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.)