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.
Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!
Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!
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.
Changelog 1.3:Basically it means instead if converting Metal more efficient, it converts/more at once it faster?
(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.
- 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%.
The ability doesnt show up for me. Is there something i must do to activate it?
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.
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.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.
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)
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...
Since supplies also contain food for the crew, shouldn't they require a little organics/food to make?(https://i.imgur.com/JR2ZT1r.png)
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.
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.
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.
Please break with the convention of condescending passive-aggressive commenting in the settings file.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.
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.
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.
Hello,may I translate this mod in to Chinese and pu it on Chinese community of starsector?OKAY.
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.
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;)
Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!
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).
"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.
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.
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.
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.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 only changed the version history ("0.96a-RC8") and I haven't ran into any issues in ~10 hours of using the mod.
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.
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",
"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.
}
Changing the version from 0.96 to 0.97 seems to work fine from what I've tested.Thanks! I'll post this as an example config of what users can configure it to!
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.
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?
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?