'll save me time trying to look for a nice icon to use (don't forget to note the author so I can add the name to the credits!)
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: RoquetheRogue on February 10, 2020, 09:54:52 PM
I'll send you some of the art via PM soon.

I think the Gambling/casino, illegal chemicals drug lab, underworld bazaar and red light district will see more usefulness with the current system
Title: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on February 12, 2020, 04:50:50 AM
Update 0.2.0
WORK IS HARD
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrex/downloads/YREX_0.2.0.zip)



I. Changes

- Made the Lithovore's Radar move.
- Added Linked Hull (Copied from Dark.Revenant's SWP, no requirement changes) to the Lithovore, allowing its ships to visually thrust along with the main body. That's it, really.
- Slightly changed the behaviors of name Antimatter Centrifuge, Shipborne Smelter and Manufacturing Bay - they now eat a little CR when forging. WORK IS HARD. THIS IS NOT WHAT YOUR CREW SIGNED UP FOR.
- Also, all forge mods have been made removable even outside of port, to control when you want to start and stop converting.

II. Secrets

- Just a silly little game I thought might be fun to do.
- As mentioned in a previous post, there is a super-secret method of controlling the performance of the Forge mods. I won't spoil it, of course, but I will give you one clue. And whoever finds it first will 'unlock' the secret for everyone. Their name will then be posted in a sort of leaderboard in the OP!

So here's it is: 'They are in the place where things are set.'
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: kerghnox on February 12, 2020, 11:14:36 AM
Mob Run Business is basically a free 50k a month, I think you should up the stability hit. Right now the only negative is it uses up a slot. Also, is it supposed to cost nothing to build?
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: CKCritter on February 12, 2020, 06:19:28 PM
starsector/mods/YREX/data/config/settings.json
Has some fun settings, and a 40k Ork
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on February 12, 2020, 06:24:14 PM
starsector/mods/YREX/data/config/settings.json
Has some fun settings, and a 40k Ork
Hahaha! Congratulations!  ;D

You've unlocked the Forge Mod secret! Yes, all of the production and costs, even how many times the refinements for each hullmod can be found in settings.json! You can set it freely to whatever values you want, but I recommend trying the default settings first - these were carefully set to give a small merchant's profit from buying raw materials and selling off finished goods!

In fact, this is true for all 3 mods with Forge Mods! You can go over ARIA and YRXP's settings to check and fiddle around with the values of the hullmods added by them!

At the same time, you've also revealed a secret property of the volturnian aquarium! Volturnian Lobsters have a mating season (set also in settings.json), where if you feed them during that period, their reproduction rate explodes!

Would you mind if I put your name in the leaderboard? If not, I'll just set it to anonymous, although people browsing the thread might see this post anyway.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: CKCritter on February 12, 2020, 06:26:27 PM
Go ahead
Love the mod by the way
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on February 12, 2020, 06:27:09 PM
Go ahead
Love the mod by the way
Great!

And thank you for saying so!
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on February 12, 2020, 06:37:35 PM
Mob Run Business is basically a free 50k a month, I think you should up the stability hit. Right now the only negative is it uses up a slot. Also, is it supposed to cost nothing to build?
I'll consider increasing the stability! Though the building really is just a way to spend your excess stability to begin with, and when given an Alpha Core (this adds a 2nd stability hit), it might just overwhelm the excess stability and become a net drain (thus making it useless).

Yes, it's supposed to cost nothing, because the way I envisioned it to happen is for the government to just do nothing (thus costing nothing) while gangsters set up shop. This can take some time (thus the long build time), but once it's finished, there really isn't anything for the government to do other than rake in protection money - that is, protecting the gangsters from the government. Win-win, right?
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: zorbak27 on February 14, 2020, 06:57:09 AM
Alpha core bonuses seem to be bugged..
Mob-District keeps the +25% increased income even if alpha core is removed and the Pirate Den bonus doesn't even work!

Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: PreConceptor on February 14, 2020, 12:04:52 PM
Having to remove the Forge hullmods when you want them to stop manufacturing stuff is annoying and clunky, it also means you can't use them effectively for their passive bonuses. Can you implement a campaign ability that just completely halts all Forge production when activated? I find myself not wanting to use them at all as they are just a hassle (or disabling their manufacturing in settings), which is a shame as all the other content is pretty neat. Maybe the missile storage explosions could be a bit less...ridiculous as well. A single EMP hit or sticky fighter basically being a death sentence is stupid punishing, especially if the ship isn't piloted by a player who is aware of the fact they are basically flying a nitroglycerin bomb instead of a warship.

Not sure if I got this across properly in my last post, but any chance you can add optional (i.e. default set to 0) additional commodity requirements to the Forge hullmods, such as the option to require an amount of organics, volatiles, etc to create supplies in addition to their usual requirements? Supply Forging does this very well.

Also, is there any issue with using non-integer or 0 values in the settings? If a forge is set to use 0.5 or 0 of a thing or produce 0 or 0.25 of a thing per day will that cause problems?

Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: ZeCaptain on February 16, 2020, 11:51:47 PM
The Interstellar Mall on it's base setting consumes wayyyy too much CR to be even worth it. The sales you make from selling various trade goods to chimozek (the best place there is to sell) at +100 relations doesn't even cover the cost of supplies to recover CR from selling stuff. I need to tweak it to remove the CR cost and massively increase the income gained from selling, otherwise it's not worth it .

To everyone else that's reading, you need to adjust the values to make the mall worth it. Haven't tried the other stuff yet.

Interesting ideas though.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on February 17, 2020, 12:15:33 AM
Alpha core bonuses seem to be bugged..
Mob-District keeps the +25% increased income even if alpha core is removed and the Pirate Den bonus doesn't even work!
Ahh, I keep getting this issue and I keep forgetting to fix it! Sorry about that. Next patch, for sure!

Having to remove the Forge hullmods when you want them to stop manufacturing stuff is annoying and clunky, it also means you can't use them effectively for their passive bonuses. Can you implement a campaign ability that just completely halts all Forge production when activated? I find myself not wanting to use them at all as they are just a hassle (or disabling their manufacturing in settings), which is a shame as all the other content is pretty neat. Maybe the missile storage explosions could be a bit less...ridiculous as well. A single EMP hit or sticky fighter basically being a death sentence is stupid punishing, especially if the ship isn't piloted by a player who is aware of the fact they are basically flying a nitroglycerin bomb instead of a warship.

Not sure if I got this across properly in my last post, but any chance you can add optional (i.e. default set to 0) additional commodity requirements to the Forge hullmods, such as the option to require an amount of organics, volatiles, etc to create supplies in addition to their usual requirements? Supply Forging does this very well.

Also, is there any issue with using non-integer or 0 values in the settings? If a forge is set to use 0.5 or 0 of a thing or produce 0 or 0.25 of a thing per day will that cause problems?
Thank you for your feedback!

I'll consider the campaign ability option, but I'm personally rather iffy about it because the control bar is already filled to the brim with stuff, and you'll need to replace them if you want to use them... In any case, unless you're ferrying raw materials from one place to another, I imagine you'd just want to let the forges do their stuff in the background. They don't actually cost anything to run apart from their CR penalties, which are below the base CR replenishment rate, and once there aren't any more materials to refine, they'll stop on their own.

With regards to the ammo dump and flux batteries, well, with great power comes great responsibility, I'm afraid. To begin with, the primary reason for this mod being created was to separate them from YRXP and to add them in a separate minifaction, therefore removing them from vanilla BPs while still giving the player access to them. The AI simply is unable to make use of these very special items because Starsector wasn't made with them in mind. But you can!

...however, I am considering giving the AI some bonuses when using them. Down the line maybe the ammorack effect can be a bit more lenient if the ship is AI piloted? I don't know. I don't actually know yet how to consistently check if the ship is AI piloted, so...

The Interstellar Mall on it's base setting consumes wayyyy too much CR to be even worth it. The sales you make from selling various trade goods to chimozek (the best place there is to sell) at +100 relations doesn't even cover the cost of supplies to recover CR from selling stuff. I need to tweak it to remove the CR cost and massively increase the income gained from selling, otherwise it's not worth it .

To everyone else that's reading, you need to adjust the values to make the mall worth it. Haven't tried the other stuff yet.

Interesting ideas though.
Thank you for the feedback!

I'm pretty sure I took into account the supply cost of the CR loss into the profit equation...  ??? I'll double check it to make sure! I haven't actually done any research as to what the 'best' place to sell is, but Chicomoztoc is certainly a place to sell *more*, given its sheer size. The actual profits will be dictated by the current economic conditions at the time, namely supply and demand of the goods you're selling. (Does it have light industry? I can't recall - but if it does, you don't want to be selling Domestic and Luxury goods there. You're probably selling at a loss or near it, thanks to the concession stands. Maybe try lobsters and other exotic goods.)
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: Zoro89 on February 17, 2020, 10:02:55 AM
Contrary to the hullmod description, it actually increases BaseRepairRatePerDay and BaseCRRecoveryRatePercentPerDay by 50%; but it does nothing about fuel usage, if \mods\YREX\data\scripts\hullmods\yrex_FuelForge.java is any indication.
You're right, just looked at the code and it seems I forgot to edit the effects line right after copying it from the refinery forge. Tehe- :P

I tried your updated version 0.2. Thx for fast patch!
I think the Antimatter Centrifuge still don't work :/
Title: Re: [0.9.1a] Nijigen Extend v.0.1.1 || Expansion Pack || Patch 02/04 [YREX]
Post by: poiuzt on February 20, 2020, 06:36:22 AM
Contrary to the hullmod description, it actually increases BaseRepairRatePerDay and BaseCRRecoveryRatePercentPerDay by 50%; but it does nothing about fuel usage, if \mods\YREX\data\scripts\hullmods\yrex_FuelForge.java is any indication.
You're right, just looked at the code and it seems I forgot to edit the effects line right after copying it from the refinery forge. Tehe- :P

I tried your updated version 0.2. Thx for fast patch!
I think the Antimatter Centrifuge still don't work :/

Can confirm. 2 forge ships, but no decrease in fuel consumption nor fuel production.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: CrimsonPhalanx on February 26, 2020, 10:58:27 PM
Is A&C Co-op supposed to be considered a black market?
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: ZeCaptain on February 27, 2020, 10:53:53 AM
Is A&C Co-op supposed to be considered a black market?

Same with the market at the koluon space station are considered black markets.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on February 27, 2020, 09:22:45 PM
Is A&C Co-op supposed to be considered a black market?
Is A&C Co-op supposed to be considered a black market?

Same with the market at the koluon space station are considered black markets.
Hmm, I didn't actually take note of that option. In what way is it acting like a black market? Iirc, I only set it so you can't sell there, because the goods sold there were tariff-free.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: fu12 on February 28, 2020, 01:10:24 AM
the Co-Op triggers "YOU'RE A SMUGGLER!" scans. As in it raises suspicion level, just as if you'd bought and sold stuff on the black market.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on February 28, 2020, 05:24:49 AM
the Co-Op triggers "YOU'RE A SMUGGLER!" scans. As in it raises suspicion level, just as if you'd bought and sold stuff on the black market.
I see, thanks for the report! I'll look into it.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: ASSIMKO on March 04, 2020, 06:24:47 AM
where did the Arian Empire go ???
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on March 04, 2020, 06:08:05 PM
where did the Arian Empire go ???
It now has a new, permanent home here:

<edit: link removed -Alex>
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: Mikhail Mengsk on March 09, 2020, 12:11:57 PM
Hi. If I wanted the Forgeship Hullmod to allow more than one Forge Hullmods (like, having both Antimatter Centrifuge and Manifacturing Bay on the same ship), what should I modify?
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: baracki04 on May 17, 2020, 08:30:47 AM
Great mod, Creature! Couples really well with my nomadic playstyle.

I've got a suggestion for the forge ship hull mods. When there isn't enough raw goods to process, can you make it so it doesn't drain cr? It doesn't make sense to drain cr when nothing is being produced.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: PainProjection on May 17, 2020, 01:15:54 PM
Just discovered that mod, sounds really cool and probably will create whole new nomad-like strat, now i am wondering how forging would work on ships with multiple modules?
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on May 17, 2020, 07:35:09 PM
Just discovered that mod, sounds really cool and probably will create whole new nomad-like strat, now i am wondering how forging would work on ships with multiple modules?
Uhh, I didn't take that into account, so right now modular ships are pretty OP if you use it with the ship forge mod. I do plan on removing that option in the future, however, in case you want to make a fleet that you'll play long-term.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: PainProjection on May 18, 2020, 01:42:38 AM
Uhh, I didn't take that into account, so right now modular ships are pretty OP if you use it with the ship forge mod. I do plan on removing that option in the future, however, in case you want to make a fleet that you'll play long-term.

Well i have quite opposite feelings/expectations about this. Previously i played mining-fleet sessions, but it get's kinda booring, you don't even need to search for good gas giant outside core worlds because factions don't mind if you gonna mine resources in their home star systems. So you have no risks, just cource between few core systems, harvest volatiles, sell it for easy money. Thats mining at it's finest.

However, with your mod i see the opportunity to create fully selfsufficient fleet and mining gonna play important role here. I would call my faction Nomads for obvious reasons and probably gonna have only one colony somewhere on the edge of the map, just to make my faction "legit". Instead of creating outposts i would just remember planets with rich resource deposits, travel between them, sometimes make "pit-stops" beside gas giant to fill up fuel tanks. That's sounds amazing!

I really want to transform something like Cathedral from S/W pack in to real mobile station. It has 7 modules, so i probably can fit 3 supply forges and 3 smelteries while center piece would have antimatter cetrifuge, mostly for fuel economy buff. I assume it would work like efficiency overhaul - only hullmods from "core" module would affect "logistic" stats of your ship. Like max burn, cargo, fuel per light year etc.

But i am not sure about default rates, i still don't know yet how this works, i see limits of created commodities per day in settings.json and they doesn't look promising, so maybe i would have to tweak them to make this idea work, which mean what you no need to worry, you mod is not overpowered at all, it's just add more depth to mining. And don't fogret what ships with such expensive hullmods + mounts filled with mining equipment are totally non-combatants. So they have to maintain not only themselves, but also the guarding fleet.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on May 18, 2020, 04:33:28 PM
Well i have....
I certainly did have that sort of gameplay in mind! By the way, the numbers in settings.json are further multiplied by the ship size you're mounting the forge on, so they actually scale pretty well. I think I mentioned it before, but I ran the numbers though a short nomadic game myself to be just around the spot where you make a small profit from selling refined materials you mined, so I can at least guarantee that you won't be aching for goods so long as you mine here and there while travelling. That's why I mentioned modular ships would become OP. Because if you have, for example, the Cathedral - that's around 5(?) or so capital ships you don't need in your fleet that don't cost extra fuel and supplies, but pump out their full production capacity.

Well, it's my mistake anyway, so you're more than welcome to use it to the fullest. Give it a go and if find that you like it that way, then perhaps I can add a setting later on that will retain this option.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: PainProjection on May 20, 2020, 05:20:27 AM
Faced weird bug, i added this mod and search for id of new hullmods to add them in to memory of my character (i very often redact my save file, for example - every time i start new game i add all hullmods just because i don't like early game stage when you not able to fit your ships properly) then they appear in refit menu, as usual. But for some reason ships with any type of "forges" doesn't generate resources, however these hullmods actually affect stats of ships like cargo space and fuel usage. Ofc i had required resources in my inventory. I thought that happens because i applied new mods in to existing save, but starting a new game won't help.

On a side note, i tried to get this hullmods in legit way, but i don't have console commands installed, so i must afk beside argeus, skipping time and praying for RNG gods to put them in market on next month. Got bored pretty quickly, so i'm not sure is that my "way" of learning hullmods caused this problem or not. Is it possible to make these new stuff appear 100% times on market?
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: baracki04 on May 20, 2020, 06:45:13 AM
Yeah, I think it would be better to have a blueprint pack with most if not all the mod's new hullmods, weapons, etc. for sale at the Agreus submarket. I was excited to use the forgeship features, but was saddened when I realized I had to buy every single hull mod by themselves with no guarantee of when they'll show up at Agreus. I downloaded to the consolecommand mod just so I can unlock them manually.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: Discgear on May 31, 2020, 05:27:51 AM
What happened to the Arian Empire link? It says it doesn't exist.
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on May 31, 2020, 03:35:33 PM
Yeah, I think it would be better to have a blueprint pack with most if not all the mod's new hullmods, weapons, etc. for sale at the Agreus submarket. I was excited to use the forgeship features, but was saddened when I realized I had to buy every single hull mod by themselves with no guarantee of when they'll show up at Agreus. I downloaded to the consolecommand mod just so I can unlock them manually.
I'll consider adding the hullmods to the common tag!

What happened to the Arian Empire link? It says it doesn't exist.
I set it under an adult filter!
Title: Re: [0.9.1a] Nijigen Extend v.0.2.0 || Expansion Pack || Update 02/12 [YREX]
Post by: creature on June 09, 2020, 09:48:32 PM
Faced weird bug, i added this mod and search for id of new hullmods to add them in to memory of my character (i very often redact my save file, for example - every time i start new game i add all hullmods just because i don't like early game stage when you not able to fit your ships properly) then they appear in refit menu, as usual. But for some reason ships with any type of "forges" doesn't generate resources, however these hullmods actually affect stats of ships like cargo space and fuel usage. Ofc i had required resources in my inventory. I thought that happens because i applied new mods in to existing save, but starting a new game won't help.
Sorry, I missed the first part of your post when I first came around to reply. There are some conditions for the forges to do their work. First and foremost, the items are process at the end of every day. You'll notice the sound effects, your items getting consumed, and the text alerts when this happens.

Second, most forges require a combination of items. For example, you can't just have volatiles to produce fuel. You need heavy machinery in your inventory as well, though they are not always consumed during this process.  Also, and I think this *might* be the problem you faced - you need to have free space in your inventory equal or greater than the daily production.

Also, in the next update, all the forge mods will have been added to all vanilla factions, so they will be more easily obtained!
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: creature on June 11, 2020, 04:39:38 PM
Update 0.3.0
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrex_public/downloads/YREX_0.3.0.zip)

I. Changes

- Changed (https://i.ibb.co/B2JwSnd/yrex-forge.png) Forge Ship hullmod. It now cannot be mounted to modules. It won't auto-remove itself, so if you have an existing modular ship with forge mods all over, it won't change.
- Added all forge hullmods to vanilla faction lists to make them easier to hunt down.
- Gave the following hullmods to Nexerelin starts of several vanilla factions:

II. Fixes

- Fixes Alpha Core issues with (https://i.ibb.co/bBnS0qT/yrex-crime.png) Mob-Run Business District and (https://i.ibb.co/B4XxHDF/yrex-privateer-haven.png) Privateer's Haven
Title: Re: [0.9.1a] Nijigen Extend v.0.3.1 || Expansion Pack || Patch 06/14 [YREX]
Post by: creature on June 13, 2020, 06:35:24 PM
Patch 0.3.1
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrex_public/downloads/YREX_0.3.1.zip)

- Fixed an error with Fuel Forge that makes it stop producing fuel long before your tanks are actually full.
- Increased volume produced by Fuel Forge to stack up better against fuel costs when travelling.
- Actually made forge ship mod to be unmountable on modules (first method didn't work)
- Greatly reduced CR cost of forging.
- Forgot to add a changelog to the last version: Added Lithovore Strip Miner to common shiplists.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: Lailani on June 14, 2020, 12:05:14 AM
Ugh.. I have really hard time finding Shipborne Smelter.
Been all over the galaxy, all Ludic Church systems included (as you mentioned it can be found in their markets). Crab Aquariums are like everywhere kek, but smelter, or any other forge sub-mod just dont exist anywhere QQ
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: creature on June 14, 2020, 12:31:19 AM
Ugh.. I have really hard time finding Shipborne Smelter.
Been all over the galaxy, all Ludic Church systems included (as you mentioned it can be found in their markets). Crab Aquariums are like everywhere kek, but smelter, or any other forge sub-mod just dont exist anywhere QQ
That's quite unlucky, haha. Just keep at it! If you can find the aquariums then you can find the others in the same places. I'm also doing a playthrough right now, and in my case, the one I found last was the fuel forge. I absolutely leapt on the chance to buy it; even turning in an Alpha Core for the bounty cause I was short on cash! ;D
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: iceball3 on June 14, 2020, 07:00:09 PM
Hey, I looked at the updated mod's info.json and the version line still says this:
Quote
   
   "name":"Nijigen Extend",
   "author":"Created by creature.",   
   "version":"0.2.0",,
Is this for a specific library version, or is the line out of date?
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: creature on June 14, 2020, 07:18:05 PM
Hey, I looked at the updated mod's info.json and the version line still says this:
Quote
   
   "name":"Nijigen Extend",
   "author":"Created by creature.",   
   "version":"0.2.0",,
Is this for a specific library version, or is the line out of date?
Ah, sorry, just forgot to update that file. Don't worry about it. :P
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: iceball3 on June 14, 2020, 07:20:33 PM
Ahh, dandy!
Also, if i could make a suggestion, do you think you could make it so that the forgeships could proc every week, as opposed to every day? With the associated increase of production, that is, 7 days of work triggered once every 7 days. They're pretty awesome, but when travelling they really spam things up, due to the shortness of days.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: creature on June 14, 2020, 08:20:14 PM
Ahh, dandy!
Also, if i could make a suggestion, do you think you could make it so that the forgeships could proc every week, as opposed to every day? With the associated increase of production, that is, 7 days of work triggered once every 7 days. They're pretty awesome, but when travelling they really spam things up, due to the shortness of days.
Hmm, if it's the message spam that's getting to you, I suggest going to settings.json - you can enable and disable some of the notification settings for the forges there! An issue with weekly updates is that it opens up some options for cheese, i.e. only adding forge modules at the start of the week for the update, then removing it again. Daily updates coincide with many engine updates, such as ship maintenance, so it's better suited there.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: iceball3 on June 14, 2020, 10:32:09 PM
Ahh, dandy!
Also, if i could make a suggestion, do you think you could make it so that the forgeships could proc every week, as opposed to every day? With the associated increase of production, that is, 7 days of work triggered once every 7 days. They're pretty awesome, but when travelling they really spam things up, due to the shortness of days.
Hmm, if it's the message spam that's getting to you, I suggest going to settings.json - you can enable and disable some of the notification settings for the forges there! An issue with weekly updates is that it opens up some options for cheese, i.e. only adding forge modules at the start of the week for the update, then removing it again. Daily updates coincide with many engine updates, such as ship maintenance, so it's better suited there.
Another way to go about it would be to store reports of the yields from manufacturing and print out a notification, either weekly or as part of the monthly income report, perhaps?
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: ZeCaptain on June 16, 2020, 12:00:48 AM
You forgot to make the special market not a blackmarket that you take a relations and suspicion hit for buying/selling from it.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: Crimson Sky Gaurdian on June 16, 2020, 02:37:48 PM
Just comparing the vanilla markets, I believe it's due to it having an owner. (Which I'm also assuming is to limit the items to player only?)
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: creature on June 16, 2020, 04:46:20 PM
You forgot to make the special market not a blackmarket that you take a relations and suspicion hit for buying/selling from it.
Thank you for the report! Must be a setting I forgot to change, since I copied that bit of code from the vanilla black market. I'll try to have it fixed by the next update!
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: yourleader on June 26, 2020, 12:07:29 AM
This is one of my must-have mod! Well done!
By the way, i have some suggestion:
- I'm not sure why our crew can live through a year chewing iron plates and alloys. Supplies are not made just from metal only, it contain rations for crew too, so at least to make supplies, should contain food in it (for immersion).
- There should be an option for ships to create foods from Organics, like "Artificial garden" which consume ratio of 1 organics to 5 food. This will support creating supplies in the mid way.
- Finally, can we have an option to allow forge ship hull mod on modules? which greatly reduce it's production, but allow a small amount of goods to be produced? I have a huge ship with multi modules named "Flying Fortress" which eats planets to explore the galaxy. Blocking hull mod from it's module is quite a loss
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: Hiroyan495 on July 16, 2020, 12:48:46 AM
x = (maximum possible) operations per day
y = units used per operation
z = units used per day (x * y)
u = units of resources available

4x * 1y = 4z

This results in you being unable to smelt / process resources, if z is higher than the amount of resources you have, despite you having enough for 1 operation, aka. the value of y
This could maybe be avoided if you do something like this:

At the end of the day, you check IF dividing u by y is <1. If yes, then don't process the resource, as a "full" operation cycle can't be performed.
If no, then round down the result r1 = upper limited of operation cycles based on remaining resources
Do the same with any secondary resources needed in producing a resource, like f.e. the transplutonics in the process of making supplies to deduce r2, r3, r4 etc.

Let's do a new calculation, with the following variables:

p = units produced per operation
f = free cargo / fuel space available (depending on the resulting product in question)

Check IF dividing  f by p is <1. If yes, then don't process the resource, as a "full" operation cycle would result in the cargo / fuel going over the limit.
If no, then round down the result s = upper limit of operation cycles based on remaining space

Now check which is the smallest number between all of the r1, r2, r3 etc., the upper limit for operation cycles based on remaining space s and x. This will be called m (multiplier)
Multiply the resources needed for an operation cycle, each individually by m to get the total used and produced goods per day.

Of course that's one hell of a bother and I don't know if it would cause any lag or if it's even in your interest as the maker of this mod. As always, I really love your mods dude. Sorry if this was intrusive / rude.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: creature on July 16, 2020, 02:20:16 PM
This results in you being unable to smelt / process resources, if z is higher than the amount of resources you have...
Strange, I'm pretty sure the code already handles setting the number of refines to the maximum number you have based on available resources. Can you tell which forge mod this issue is happening in? So I could take a look whenever I hop back into modding again.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: Hiroyan495 on July 16, 2020, 07:48:57 PM
This happens with all of the resource conversion hullmods:

- Antimatter Centrifuge
- Shipborne Smelter
- Manufacturing Bay

I don't know about anything regarding Volturnian Aquarium, since I didn't test anything with that.

When I set the amount of operations per day to 4 and the resources used per cycle to 1, it still demands 4 volatiles from me instead of using as many as possible up to 4 (f.e. 3 if I only have 3 volatiles).
Same thing for having unrefined ore or metal + transplutonics (both, each 1) respectively, even if the settings are changed accordingly, to make it so you only need 1 for each operation cycle with 4 total operations per day. Of course I had sufficient heavy machinery in my inventory (250), so this can't have been an issue.

(Tested with a Mercury-class)

Spoiler
    "yrex_forge_volatiles_to_fuel_cost": 1,
    "yrex_forge_heavy_machinery_to_fuel_cost": 1,
    "yrex_forge_volatiles_to_fuel_produced": 2,
    "yrex_forge_max_fuel_refines_per_day": 4,
    "yrex_forge_fuel_cr_cost_per_day": 0.01,

    "yrex_forge_ore_to_metal_cost": 1,
    "yrex_forge_ore_to_transplutonic_cost": 1,
    "yrex_forge_ore_to_metal_produced": 2,
    "yrex_forge_ore_to_transplutonic_produced": 2,
    "yrex_forge_heavy_machinery_to_refine_cost": 1,
    "yrex_forge_max_ore_refines_per_day": 4,
    "yrex_forge_refine_cr_cost_per_day": 0.01,

    "yrex_forge_metal_to_supplies_cost": 1,
    "yrex_forge_transplutonic_to_supplies_cost": 1,
    "yrex_forge_heavy_machinery_to_supplies_cost": 1,
    "yrex_forge_supplies_produced": 2,
    "yrex_forge_max_supply_produce_per_day": 4,
    "yrex_forge_supplies_cr_cost_per_day": 0.01,
[close]
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: yourleader on July 17, 2020, 02:55:44 AM
Btw, there is a bug relating to loading a save in mid game, YREX stop running and forge ship wont produce stuffs anymore. YREX kick in only when you go to refit screen and leave after that.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: creature on July 17, 2020, 04:40:01 AM
This happens with all of the resource conversion hullmods...
Thanks for the info!

Btw, there is a bug relating to loading a save in mid game, YREX stop running and forge ship wont produce stuffs anymore. YREX kick in only when you go to refit screen and leave after that.
This is something I've never noticed before! It might explain some of the strange errors coming in before about forge mods not working. Thanks for the report!
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: yourleader on July 17, 2020, 06:45:29 AM
For a suggestion, instead of -75% cargo hold and deplete combat readiness of the ship, there should be a better, dynamic way for this to work.

Because of the hard set nature of the mod, forge ship mod only apply to very cheap ship (because restoring CR needs supply) and fuel ship with no cargo (because exploit)
The point cost for forge ship is not cheap either. It consume 65 points for forge ship to work, and you can only add one function to the forge ship. This is quite weird when you have a Superdreadnough, with 10k cargo space, but only produce 48 supplies per day in exchange for 7.5k cargo hold, and consume mad amount of supplies because combat readiness reduction.

This is my suggestion (if possible)
- let the ship be able to have one more factory slot in exchange for ordinance point (like the hullmod (extended factory, which cost 25 more OP, in exchange for another slot)
- reduce OP cost for hullmod for a bit. 65 points for capital ship is quite alot! Especially when you directly reduce 75% of the cargo hold regardless of the cargo space (more cargo space and costly CR should produce more stuffs)
- add a dynamic way for the ship to produce stuffs. Add an active skill to player's skillbar called "item forging". This skill will check the player's fleet to see what ship have the factory hullmod, get cargo space number (75% minus cargo) and CR cost from it, and calculate the amount to give the item number the ship can produce. For extra factory slot, half the above amount to give it to another factory production slot) this will stop fuel ship exploit, cargo eating, CR point burning and dynamic forging when player can choose when to forge supplies.
-when forging, increase detection range by 100%
-we can produce food from organics. And supplies should take a small amount of food to produce
- the should be a hull mod to swap between 75% cargo, and 75% fuel tank
-lobster breeding should be a hard side quest, because breeding lobster on a ship is totally economy destructive. The lobster should require very special technology from tri-tachyon, and breeding require complex work (because you literally breed a deep sea lobster, in a spaceship!)

This suggestion, is of course time consuming, takes good focus to create, and is hard to make. I understand.
But of course this feature, is the one every starsector player ask and want.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: Hiroyan495 on July 17, 2020, 07:23:00 AM
You're welcome! 8)
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: Crimson Sky Gaurdian on July 17, 2020, 11:12:53 AM
I will admit, it was a big letdown when I got the big module ship this adds and *couldn't* put forge modules on the modules.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: creature on July 17, 2020, 05:23:00 PM
For a suggestion, instead of -75% cargo hold and deplete combat readiness of the ship, there should be a better, dynamic way for this to work...
Thank you for the suggestions! You've got me interested in a few points and I might put those in for a future update!

Regarding supply production, I think will keep transplutonic + metals as a nod to the true vanilla recipe for supplies. After all, in-game, supplies seem to refer more to spare parts and munitions rather than actual crew provisions (evidenced by the fact that when supplies run out, it's ship health, directly, that gets affected, not CR or anything else). But I have been considering a use for organics, which I think is the only resource that currently does not engage with the forge mods, and I think I have an idea, but no ETA on that yet.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: yourleader on July 17, 2020, 07:38:35 PM
I will admit, it was a big letdown when I got the big module ship this adds and *couldn't* put forge modules on the modules.
Ikr? Me too, me too...
I have a whole planet eater spore ship, big enough for 20k people to live in, yet struggle to create supplies, and a bunch of ship modules being useless.
If only the mod support forge ship hullmod on modules, that would be cool.
Tried hard implementing forge hullmod on module, didnt work. The current state of the mod doesnt support module calculation, and the script wont check ship's module too.

The dream of having a "mobile colony" is so close, yet so far away lol.

Btw, the miner ship the mod implement should not have "forge ship" hullmod included as D-mod. The ship have spacious cargo, yet forge ship kill 75% of its cargo and burn supplies it produce because the ship have quite high supply cost.

For module, because of its nature (storage and CR cost doesnt exist). Should use current production calculation fomula, which still check the size of the module, but use the main ship's CR percentage lower point, but wont reduce main ship CR (maximum 50%, minimum depend in main ship CR. For example, if main ship CR is 100%, the module CR for production is 50%. If the main ship CR is 20%, the CR for production is 20%. Module production wont reduce main ship CR) in exchange for considerable amount of production reduction.
(For my own test, module CR is hard locked at 50%, it wont increase or decrease no matter what you do, even space refit. Pros: modules wont burn CR from you. cons: its locked at 50%, which greatly reduce your item forging output, are usually small, and low OP point)

Yes. Another feature, more things to work with, more calculation, more demand.

The author probably have his hand full for now, so lets not demand it too much.
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: Hiroyan495 on July 17, 2020, 09:00:54 PM
Quote
"Conversely, a complete lack of supplies within the fleet will cause CR to drain instead."

Source: https://starsector.fandom.com/wiki/Supplies

I believe the idea with organics being part of the recipe makes sense, as CR does drain if you don't have supplies. It also says:

Quote
"Assorted supplies required by ships and crew, ranging from rations and uniforms to munitions, spare parts, microfab feedstock, and prefab components."

in the description of the supplies.

Alternatively, one could produce food with organics and THEN produce said supplies with the "packaged-for-export" food rations + metals.

Those are a lot of "coulds" and "woulds". I don't plan on telling you how to make your mod, as always. :P
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: yourleader on July 17, 2020, 10:39:09 PM
The hard part for this is probably the right formula.
I'm not sure about current mod's formula for production, so this is my personal calculation/recommendation, i hope it helps.

**This is my personal formula for supply making only
productionAmount = {[(SuppliesPerMonth / 3)  + (ShipCargoSpace * 75%)] * CRPercentage} / 12

- SuppliesPerMonth take base value, not including efficiency overhaul deduction.
- Cargo space take real value, including expanded cargo hold
- This formula wont apply for modules. Probably the current formula fits well for them.

Metal / rareMetal ratio = 6/1
**with food: 6/1/1 (6 metals, 1 rare metal, 1 food)
Atlas:
SupplyCostPerMonth: 10
Cargo: 2000
CR: 85%
-> production amount per day: 106 Supplies (actually 106.486)
Consume: 106 Metal Plate, 18 rare metal per day
(LEGIT SHIP AS FACTORY SHIP)

Colossus:
SupplyCostPerMonth: 6
Cargo: 900
CR: 85%
-> production amount per day: 48 Supplies (actually 47.9541)
Consume: 48 Metal Plate, 8 rare metal per day
(LEGIT SHIP AS FACTORY SHIP)

Paragon:
SupplyCostPerMonth: 60
Cargo: 300
CR: 85%
-> production amount per day: 17 Supplies (actually 17.35)
consume 17 metal plate, 3 rare metal per day
(WHY YOU WANT TO DO THIS THO???)

Instead of buff, forge ship addon should put debuff on ship. Due to all factory works, slag and trash the ship produce, it will give this according to each:
(To be honest, even now, nobody want to put forge ship hullmod on battleship anyway)
-Manufacturing bay: decrease peak performance by 20% due to production stress.
-Shipborne Smelter: decrease top speed by 20% due to metal weight and heat.
-Antimatter Centrifuge: decrease hull intergrity by 20% due to anti-matter pressure to the ship.
-Volturnian Aquarium: decrease repair rate by 20% due to complex life support for the lobster.
** -Mobile greenhouse: decrease armor by 20% due to greenhouse system support. (for future update)

Forge ship hullmod cost: 10   15   20   25 (-75% cargo space)
Specific factory hullmod cost: 5   10   15   20 (add debuff)
Fuel space switch: 0 (Switch cargo space to fuel space, now -75% fuel space)
Extra factory slot: 10   15   20   25 (Give one extra factory slot, half production efficiency of output for both, wont change CR cost)
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: yourleader on July 17, 2020, 10:53:43 PM
I hope one day the player can control when to run forge ship, and so we have something like this...
(https://i.ibb.co/BGbqVHn/Illustration.png)

hahh.... what a mad dream...
Title: Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
Post by: CrixM on August 03, 2020, 02:38:47 AM
The A&C shop doesn't seem to be stocking any of the appropriate items. Is them showing up random?