Fractal Softworks Forum

Starsector => Mods => Topic started by: Dazs on October 29, 2021, 09:45:02 PM

Title: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: Dazs on October 29, 2021, 09:45:02 PM
Ore Refinery (https://drive.google.com/uc?export=download&id=1AvYmv5-WHw0no0xiNhsCeLRzjCmSvJ02)

A cargo space compression utility mod that adds 5 new toggle abilities (Ore Refinery (https://i.imgur.com/6wVOkEZ.jpg) Rare Ore Refinery (https://i.imgur.com/mjv3pH9.png)  Bio Refinery (https://i.imgur.com/Z0BVaz8.png) Volatiles Refinery(https://i.imgur.com/IO3a4ps.png)
And Food Compression (https://i.imgur.com/6Ek9VY1.png)) that refine resources found in mining stations, orbital habitats or from the Nexerelin mod mining feature by using heavy machinery and forges them into custom manufactured commodities that take up less space.


For example: To activate the Ore Refinery, manually assign the ability by right-clicking the ability toolbar on an empty space and select the icon from the drop down menu that appears.

Once activated, it refines 185 ore and 1 heavy machinery in you inventory per day and in return gives 1 custom commodity (Platinum) until the inventory is out of source materials. That shrinks 186 inventory space down to 1 space used at base level. The ability is increased by 10% for every salvage gantry in your fleet and also gets a 10% bump if you have a corrupted nanoforge or 20% for pristine in you inventory (multiple nanoforges do not stack).

The conversion image below is for the Ore Refinery ability in the above example. The math charts are for the four remaining abilities.

(https://i.imgur.com/Lodkbhc.png)

I enjoy the mining function added by NEX but always hated having to toss away low value commodities in my inventory to make room. What this does is "refine" the mined commodity in your inventory and produces these custom resources:
(https://i.imgur.com/9da7YKG.png)Platinum (base value of 2000) (https://i.imgur.com/FzqPxYu.png) Palladium (base value to 4800)  (https://i.imgur.com/JTFZwFg.png) Biophotovoltaics (base value of 3000)  (https://i.imgur.com/Ldrv3II.png) CompV (base value of 6250)
and (https://i.imgur.com/uC9VDeg.png) Famine Wafer Crate (base value of 2000)

The first three are equal to the base values of the mined commodity and heavy machinery used to make them as seen in the math charts above. Due to fractional integers Volatiles Refinery rounds up for a slight gain and Famine Wafer Crate rounds down for a slight loss (see chart)

I envision this mod as a space saver and the conversion ratio stays the same with the bonuses applied from gantries and nanoforges, only the amount used and made is increased not the overall value. I have balanced the output to be as near to the input in value and all new custom commodities are effected by market demand valuation using their base commodity demand.

I am always open to suggestions and respond as I see them.

If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi (https://ko-fi.com/dazs825110)!
(https://i.imgur.com/nYXN58D.png) (https://ko-fi.com/dazs825110)

Credits
Spoiler
A special thank you to Timid, the modder formerly known as Techpriest :), for allowing me to modify code from Supply Forge
Testers: IonDragonX, 6chad.noirlee9, mkire, slowpersun, Uhlang, Jaghaimo, cardgame and 5ColouredWalker- Thank you all for your input and patience as I learn to code Java
Alex for his hard work making this game and keeping it up to date all these years

Icons used are royalty free from Vectorstock.com
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Current Changelog
v0.8 -Save game compatible
   -Added a new ability, Food Compression, which compresses food into a new commodity Famine Wafer Crate - Lore wise, makes sense with the constant wars and invasions - TY GoldenGlory for the idea
   -Updated the forum OP with the new icons and food values added to the conversion chart
   -Note: with food being an even number and machinery being an odd number and having to use round numbers for food consumption, I have the conversion round down resulting in a slight loss (see chart)
      -I set it to a 10 credit loss per conversion to prevent exploit but as a whole it is a gain to not have to dump food into space
      -To instead round up for a 20 credit gain per conversion you can open data\config\settings.json with notepad++, or w/e java editor you prefer, navigate to "MF_FOODCost": 93, and change it to 92    

Past Changelog
Spoiler
v0.7.1 -Save game compatible with v0.7
   -Updated to 0.97a

V0.7 - Save game compatible with v0.65
   -Darkened the icon for biophotovoltaics and gave it some depth - Player request that it was too shiny and out of place compared to the other icons
   -Added a direct download link to the Version file that mod managers can use to auto-update - Ty Timid for showing me how
   -Added a direct download link to the forum and discord d/l links that bypasses the google drive preview - one less step to get to the good stuff :)
   -Adjusted the code to work with 0.96a

v0.65
   -Added version checker support
   -Replaced the cargo icons for Palladium and Compressed Volatile - TY Yunru for the donation
   -Replaced the cargo icons for Biophotovoltaics and Platinum - Bashed newer hi-rez versions

v0.6
   -Added compatibility with the latest version of Starsector
   
v0.55
   -Added a new toggle ability that condenses Volatiles into a new custom commodity, Compressed Volatiles Canister or CompV for short
   -Added new altered versions of royalty free icons for above from Vectorstock.com
   -Tidied up all the tool tips and floating text to now show all commodities in proper lower case
   
v0.5
   -Changed some calculations in the files so that the custom commodities show up correctly on the market tool tip -TY Jaghaimo for pointing me in the correct direction!

v0.4
   -As requested, I finally figured out how to have more than one toggle ability per mod - cheer! -mkire ask and ye shall receive! :)
   -Created two new commodities Palladium and Biophotovoltaics
   -Added new royalty free icons for above from Vectorstock.com
   -Scripted a new toggle ability for Rare Ore that converts it into Palladium
   -Scripted a new toggle ability for Organics that converts them into Biophotovoltaics
   -Changed the commodity valuation of Platinum to be more in line with ore -Ty slowpersun for pointing that out

v0.3
   -Cleaned up the code, deleting several references and graphics for compressing other commodities.
   -I tired oh I tried to get more than one toggle ability in the same mod but this is my release version and I am happy with it. :)

v0.2
   -Added an all new conversion chart to the forum
   -Adjusted the ratios in the formula to increase the compression for a base savings of 186 to 1    
   -Increased the price of Platinum to 2000 and set it's demand closer to the combination of ore and heavy machinery

v0.1
   -Ready for test release
   -Separated the ability from the mod Junk Yard Dogs to form it's own utility mod.   
   -Ore forged to Platinum a success!
   -Rare Ore turned to Palladium a failure :( Keeping the resource and it's icon in the mod for future use.
   -Added Platinum as a resource
   -Added Palladium as a resource
   -Added royalty free icons for above from Vectorstock.com
   -Obtained permission from Techpriest to modify code from Supply Forge
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Title: Re: Utility MOD "Ore Refinery" test release v0.1
Post by: IonDragonX on October 30, 2021, 01:36:46 PM
Hey! Thanks for this.  ;D
I'm actually glad that you separated this from your faction (https://fractalsoftworks.com/forum/index.php?topic=22826.0), allowing other players to pick/choose how they want.
Just to clarify, the 10% and 20% bonus to the ability is just temporal, the 101->6 conversion rate doesn't change, right?
Title: Re: Utility MOD "Ore Refinery" test release v0.1
Post by: Dazs on October 30, 2021, 04:07:10 PM
Hey! Thanks for this.  ;D
I'm actually glad that you separated this from your faction (https://fractalsoftworks.com/forum/index.php?topic=22826.0), allowing other players to pick/choose how they want.
Just to clarify, the 10% and 20% bonus to the ability is just temporal, the 101->6 conversion rate doesn't change, right?
Thank you that is nice to hear. I felt no one plays in a vacuum and with mods like Roider's Union that focus on mining it would get more use.

As to your question: It is why I posted two examples, a before and after if you will. The base amount will be the same unless you go into the settings and fiddle with the numbers. The gantry and nanoforage increases are just mutable bonuses that increase and decrease as they are added/subtracted from the player's fleet.
Title: Re: Utility MOD "Ore Refinery" test release v0.2
Post by: Dazs on November 02, 2021, 01:59:42 PM
v0.2 released today.

I received some private DMs regarding the ratios and if I could make the conversion greater. I made several adjustments (see changelog) and increased the compression. I also made new charts on the main page that should be more clear on what this mod does. I am currently working on an option to compress rare ore for the next patch but am having some issues getting two active abilities in the same mod, so um let's just say it's a work in progress :)

As always, I am open to suggestions or question whether it is a reply here or you feel more comfortable sending me a direct DM (ty to IondragonX for remining me that was a thing) and  I will get back to you asap.
Title: Re: Utility MOD "Ore Refinery" Release Candidate v0.3 11/06/21
Post by: Dazs on November 06, 2021, 04:57:29 AM
Feeling good about this version and asking a kind moderator to move it to the main mod forum and perhaps add it to the Mod Index under Utility Mods. :)

I hope other rock hoppers find this useful
Title: Re: [0.95a] Ore Refinery v0.3 - 11/06/21
Post by: mkire on November 07, 2021, 02:41:07 PM
is there any demand added to markets for platinum bars? also it would be neat if there was a 'bar' for organics and rare ore.

looking forward to using this in my next game
Title: Re: [0.95a] Ore Refinery v0.3 - 11/06/21
Post by: JUDGE! slowpersun on November 07, 2021, 03:43:11 PM
is there any demand added to markets for platinum bars? also it would be neat if there was a 'bar' for organics and rare ore.

Rare ore would be nice, but how do you make oil into a bar?  Closest equivalent would I guess be some sort of plastic, but that's not very realistic.  However, would be nice if this mod adds ability for refining industry to still use platinum bars/inventory item this mod produces... unless it already does and that just isn't very clear in OP.  I understand that this mod is basically just intended to reduce inventory clutter for stuff that gets sold, but would be nice for its functionality to hook into the colony system in the game (even if only for a player's colonies).  Also cool that it gives a reason for a player to drag a corrupted nano forge around!
Title: Re: [0.95a] Ore Refinery v0.3 - 11/06/21
Post by: Dazs on November 07, 2021, 04:48:29 PM
Thank you for your interest. I originally made this part of my faction mod and had plans to use the Platinum in a planetary industry but I had a couple requests to make it a separate mod for people who like to mine but would rather play a faction like Roiders Union or HMI so I changed my faction's industry to use standard commodities and made this a separate mod.

As to converting other commodities well I tried several ways but I could just not figure a way to have more than one toggle ability work. I am just a player who enjoys the game and sadly not a very good coder but I haven't given up. I figured I would release it as-is so other players could use the functionality while I figured it out.
Title: Re: [0.95a] Ore Refinery v0.3 - 11/06/21
Post by: Uhlang on November 07, 2021, 05:22:09 PM
The mod's name made me think of the Arc Smelter hullmod from prv Starworks, but I see that this is something quite different.

I'm too used to using Arc Smelters to turn ore into metals, then turning those metals into supplies with Supply Forge, but I'll probably get this for those occasions when the smelters aren't fast enough. Hate throwing away perfectly good ore.
Title: Re: [0.95a] Ore Refinery v0.3 - 11/06/21
Post by: Dazs on November 07, 2021, 05:39:00 PM
I did look into how that hull mod was made when I was making this but it used out of date code and was frankly so radically different than the approach I took that I really couldn't get any inspiration. Prv's solution was elegant though and I wish I could do something similar.

I actually intended to use this as a way of turning ore into metals for Supply Forge but decided to go another way. Firstly I am overloaded with metal just in regular gameplay that is was a moot point and secondly metal sells for so little, it wasn't an efficient method of compressing cargo space. I have a couple avenues with the mod and I've just finished up my faction mod so I'll work on tinkering with this next.
Title: Re: [0.95a] Ore Refinery v0.3 - 11/06/21
Post by: JUDGE! slowpersun on November 08, 2021, 11:43:55 AM
Thank you for your interest. I originally made this part of my faction mod and had plans to use the Platinum in a planetary industry but I had a couple requests to make it a separate mod for people who like to mine but would rather play a faction like Roiders Union or HMI so I changed my faction's industry to use standard commodities and made this a separate mod.

I guess my only remaining question is whether you also intend to bind this mod's functionality to either a low OP cost hull mod or maybe a custom ship at some point?  I have tried it and I like it (if only also for making mining stations much easier to loot), but seems almost too useful without some minimal confinement to when one can use the ability.  Only problem is that adding something like that prolly will make the mod much harder to remove (ie, less of a utility mod).

Also, but for whatever reason the game's economic system doesn't seem to respect the platinum bar's valuation very well.  Seems like you at most get half value max from markets (since no possibility of shortages).  Still easier than schlepping around a bunch of ore, but was this intentional, or just a side effect of game's econ model and a lack of resource shortages for a custom commodity?  This mod would be MUCH more useful if fuel usage was partially parameterized to total inventory space used (ie, more mass being dragged around in space, more fuel used), but since that I guess might kill supply/fuel ratio, unlikely to ever occur (or maybe vanilla game already tried that?  But if not, would make this mod and the nebula fuel mod kinda required, so maybe not.).
Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: Dazs on November 08, 2021, 02:12:47 PM
v0.4 released today - See Changelog for details

@slowpersun:

 I took your comment regarding valuation to heart and changed the commodity category or all three abilities to match the raw resource category they are made from. The base values all line up however they are all economic commodities and are subject to market value and taxes. For example, if you were to sell 185 ore and 1 heavy machinery and compare that to the value to selling 1 Platinum they should be very close. Keep in mind if you actually sell that ore, it may lower that market's demand and valuation for the Platinum. I did my best to make it all balance out and not be a money cheat. I feel that even if the match is slightly off, there is an overall increased profit by being able to haul an increased amount of high value commodities instead of jettisoning low value ones.

As to it being a hull mod, I originally went that route and wanted to tie it into a specific ship in my faction mod but I had issues assigning a toggle ability to a hull mod. It may be possible but not at my skill level at this time.

I see your point regarding fuel usage but I do not know a way of using a variable like that in a commodities price as distances and fuel use are so varied. May be a thing but I am just a fan of this game that has no experience in Java code. Again, if I come across a way as I learn I will try to factor it.

@mkire:
Ask and you shall receive :)
Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: JUDGE! slowpersun on November 09, 2021, 11:04:12 AM
I took your comment regarding valuation to heart and changed the commodity category or all three abilities to match the raw resource category they are made from. The base values all line up however they are all economic commodities and are subject to market value and taxes. For example, if you were to sell 185 ore and 1 heavy machinery and compare that to the value to selling 1 Platinum they should be very close. Keep in mind if you actually sell that ore, it may lower that market's demand and valuation for the Platinum. I did my best to make it all balance out and not be a money cheat. I feel that even if the match is slightly off, there is an overall increased profit by being able to haul an increased amount of high value commodities instead of jettisoning low value ones.

Sorry, wasn't trying to convince you to refactor code or anything.  Just was curious, figured you might need to add a little language explaining that there was some total loss to the process/using the skill.  To be fair, likely some ore would literally be lost in any sort of refining/smelting process, although maybe less with some futuristic device; thus, the values prolly wouldn't have stacked up perfectly.  I was just more surprised that the max average value seemed to roughly equal out pretty close to half value of the expected price (although yes, you are correct, some of the variation in pricing would be due to whatever algorithm the game uses to vary commodity value/simulate shortages).  But thanks anyway!

Edit:  Spelling
Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: Dazs on November 09, 2021, 11:37:33 AM
Not a problem, always glad to get feedback. When I made this I honestly wondered if I was just making it for myself :)
Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: cardgame on November 10, 2021, 09:03:38 PM
Something is wrong with the valuations in my game - the refined rare material, palladium, is only valued at 2k on the market tabs (F1). Interestingly, despite the most expensive market listing it for 2200, I was able to sell it on Cruor for 3k. Still, though, a far cry off from the value of the combined ores listed in the OP.

Platinum is working just fine. Love the concept and am having actual fun as a miner now.
Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: Dazs on November 11, 2021, 03:37:47 AM
Something is wrong with the valuations in my game - the refined rare material, palladium, is only valued at 2k on the market tabs (F1). Interestingly, despite the most expensive market listing it for 2200, I was able to sell it on Cruor for 3k. Still, though, a far cry off from the value of the combined ores listed in the OP.

Platinum is working just fine. Love the concept and am having actual fun as a miner now.

I am so glad you like the overall concept and it really makes me happy to bring joy to another mining enthusiast! :)

I did some quick testing on two stations in different parts of the sector and found the valuation much higher than what that market tooltip (F1) shows. I have found the market to be a rough guide for single pricing and not really accurate because it bases it's value as if you were selling 300 units of a commodity.

This is Palladium out in the wild:
Spoiler
(https://i.imgur.com/ttaDzz6.png)
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Palladium at station 1:
Spoiler
(https://i.imgur.com/mzsy69R.png)
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Palladium at station 2:
Spoiler
(https://i.imgur.com/N45hQjP.png)
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So in my game Palladium is at a base value of 4800 (pic1 top left) But you can see that in Pic 2 & 3 that price ("Sells for" price on the top left of the tooltip) does differ between the two stations from different star systems. The market values in all three pic are way off which goes to my point of it not being all that useful as a guide.

I have all three of the custom recourses set to mimic the market price of the ore used. It does lower the valuation a little because I also factor in the cost of the heavy machinery. The following is the math behind my calculations for Palladium which is representative of all three custom commodities.
 
A bit of a peek under the hood but I put it in spoilers because I know how popular a subject math calculations can be :)
Spoiler
The first three lines are from Starsector's core files Commodities.CSV. The last three lines are from the mod's Commodities.CSV:
(https://i.imgur.com/3WFJm0a.png)

This taken from the mod's configurations settings at data/config
"MF_OreConversionRate": 10,
"MF_OreCost": 185,
"MF_RARE_OREConversionRate": 10,
"MF_RARE_ORECost": 62,
"MF_ORGANICSConversionRate": 10,
"MF_ORGANICSCost": 95,      
"MF_HeavyMachineryCost":1,

Now referring to the charts found on the OP, you can see the breakdowns of each commodity that matches the above conversion numbers.

So that being said, let's take the Palladium conversion as an example: Rare_Ore is set by starsector at 75. I have Palladium set at a base price of 75. Now multiply that by the Utility of 64 which gives it a conversion price of 4800. Now this does effect market demand because the game sees this 1 product as 64 rare ore. I originally had the custom commodities set as their own demand class non-econ commodity but as was pointed out by slowpersun it did not convert properly so I changed the conversion to use the demand class of the originating ore. This replicates the bulk value (which is always lower) of the rare ore sold at a station versus a 1 v 1.

[key HM=Heavy Machinery]

Now back to the OP charts vs the mod's configurations settings I have the RARE_ORECOST set to use 62 versus the the above UTILITY of 64 from the Commodities.CSV. The 2 difference accounts for the HM cost (HM cost 150 vs Rare ore cost 75 x2 =150). The downside of this is that HM has it's own demand and market fluctuations. I can not factor that in because I cannot do split demand classes so that fraction of the overall that represents HM does account for some loss in overall value of the Palladium.

Now the only factor I can see maybe effecting the price is that I lowered the price variability by 1 in the mod's CSV vs the game's CSV. The variability affects how price fluctuates with demand. I don't remember the exact formula, but it factors into an exponent somewhere. Variability 0 means no price variation at all. Variability 10 is something like 16x the price when no demand is met, and a comparably sharper dropoff after all demand is met. So by lowering the variability I lowered the variance fluctuation but that my not be working as intended because math is hard and I suffer from dumb brain.
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Now if you read the above spoiler, OMG I give you props for your inquisitive brain! Bottom line: I do my best to take the game's algorithms and smash them with my inexperience and do my best to line them up. I am currently working on another new mod but I will pause that and look into this further and get back to you.   

As always, thank you for helping me make this mod the best it can be!


Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: Jaghaimo on November 11, 2021, 04:59:58 AM
> I did some quick testing on two stations in different parts of the sector and found the valuation much higher than what that market tooltip (F1) shows. I have found the market to be a rough guide for single pricing and not really accurate because it bases it's value as if you were selling 300 units of a commodity.

You should change your unit size (18th column in `commodities.csv`) to be more representative of the actual use. E.g. if you sell only a few dozens at a time, a unit size of 10 is good.

Also, if you want a QUICK breakdown of the prices - use my mod (Stellar Networks), and go to Commodities tab :)
Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: Dazs on November 11, 2021, 05:51:07 AM
Ahh thank you. To be sure, are you referring to econUnit which is currently set to 300 in the mod. I see the correlation in the 300 that shows in the tooltip so I am making an assumption here that if I set it to 10 the tooltip will now show a market value as if a player was selling 10 units rather than the 300 I have it set to now.

I am so thankful for the help, I spend a lot of time searching through forum posts and internet searches trying to piece it all together and I could not find any documentation of what that column meant so I left it set to 300 which is the amount set for the base mining commodities. D you know by chance what the "economy Tier" column represents? I find zero documentation regarding that so again, I left it at the base value. I wonder if that is effecting the selling price.

Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: Dazs on November 11, 2021, 06:32:35 AM
Heh I have spent so many hours going over the unofficial discord and it was a great help when I made my faction mod but it seems that most modders are more concerned about other topics than commodity pricing :) I will give it another go and I thank you for the tip!
Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: cardgame on November 11, 2021, 08:51:11 AM
I think it must be the 'valued at 300 units' messing up the market prediction - because the base value is so high, 300 units worth is significantly lower price through wholesaling, than what is actually true of the market for smaller quantities. I'll try to find some more rares to test with.
Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: Dazs on November 11, 2021, 10:38:28 AM
Oh I set it to 10 on my end and it does increase the market price on the tooltip. I am looking into something else atm but Ill have a new version uploaded tonight.
Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: JUDGE! slowpersun on November 11, 2021, 01:35:56 PM
I took your comment regarding valuation to heart and changed the commodity category or all three abilities to match the raw resource category they are made from.

Forgot to mention this in my last post, but since you have switched the underlying valuation to be pegged to the original commodity category, perhaps you should change the new unique resources to just be generically named "enriched [whatever]," like enriched uranium?  Should be able to keep using the unique inventory item/graphic, but I guess it's just the naming that I have an issue with.  But do whatever, it's your mod!  I guess I can always to do a personal fork if it annoys me enough. 
Title: Re: [0.95a] Ore Refinery v0.4 - 11/08/21
Post by: Dazs on November 11, 2021, 01:54:43 PM
V0.6 released - minor fix see changelog for details.

@slowpersun You got me just as I was posting an update :)

I apologize for picking annoying item names but I try to have a consistent lore or theme in my mods. When I made the commodities I tied them into real world items that:
1) could be derived from their game equivalents
2)Have real world increased valuation

I am not locked in to those names and icons, least not a hill I am willing to die on :) If anyone has some suggestions on naming conventions and icons I could change them but its a bit of work to keep it all consistent so it's a change I'd only want to do once or twice.

If you want to change the names on your end go to commodities.csv in data/campaign and only change the first column "Name". Note. that would only change the name of the item in your inventory however if you want the tooltips to reflect that change you would have to change the name fields in all the scripts that call for them by their id.
Title: Re: [0.95a] Ore Refinery v0.5 - 11/11/21
Post by: 5ColouredWalker on November 11, 2021, 07:35:53 PM
Thanks for doing this!
Any chance these resources count as Metals/Transplutonics/Organics or Ore/Rare Ore/Organics for solving shortages?

Downloading anyway because it means finding a mining station or doing my own mining is no longer worthless unless I've got a bunch of bulk haulers following me, but it being able to do so might be useful.
The only way I can think to do it would be to have a script that fires on sale to convert them into the resource, however you'd end up loosing out on the demand price modifier. Also, not a modder/programmer so no clue how feasible that'd actually be.
Title: Re: [0.95a] Ore Refinery v0.5 - 11/11/21
Post by: Dazs on November 12, 2021, 03:37:05 AM
@ 5ColouredWalker Hi and welcome to the party!

Mining stations are the main reason I added the bioforge. So many organics left alone to float aimlessly in the sector just upset me more than the thrill of finding one.

You make an interesting suggestion with a reverse method of breaking down the custom resources back to their base. When this was part of my faction mod I was asked if I could tie the custom commodities into the game as a demand commodity for industries. I do have a planet industry in my faction mod (Junk Yard Dogs) that breaks down ship hulls (the commodity not actual hulls) into base resources but I do not see a way to add an industry that does similar with the Palladium Platinum and Biophotovoltaics.

I can maybe add another toggle ability to this mod that does a reverse effect but the downside however would be a substantial loss in the cost of heavy machinery and not very profitable otherwise it would be a cheat and you may as well use console commands to poof it into your cargo. I will look into both ideas and tinker under the hood and see what I can come up with without going outside of the scope of this mod.
Title: Re: [0.95a] Ore Refinery v0.5 - 11/11/21
Post by: Dread Lord Murubarda on November 12, 2021, 12:03:31 PM
thank you so much for this mod!!
it was so annoying that you couldn't set up temp refining somewhere.
Title: Re: [0.95a] Ore Refinery v0.5 - 11/11/21
Post by: Dazs on November 12, 2021, 04:27:47 PM
That really makes my day. To know that I can fill an unspoken need is the best feeling.
Title: Re: [0.95a] Ore Refinery v0.5 - 11/11/21
Post by: mkire on November 15, 2021, 09:56:45 PM
wanted to pop back in and say thank you very much for adding the organics/rare ore converters as well. so thanks
Title: Re: [0.95a] Ore Refinery v0.5 - 11/11/21
Post by: Dazs on November 16, 2021, 03:18:08 AM
Hiya,

Thank you for suggesting it, it was something I wanted to do but your request kicked me into gear to figure it out :) I think the mod does what I set out for it to do but I am always open to suggestions to improve it, keep em coming!
Title: Re: [0.95a] Ore Refinery v0.5 - 11/11/21
Post by: 5ColouredWalker on November 17, 2021, 09:42:50 PM
@ 5ColouredWalker Hi and welcome to the party!
I can maybe add another toggle ability to this mod that does a reverse effect but the downside however would be a substantial loss in the cost of heavy machinery and not very profitable otherwise it would be a cheat and you may as well use console commands to poof it into your cargo. I will look into both ideas and tinker under the hood and see what I can come up with without going outside of the scope of this mod.
Glad to be here! Trying this out has made me actually want to use mining. Got a full mining fleet going at the moment.

I made the request before actually trying it out as an idea. From use, the colonies that pay most for it tend to be ones with shortages of the same material, so the work's half done. Adding a Structure (Wouldn't want to do it as an industry) wouldn't play well with mod factions and/or Nex randomizing so I understand not doing it.
As for a free backwards toggle being a cheat, it's not necessarily an economical use for the conversion in the first place and the main use case would be countering stability penalties. One way to prevent it from being a cheat would be to skew so the conversion is less economical. That said, when it comes to stability penalties, you can always drop off your concentrated goods, then go shopping for actual goods to reduce stability.

Finally, any intentions for Volatiles (Probably something along the lines of high density batteries, since volatiles are used to create antimater fuel.), which while rarer are picked up with mining, or for Food? (High density rations maybe? I bring food up because I almost never bother picking it up while exploring. It's the third least valuable commodity, only worth touching if you know you're taking it to somewhere with a severe shortage.)
Title: Re: [0.95a] Ore Refinery v0.5 - 11/11/21
Post by: Dazs on November 18, 2021, 02:17:53 AM
Oh I agree an industry would be unsuitable since their slots are limited. If I were to do it, it would be like the colony building in my faction mod that just takes a regular slot but is a cash earner. I tinkered with the idea of Volatile conversion but it is already at a high price and it is not as vast a get as the other three. As to food conversion, I get it but I think that goes outside the scope of this being a mining utility. As to the reverse conversion, it would have to be carefully done because I believe that would circumvent the economy base restrictions. The game wants you to fly around and price shop if economy is your playstyle.

I am currently in a deep dive fixing my third mod but I will be adding a toggle for volatiles for the next release probably by over the weekend.
Title: Re: [0.95a] Ore Refinery v0.55 - 11/20/21
Post by: Dazs on November 20, 2021, 08:53:44 AM
0.55 release today - see changelog for details

@5ColouredWalker - I added a the ability you requested Ty for the input

@All - The new ability was very tricky to balance since the base value of Volatiles is higher than Heavy Machinery and their values do not divide into whole numbers. No matter what amount of compression I tired I would always get a .4 overflow. If you want the actual math used I will detail it but TLDR:

The compression actually gives you 1.1 output which after 10 cycles in the same session gives you an extra ComV. To complicate matters it also throws off the Heavy Machinery use so with higher % increases using salvage gantries and nanoforges you will sometimes use +/- 1 the amount shown. To compensate for this, I set the output of CompV to round up instead of down to account for the discrepancies by giving overall additional credit value. This is also why the compression is so low compared to the other abilities. I tested this numerous times but if you find it to be otherwise please let me know. (Yea that's the TLDR version lol)
Title: Re: [0.95a] Ore Refinery v0.55 - 11/20/21
Post by: CrimsonPhalanx on November 20, 2021, 09:54:03 AM
This mod makes mining so much better, although I wish the salvage gantry buff scaled with ship size.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Dazs on December 13, 2021, 04:30:56 AM
This mod makes mining so much better, although I wish the salvage gantry buff scaled with ship size.

I am happy that you find it useful, so sorry I missed your post thus the delay in response. As to the salvage gantry scale, maybe with a hull size array modification, not sure but I'll look into it for the next update.

Speaking of updates - 0.6 released today - Tested and adjusted to ensure compatibility with 0.95.1a
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: CrimsonPhalanx on December 22, 2021, 12:40:17 PM
I am happy that you find it useful, so sorry I missed your post thus the delay in response. As to the salvage gantry scale, maybe with a hull size array modification, not sure but I'll look into it for the next update.


Its alright, just a suggestion in case the array thing does not work, would having the modifier be related to the fleets actual salvage bonus value(with a multiplier) be better? since salvage gantries already scale, not to mention it'll mean other potential hullmods from other mods that affect salvage will be counted as well. the player skill bonus could be minused off before the multiplier if they have the skill if you want it to not count. Only issue I see is reversing the diminishing returns, unless the raw undiminished values exist somewhere.

and if you could forgive me for digging up some older topic since a random haphazard idea popped into my mind.
I do not see a way to add an industry that does similar with the Palladium Platinum and Biophotovoltaics.

apart from the best solution to go under the hood and make the AI see the compressed goods as their uncompressed counterparts right after it enters the market,

A jury rigged solution that I'm not sure if its a good idea or not might work, attaching the conversion feature to something that exists in every colony/colony that uses the stuff, such as making the base "Population and infrastructure" not demand any compressed goods, but will convert them when available.
well I have no idea how the colony does calculations under the hood so there might be some weird supply and demand issue(like making a colony that normally does not produce ore suddenly produce an oversupply of it after dumping Platinum)
although the potential thing I can see is that it might mess with compatibility since it does sound quite destructive to blanket modify the base industries
then again I'm not sure if all that complication is worth the result


look forward to the next update!


on a side note
As to food conversion, I get it but I think that goes outside the scope of this being a mining utility.
Makes sense, and since food is like one of the only things that get constantly dumped now, I like to imagine one of the crew members doing some large scale space HowToBasic whenever it gets dumped  :D
"Captain, what do with do with the ore?"
"refine it"
"How about the food?"
*starts recording while throwing food out the airlock screeching
Title: Re: [0.95a] Ore Refinery v0.5 - 11/11/21
Post by: JUDGE! slowpersun on December 22, 2021, 02:56:41 PM
As to food conversion, I get it but I think that goes outside the scope of this being a mining utility.

That sorta cuts both ways, but yes, since you mod author, you can call it what you please.  But arguably this ceased to be a mining utility mod once volatiles and organics became "compressible" (although, yes, you do mine for these also, since drilling isn't a separate industry...).  However, the solution would be to either convert ferment food into luxury goods/booze (with a very terrible conversion rate), or future science voodoo convert food into organics (ie, bioethanol), but also with a not great conversion rate.  But admittedly this would perhaps be a moot point unless and until mod splits (again!), which is entirely your prerogative.

But I can't finish my current run fast enough to try this mod out in a mining run, killing me that I'm having too much fun with my current run (shoving wrecks around with Odyssey's plasma burn is just too entertaining!).
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Dazs on December 22, 2021, 05:51:50 PM
Wow that is a lot of care and attention in those last posts. I thank you for taking the time to share them.

Its alright, just a suggestion in case the array thing does not work, would having the modifier be related to the fleets actual salvage bonus value(with a multiplier) be better? since salvage gantries already scale, not to mention it'll mean other potential hullmods from other mods that affect salvage will be counted as well. the player skill bonus could be minused off before the multiplier if they have the skill if you want it to not count. Only issue I see is reversing the diminishing returns, unless the raw undiminished values exist somewhere.

As a base the game does add up all the repair gantry values and assigns a total value based on the size of the ship with the gantry. So a gantry installed on a frigate give far less value than a gantry applied to a cruiser. I may be able to tap into that and change the base values in the mod to scaling values. A pie in the sky idea at this stage but all my mods were at the start. Idk if I can do it but the journey will be interesting.

and if you could forgive me for digging up some older topic since a random haphazard idea popped into my mind.
I do not see a way to add an industry that does similar with the Palladium Platinum and Biophotovoltaics.

apart from the best solution to go under the hood and make the AI see the compressed goods as their uncompressed counterparts right after it enters the market,

A jury rigged solution that I'm not sure if its a good idea or not might work, attaching the conversion feature to something that exists in every colony/colony that uses the stuff, such as making the base "Population and infrastructure" not demand any compressed goods, but will convert them when available.
well I have no idea how the colony does calculations under the hood so there might be some weird supply and demand issue(like making a colony that normally does not produce ore suddenly produce an oversupply of it after dumping Platinum)
although the potential thing I can see is that it might mess with compatibility since it does sound quite destructive to blanket modify the base industries
then again I'm not sure if all that complication is worth the result

look forward to the next update!

I would be unable to do that at a colony level as it would effect other modders code and would most likely make it incompatible with the mods that directly effect planets. As to decompressing the custom commodities, I am unsure how I would go about that. The output commodities are a combination of the base commodity and heavy machinery. If I were to add code to decompress it and keep it balanced, the credit loss in decompression would be a great.

As to food conversion, I get it but I think that goes outside the scope of this being a mining utility.
Makes sense, and since food is like one of the only things that get constantly dumped now, I like to imagine one of the crew members doing some large scale space HowToBasic whenever it gets dumped  :D
"Captain, what do with do with the ore?"
"refine it"
"How about the food?"
*starts recording while throwing food out the airlock screeching

Food is tricky. I agree that when you get it you get a ton of it and it has minimal value so I can see how a compression would sort of fall into what this mod is about. The thing is, you do not receive it as part of mining which is what I meant by it being outside the scope of the mod. I can see a way to making a, well let's call it a food processor or a baking oven :), but food is such a random acquire. A player may get a few hundred food in one loot but then not see it again for months (game time) so is it worthwhile to have yet another action button for it?
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: CrimsonPhalanx on December 22, 2021, 06:23:00 PM
The output commodities are a combination of the base commodity and heavy machinery.

I'm wondering why would we even get the heavy machinery back, personally I'd glady pay all that heavy machinery as the cost of compression(heck I'll even accept a 10%-20% resource loss on compression). Having a cost will also give not compressing the stuff an advantage as well, turning compression into a decision, rather than the be all end all solution. I mean even 20% value loss is a cheap price to pay for what, 100 times more cargo space?


Makes sense, and since food is like one of the only things that get constantly dumped now, I like to imagine one of the crew members doing some large scale space HowToBasic whenever it gets dumped  :D
"Captain, what do with do with the ore?"
"refine it"
"How about the food?"
*starts recording while throwing food out the airlock screeching

Food is tricky. I agree that when you get it you get a ton of it and it has minimal value so I can see how a compression would sort of fall into what this mod is about. The thing is, you do not receive it as part of mining which is what I meant by it being outside the scope of the mod. I can see a way to making a, well let's call it a food processor or a baking oven :), but food is such a random acquire. A player may get a few hundred food in one loot but then not see it again for months (game time) so is it worthwhile to have yet another action button for it?

I wrote that as more of joke/personal reasoning about getting rid of food, since I'd imagine it being pretty funny for scavengers to find the cargo pods of only food and wonder who hates food that much.

I'm totally fine with not being able to compress food since its an exploration phase issue that gets less common as time goes by, because at that point, might as well compress everything for no reason, am I right? I didn't mean it as a "please add compression for food" message.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Dazs on December 23, 2021, 04:53:55 AM
Well I guess I could put together a function that takes the custom commodities and convert them back to their base w/out using heavy machinery. As you pointed out, the initial cost of heavy machinery to make it would be costly enough if I decompress it based on the source commodity. It'll take some tinkering and with the holidays incoming it may take me awhile but even if only 2 people use the function, it give me something to putter around with. :)

As to the food comments, yea I get the joke. It is just I take suggestions no matter how they are parsed to heart. I was playing this morning and when mining a planet I received food as bonus loot and I thought, well that's karma for you!
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: JUDGE! slowpersun on December 23, 2021, 09:24:29 AM
I was playing this morning and when mining a planet I received food as bonus loot and I thought, well that's karma for you!

Prolly more coincidentally ironic than karmic.  Peeps seem to forget karma is only assessed upon death... but that's definitely a discussion the requires more alcohol!
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Rotok on February 20, 2022, 02:47:12 AM
Is it possible to make this a ship ability, assigned to a certain type or class of ship (or only accessible as an ability if you have that ship in your fleet?)?
Love the idea of the 'Nostromo' style massive ship Ore Processors from Alien.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Dazs on February 20, 2022, 05:21:55 AM
Hi there, that's a good question and thank you for taking the time to ask. I originally had this mod as a core feature of my Junk Yard Dogs mod and the plan was to tie it into a ship like Vayra's Bear (love that ship and hope she comes back). However I received numerous comments asking if I could make it a separate mod for players who enjoy mining but want to commission as another faction like Roider's Union.

I have spent so much time working on my two faction mods that I have been neglecting this one, it is apropos that you ask now lol. I am currently working on trying to take all four abilities and combine them into one ability to save on button space. Now as to making that a ship system, I have not done any custom system code yet so though I think it is a great idea, I am unsure if I can do that. It would also be hard to implement in this mod since it does not contain any ships. I really want to figure out ship systems and this would be a great place to start.

Once I have the code streamlined to one ability button (I hope) my next planned step now is to step into ship system code and hopefully implement what you ask. I would introduce it as separate download that includes a ship with the system which would satisfy players like yourself as well as players who like it as is.

You bring up the Nostromo (great pull) and I am thinking the Canterbury so I assume you are talking about a capital class ship correct?
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Rotok on February 20, 2022, 08:20:00 PM
I appreciate the response!
Correct; A massive lumbering ship :)

Hi there, that's a good question and thank you for taking the time to ask. I originally had this mod as a core feature of my Junk Yard Dogs mod and the plan was to tie it into a ship like Vayra's Bear (love that ship and hope she comes back). However I received numerous comments asking if I could make it a separate mod for players who enjoy mining but want to commission as another faction like Roider's Union.

I have spent so much time working on my two faction mods that I have been neglecting this one, it is apropos that you ask now lol. I am currently working on trying to take all four abilities and combine them into one ability to save on button space. Now as to making that a ship system, I have not done any custom system code yet so though I think it is a great idea, I am unsure if I can do that. It would also be hard to implement in this mod since it does not contain any ships. I really want to figure out ship systems and this would be a great place to start.

Once I have the code streamlined to one ability button (I hope) my next planned step now is to step into ship system code and hopefully implement what you ask. I would introduce it as separate download that includes a ship with the system which would satisfy players like yourself as well as players who like it as is.

You bring up the Nostromo (great pull) and I am thinking the Canterbury so I assume you are talking about a capital class ship correct?
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Dazs on February 21, 2022, 03:05:05 AM
OK I think I have a hull idea in mind, that's the easy part. Trying to combine all 4 into one script well not so much, had to scrap and start over twice so far heh. I would need to do that first to then convert it into a ship system. May take me a bit but I'll keep plugging at it.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Tipnick on February 21, 2022, 09:54:47 AM
If you put those together that will conflict with the other mod, Forge Production. We need to know what will be refined by which mod.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Dazs on February 21, 2022, 10:19:45 AM
A good point, thank you. One of the things I am struggling with is trying to combine them but still keeping it a separate thing. If I ever do figure it out I will keep the current system up as a link for those who only want to use some of the conversions but not others.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Tipnick on February 21, 2022, 11:04:14 AM
Truth is, Forge Production can be hacked so you can turn on or off their production (which can originally only be done in port) while flying. This would partially solve the conflict, but sometimes you need to preserve resources for different kind of production. I'd still prefer separate control for each resource.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Dazs on February 23, 2022, 11:22:35 AM
@Tipnick Well with that in mind I decided to kind of scrap the idea of combining them into one. I got as far as getting it to sort of work but to make it efficient I would have to totally re-write the code and frankly, for now, the effort to do that outweighs the small convenience.

@Rotok Transforming the code into a ship system sort of falls into the same issue. I am sorry but at this time I do not think I am able to do it.

If anyone wants to take the current code and either make it one script and/or turn it into a ship system, I am way open to help and suggestions.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Yunru on February 25, 2022, 09:11:57 AM
I whipped up a couple of better icons with a bit of googling. Sadly there's not one for Biophotovoltaics, because I replaced it with anime figurines.

[attachment deleted by admin]
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Dazs on February 25, 2022, 09:18:05 AM
Yea I saw your post on discord I'll add them next update. Good of you to post it here.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Oni on February 25, 2022, 02:16:49 PM
Any plans to create a "combined" hot-bar button that'll run all four at the same time? Perhaps with some other variants that activate only two (such as a button for both types of ore, but not the other two) or other combinations?

I know they're split apart so that you don't accidentally use resources you don't want to, but keeping all four on your main hot-bar tends to feel crowded... and having to move to the next hot-bar every time you want to refine is kinda irritating. Having a bunch of choices available if needed doesn't seem like it'd be a bad thing.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Dazs on February 25, 2022, 03:06:31 PM
I agree it can be cumbersome to switch bars, with all the mods I use I am up to 3 bars worth of buttons. I wish there was a UI mod that allowed more than one bar to show at a time. 

I did work on it for a few hours trying to combine them all into one script but though I could get it to sort of work, the balance was way off. Essentially it produced free resources which is a big ole cheat and not in the spirit of the mod. I started this mod with zero experience coding so I asked Timid (Techpriest at the time) and was given permission to base this off of the Supply Forge code. I learned allot by following the flow and was able to make it in it's current stage.

I have not given up on the project but at this stage of my Java knowledge I find I cannot make it work as intended. Sorry it is not the best of answers but I am still learning and looking into why my tinkering is not having the desired effect. I will work on it when I can, call it a stretch goal for 2022 I guess.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Oni on February 25, 2022, 03:10:43 PM
That sounds a lot more complicated than I thought it would be... though I fully admit I know little of scripting.

No way to create a button that "activates" the four already existing buttons? That way it just shuts down the ones that don't have resources to change, but keeps the ones that do turned on.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Dazs on February 26, 2022, 02:56:31 PM
No way to create a button that "activates" the four already existing buttons? That way it just shuts down the ones that don't have resources to change, but keeps the ones that do turned on.

Not that I am aware of other than combining all four scripts into one. Perhaps some kind reader more knowledgeable with Java can answer that.
Title: Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
Post by: Yunru on February 26, 2022, 03:04:10 PM
Well what determines if an ability is on or not? (Asking from a position of never having looked into it)
Title: Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
Post by: Dazs on March 10, 2022, 07:52:25 AM
0.65 out today

Added version checker support and some minor graphical changes to the cargo icons. (new images added to the main page if you'd like a peek)

Tried again to merge all four into an all in one script and well let's say it was less than successful. Sorry gang but it seems beyond my skill level to do w/out a total re-write. Enjoy!
Title: Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
Post by: balordezul on March 11, 2022, 07:30:05 AM
Good update on the visuals!

If you ever want to try your hand at ships you discover via exploration.  I could see a discoverable pre collapse mining / refining ship for a crossover between JYD and this mod.  Maybe add it as an extra item in the JYD mod but have it with a high base mining and refining bonus. 

If it is too complicated to add in a refining modifier right into the ship let the player discover a few nano forges with the ship.

Title: Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
Post by: Dazs on March 11, 2022, 12:05:54 PM
Ty for the kind words, Yunru donate two of them so credit where it is due. I do in fact want to learn how to make some exploration contend for JYD as the faction is all about that, future plans...

As to a forge ship, I actually started out JYD with that in mind and the concept evolved into Ore Refinery. You may want to check out Forge Production by Ontheheavens as that offers hull mods that refine. I do not use it personally but I hear it is good for that.
Title: Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
Post by: blackrave404 on December 01, 2022, 11:01:18 PM
Wanted to ask something.
I noticed that refining keeps using up raw resources till it runs out.
What happens when insufficient amount gets used up?
Are those resources gone or does mod remembers unfinished refining progress from previous time and resumes?

Basically if (numbers pulled out of my rear) platinum needs 100 ore, you have 140, refining gives 1 platinum but uses 140 ore, if I acquire 60 more ore and refine that, will one more platinum be made or initial 40 and later 60 ore are gone?
Title: Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
Post by: Ontheheavens on December 01, 2022, 11:28:44 PM
Wanted to ask something.
I noticed that refining keeps using up raw resources till it runs out.
What happens when insufficient amount gets used up?
Are those resources gone or does mod remembers unfinished refining progress from previous time and resumes?

Basically if (numbers pulled out of my rear) platinum needs 100 ore, you have 140, refining gives 1 platinum but uses 140 ore, if I acquire 60 more ore and refine that, will one more platinum be made or initial 40 and later 60 ore are gone?

Conversion happens frame-by-frame using applyEffect(float amount, float level), and each frame a tiny fraction of the full day's input is subtracted and a tiny fraction of the full day's output is added. The fraction part here is important - cargo is a float value mechanically, so what you see as 5 platinum in cargo screen might be actually 5.42 platinum. So in some sense yes, I would imagine that "progress" on the refining is saved, so long as you do not sell the output before a new unit is produced, since game does not account for price of anything left over after the integer.

That said, I do have a bit of the input on code:
Code
        float supply = fleet.getCargo().getCommodityQuantity(jydr_Items.PLATINUM);

            } else if(supply >= fleet.getCargo().getMaxCapacity()) {
                fleet.addFloatingText("Full of Platinum", Misc.setAlpha(entity.getIndicatorColor(), 255), 0.5f);
                deactivate();
            }

What this part does is restricts conversion if there is more units of platinum in the cargo holds than the fleet cargo capacity itself; Not only you'll never have a situation where this happens in normal ingame conditions, the restriction itself is counterproductive since conversion process is a net shrink of cargo, so you want it running even when cargo holds are full.
Title: Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
Post by: Dazs on December 02, 2022, 03:37:08 AM
Umm yea, what he said :)
Title: Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
Post by: blackrave404 on December 02, 2022, 09:55:33 AM
So in some sense yes

Ah, I see. Thanks.
Title: Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
Post by: Dazs on December 02, 2022, 10:42:43 AM
So in some sense yes

Ah, I see. Thanks.
Essentially there is rounding involved but overall it will be a profit. I made it originally because I got tired of having to toss out all the ore that I got when looting a mining station, all those credits to waste :( So even if you lost a little in conversion you make a lot in cargo capacity bulk.
Title: Re: [0.96a-RC7] Ore Refinery v0.7 - 05/06/23
Post by: Dazs on May 06, 2023, 06:14:14 AM
v0.7 released today updating to 0.96a compliance - Changelog on the forum OP and in the RAR has all the details

I removed the Nexerelin requirements and though this mod is mainly used by Nex miners, it is also useful when you loot a mining station and get flooded with ores and cannot move.

I guess it has been awhile since I updated this mod since I received a warning that essentially I am necroing an old thread by replying :)
Title: Re: [0.96a-RC7] Ore Refinery v0.7 - 05/06/23
Post by: Dazs on May 19, 2023, 02:03:56 AM
Hello all, I received a request on discord for a 0.95.1a version of the mod. Here is a dropbox link for v0.65 for anyone else who may want it as well.

https://www.dropbox.com/s/uhqlcx4h94eoqwp/Ore%20Refinery%200.65.rar?dl=0

Enjoy!
Title: Re: [0.96a-RC7] Ore Refinery v0.7 - 05/06/23
Post by: lusulpher on May 29, 2023, 01:05:42 PM
v0.7 released today updating to 0.96a compliance - Changelog on the forum OP and in the RAR has all the details

I removed the Nexerelin requirements and though this mod is mainly used by Nex miners, it is also useful when you loot a mining station and get flooded with ores and cannot move.

I guess it has been awhile since I updated this mod since I received a warning that essentially I am necroing an old thread by replying :)

Necro away!!!

Made an official account just to say, I'm genuinely appreciative of all the superb craftsmanship I've seen JUST POURING from this particular gaming community, on these QoL/Lore content fixes!

I've not seen a more positive/productive online community since my days in MMORPG "EvE Online"(pre-2011). You guys literally have "abandoned mods" that are better than most AAA studio content! ;D

StarSector Modders are simply unworthy of ANY shame.
See ya space cowboys... oo7

Lusulpher/XiangPotato ]:) -
Title: Re: [0.96a-RC7] Ore Refinery v0.7 - 05/06/23
Post by: Dazs on May 29, 2023, 02:11:48 PM
Necro away!!!
;)
Made an official account just to say, I'm genuinely appreciative of all the superb craftsmanship I've seen JUST POURING from this particular gaming community, on these QoL/Lore content fixes!
That is so kind of you to do, thank you!
I've not seen a more positive/productive online community since my days in MMORPG "EvE Online"(pre-2011). You guys literally have "abandoned mods" that are better than most AAA studio content! ;D
Agreed, I have had several kind mod creators reach out and offer to help me unasked. I am also so appreciative of all the help I have gotten from players giving their opinions and helpful point outs.
StarSector Modders are simply unworthy of ANY shame.

See ya space cowboys... oo7

Lusulpher/XiangPotato ]:) -
:)
Title: Re: [0.96a] Ore Refinery v0.7 - 05/06/23
Post by: [REDACTED] on June 18, 2023, 06:55:20 AM
I like the idea of refining materials on the go, however I'd like to request/suggest a version that turns ore into metals, and transplutonic ore into transplutonics, and perhaps even organics to volatiles, it would be quite useful when used with certain other mods since then if you're for example short on metals for a mining station you could then just refine the metals for the station from locally sourced ore.
Title: Re: [0.96a] Ore Refinery v0.7 - 05/06/23
Post by: Dazs on June 18, 2023, 09:22:56 AM
I like the idea of refining materials on the go, however I'd like to request/suggest a version that turns ore into metals, and transplutonic ore into transplutonics, and perhaps even organics to volatiles, it would be quite useful when used with certain other mods since then if you're for example short on metals for a mining station you could then just refine the metals for the station from locally sourced ore.
Hello there, always nice to hear from a player. I hade thought of doing that back when I made this mod but decided to keep it simple. Luckily, Ontheheavens released a mod later on that does what I think you are looking for, https://fractalsoftworks.com/forum/index.php?topic=22961.0

I do hope that meets your needs.
Title: Re: [0.96a] Ore Refinery v0.7 - 05/06/23
Post by: [REDACTED] on June 18, 2023, 11:10:03 AM
I like the idea of refining materials on the go, however I'd like to request/suggest a version that turns ore into metals, and transplutonic ore into transplutonics, and perhaps even organics to volatiles, it would be quite useful when used with certain other mods since then if you're for example short on metals for a mining station you could then just refine the metals for the station from locally sourced ore.
Hello there, always nice to hear from a player. I hade thought of doing that back when I made this mod but decided to keep it simple. Luckily, Ontheheavens released a mod later on that does what I think you are looking for, https://fractalsoftworks.com/forum/index.php?topic=22961.0

I do hope that meets your needs.

A bit more advanced than I had in mind(not a problem, just an observation), while Im not a fan of the idea of having to search derelict motherships for basic material refining Im sure I can find a work-around, probably only need to modify a file or two.
Title: Re: [0.96a] Ore Refinery v0.7 - 05/06/23
Post by: Dazs on June 18, 2023, 11:49:39 AM
I like the idea of refining materials on the go, however I'd like to request/suggest a version that turns ore into metals, and transplutonic ore into transplutonics, and perhaps even organics to volatiles, it would be quite useful when used with certain other mods since then if you're for example short on metals for a mining station you could then just refine the metals for the station from locally sourced ore.
Hello there, always nice to hear from a player. I hade thought of doing that back when I made this mod but decided to keep it simple. Luckily, Ontheheavens released a mod later on that does what I think you are looking for, https://fractalsoftworks.com/forum/index.php?topic=22961.0

I do hope that meets your needs.

A bit more advanced than I had in mind(not a problem, just an observation), while Im not a fan of the idea of having to search derelict motherships for basic material refining Im sure I can find a work-around, probably only need to modify a file or two.
I figured with a name like [REDACTED] it would right up your alley :)
Title: Re: [0.96a] Ore Refinery v0.7 - 05/06/23
Post by: mllhild on August 15, 2023, 07:42:46 AM
So a problem I ran into was that mining stations often have 15000 to 50000 in ore, but I only had 600 cargo space, hence it took so many loads to get it done.
Would it be possible to add a to the skills the following:
Code
if(skillOn = true && cargo>maxCargo)
{
  setMaxBurn = 0
  setSupplyPenalityMultiplier = 1 // or just suppInf = true
}
So I could just load the 30k and let my fleet essentially be a temporary stationary factory, instead of all the micro management.


A second thing is, I know there is a mod somewhere that has a skill which transforms metal+heavy_machine into supplies at a 0.8 cost factor. Could you please add someting like this for food and metal? Or just converting food into organics and metal into anything else.
Title: Re: [0.96a] Ore Refinery v0.7 - 05/06/23
Post by: Dazs on August 15, 2023, 08:29:51 AM
Well hello there mllhild, always nice to hear from you.
So a problem I ran into was that mining stations often have 15000 to 50000 in ore, but I only had 600 cargo space, hence it took so many loads to get it done.
Would it be possible to add a to the skills the following:
Code
if(skillOn = true && cargo>maxCargo)
{
  setMaxBurn = 0
  setSupplyPenalityMultiplier = 1 // or just suppInf = true
}
So I could just load the 30k and let my fleet essentially be a temporary stationary factory, instead of all the micro management.
I designed this mod to be a simple quality of life mod and did my best to make it not a cheat easy money mod. Your idea would certainly be a quality of life addition but it would also negate a huge cost negative to the game. I would have to play around with your code first to stay within the structure of QOL but not too cheatery but I'll certainly play around with the idea. I do so much tinkering with my other mods that sometimes I feel like I am neglecting this one so this is a welcome idea:)
A second thing is, I know there is a mod somewhere that has a skill which transforms metal+heavy_machine into supplies at a 0.8 cost factor. Could you please add someting like this for food and metal? Or just converting food into organics and metal into anything else.
I think what you are looking for is Ontheheavens' "Forge Production" mod https://fractalsoftworks.com/forum/index.php?topic=22961.0 
That mod does what you are requesting and more and I would just be duplicating their work.

Thank you for your suggestion and especially supplying a code snippet for me to work with. I am currently away from home and will not be back until next week so that is the earliest I could start tinkering.
Title: Re: [0.96a] Ore Refinery v0.7 - 05/06/23
Post by: Crimson Spirit on October 24, 2023, 06:28:43 AM
Hey, I love your mods, they're very cool

But I seem to have a problem (not sure if this was asked before, if it was forgive me), but I was trying to smelt Ore into Platinum Bars, my Ores were all gone and I didn't get a single Platinum Bar in return, I had tried to smelt a bunch and nothing
Am I doing something wrong?

Edit: Now that I think of it, I don't think I've seen a single Platinum Bar in my entire playthrough so far (around 20 hours in)
Title: Re: [0.96a] Ore Refinery v0.7 - 05/06/23
Post by: Dazs on October 24, 2023, 08:53:49 AM
Hey, I love your mods, they're very cool
Thank you for the kind words, it is what keeps me going :)
But I seem to have a problem (not sure if this was asked before, if it was forgive me), but I was trying to smelt Ore into Platinum Bars, my Ores were all gone and I didn't get a single Platinum Bar in return, I had tried to smelt a bunch and nothing
No this is the first time that issue has been reported.
Am I doing something wrong?
I assume you have both heavy machinery and ore in your cargo and are pressing the correct button. I did have one player tell me that the ore conversion button looked similar to the button that Timid's supply forge mod uses and in my game they are next to each other on the drop down.
Edit: Now that I think of it, I don't think I've seen a single Platinum Bar in my entire playthrough so far (around 20 hours in)
I am a bit confused over that as I have been using this mod since it's inception and never had that problem but I will help as best as I can. As a first step allow me to ask some clarifying questions:
Are you using Windows or Linux?
Are you assigning the buttons to your hotbar (I ask because they are not added by default) and pressing them to turn them on?
Have you changed the settings file to adjust the amount converted, or any of the files for that matter?
Are you receiving the other conversions: Palladium, Biophotovoltaics and CompV?
Title: Re: [0.96a] Ore Refinery v0.7 - 05/06/23
Post by: Crimson Spirit on November 08, 2023, 11:14:27 AM
Forgive me for replying late, I had irl things I was plunged in

So here is an interesting update for my problem, it seems that I wasn't smelting enough to make the commodties, I have tested this further was successful this time in making both Palladium and CompV, the mod works (my bad), then again my I updated Magic and luna libraries so maybe that was my problem (uneducated guess)

I do have a couple of questions though

Is it normal that markets don't sell these commodities on their own in a bulk form? (I did notice that after selling CompV it seemed to have been used in the colony, possibly as normal Volatiles that got disseminated from the market?)

And is there a way to turn them back into their original materials? Because for example once I turned the volatiles into CompV I couldn't use them for the Neutrino Detector ability

Again sorry for the confusion earlier
Title: Re: [0.96a] Ore Refinery v0.7 - 05/06/23
Post by: Dazs on November 08, 2023, 01:53:09 PM
Forgive me for replying late, I had irl things I was plunged in
Well hello again! No worries I understand, my free time has been jammed up myself.
So here is an interesting update for my problem, it seems that I wasn't smelting enough to make the commodties, I have tested this further was successful this time in making both Palladium and CompV, the mod works (my bad), then again my I updated Magic and luna libraries so maybe that was my problem (uneducated guess)
Ah I had not considered that, sorry I did not list it as a potential cause. I had to give a lower limit to the base ores to keep the balance of ore to commodity ratio balanced while also factoring the cost of the heavy machinery used. I do not have the options for the mod linked to lunalib and this mod does not have a magiclib dependency so I doubt that was an issue.
I do have a couple of questions though

Is it normal that markets don't sell these commodities on their own in a bulk form? (I did notice that after selling CompV it seemed to have been used in the colony, possibly as normal Volatiles that got disseminated from the market?)
Ah well it is a bit tricky there. The end products are tradeable commodities but I do not have them added to any markets. However if you as a free trader sell them to a market then an AI trader could eventually buy it and resell it.
And is there a way to turn them back into their original materials? Because for example once I turned the volatiles into CompV I couldn't use them for the Neutrino Detector ability
Interesting idea and I do believe it would be doable if I essentially put the code in reverse. I just finished up my to-do list that was outstanding with my mods so I'll add this and see what I can come up with. No ETA on that with the holiday season my time is even more limited but I agree there is a case for doing it.
Again sorry for the confusion earlier
Oh no worries, I believe in clarity in all things.

I am glad you got back to me as it sparked an idea I had not considered. I keep some volatiles in my inventory for the Neutrino Detector but never occurred to me to reverse compV to save space.
Title: Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
Post by: Dazs on February 03, 2024, 09:42:28 AM
v0.7.1 Released Today -Save game compatible with v0.7
   -Updated to 0.97a

Just a version update. Nothing to see here, move along.
Title: Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
Post by: balordezul on February 13, 2024, 05:10:39 PM
I just came back to the game after having more kids join the family.  I'm so proud of your hard work on all your mods.  Last time I was playing you were building up JYD and just had started Hivers.  I do enjoy the Ore Refinery mod did you ever make a ship or hull mod to augment the process?
Title: Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
Post by: Dazs on February 14, 2024, 01:42:08 AM
I just came back to the game after having more kids join the family.  I'm so proud of your hard work on all your mods.  Last time I was playing you were building up JYD and just had started Hivers.  I do enjoy the Ore Refinery mod did you ever make a ship or hull mod to augment the process?
balordezul! It has been a minute since I have heard from you. Thank you for the nice comment about Ore refinery, it does get a lot of downloads but it is very rarely commented upon so it is nice to see that there is a forum post notification for it in my email. :)

As to using a hull mod for the process, I was working on that way back. However after some discussion with a few players it was decided that having separate buttons was more QOL since sometimes you only want to convert a certain resource vs another. For example the Neutrino detector uses Volatiles to power it so I generally do not compress them as I am an explorer at heart. Oh and also during that discussion, Ontheheavens released Forge Production which uses hull mods and is a way better made mod so it seemed duplicative.

Welcome back to the game, I hope you are enjoying .97a.
Title: Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
Post by: GoldenGlory on February 29, 2024, 09:58:21 PM
this mod is super nice! i always felt so bad just dumping a ton of resources into space so i love being able to stuff it all into something. wish there was some equivalent for food, it seems to show up in stations a ton and i dump it. maybe freeze dried food cubes or something?
Title: Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
Post by: Dazs on February 29, 2024, 11:09:32 PM
this mod is super nice! i always felt so bad just dumping a ton of resources into space so i love being able to stuff it all into something.

Hi there, so nice to receive a good word about this mod. For me it is a must have for the same reasons but it does not get many comments and it is always a nice surprise when I get a topic reply notification for it. :)
wish there was some equivalent for food, it seems to show up in stations a ton and i dump it. maybe freeze dried food cubes or something?
Interesting idea and TBH I have had the same issue but never thought to make a compression for it lol. I am currently working on an update for HIVER then I have JYD and CJHM in line for updates but I will certainly tinker around with the idea since it falls directly into my goal of offering things that are not currently offered.

Thank you for the idea. It may be a little while until I have the time to implement it but stay tuned, it is certainly on my to-do list.
Title: Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
Post by: GoldenGlory on March 01, 2024, 09:34:56 PM
oh awesome!  this is a great mod and you deserve to know about it!
Title: Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
Post by: Dazs on March 01, 2024, 11:54:00 PM
oh awesome!  this is a great mod and you deserve to know about it!
Aww that is so kind of you, thank you! :)
Title: Re: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: Dazs on March 07, 2024, 05:02:00 PM
v0.8 released today -Save game compatible
   -Added a new ability, Food Compression, which compresses food into a new commodity Famine Wafer Crate - Lore wise, makes sense with the constant wars and invasions - TY GoldenGlory for the idea
   -Updated the forum OP with the new icons and food values added to the conversion chart
   -Note: with food being an even number and machinery being an odd number and having to use round numbers for food consumption, I have the conversion round down resulting in a slight loss (see chart)
      -I set it to a 10 credit loss per conversion to prevent exploit but as a whole it is a gain to not have to dump food into space
      -To instead round up for a 20 credit gain per conversion you can open data\config\settings.json with notepad++, or w/e java editor you prefer, navigate to "MF_FOODCost": 93, and change it to 92

I hope you find the new ability useful. It is sort of outside of the scope of the "refinery" aspect of the mod vision however it was pointed out to me by GoldenGlory you also get bogged down with food when you loot an orbital habitat so it sort fits in with the utility aspect of the mod. IDK maybe I should rename the mod at some point.
Enjoy!
Title: Re: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: Festivejelly on March 08, 2024, 06:22:04 AM
It would be super nice maybe control what each of these abilities do via some sort of config?

I dont really want an extra materials but I do like the idea of processing mined materials into stuff that is more useful.

For example

Ore -> Metal
Transplutonic Ore -> Transplutonics

etc

I appreciate its a lot of work to do, would you mind if I created a variation based on yours? I really like how yours works id just like different outputs.
Title: Re: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: balordezul on March 08, 2024, 06:26:20 AM
Thanks Dazs for the update. It always has been a useful mod.
Title: Re: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: Dazs on March 08, 2024, 06:50:22 AM
It would be super nice maybe control what each of these abilities do via some sort of config?
Hello there, always nice to hear from a player. I had thought of doing that back when I made this mod but after I released the initial version, however another mod which I will list below beat me to it.
I dont really want an extra materials but I do like the idea of processing mined materials into stuff that is more useful.

For example

Ore -> Metal
Transplutonic Ore -> Transplutonics

etc
Ontheheavens released a mod called Forge Production after I made Ore Refinery that does what I think you are looking for, https://fractalsoftworks.com/forum/index.php?topic=22961.0 which is why I decided to keep this one simplistic.
I appreciate its a lot of work to do, would you mind if I created a variation based on yours? I really like how yours works id just like different outputs.
If Forge Production does not meet your needs please let me know why and maybe once I have more clarity, I can better address your request.

Thanks Dazs for the update. It always has been a useful mod.
I originally made it for my extended deep exploration playstyle. It is always nice to hear that another player finds it useful, thank you for taking the time to let me know.
Title: Re: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: Haka on March 08, 2024, 12:45:06 PM
This mod has been a must have of mine for awhile, and i'm ready to update and make famine wafers.
Title: Re: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: Dazs on March 08, 2024, 02:16:20 PM
This mod has been a must have of mine for awhile, and i'm ready to update and make famine wafers.
Thank you for letting me know, it is always nice to click on an email notification not knowing what pandora's box I'll be opening and it turns out to be a compliment:)
Title: Re: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: Florbies on March 27, 2024, 01:19:59 PM
Hello,
I really enjoy a lot of your mods my friend.
I am having a new issue I've never encountered and am unsure what could be causing it. I only post it here because Ore Refinery is the only mod I have updated recently and I don't know if my issue could be related.
My issue is that for some reason whenever an faction-owned orbital station is under construction or is undergoing repairs it disappears from the map. The station still exists in game but is completely removed from the map and the viewport. I have Terraforming and Station Construction also installed and this makes it impossible to access free floating stations built by myself or any other faction. Restarting the game or leaving/entering a system does not fix this.
I realize that your code probably doesn't touch any of these things and maybe it is something else causing this but Ore Refinery is the only mod I have updated in a while and this issue only started since then. I tried rolling back the mod to the previous version but this causes the save to become corrupt unfortunately. I'm probably way off base and don't want to put you out over this. If you think it's unrelated then that's good enough for me, I will look for a solution elsewhere.

Thanks  :)
Title: Re: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: Dazs on March 27, 2024, 02:09:11 PM
Hello,
I really enjoy a lot of your mods my friend.
I am having a new issue I've never encountered and am unsure what could be causing it. I only post it here because Ore Refinery is the only mod I have updated recently and I don't know if my issue could be related.
My issue is that for some reason whenever an faction-owned orbital station is under construction or is undergoing repairs it disappears from the map. The station still exists in game but is completely removed from the map and the viewport. I have Terraforming and Station Construction also installed and this makes it impossible to access free floating stations built by myself or any other faction. Restarting the game or leaving/entering a system does not fix this.
I realize that your code probably doesn't touch any of these things and maybe it is something else causing this but Ore Refinery is the only mod I have updated in a while and this issue only started since then. I tried rolling back the mod to the previous version but this causes the save to become corrupt unfortunately. I'm probably way off base and don't want to put you out over this. If you think it's unrelated then that's good enough for me, I will look for a solution elsewhere.

Thanks  :)

Ok, I felt bad dumping this on you without doing more legwork haha. So I rolled back the mod and started a new game and tried to reproduce the issue in multiple scenarios. I joined a station battle, I destroyed a station, and I damaged a station. The issue did not repeat in any of these situations. These stations were all Heg stations that were built already at the start of the game. I am unsure if the issue is related only to newly built stations but it would take me hours to get to the point to be able to test this unfortunately.

The Ore Refinery mod version was the only thing that was changed. I am far from a modder or programmer so I don't know what to make of all this :(

Thanks for any help you can provide
OH no need to apologize, if it was due to something I did then I appreciate being made aware of it. I assume that you had ore refinery installed previously and it is just the 0.8 update that you are concerned about. As to rolling back to a previous version, yea it will crash your game since the new commodity is present in your save but the old version of the mod does not have a definition for it so the game will crash trying to look for it.

I am a bit confused though since the only thing I added in the latest update is a new commodity and some code that converts which is essentially the same code as the other but with different cost/profit ratios. None of that would affect stations other that adding a new commodity to sell/buy. I loaded a game before replying to see if there may be some issue with the sprite I used but I was able to both sell and buy it and both times it showed up on the market screen correctly. If you could share your crash log it may give us a better starting point to diagnose the issue. If you are unsure where it is, navigate to the starsector-core folder and it is labeled "starsector.log" the bottom of that log will show the crash code and what caused it. Copy/paste that portion in a reply and I'll take a look and see if I can help.
Title: Re: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: Florbies on March 27, 2024, 02:22:33 PM
OH no need to apologize, if it was due to something I did then I appreciate being made aware of it. I assume that you had ore refinery installed previously and it is just the 0.8 update that you are concerned about. As to rolling back to a previous version, yea it will crash your game since the new commodity is present in your save but the old version of the mod does not have a definition for it so the game will crash trying to look for it.

I am a bit confused though since the only thing I added in the latest update is a new commodity and some code that converts which is essentially the same code as the other but with different cost/profit ratios. None of that would affect stations other that adding a new commodity to sell/buy. I loaded a game before replying to see if there may be some issue with the sprite I used but I was able to both sell and buy it and both times it showed up on the market screen correctly. If you could share your crash log it may give us a better starting point to diagnose the issue. If you are unsure where it is, navigate to the starsector-core folder and it is labeled "starsector.log" the bottom of that log will show the crash code and what caused it. Copy/paste that portion in a reply and I'll take a look and see if I can help.

So I tried to reproduce the issue on a new save and I can't do it with or without the mod enabled so maybe it's just a freak thing with my other save. Very annoying but I don't think it has anything to do with Ore Refinery. Thanks for taking a look at it though! :)
Title: Re: [0.97a] Ore Refinery v0.8 - 03/07/24
Post by: Dazs on March 27, 2024, 02:54:13 PM
OH no need to apologize, if it was due to something I did then I appreciate being made aware of it. I assume that you had ore refinery installed previously and it is just the 0.8 update that you are concerned about. As to rolling back to a previous version, yea it will crash your game since the new commodity is present in your save but the old version of the mod does not have a definition for it so the game will crash trying to look for it.

I am a bit confused though since the only thing I added in the latest update is a new commodity and some code that converts which is essentially the same code as the other but with different cost/profit ratios. None of that would affect stations other that adding a new commodity to sell/buy. I loaded a game before replying to see if there may be some issue with the sprite I used but I was able to both sell and buy it and both times it showed up on the market screen correctly. If you could share your crash log it may give us a better starting point to diagnose the issue. If you are unsure where it is, navigate to the starsector-core folder and it is labeled "starsector.log" the bottom of that log will show the crash code and what caused it. Copy/paste that portion in a reply and I'll take a look and see if I can help.

So I tried to reproduce the issue on a new save and I can't do it with or without the mod enabled so maybe it's just a freak thing with my other save. Very annoying but I don't think it has anything to do with Ore Refinery. Thanks for taking a look at it though! :)
OK, I am happy to hear you figured it out. I am always willing to help if you run into any other issues in the future.
Enjoy!