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Topics - gruntmaster1

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1
Modding / Needs someone to make 15 icons.
« on: February 06, 2013, 03:43:46 PM »
Hi, for the upcomming version of my mod (shameless advertisement) I would appreciate if someone could make 2 skill icons and 13 resource icons (the 12 of them are for displaying information).

Details
Resources (display):
Total Available Materials: "Number of materials from converted and yet to be converted resources, weapons and ships."
Average Cost per Material: "The average purchase value per material of resources, weapons and ships that has not yet been converted."
Total Needed Materials: "The amount of materials required to produce all of the weapons and ships in the factory."
Current Needed Materials: "The amount of materials required to complete the weapons and ships that are currently being produced."
Total Materials per Day: "The amount of materials required each day on average if all of the weapons and ships in the factory could be produced."
Current Materials per Day:"The estimated amount of materials that will be spent on the next day."
Total Daily Income: "The sell value per day for all weapons and ships in the factory."
Total Daily Cost: "The estimated cost per day based on total materials per day and the average cost per material."
Total Daily Profit: "The profit per day based on total income and total cost."
Current Daily Income: "The sell value per day for weapons and ships that are currently under construction."
Current Daily Cost: "The estimated cost per day for weapons and ships currently under construction."
Current Daily Profit: "The profit based on current income per day and current cost per day."

Resource:
Unconverted Material: "Aside from the ship, this is the last remains of your days of glory." (from Freighter Start mod, has "Started a company which became successful..." as first option and "... and lost it all to pirates." as the second option.)

Skills (industry):
Repair Complex: "This place is heavily wreckaged and barely functional. Lets change that!"
effect: Increase amount of ships and weapons that can be produced at the same time.

Trade Organization Member: "Join the organization and make your life as a helpless trader less helpless. Note: Joining is bindable for life and failed payments will accumulate a credit."
effect: Pay a daily fee to get various benefits such as daily character exp and spawn drones in combat based on the flagship's cargospace. If you don't have enough money to pay, then you won't get any benefits and the fee will get added to a loan. You will have to pay off the loan before you can get the benefits again.

2
Mods / Omni Complex 1.21 - Construct weapons and ships - 0.54.1a
« on: January 25, 2013, 04:56:27 PM »
Omni Complex Mod


What it is:
This is a heavily modified version of LazyWizard's Omnifactory mod (link here). The Omnifactory was a self replenishing station, whereas the Omni Complex is used for upgrading. The complex consists of 3 stations which are "connected" to eachother: Omni Recycle Facility, Omni Factory and Omni Shipyard. They allow you to turn cheaper ships and weapons into more advanced and expensive ships and weapons. This can be useful for rare ships and weapons, make an alternative income by buying and converting cheap items into expensive items and sell them (getting the Hound can actually be a benefit now), and turn loot into more profitable items.

How to use it:
After starting a new game, the 3 stations will likely (unless the planet does't exist) be spawned at Courvus IV. To use the complex you will first need materials. Material is produced in the Omni Recycle Facility, by converting any ship or weapon in it. The ships and weapons will only be converted as needed. You can view the total value of the ships and weapons in the station by the amount of Available Materials (looks like a supply) in the cargo of the station. This info is updated each day.

To actually produce something, you will need a weapon or ship in the Omni Factory. If the amount of the weapon or ship is less than that in the Omni Shipyard and there is enough material available, then it will move 1 day closer to completion and consume the required materials/day. Once completed, the weapon or ship will be moved to the Omni Shipyard. Only one type of a ship or a weapon (e.g. Railgun, Machine Gun, Talon wing, etc.) can be constructed at a time. Like the Omni Recycling Facility, a Needed Materials will be updated each day, showing the amount of materials required for the whole production to hit its limit.

Compatibility:
This mod does not work with totalconversions and you might need to update GenAdvInfo.java with info from other mods. The following mods are already included:
- Fleet Control Mod 1.15
- Omega's Minimash 1.90
- The CAELUS project DEMO 5
- Uomoz's Corvus 16.5: Power Blocs
- Vacuum 0.3
- Weapons Pack 0.29

You can use the Starsector Parts Compiler.exe to easily generate a new GenAdvInfo.java (requires .net framework 4.0). Simply drag and drop the Starsector folder ontop of the .exe file and a GenAdvInfo.java, with all of the info in starsector-core and mods, should be created in the same folder as the .exe. Make sure that the info.xml and .exe is in the same folder. If a ship or weapon is missing in GenAdvInfo.java, then the mod won't break, but it will use a far simpler way to calculate construction time and material value.

Download:
Version 1.0: http://www.mediafire.com/?cum93abdx2n1da9
Version 1.1: http://www.mediafire.com/?65bz8vmzp41tzfc (save compatible, requires reset* of Omni Factory and the Recycle Facility, only Factory_Manager.jar and mod_info.json needs to be replaced)
Version 1.2: http://www.mediafire.com/?bcu5n3v6pbv1fon (Saves compatible, requires reset as previous version, all files need to be replaced)
Version 1.21: http://www.mediafire.com/?ue63z2eeww34nx6 (Save compatible, Need to replace Factory_Manager.jar and mod_info.json)

Freighter Start: http://www.mediafire.com/?hbpyauchao8anv1

*Reset: This means that you should reset the items of the mentioned stations. This is done by removing the item from the station's cargo, wait for a day to pass and then put the item back in the stations cargo.

Changes
Version 1.1:
- Fixed null error when you stored a ship in the Omni Shipyard which didn't exist in the Omni Factory.
- Fuel and supplies can be converted to material at a rate of 60 purchase value / material (C/M), 10 supplies equals 1 material and 5 fuel equals 2 material.
- Material and construction use seperate calculations.
- Construction time of ships heavily reduced, unless they are expensive and/or have a high requirement.
- Base value / material (B/M) of an item will increase with an items base value untill it reaches 70 B/M. These are the base values at which an item reaches 70 B/M: 600 / 2040 / 11800 for weapons and 3000 / 11100 / 30800 / 75950 / 175700 for ships.
- When an item is added to the Omni Recycle Facility, a message will be shown with the items C/M.
- The message shown when an item is added to the Omni Factory also contains the sell value / material (I/M) of the item.
- If a new item is added to the Omni Recycle Facility or Omni Factory, then a message with the average profit / material will be shown.
- The Omni Recycle Facility will have a "supply" like Available Materials called Average Value per Material showing the average C/M of the station (does not include already converted material).
- The Omni Factory also have an Average Value per Material showing the average I/M of the station.
Note: To maximize the profit of the complex, you would want the C/M to be as low as possible (assuming you didn't "get" it for free) while I/M should be as high as possible (63 is max). If you're only worried about upgrading stuff, then you should multiply C/M with 0.75.

Version 1.2:
- fixed bug in Complex Parts Compiler resoulting in 217 entries missing.
- GenAdvInfo has been updated with these entries and fleet control v 1.15 (requires you to start a new game).
- You can specify in AddOmniFac.java what resources the complex can convert and how efficiently. This supports any resource, including those from other mods.
- By default, Fuel (18 C/M), Supplies (12 C/M), Ore (12 C/M, from Fleet Control mod) and Unconverted Materials (1.2 C/M, from Freighter Start mod) are added.
- Spawn logic has been "simplified" to spawn you in the asteroidbelt in Corvus or the equal distance from the sun in a different system. Better make sure to prepare a warm welcome or get your engines tuned for when you pass by the pirate bases.
- A mini-mod named "Freighter Start" can be optionally downloaded. It allows you to start with a Buffalo freighter and a large amount of Unconverted Materials if used with this mod. It is not useful in combat for anything than retreating (and is even bad at that). It does however enable you to transport a lot of resources at once, which is useful once you start getting a production running.
- Material value is now constant untill it reaches the ceiling. This way, it should be more intuitive to judge the efficiency of an item. If a weapon has a basevalue that is 40 % of the ceiling then its B/M will also be 40 % of the max possible B/M.
- B/M at the ceiling has been changed 50 instead of 75. This is to decrease the change of getting a decimal material value resoulting in an inacurate B/M when an item was above the ceiling.
- Construction time has been changed to start at a minimum day depending on size and increase linearly to twice as much untill it reaches a ceiling based of its base value. From there it will progress deminishing potentionally.
- The ceiling for ship material value has been changed to 4000 / 13600 / 34680 / 78608 / 167042. The ceiling for ship construction time is 3333 / 9714 / 21675 / 43671 / 83521.
- The ceiling for weapon construction time is the same as for material value which is unchagned.

Version 1.21 (hotfix):
- Updated hullParser from Omnifactory 1.5.
- Fixed the wrong constructor being selected when adding a new ship to the recycling or production collection.

Calculations
value = base value
req = fleet points or ordinance points (depending if ship or weapon)
size = weapons: cargospace / 5 or ships: fighter wing = 1 up to capital = 5
ceil (material value) = A ceiling from which the value/material will be constant for that size, thus making any ship/weapon above the ceil equally profitable.
ceil (construction time) = A ceiling from which the construction time will stop progressing linearly and instead progress potentially.
minDays = The construction time at a base value of 0.

Version 1.0:
- Ship construction time = roundup(value / 300 / 1.4 ^(size - 1)) + size * 5 + roundup(req * 2)
- Ship material value = construction time
- Weapon construction time = roundup(value / 300 / 1.5 ^(size - 1)) + size + roundup(req / 3)
- Weapon material value = construction time

Version 1.1:
- Ship ceil = 1.85 ^ (size - 1) * size * 3000
- Ship construction time = max(size * req / 2, 3 * size)
- Ship material value = min(value, ceil) ^ (log(ceil / 70) / log(ceil)) + max(value - ceil, 0) / 70
- Weapon ceil = 1.7 ^ (size - 1) * size * 600
- Weapon construction time = size * 3 + req / 2
- Weapon material value = Same formula as ship material value.

Version 1.2:
Ship construction time:
- ceil = 1.7 ^ (size - 1) * size * 4000 / (1 + size * 0.2)
- minDays = 1.7 ^ (size - 1) * size * 5
- days = min(value, ceil) / (ceil / minDays) + minDays +
max(2 * value ^ (log(minDays + minDays / 2) / log(ceil)) - minDays * 3), 0)

Ship material value:
- ceil = 1,7 ^ (size - 1) * size * 4000
- material value = ceil / 50 + max(value - ceil, 0) / 50

Weapon construction time:
- ceil = 1.7 ^ (size - 1) * size * 600
- minDays = 2.5 * size
- days = same formula as ship days

Weapon material value:
- ceil = same formula as weapon construction time
- material value = same formula as ship material value

Future plans:
- Improved calculations, feel free to post suggestions.
- Implemented industry skills.
- Change spawn logic to spawn complex at a more desolate location.
- Make fuel and cargo more efficient, but require to use tankers and transport ships to proper benefit from it.

3
Modding / [Solved]Mod not working after loading save.
« on: January 25, 2013, 11:05:24 AM »
I have been working on an Omni Complex mod based on LazyWizard's Omni Factory. It will add 3 stations instead of one: A recycle facility for turning ships and weapons into materials, factory for defining what weapons and ships to construct and storage/shipyard for storing the constructed weapons and ships were the amount of each weapon and ship is limited to the amount in the factory.

This seems to work, untill I load a save. The amount of available materials  and days untill completion of ship/weapon is incorrect (stored in memory) and the stations in the sector seem to be a different instances from the ones that the code is working with.

My guess is that this has something to do with serialization (from what I could find on the net and original code), but never having worked with java, I don't have a clue what to do.

Mod and .jar source: http://www.mediafire.com/?scwxoca9jrxpeps,ovqalc930ewaaw6

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