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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

Author Topic: [0.9.1a] Supply Forging 1.1  (Read 18423 times)

Techpriest

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[0.9.1a] Supply Forging 1.1
« on: December 22, 2019, 10:33:59 PM »





For those who hate metal.
Compatible with all known mods.
Integrated with
Version Checker.
Can be added to existing games.
Can be removed from games in which it was already used.
Simple as.

Don't you just hate how there's so many metal that carrying excess metal is literally making you lose credit? Supply Forging gives you the option to convert these junk into metal.
It converts metal and heavy machinery to supply.
This process can be better by carrying a nanoforge in your cargo.
However, don't do it in plain sight or dangerous space! All the heat from the forging makes you so easy to spot.

Hey, the conversion rate is so slow in the late game. How do I fix this?

You can change the values in setting.json. A lot of stuff is changed in setting.json.

Frequent Questions
How exactly is the conversion ratio (fuel per unit of supplies) calculated?
(base-metal-value + base-heavy-machinery value) / base-supply-value = metal/heavymachinery per supply
This works even if the base value of metal, heavy machinery, or supplies has been modified.
When possessing a Corrupted Nanoforge or Pristine Nanoforge, you forge supplies more efficiently. (Corrupted: +50%, Pristine: +100%)


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What options does this mod provide?
You can edit settings.json to change a few things relevant to the mod, including conversion ratios, the price and efficiency of fuel, and the sensor profile penalty while forging supplies. In fact, you can even add new commodities to make it consume more than just metal and heavy machinery! Check out in the setting.json for a lot more advice!
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Why don't I see the "Supply Forge" ability after adding the mod?
If you added Supply Forge to an existing game, it won't be assigned to your toolbar yet.
You may need to assign it manually by right-clicking the ability toolbar.
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Credits
@Sundog - Totally did not base the entire mod on Fuel Siphoning.
@isaacssv552 - Nanoforges Idea
@Wispborne - Some based stuff for Version 1.1
@PizzaPolice - Tested stuff. This ability was originally going to convert transplutonics and metal into supplies, but he gave me a better idea.
[close]
« Last Edit: April 03, 2020, 12:43:07 PM by Techpriest »
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theville

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Re: [0.9.1a] Supply Forging 1.0
« Reply #1 on: December 26, 2019, 12:33:01 AM »

wow! now i don't have to worry about carrying huge load of metals for nothing!
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Oblivion

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Re: [0.9.1a] Supply Forging 1.0
« Reply #2 on: December 26, 2019, 05:21:50 AM »

Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!
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<Nada>

Beep Boop

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Re: [0.9.1a] Supply Forging 1.0
« Reply #3 on: December 26, 2019, 05:52:54 AM »

Probably isn't significantly rations for people, because your supply usage doesn't change with your crew levels, and food is already a thing that is in the game. Although maybe organics should be salvaged as loot as well and then the process can use organics.
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DarkOmegaMK2

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Re: [0.9.1a] Supply Forging 1.0
« Reply #4 on: December 26, 2019, 08:40:17 AM »

Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!

That's what the nanoforge is for.  ;)
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greyxenon

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Re: [0.9.1a] Supply Forging 1.0
« Reply #5 on: January 04, 2020, 01:08:31 PM »

Great idea
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ASSIMKO

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Re: [0.9.1a] Supply Forging 1.0
« Reply #6 on: January 08, 2020, 03:27:59 AM »

Congratulations. I don't know if you read my thoughts or it was because I posted somewhere about it. Now I won't have to keep doing mirabolate accounts every time I want to turn metal into supplies using the console commander. kkkkkkkk.
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Techpriest

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Re: [0.9.1a] Supply Forging 1.1
« Reply #7 on: January 08, 2020, 05:22:22 PM »

Changelog 1.1:


  • Added new variable in setting.json: "SF_MetalConversionRate", "UseExtraCommodities", "ExtraCommodities#", and "ExtraCommoditiesCost#".
  • Forces the Supply Forge to consume other commodities to produce supplies if you edited in the setting.json.
  • - By default, Supply Forging still cost the same metal and heavy machinery but now you can add new commodities for you more hardcore players!
« Last Edit: January 08, 2020, 05:41:22 PM by Techpriest »
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majorfreak

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Re: [0.9.1a] Supply Forging 1.1
« Reply #8 on: January 15, 2020, 06:53:16 PM »

w00t! now i can download the new version, guilt free, in the assumption i'll remember to add organics! muahaha
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Sheluna

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Re: [0.9.1a] Supply Forging 1.0
« Reply #9 on: March 03, 2020, 05:54:12 AM »

Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!

Yep. We're repairing damaged ships with sandwiches and hams. Just stuck them in the holes and the hull will be all new and ready to go !
Supplies aren't food. They never have been. Otherwise, why would there be "food" items as well, uh ? Supplies are the important supplies needed to maintain your fleet's vessels. Thus, this mod makes sense.
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hkmist

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Re: [0.9.1a] Supply Forging 1.1
« Reply #10 on: May 05, 2020, 01:11:39 PM »

Thanks for your mod.

And some idea on the mod.
Is it possible to add a Hull mod requirement to make it possible to use the forging command? Maybe doing thing like add up total number of ships have that hull mod to increase the total output. It will be great to see those mod industry ship doing industrious thing :P
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Icosidodecahedron

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Re: [0.9.1a] Supply Forging 1.1
« Reply #11 on: May 11, 2020, 07:56:38 PM »

Great mod, it's an excellent companion to Fuel Siphoning.
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