Fractal Softworks Forum

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

Title: [0.95a] Supply Forging 1.41
Post by: Techpriest on December 22, 2019, 10:33:59 PM
(https://i.imgur.com/TjNkgdI.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/1.41/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 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.
Each nanoforges add a bonus to your supply forging! Each corrupted add +10% and each pristine add +30%. Also, each ship with the Salvage Gantry hullmod increase this process significantly by +40%! However, this bonus is capped at how many ships you have in your fleet so make sure you stockpile the best quality nanoforges!

Hey, the conversion rate is so slow in the late game. How do I fix this?
(https://i.imgur.com/29itiyb.png)
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: +10%, Pristine: +30%)
(https://i.imgur.com/MJjvQlM.png)
(https://i.imgur.com/AnrA2jz.png)
[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!
[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]
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: Techpriest 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: Icosidodecahedron 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: Techpriest 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: kintsu 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: Techpriest 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.