Fractal Softworks Forum

Starsector => Mods => Topic started by: Timid on December 22, 2019, 10:33:59 PM

Title: [0.97a] Supply Forging 1.5a
Post by: Timid on December 22, 2019, 10:33:59 PM
(https://i.imgur.com/zM5W38D.png)

(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner3/total?color=%234488EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner3/releases/download/1.5a/Supply.Forging.zip)

For those who hate metal.
Compatible with all known mods.
Integrated with Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181).
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 supply.
It converts metal and heavy machinery to supply.
This process can be better by carrying civilian ships and ships with salvage gantry bonuses (including modded hullmod that incorporate salvage gantry)

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.
[close]
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!
Here's one user's setting.json
https://fractalsoftworks.com/forum/index.php?topic=17503.msg429181#msg429181
Changing the version from 0.96 to 0.97 seems to work fine from what I've tested.   

Here's what my settings.json file looks like. In case anybody wants supply production that costs food and is a little bit faster.   
 
Code
"SF_MetalConversionRate": 4.0, #This equates to 3 Supplies!
"SF_MetalCost":100,
"SF_HeavyMachineryCost":4,
#Just don't set those two above to zero or less. Because... you can't really set it to zero without the whole thing bamming and crashing.

#These determine how civilian ships are increasing the bonus of your supply forging, civilian frigate provide +5%!
"SF_Frigate":0.05,
"SF_Destroyer":0.10,
"SF_Cruiser":0.15,
"SF_Capital":0.20,

"SF_Input":true, # Should the modifier affect the input? (Metal and Heavy Machinery Cost)
"SF_Output":true, # Should the modifier affect the output? (Supply)

"SupplyForgingSensorProfileIncreasePercent": 100,

#UseExtraCommodities can either be set from 0-whateverasmuchasyoulike. If it's, 0 it will not detect any extra commodity to convert.
"UseExtraCommodities": 1,

#Here's a list of all the commodities: organics,volatiles,ore,rare_ore,rare_metals,domestic_goods,organs,drugs,hand_weapons,luxury_goods,lobster,alpha_core,beta_core,gamma_core
"ExtraCommodities0":"food",
"ExtraCommodities1":"organics",

#ExtraCommodities0, ExtraCommodities1, ExtraCommodities2, ExtraCommodities3, ExtraCommodities4 must then have text string that make sense or else it'll CTD!

#The cost should be more than zero
"ExtraCommoditiesCost0":4,
"ExtraCommoditiesCost1":3,

#Not to mention you need to also put a corresponding Cost as well like ExtraCommoditiesCost2, and so on.



#"SF_CorruptedMetal":0.10, UNUSED
#"SF_PristineMetal":0.30, UNUSED
#"SF_SalvageGantry":0.40, UNUSED
#This is like the modifier that messes with the... bonus modifiers.
}
 
 
TL;DR: Uses 100 metal, 4 heavy machinery and 4 food to produce 12 supply per day. This is about 3600 credits worth of products used to create 1200 credits worth of supplies. I think these are reasonable numbers. A lategame fleet with 8 civilian capitals can produce about 30 supplies per day.
[close]
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.
[close]
[close]
Credits
@Sundog (http://fractalsoftworks.com/forum/index.php?action=profile;u=4130) - Totally did not base the entire mod on Fuel Siphoning.
@isaacssv552 (http://fractalsoftworks.com/forum/index.php?action=profile;u=4785) - Nanoforges Idea
@Wispborne (http://fractalsoftworks.com/forum/index.php?action=profile;u=7678) - 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]
[close]
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: theville on December 26, 2019, 12:33:01 AM
wow! now i don't have to worry about carrying huge load of metals for nothing!
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: Oblivion on December 26, 2019, 05:21:50 AM
Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: Beep Boop 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.
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: e 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.  ;)
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: greyxenon on January 04, 2020, 01:08:31 PM
Great idea
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: ASSIMKO 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.
Title: Re: [0.9.1a] Supply Forging 1.1
Post by: Timid on January 08, 2020, 05:22:22 PM
Changelog 1.1:
(https://cdn.discordapp.com/attachments/305506161615175680/664641011758137346/OHGODIMGONNAAHHHHHHHHHHHH.png)
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner3/1.1/total?color=%234488EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner3/releases/download/1.1/Supply.Forging.zip)

Title: Re: [0.9.1a] Supply Forging 1.1
Post by: majorfreak 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
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: Sheluna 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.
Title: Re: [0.9.1a] Supply Forging 1.1
Post by: hkmist 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
Title: Re: [0.9.1a] Supply Forging 1.1
Post by: Apogee_Freak on May 11, 2020, 07:56:38 PM
Great mod, it's an excellent companion to Fuel Siphoning.
Title: Re: [0.9.1a] Supply Forging 1.2
Post by: Timid on July 26, 2020, 09:50:37 PM
Changelog 1.2:
(https://cdn.discordapp.com/attachments/305506161615175680/737167120760176680/based.png)
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner3/1.2/total?color=%234488EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner3/releases/download/1.2/Supply.Forging.zip)
Save-game compatible.
Title: Re: [0.9.1a] Supply Forging 1.2
Post by: KyousukeAzai on July 28, 2020, 11:44:10 AM
Have to admit, the new update caught me a bit off guard, I have increased fleet size up to 60 ships and at the time of the update had 53 nanoforges on board. 17 of which were pristine, suddenly not only did I not use supplies, but was producing a very nice surplus.
Title: Re: [0.9.1a] Supply Forging 1.2
Post by: Iris Vin on July 29, 2020, 04:01:43 AM
Have to admit, the new update caught me a bit off guard, I have increased fleet size up to 60 ships and at the time of the update had 53 nanoforges on board. 17 of which were pristine, suddenly not only did I not use supplies, but was producing a very nice surplus.

Are you somehow using nanoforges to manufacture nanoforges? I've logged about 40 hours this run and I have 2 pristines.

Also thanks Techpriest!
Title: Re: [0.9.1a] Supply Forging 1.2
Post by: Sanrai on July 29, 2020, 09:26:23 PM
Honestly, I would prefer if Nanoforges just increased the rate of the conversion, rather than the efficiency.
Title: Re: [0.9.1a] Supply Forging 1.2
Post by: Timid on September 14, 2020, 09:40:24 AM
Changelog 1.3:

(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner3/1.3/total?color=%234488EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner3/releases/download/1.3/Supply.Forging.zip)
Save-game compatible.
Title: Re: [0.9.1a] Supply Forging 1.2
Post by: Xobra on September 14, 2020, 09:54:25 AM
Changelog 1.3:

(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner3/1.3/total?color=%234488EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner3/releases/download/1.3/Supply.Forging.zip)
  • Reworked forging process: increasing nanoforges no longer convert more supplies from metal, but rather convert more metal into supplies. Example: With 3 pristine nanoforges, the former created 4.35 supplies from 30 metal and 1 heavy machinery. The new one now creates 5.25 supplies from 52.5 metal and 1.75 heavy machines.
  • Corrupted Nanoforge increased from +5% to +10%.
  • Pristine Nanoforge increased from +15% to +25%.
Save-game compatible.
Basically it means instead if converting Metal more efficient, it converts/more at once it faster?

Still nice, got 50k metal lying around
Title: Re: [0.9.1a] Supply Forging 1.3
Post by: Mondaymonkey on September 14, 2020, 10:54:31 AM
I am almost feel like rotten tomatoes flies right in my head, still will say:

Something is absolutely wrong with that mod. And I think, I figured out what exactly. Where the hell those forging process happens? On a deck of your flagship Onslaught? I doubt any real battleship have enough place to host industrial activity of that scale. Maybe inside Atlas cargo holds? Yeah, that is more likely, but this will make it lose it's cargo capacities, right? Maybe specialized ship, then? ???

So the suggestion is simple: add a specializing ship (or ships) that will do actual forging. If those ships are not available for player, because of any reason, forging is still possible if some ships have "makeshift forging facility" logistic hullmod. I suggest this hullmod be available only to caps and cruisers with cargo holds larger than 1250/500 respectively. Yes, that mean it mostly logistic ships orientated (intended). Hullmod allows supply conversation with 50%/25% speed and decrease cargo hold to same 1250/500 it requires, also increase skeleton crew by 250/100.

The more forge ships (dedicated or converted) player have, the better daily rate. Quantity of nanoforges, that provides boost, is limited to number of forge ships.

Now, a volley of tomatoes!
Title: Re: [0.9.1a] Supply Forging 1.3
Post by: DubTre6 on September 15, 2020, 12:10:33 PM
Great moves, keep it up, proud of you.
Title: Re: [0.9.1a] Supply Forging 1.3
Post by: ErrantSingularity on September 15, 2020, 07:28:12 PM
Basically any ship has the capacity to work a Nanoforge, in lore it's how carriers work. Even the smallest drone carrier has a nanoforge running to remake ships, instead of a conventional hangar it's more of a production platform. A logistic ship or anything bigger than probably a Falcon definitely has some room to pop out supplies.
Title: A Humble Suggestion
Post by: Comrade Corwin on October 12, 2020, 11:04:38 AM
I love this idea! Self-reliance in the deep reaches of unexplored space seems like it would be a must, so this adds a lot of immersion for me. Thank you for the mod!

My only suggestion would be that I think this sort of ability would be locked behind an Industry skill. Maybe Field Repairs? I think it makes sense that less industriously-minded captains would not assign crew and resources to something as civilian as supply manufacturing.
Title: Re: [0.9.1a] Supply Forging 1.3
Post by: DubTre6 on October 12, 2020, 08:26:06 PM
This mod has made my 100k+ metal stacks a thing of the past, brilliant!
Title: Re: [0.9.1a] Supply Forging 1.3
Post by: beyond247v on October 21, 2020, 04:11:02 PM
The ability doesnt show up for me. Is there something i must do to activate it?
Title: Re: [0.9.1a] Supply Forging 1.3
Post by: Echonian on October 22, 2020, 08:00:37 PM
The ability doesnt show up for me. Is there something i must do to activate it?

I'm using the mod myself, and it definitely shows up for me. However, you can assign abilities to the hot bar by right clicking it, and can toggle between the bars with CTRL-1 through other numbers (I use CTRL 1 2 and 3). See if it shows up when you right click.

As a side note, this mod works very well for me. It's a simple fix, but it has certainly made traveling around with tons of metal/heavy machinery from constant battles a bit easier to deal with. While I still have to stop by stations to sell what I have looted, I don't have to do so as often now, and the trade-off between profitability vs convenience is a nice feature to consider.
Title: Re: [0.9.1a] Supply Forging 1.3
Post by: deaxsa on January 30, 2021, 09:26:40 PM
Can someone explain how the math works? I was attempting to fiddle with the values for a late-game run, but ran into trouble because things didn't make sense.
 --- Commodity Base Values ---
Metal:  30
Machinery:  150
Supplies:  100
 --- My Current Config ---
"SF_MetalConversionRate": 1.0,
"SF_MetalCost":50,
"SF_HeavyMachineryCost":2,


So (30+150)/(100)=1.8, but 1.8 what? When I get in-game it tells me (no forges) I'm making 3 supplies per day. How did we get there? I've got 1800 credit's worth of supplies being consumed per day, and I'm getting 300 out of it? that's .166, not 1.8? I'm so confused, someone please help me understand the math that goes into this mod. Fortunately, the forges part is working as I understand it, each forge grants +x% to the number of times it's processed in a day.

Is there some reason the config files are not setup as Line1: metal units eaten per day, Line2: machine units eaten per day, Line3: supply units produced per day, with supply forges adding to the number of daily cycles that happen in a day? That would be much, much more intuitive.
Title: Re: [0.9.1a] Supply Forging 1.3
Post by: Timid on January 30, 2021, 11:11:58 PM
Can someone explain how the math works? I was attempting to fiddle with the values for a late-game run, but ran into trouble because things didn't make sense.
 --- Commodity Base Values ---
Metal:  30
Machinery:  150
Supplies:  100
 --- My Current Config ---
"SF_MetalConversionRate": 1.0,
"SF_MetalCost":50,
"SF_HeavyMachineryCost":2,


So (30+150)/(100)=1.8, but 1.8 what? When I get in-game it tells me (no forges) I'm making 3 supplies per day. How did we get there? I've got 1800 credit's worth of supplies being consumed per day, and I'm getting 300 out of it? that's .166, not 1.8? I'm so confused, someone please help me understand the math that goes into this mod. Fortunately, the forges part is working as I understand it, each forge grants +x% to the number of times it's processed in a day.

Is there some reason the config files are not setup as Line1: metal units eaten per day, Line2: machine units eaten per day, Line3: supply units produced per day, with supply forges adding to the number of daily cycles that happen in a day? That would be much, much more intuitive.

   "SF_MetalConversionRate": 1.0,
   "SF_MetalCost":30,
   "SF_HeavyMachineryCost":1,

Increase SF_MetalConversionRate to increase the amount of supplies made, the amount of metal and heavy machinery to consume.
Increasing SF_CorruptedMetal or SF_PristineMetal's value will add to this ConversionRate, so SF_CorruptedMetal makes each Corrupted Nanoforge convert 10% more and SF_PristineMetal will make each Pristine Nanoforge convert 25% more.
Title: Re: [0.9.1a] Supply Forging 1.3
Post by: deaxsa on January 31, 2021, 11:33:46 AM
Can someone explain how the math works? I was attempting to fiddle with the values for a late-game run, but ran into trouble because things didn't make sense.
 --- Commodity Base Values ---
Metal:  30
Machinery:  150
Supplies:  100
 --- My Current Config ---
"SF_MetalConversionRate": 1.0,
"SF_MetalCost":50,
"SF_HeavyMachineryCost":2,


So (30+150)/(100)=1.8, but 1.8 what? When I get in-game it tells me (no forges) I'm making 3 supplies per day. How did we get there? I've got 1800 credit's worth of supplies being consumed per day, and I'm getting 300 out of it? that's .166, not 1.8? I'm so confused, someone please help me understand the math that goes into this mod. Fortunately, the forges part is working as I understand it, each forge grants +x% to the number of times it's processed in a day.

Is there some reason the config files are not setup as Line1: metal units eaten per day, Line2: machine units eaten per day, Line3: supply units produced per day, with supply forges adding to the number of daily cycles that happen in a day? That would be much, much more intuitive.

   "SF_MetalConversionRate": 1.0,
   "SF_MetalCost":30,
   "SF_HeavyMachineryCost":1,

Increase SF_MetalConversionRate to increase the amount of supplies made, the amount of metal and heavy machinery to consume.
Increasing SF_CorruptedMetal or SF_PristineMetal's value will add to this ConversionRate, so SF_CorruptedMetal makes each Corrupted Nanoforge convert 10% more and SF_PristineMetal will make each Pristine Nanoforge convert 25% more.
I started fiddling with the game and the values halfway through writing the post, so some of the questions I have are answered partway through. I really mostly used this post to write down my thought process and arrive at the conclusions I needed to.

Ok I'm still confused, I feel like I'm not getting something obvious lol. So in one cycle/period, I'm going to consume X metal and Y heavy machinery, and produce Z supplies, right? and X is "SF_MetalCost", and Y is "SF_HeavyMachineryCost", but what determines Z? And is "SF_MetalConversionRate" a multiplier to the cycle rate or the supplies produced?

When I use the config I originally posted, I get 3 supplies per day as base. When I change "SF_MetalConversionRate" from 1 to 10, I get 30 supplies out of it instead of 3 but nothing else changes. Odd but I get it now. Then, add in a corrupted nanoforge and I get 55/2.2/33 which is interesting because I thought that the nanoforges modified "SF_MetalConversionRate" directly (so It'd be like having 10.1 for that value, but this is not the case, as consumption goes up, and it would not if it directly modified that value).

Next, I changed the costs of 50 and 2 to 500 and 20. When I loaded up the game, nothing changed except the thing I changed. Interesting. (We're still making 30 supplies)

Next, I changed the costs of 500 and 20 to 500 and 200. When I loaded up the game, still nothing changed except the thing I changed. Interesting. (We're still making 30 supplies)

TL;DR
So, it looks like supplies produced is equal to 3 times "SF_MetalConversionRate". But why 3? How did 3 happen? Also, in your screenshot you have a nanoforge. And it is increasing the output, but not the input. This is not the case for me. My nanoforges increase output AND input per day. they are not improving the efficiency of the process, only the rate at which the process occurs. Why are your screenshot different?
Title: Re: [0.9.1a] Supply Forging 1.3
Post by: Timid on January 31, 2021, 01:17:22 PM
So, it looks like supplies produced is equal to 3 times "SF_MetalConversionRate". But why 3? How did 3 happen?
Because a supply exactly does. Totally not derived from Fuel Siphoning's original 3 first.

Also, in your screenshot you have a nanoforge. And it is increasing the output, but not the input. This is not the case for me. My nanoforges increase output AND input per day. they are not improving the efficiency of the process, only the rate at which the process occurs. Why are your screenshot different?
Old screenshot. I'll make it in Supply Forging 1.4 you have the option to make nanoforges affect output or input (default they affect both output and input)
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: GenericGoose on January 31, 2021, 01:29:46 PM
Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!
Idk, you can go a long time without any supplies and the crew doesn't really starve. Maybe they eat the hull and that's why CR goes down...
Title: Re: [0.9.1a] Supply Forging 1.4
Post by: Timid on February 16, 2021, 07:31:26 AM
Changelog 1.4:
(https://i.imgur.com/TjNkgdI.png)
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner3/1.4/total?color=%234488EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner3/releases/download/1.4/Supply.Forging.zip)
Save-game compatible.
Title: Re: [0.9.1a] Supply Forging 1.4
Post by: Twilight Sentinel on February 16, 2021, 10:48:00 AM
Since supplies also contain food for the crew, shouldn't they require a little organics/food to make?
Title: Re: [0.9.1a] Supply Forging 1.4
Post by: Timid on February 16, 2021, 03:36:19 PM
Since supplies also contain food for the crew, shouldn't they require a little organics/food to make?
(https://i.imgur.com/JR2ZT1r.png)
Go in setting.json and change it.
Title: Re: [0.9.1a] Supply Forging 1.4
Post by: Dazs on February 16, 2021, 03:39:40 PM
Well you can edit setting.json in data/config to add organics to be a convertible commodity by editing these lines:

#UseExtraCommodities can either be set from 0-whateverasmuchasyoulike. If it's, 0 it will not detect any extra commodity to convert.
   "UseExtraCommodities": 0,

   #Here's a list of all the commodities: organics,volatiles,ore,rare_ore,rare_metals,domestic_goods,organs,drugs,hand_weapons,luxury_goods,lobster,alpha_core,beta_core,gamma_core
   "ExtraCommodities0":"rare_ore",
   "ExtraCommodities1":"organics",
   
   #ExtraCommodities0, ExtraCommodities1, ExtraCommodities2, ExtraCommodities3, ExtraCommodities4 must then have text string that make sense or else it'll CTD!
   
   #The cost should be more than zero or I'll get really mad.
   "ExtraCommoditiesCost0":1,
   "ExtraCommoditiesCost1":3,

   #Not to mention you need to also put a corresponding Cost as well like ExtraCommoditiesCost2, and so on.

Personally I like to mine and am trying to add ore since I get so much of it and it is basically raw metal but each time I fiddle with the settings I cannot seem to get it right, maybe someone would be kind enough to go over a bit more clear for non modders how to add commodities.
Title: Re: [0.9.1a] Supply Forging 1.4
Post by: Dazs on February 16, 2021, 03:39:57 PM
lol ok I guess techpriest beat me to it
Title: Re: [0.9.1a] Supply Forging 1.4
Post by: Dazs on February 16, 2021, 03:57:27 PM
I followed your code and replaced food with ore. I do see that ore now shows up when I hover over the icon. My question is how does this effect me overall output? Do I have to have ore now as well as metal or does it work like normal when I do not have ore but increases output when I do have ore?
Title: Re: [0.9.1a] Supply Forging 1.4
Post by: Timid on February 16, 2021, 04:04:07 PM
I followed your code and replaced food with ore. I do see that ore now shows up when I hover over the icon. My question is how does this effect me overall output? Do I have to have ore now as well as metal or does it work like normal when I do not have ore but increases output when I do have ore?
Requires ore as well.
Title: Re: [0.9.1a] Supply Forging 1.4
Post by: #Negi on March 22, 2021, 09:36:02 PM
Now can you make it modular?  Can it be made to create more than just supplies, say I want to smelt Ore and Transplutonics into their Metal forms, seems like something the Bear from Varya's should be able to do.  What about Volatiles into Fuel?  Metals, Transplutonics, Volatiles, into Heavy Machinery?  Basically, the mod currently lets you turn anything (via editing settings) into supplies, but can it be made to let you turn anything into anything else, not just supplies?
Title: Re: [0.95a] Supply Forging 1.41
Post by: Timid on March 26, 2021, 11:41:12 AM
Changelog 1.41:
(https://i.imgur.com/TjNkgdI.png)
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner3/1.41/total?color=%234488EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner3/releases/download/1.41/Supply.Forging.zip)
Save-game compatible.
Title: Re: [0.95a] Supply Forging 1.41
Post by: Lorebot on April 13, 2021, 09:46:21 PM
I dislike that the Heavy Machinery is actually consumed by the forging process instead of just being required. If I change the settings to require 0 machinery will that mess up the conversion rate calculation or will it still consider the value of heavy machinery without consuming it?
Title: Re: [0.95a] Supply Forging 1.41
Post by: Timid on April 13, 2021, 09:53:41 PM
I dislike that the Heavy Machinery is actually consumed by the forging process instead of just being required. If I change the settings to require 0 machinery will that mess up the conversion rate calculation or will it still consider the value of heavy machinery without consuming it?
No, it won't mess it up. You'll still need 1 heavy machinery to activate it, but it won't consume it.
Title: Re: [0.95a] Supply Forging 1.41
Post by: 5ColouredWalker on April 16, 2021, 07:11:12 AM
Is it possible for the mod to detect what size ship salvage gantries are on?
Just laughing in my current game that a Cruiser sized salvage gantries and a frigate sized one provide the same bonus.
Title: Re: [0.95a] Supply Forging 1.41
Post by: Lorebot on April 21, 2021, 11:46:30 PM
I noticed "SF_Input" in the settings and tried to set it to False to have the bonuses from nanoforges and salvage gantries not affect the input, but it doesn't seem to be working. It's still increasing the consumption of metals and machinery, at least in the tooltip I haven't actually watched how much it's consuming from my inventory.

I also noticed that the mod description says the bonus from nanoforges and gantries is supposed to be capped at the number of ships in your fleet, but I don't see any sort of limit like that in the game. How is that supposed to actually be applied? By the description I assumed that the additional output would be capped at however many ships I have in the fleet, so if I only have 5 ships I shouldn't be able to get more than 5 extra supplies from that bonus? Am I misunderstanding it?

Also, I wanted to make the ability consume Fuel too but it wasn't in the list of commodities you put in the documentation. I put Fuel in anyhow and it seems to work. Not sure if you want to add Fuel to the documentation or not.

You may also want to clarify the documentation for "SF_MetalConversionRate" since the values of the inputs aren't defined in the settings anymore. I was confused about what that was actually controlling and had to test it out to figure out that it alters the base amount of supplies produced per day.

I'm wondering how the mod would react to having a fractional value in "SF_HeavyMachineryCost". If I put in .5 or .33 would it only consume 1 unit every other or every third day or does it only function in whole units and would consume 1 unit per day?
Title: Re: [0.95a] Supply Forging 1.41
Post by: Timid on April 22, 2021, 12:37:17 AM
I noticed "SF_Input" in the settings and tried to set it to False to have the bonuses from nanoforges and salvage gantries not affect the input, but it doesn't seem to be working. It's still increasing the consumption of metals and machinery, at least in the tooltip I haven't actually watched how much it's consuming from my inventory.
I'll look at it.

I also noticed that the mod description says the bonus from nanoforges and gantries is supposed to be capped at the number of ships in your fleet, but I don't see any sort of limit like that in the game. How is that supposed to actually be applied? By the description I assumed that the additional output would be capped at however many ships I have in the fleet, so if I only have 5 ships I shouldn't be able to get more than 5 extra supplies from that bonus? Am I misunderstanding it?
Capped at the actual number of your fleet. Not 1 supply per ship, but rather 1 nanoforge bonus (like say if you have 5 ships, then only up to +125% of the base number is applied) per ship.

Also, I wanted to make the ability consume Fuel too but it wasn't in the list of commodities you put in the documentation. I put Fuel in anyhow and it seems to work. Not sure if you want to add Fuel to the documentation or not.
Cuz that would be annoying with fuel siphoning and create some fun feedback loop. You can still do it if you want,

You may also want to clarify the documentation for "SF_MetalConversionRate" since the values of the inputs aren't defined in the settings anymore. I was confused about what that was actually controlling and had to test it out to figure out that it alters the base amount of supplies produced per day.
Okay!

I'm wondering how the mod would react to having a fractional value in "SF_HeavyMachineryCost". If I put in .5 or .33 would it only consume 1 unit every other or every third day or does it only function in whole units and would consume 1 unit per day?
The former.
Title: Re: [0.9.1a] Supply Forging 1.4
Post by: Szasz on April 27, 2021, 06:26:13 AM
Please break with the convention of condescending passive-aggressive commenting in the settings file.
The more disorganized and more cocky it gets the more offensive it becomes. Refrain from using math in your argument. Math is based on fundamental terms and terms that can be reduced to fundamentals, whereas you apply a hidden, unexplained logic in your mod how forged supplies are calculated, project it (in your head) as general knowledge and make a personal insult to the user based on this twisted assumption. Even if you introduced the logic in the mod description that could theoretically put the blame on the player, which you didn't, you must understand that you have no right to do this.

Personally its not fun correcting, rephrasing and moving the comments for clarity on each release.
Regardless your expectations for positive and negative feedback, I think people come here for new possibilities thanks to this great idea, not for insults.
Title: Re: [0.9.1a] Supply Forging 1.4
Post by: Lorebot on April 27, 2021, 07:34:32 AM
Please break with the convention of condescending passive-aggressive commenting in the settings file.
The more disorganized and more cocky it gets the more offensive it becomes. Refrain from using math in your argument. Math is based on fundamental terms and terms that can be reduced to fundamentals, whereas you apply a hidden, unexplained logic in your mod how forged supplies are calculated, project it (in your head) as general knowledge and make a personal insult to the user based on this twisted assumption. Even if you introduced the logic in the mod description that could theoretically put the blame on the player, which you didn't, you must understand that you have no right to do this.

Personally its not fun correcting, rephrasing and moving the comments for clarity on each release.
Regardless your expectations for positive and negative feedback, I think people come here for new possibilities thanks to this great idea, not for insults.
Please don't be a jerk, you don't see the whole picture. The snarky comment about math is a left over from an older version of the mod where the conversion values for things were actually in the settings file and not based on a global variable that's defined outside the mod. I agree that it's not very helpful and needs to be updated, but there's no reason to get nasty about it. You said yourself it's not fun correcting comments, so you already know why it wasn't updated when the mod changed.

Just enjoy the mod and be respectful.
Title: Re: [0.95a] Supply Forging 1.41
Post by: TANK6110 on May 03, 2021, 04:33:51 AM
1.41 will work on version 0.9.1a
Title: Re: [0.95a] Supply Forging 1.41
Post by: pearagon on May 17, 2021, 08:32:29 PM
Is it possible to make it so you must have a nanoforge with you in order to forge supplies? I like the idea of the mod but I would personally prefer to add the constraint to my play through.
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: BaBosa on May 31, 2021, 06:09:58 PM
Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!
I’ve always thought that the supplies are used to maintain a hydroponics system and not actually contain food. It makes more sense.
Same with everything else that would be needed on a ship but doesn’t seem to fit into supplies. The supplies are used to feed and maintain minor 3D printers or other assembling machines.
Title: Re: [0.95a] Supply Forging 1.41
Post by: SirStargateur on August 27, 2021, 09:00:30 PM
I would love see this mod require to "link" a nanoforge to a ship instead of just "having them in inventory", with potentially adding some "industrial support" ship, the game really need more option for salvaging ship.
Title: Re: [0.95a] Supply Forging 1.41
Post by: PureDesire on September 22, 2021, 11:01:37 PM
Hello,may I translate this mod in to Chinese and pu it on Chinese community of starsector?
Title: Re: [0.95a] Supply Forging 1.41
Post by: Timid on September 23, 2021, 11:56:47 AM
Hello,may I translate this mod in to Chinese and pu it on Chinese community of starsector?
OKAY.

Disclaimer: I am not liable for bad software or human translation.
Title: Re: [0.95a] Supply Forging 1.41
Post by: PureDesire on September 25, 2021, 12:21:18 AM
Thank you very much ;D
Title: Re: [0.95a] Supply Forging 1.41
Post by: Farya on September 25, 2021, 05:03:00 AM
I would love see this mod require to "link" a nanoforge to a ship instead of just "having them in inventory", with potentially adding some "industrial support" ship, the game really need more option for salvaging ship.
Agreed. Nijgen Extend has a nice system for forge ship, even if a bit of overcomplicated. Mounting an extra nanoforge inside your logistic ship would be great. Could also add a kind of modular version of Salvage Gauntry that is worser at salvaging but provides a boost to production of supplies. Hell, could actually expand the mod into whole industrual hullmod one. Like a hullmod to augment your fighter clamps/converted hangar ships with properly produced fighters using a logistic ship - though only a first few batches of fighters benefit from proper quality.
Title: Re: [0.95a] Supply Forging 1.41
Post by: Amricon. on December 22, 2021, 12:53:38 AM
Nice mod and I like it.
@PureDesire had just stuck at the source code compiling and the whole localization process stopped for a couple of weeks..eh,maybe months.May I take over his work and post it to our community?(www.fossic.org). Original author name, pages URL and Authorization will be quoted,and you can cancel this at anytime.

ps:Of course not google translation;)
com
reply:Thx.now the .jar has been complied and transfered to pre-translator,it's just a matter of time for him to complete and post the localized version.
Title: Re: [0.95a] Supply Forging 1.41
Post by: Timid on December 22, 2021, 01:01:22 AM
Nice mod and I like it.
@PureDesire had just stuck at the source code compiling and the whole localization process stopped for a couple of weeks..eh,maybe months.May I take over his work and post it to our community?(www.fossic.org). Original author name, pages URL and Authorization will be quoted,and you can cancel this at anytime.

ps:Of course not google translation;)

of course no problem!
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: Timid on August 27, 2022, 10:04:06 PM
Changelog 1.5:
(https://i.imgur.com/zM5W38D.png)
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner3/1.5/total?color=%234488EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner3/releases/download/1.5/Supply.Forging.zip)
Save-game compatible.
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: tzuridis on September 20, 2022, 11:39:36 AM
Any chance you can make a similar mod with Volatiles and Fuel?

I've been messing around using ore as a commodity to create supplies to make mining with Nex extremely useful for staying in the outer reach
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: Flare on September 21, 2022, 12:56:10 AM
There's one here that does that. Although it may be a little OP.

https://fractalsoftworks.com/forum/index.php?topic=22961.30
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: Lux on October 18, 2022, 08:09:38 AM
Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!

Legends say Anemia was never heard from in the sector again
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: Raif Redacted on November 29, 2022, 10:13:24 AM
I was thinking of making a mod similar to this, until I noticed this in your signature over on the TMI post. How would I adjust the settings to just take 50 Metal with 1 Heavy Machinery and 1 Fuel to create 5 Supplies, without taking market prices, ship bonuses or any values into account? That was what I was going to make, something super simple and clean, without fractions (I'm a bit OCD).

One suggestion: sound does not travel in space, therefore having your ship be easier to detect doesn't make much sense. You're not outputting a bunch of energy, either, as creation of supplies from metal using heavy machinery wouldn't require anything but bending and forging, etc. Manual labor. Supplies are supposed to be things you use to fix up your ship (in-universe roleplay, at least). That wouldn't be something that's dangerous, but rather necessary, where the danger lies in leaving unprepared or incapable.
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: Timid on December 01, 2022, 02:35:08 AM
I was thinking of making a mod similar to this, until I noticed this in your signature over on the TMI post. How would I adjust the settings to just take 50 Metal with 1 Heavy Machinery and 1 Fuel to create 5 Supplies, without taking market prices, ship bonuses or any values into account? That was what I was going to make, something super simple and clean, without fractions (I'm a bit OCD).
Code
	"SF_MetalConversionRate": 1.0, #This equates to 3 Supplies!
"SF_MetalCost":50,
"SF_HeavyMachineryCost":1,
#Just don't set those two above to zero or less. Because... you can't really set it to zero without the whole thing bamming and crashing.

#These determine how civilian ships are increasing the bonus of your supply forging, civilian frigate provide +5%!
"SF_Frigate":0,
"SF_Destroyer":0,
"SF_Cruiser":0,
"SF_Capital":0,

"SF_Input":false, # Should the modifier affect the input? (Metal and Heavy Machinery Cost)
"SF_Output":false, # Should the modifier affect the output? (Supply)

One suggestion: sound does not travel in space, therefore having your ship be easier to detect doesn't make much sense. You're not outputting a bunch of energy, either, as creation of supplies from metal using heavy machinery wouldn't require anything but bending and forging, etc. Manual labor. Supplies are supposed to be things you use to fix up your ship (in-universe roleplay, at least). That wouldn't be something that's dangerous, but rather necessary, where the danger lies in leaving unprepared or incapable.
It's more like an increased heat signature that they are detecting from.
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: Raif Redacted on December 01, 2022, 06:17:12 PM
I was thinking of making a mod similar to this, until I noticed this in your signature over on the TMI post. How would I adjust the settings to just take 50 Metal with 1 Heavy Machinery and 1 Fuel to create 5 Supplies, without taking market prices, ship bonuses or any values into account? That was what I was going to make, something super simple and clean, without fractions (I'm a bit OCD).
Code
	"SF_MetalConversionRate": 1.0, #This equates to 3 Supplies!
"SF_MetalCost":50,
"SF_HeavyMachineryCost":1,
#Just don't set those two above to zero or less. Because... you can't really set it to zero without the whole thing bamming and crashing.

#These determine how civilian ships are increasing the bonus of your supply forging, civilian frigate provide +5%!
"SF_Frigate":0,
"SF_Destroyer":0,
"SF_Cruiser":0,
"SF_Capital":0,

"SF_Input":false, # Should the modifier affect the input? (Metal and Heavy Machinery Cost)
"SF_Output":false, # Should the modifier affect the output? (Supply)

One suggestion: sound does not travel in space, therefore having your ship be easier to detect doesn't make much sense. You're not outputting a bunch of energy, either, as creation of supplies from metal using heavy machinery wouldn't require anything but bending and forging, etc. Manual labor. Supplies are supposed to be things you use to fix up your ship (in-universe roleplay, at least). That wouldn't be something that's dangerous, but rather necessary, where the danger lies in leaving unprepared or incapable.
It's more like an increased heat signature that they are detecting from.

Oh, the first part threw me off, with the hastag "this equates to 3 supplies!" with a 1.0. Wasn't sure if that also needed to be changed.

Heat signatures are from insanely powerful engines and stars and such. 100% increase to visibility because some dude is in a metal shop inside the confines of a safety space shouldn't increase the heat signature of their entire 30 ship fleet by double. At any rate, i can always turn that part off, but wanted to mention it was a very odd downside. Cheers.
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: Ontheheavens on December 01, 2022, 09:29:42 PM
One suggestion: sound does not travel in space, therefore having your ship be easier to detect doesn't make much sense. You're not outputting a bunch of energy, either, as creation of supplies from metal using heavy machinery wouldn't require anything but bending and forging, etc. Manual labor. Supplies are supposed to be things you use to fix up your ship (in-universe roleplay, at least). That wouldn't be something that's dangerous, but rather necessary, where the danger lies in leaving unprepared or incapable.
Heat signatures are from insanely powerful engines and stars and such. 100% increase to visibility because some dude is in a metal shop inside the confines of a safety space shouldn't increase the heat signature of their entire 30 ship fleet by double. At any rate, i can always turn that part off, but wanted to mention it was a very odd downside. Cheers.

You might want to read this:

https://childrenofadeadearth.wordpress.com/2016/07/12/stealth-in-space/

Long story short, everything in space that expends energy has to radiate it, and therefore has heat signature. Then again, forging commodities (in any reasonable way) is certainly not "some dude is in a metal shop inside the confines of a safety space". Even in the real world factories today you don't see any dudes in a metal shop hammering away as a routine production procedure. Cutting, milling, machining is all done with automated or semi-automated machines which require copious amounts of energy to function. Now autoforges and nanoforges of Starsector? Forget about dudes altogether, this has to be a process where humans are there chiefly to press a button. Not to mention that in the lore of the game the tech of setting up factories on spaceships is not something that polities of the Sector possess.

The point here is that the notion of space ship flaring up like crazy when there are industrial-scale production processes going on inside is completely reasonable.
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: strinn on January 11, 2023, 06:10:09 AM
Hi there, I've noticed something while playing with the mod: the hullmods can only be installed on ships with base cargo capacity of over 200/400, which means mods that use the same ship but different variant for cargo and fuel such as Apex Design Collective cannot benefit from these mods. The ships I'm talking about in this example are the Spectrum series
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: Siffrin on January 11, 2023, 03:17:51 PM
I was thinking of making a mod similar to this, until I noticed this in your signature over on the TMI post. How would I adjust the settings to just take 50 Metal with 1 Heavy Machinery and 1 Fuel to create 5 Supplies, without taking market prices, ship bonuses or any values into account? That was what I was going to make, something super simple and clean, without fractions (I'm a bit OCD).
Code
	"SF_MetalConversionRate": 1.0, #This equates to 3 Supplies!
"SF_MetalCost":50,
"SF_HeavyMachineryCost":1,
#Just don't set those two above to zero or less. Because... you can't really set it to zero without the whole thing bamming and crashing.

#These determine how civilian ships are increasing the bonus of your supply forging, civilian frigate provide +5%!
"SF_Frigate":0,
"SF_Destroyer":0,
"SF_Cruiser":0,
"SF_Capital":0,

"SF_Input":false, # Should the modifier affect the input? (Metal and Heavy Machinery Cost)
"SF_Output":false, # Should the modifier affect the output? (Supply)

One suggestion: sound does not travel in space, therefore having your ship be easier to detect doesn't make much sense. You're not outputting a bunch of energy, either, as creation of supplies from metal using heavy machinery wouldn't require anything but bending and forging, etc. Manual labor. Supplies are supposed to be things you use to fix up your ship (in-universe roleplay, at least). That wouldn't be something that's dangerous, but rather necessary, where the danger lies in leaving unprepared or incapable.
It's more like an increased heat signature that they are detecting from.

Oh, the first part threw me off, with the hastag "this equates to 3 supplies!" with a 1.0. Wasn't sure if that also needed to be changed.

Heat signatures are from insanely powerful engines and stars and such. 100% increase to visibility because some dude is in a metal shop inside the confines of a safety space shouldn't increase the heat signature of their entire 30 ship fleet by double. At any rate, i can always turn that part off, but wanted to mention it was a very odd downside. Cheers.
I agree that it isn't realistic but it's clearly a decision made to balance it so you don't constantly have it turned on.
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: tantananan on May 09, 2023, 06:24:49 AM
Does this work on the new version of the game?
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: Blacknsilver on May 14, 2023, 05:13:01 PM
I only changed the version history ("0.96a-RC8") and I haven't ran into any issues in ~10 hours of using the mod.
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: MattyK on May 25, 2023, 05:15:01 AM
I only changed the version history ("0.96a-RC8") and I haven't ran into any issues in ~10 hours of using the mod.

Thank you for this confirmation, I'll report back if it runs into any mod conflicts.
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: BaBosa on May 28, 2023, 05:25:13 AM
Would it be possible to set a minimum amount of metal and machinery so it turns off before consuming everything and some is left for making comm relays and sensors? That'd be really cool, this is a standard mod for me and it is otherwise perfect.
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: MattyK on June 01, 2023, 05:33:27 AM
Confirming here, I've been using this mod for several hours as well and haven't run into any glaring issues.

Simply change the version number in the mod_info.json from 0.95.1a to 0.96a-RC8 and enjoy.
Title: Re: [0.9.1a] Supply Forging 1.0
Post by: BaBosa on July 27, 2023, 02:05:42 AM
Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!
I think supplies don't include food and instead include replacement parts for a hydroponics or other food producing system. Same with air and water production.
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: hidefreek on November 15, 2023, 10:51:41 PM
Does this mod still work on 0.96?
Title: Re: [0.95.1a] Supply Forging 1.5
Post by: Dazs on November 16, 2023, 12:59:06 AM
Does this mod still work on 0.96?
GO to the Supply Forging mod folder find a and file a file named "mod_info.json" and open it with an editor, notepad++ is a good free one. Navigate to line 8 and change the text to     "gameVersion":"0.96a-RC10",

Enjoy the quality of life and don't think too hard that your are eating nanoforged metal scraps, all the tasty iron is good for your crew.
Title: Re: [0.97a] Supply Forging 1.5a
Post by: Blacknsilver on February 28, 2024, 05:17:14 AM
Changing the version from 0.96 to 0.97 seems to work fine from what I've tested.   

Here's what my settings.json file looks like. In case anybody wants supply production that costs food and is a little bit faster.   
 
Code
"SF_MetalConversionRate": 4.0, #This equates to 3 Supplies!
"SF_MetalCost":100,
"SF_HeavyMachineryCost":4,
#Just don't set those two above to zero or less. Because... you can't really set it to zero without the whole thing bamming and crashing.

#These determine how civilian ships are increasing the bonus of your supply forging, civilian frigate provide +5%!
"SF_Frigate":0.05,
"SF_Destroyer":0.10,
"SF_Cruiser":0.15,
"SF_Capital":0.20,

"SF_Input":true, # Should the modifier affect the input? (Metal and Heavy Machinery Cost)
"SF_Output":true, # Should the modifier affect the output? (Supply)

"SupplyForgingSensorProfileIncreasePercent": 100,

#UseExtraCommodities can either be set from 0-whateverasmuchasyoulike. If it's, 0 it will not detect any extra commodity to convert.
"UseExtraCommodities": 1,

#Here's a list of all the commodities: organics,volatiles,ore,rare_ore,rare_metals,domestic_goods,organs,drugs,hand_weapons,luxury_goods,lobster,alpha_core,beta_core,gamma_core
"ExtraCommodities0":"food",
"ExtraCommodities1":"organics",

#ExtraCommodities0, ExtraCommodities1, ExtraCommodities2, ExtraCommodities3, ExtraCommodities4 must then have text string that make sense or else it'll CTD!

#The cost should be more than zero
"ExtraCommoditiesCost0":4,
"ExtraCommoditiesCost1":3,

#Not to mention you need to also put a corresponding Cost as well like ExtraCommoditiesCost2, and so on.



#"SF_CorruptedMetal":0.10, UNUSED
#"SF_PristineMetal":0.30, UNUSED
#"SF_SalvageGantry":0.40, UNUSED
#This is like the modifier that messes with the... bonus modifiers.
}
 
 
TL;DR: Uses 100 metal, 4 heavy machinery and 4 food to produce 12 supply per day. This is about 3600 credits worth of products used to create 1200 credits worth of supplies. I think these are reasonable numbers. A lategame fleet with 8 civilian capitals can produce about 30 supplies per day.
Title: Re: [0.97a] Supply Forging 1.5a
Post by: GoldenGlory on March 03, 2024, 12:17:40 AM
theres a strange bug that causes the supply forging to turn off when i save, its really annoying and makes me unconsiously not save enough and wind up losing a ton of progress, any idea what could be causing it?
Title: Re: [0.97a] Supply Forging 1.5a
Post by: Timid on March 08, 2024, 11:37:07 AM
Changing the version from 0.96 to 0.97 seems to work fine from what I've tested.   

Here's what my settings.json file looks like. In case anybody wants supply production that costs food and is a little bit faster.   
 
Code
"SF_MetalConversionRate": 4.0, #This equates to 3 Supplies!
"SF_MetalCost":100,
"SF_HeavyMachineryCost":4,
#Just don't set those two above to zero or less. Because... you can't really set it to zero without the whole thing bamming and crashing.

#These determine how civilian ships are increasing the bonus of your supply forging, civilian frigate provide +5%!
"SF_Frigate":0.05,
"SF_Destroyer":0.10,
"SF_Cruiser":0.15,
"SF_Capital":0.20,

"SF_Input":true, # Should the modifier affect the input? (Metal and Heavy Machinery Cost)
"SF_Output":true, # Should the modifier affect the output? (Supply)

"SupplyForgingSensorProfileIncreasePercent": 100,

#UseExtraCommodities can either be set from 0-whateverasmuchasyoulike. If it's, 0 it will not detect any extra commodity to convert.
"UseExtraCommodities": 1,

#Here's a list of all the commodities: organics,volatiles,ore,rare_ore,rare_metals,domestic_goods,organs,drugs,hand_weapons,luxury_goods,lobster,alpha_core,beta_core,gamma_core
"ExtraCommodities0":"food",
"ExtraCommodities1":"organics",

#ExtraCommodities0, ExtraCommodities1, ExtraCommodities2, ExtraCommodities3, ExtraCommodities4 must then have text string that make sense or else it'll CTD!

#The cost should be more than zero
"ExtraCommoditiesCost0":4,
"ExtraCommoditiesCost1":3,

#Not to mention you need to also put a corresponding Cost as well like ExtraCommoditiesCost2, and so on.



#"SF_CorruptedMetal":0.10, UNUSED
#"SF_PristineMetal":0.30, UNUSED
#"SF_SalvageGantry":0.40, UNUSED
#This is like the modifier that messes with the... bonus modifiers.
}
 
 
TL;DR: Uses 100 metal, 4 heavy machinery and 4 food to produce 12 supply per day. This is about 3600 credits worth of products used to create 1200 credits worth of supplies. I think these are reasonable numbers. A lategame fleet with 8 civilian capitals can produce about 30 supplies per day.
Thanks! I'll post this as an example config of what users can configure it to!

theres a strange bug that causes the supply forging to turn off when i save, its really annoying and makes me unconsiously not save enough and wind up losing a ton of progress, any idea what could be causing it?
Intentional, this is how the mod can be removed out of a save (by removing the skill before the game saves which turns it off). A fix would be easy but it would make it not removable mid-save?
Title: Re: [0.97a] Supply Forging 1.5a
Post by: hidefreek on March 09, 2024, 09:01:55 PM
theres a strange bug that causes the supply forging to turn off when i save, its really annoying and makes me unconsiously not save enough and wind up losing a ton of progress, any idea what could be causing it?
Hmmm?
Isn't that intentional?
I thought the moded skill usually automatical turns off when we save the game.
Title: Re: [0.97a] Supply Forging 1.5a
Post by: Rotok on March 12, 2024, 09:17:20 PM
Does this allow you to use either organics (3 units) OR food? (4 units)?