Oooh, I've been considering doing something like this for some ships in the pack I'm making. Would you have any issues with me integrating your work into my pack? With credit, of course!
Oooh, I've been considering doing something like this for some ships in the pack I'm making. Would you have any issues with me integrating your work into my pack? With credit, of course!
Sure, do whatever you want with this!
You should allow destroyers to mount forge hullmods. Just make it a requirement for them to have enough storage capacity to mount the forge: this way Buffalo, Tarsus, Prospector and Badger, some other civilian ships would be able to to serve as logistics ships pretty well.
Just started using this mod and was messing around with its behaviors and whatnot, and I noticed 2 things. Neither of which are a big deal though.
First off, the ability seems to shut off when you have it on, save, then load back up. Not really an issue, just something I noticed.
Second, the resource conversions start acting a little funny when they get really low. Probably to be expected, but I can provide an example if needed.
As far as suggestions go, I would simply ask to make it a little easier to stop certain types of forging. Like if you didn't want Heavy machinery forging to be going(in the case that you needed that metal for supplies for example), but having 5 ships that do that, have an option to stop that type rather than having to mothball/suspend repairs for each one individually.
Hmm. It was my intention to fix this when I introduced minimum CR and machinery requirement, but I certainly can imagine that you could end up with a bit of a value mismatch between various tooltips. Fundamentally this is caused by float nature of commodities' cargo units (and me using non-integer constants as input in settings) and integer nature of values that show up on cargo screen. This necessitates all results of a calculation that is conducted in floats to be casted to ints, which, you can imagine, introduces a whole lot of rounding difficulties. Long story short, there's a bit of a conflict in mod's design and currently its implemented solution can indeed produce some funky dynamic in extreme cases. At the same time, though, this solves a number of other design problems which I won't get to right now for the sake of brevity. What is important is that most of the "funky ***" is concentrated on the side of hullmod tooltips, ability tooltip is supposed to be 100% correct about real production values that happen with cargo.
Please, do provide any examples you can, maybe in your particular case an improvement is indeed in order!
uh hi, I'm kind of new to the game. so I'm sorry if I'm asking a dumb question, but could you explain what you need to actually use the hull mods added by this mod? It just seems really interesting and I'd like to play with it.
What exactly makes it unable to be added to ongoing games?
Edit: Also why would you ever use this to make Heavy Machinery? With default values, it seems you lose 19.2 heavy machinery on average for every 8 you make - and given you need 64 just to start, it's not even a "running low" option.
I'm honestly asking for this mod's localization and drainage to our community(www.fossic.org).The text will be proofreaded and tested during the whole process(including this topic), and Original author name, pages URL and authorization will be quoted when posting out.You can withdraw this localization at anytime.
Are there any known mods conflicts with this mod?Do you have the Forge group selected? It's disabled by default as you know no hullmod from that group initialy. Also currently only cruisers and capitals are allowed for forge hullmods.
I'm having the following issue:
I can find and research the blueprints (i.e. right clicking the blueprints registers that I have now learned the blueprint). I can also add the feature in my toolbar to activate forge production however I cannot add the the hullmod to any ship because the hullmod does not appear. I.e. it doesnt show up in the available hullmods - nor does it show up as unavailable or anything like that. It simply doesn't appear in the hullmod selection menu.
I am running the bootleg Vayra's sector but otherwise no other mods thats are not on the approved and updated list.
And let's not forget that this only works on civilian cruisers and capitals.Yeah... can that be toggled?
Do you have the Forge group selected? It's disabled by default as you know no hullmod from that group initialy. Also currently only cruisers and capitals are allowed for forge hullmods.
Hey,
I was wondering if there will be an option to disable the civilian hull requirement in order to install production modules?
While the mod is great, that one requirement makes it near useless in most of modded playthroughs as most modded utility ships doesn't have civilian hull.
Hey,
I was wondering if there will be an option to disable the civilian hull requirement in order to install production modules?
While the mod is great, that one requirement makes it near useless in most of modded playthroughs as most modded utility ships doesn't have civilian hull.
You can add mods by modifying the campaign file of your save. Open it using notepad or notepad++, search for your ship, and you'll see something like this :Spoiler<hM z="98437">
<st>phasefield</st>
<st>cataphract</st>
<st>strikeCraft</st>
<st>armaa_strikeCraftFrig</st>
<st>phase_anchor</st>
<st>heavyarmor</st>
<st>fluxbreakers</st>
<st>solar_shielding</st>
<st>hardened_subsystems</st>
</hM>
<pM z="98438">
<st>heavyarmor</st>
<st>hardened_subsystems</st>
</pM>
<sMods z="98439">
<st>heavyarmor</st>
<st>hardened_subsystems</st>
</sMods>
<suM z="98440"></suM>[close]
You can add more built-in mods like this :Spoiler<hM z="98437">
<st>phasefield</st>
<st>cataphract</st>
<st>strikeCraft</st>
<st>armaa_strikeCraftFrig</st>
<st>phase_anchor</st>
<st>heavyarmor</st>
<st>fluxbreakers</st>
<st>solar_shielding</st>
<st>hardened_subsystems</st>
<st>forge_refinery_module</st>
<st>forge_centrifuge_module</st>
</hM>
<pM z="98438">
<st>heavyarmor</st>
<st>hardened_subsystems</st>
<st>forge_refinery_module</st>
<st>forge_centrifuge_module</st>
</pM>
<sMods z="98439">
<st>heavyarmor</st>
<st>hardened_subsystems</st>
<st>forge_refinery_module</st>
<st>forge_centrifuge_module</st>
</sMods>
<suM z="98440"></suM>[close]
Just don't ruin your game with a bunch of super ships...
java.lang.NullPointerException
at data.forge.campaign.ForgeConditionChecker.getPlayerCargo(ForgeConditionChecker.java:38)
at data.forge.abilities.conversion.support.ForgeConversionGeneral.getMachineryAvailability(ForgeConversionGeneral.java:53)
at data.forge.campaign.ForgeConditionChecker.hasMinimumMachinery(ForgeConditionChecker.java:33)
at data.forge.hullmods.ForgeCentrifugeModule.addPostDescriptionSection(ForgeCentrifugeModule.java:80)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.super.new(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
While this is one solution on the user's end. i think there is a more elegant solution on the mods side.
Most faction mods already tag their logictical v.s warships with the Freighter,Tanker and Civilian tags on their ship_hull.csv so insted of detecting if a ship has the civilian-spec hullmod as some mods don't add them due to lore reasons or just becuse they forgot or for balanceing.
Insted detect if a ship has the relevent civilian tags or lacks tags for warships. (That way anything produciable that the game reconises as a non-warship will be valid for forge modules) and i don't think this would break balance either. as you usualy don't have more then 3 copy's of each type of cargo/tanker/crew on your fleet (EXPECIALY with the cargo transport skill).
this would make it so you have more oportunity's to consider these hullmods while considering sacrificeing other hullmods you would usualy add. as the production balance is already pretty good, expecialy with nex mineing allowing you to be self suficient with enough mineing capacity.
I'm honestly asking for this mod's localization and drainage to our community(www.fossic.org).The text will be proofreaded and tested during the whole process(including this topic), and Original author name, pages URL and authorization will be quoted when posting out.You can withdraw this localization at anytime.
Are you still there?
Still waiting for your permission to drainage this mod to Fossic.org.
Could you allow the "forge_enable_cargo_requirement": false option to apply on modular ships like the Newfoundland-class from ED-shipyards? The option applies only to the main ship itself and not any of its cargo wagon section, which are of "type": "STATION_MODULE". Finally, the mod doesn't recognize forge modules installed in the modular section so I can't toggle the Forge production button.
Would it be possible to change the behavior of ShipAPI.getFleetMember() and MutableShipStatsAPI.getFleetMember() to more reliably return real fleet members instead of dummy fleet members?Ahh, this is... let's call it "code that's potentially very sensitive/error prone" and I don't want to touch it unless I absolutely have to. My apologies!
Currently, the "stats" and "ship" arguments passed to the various BaseHullMod methods will return dummy fleet members if the hullmod is attached to a module, instead of returning the actual fleet member the module is attached to. Furthermore, modules in this context will present as if they're not modules for other reasons, returning false with isStationModule and null with getParentStation. This makes it very difficult to determine what fleet member the module is attached to.
I realize this might not be feasible if vanilla code relies on the existing behavior of getFleetMember, but I figured I might as well ask. Thanks for considering!
I realize this isn't the answer you were looking for; apologies for that. It's just that trying to solve all the issues that arise when trying to properly account for forge hullmods on modules would be quite a daunting task. Don't really think it worth the effort in terms of coding.
I see. I understand the technical issues...Could you then allow the installation of additional forge modules for ships with modular sections? Say for each modular section, you would allow one more forge module to be installed. Imagine those forge modules as existing within each of those modular section of the large ship. This would side-step the technical difficulties and still allow for in-universe explanation of the additional capabilities.
I very much would like a dedicated forge ship instead of 3-4 ships...This is the reason I went for the Newfoundland-class. It saves on an even more precious resource which is the limited ship slot of 30 ships. If the game had allowed for more ship slots, I would be less bothered.
Not sure if the ability to disable individual ship's forging by toggling repair & recover CR for the ship was a new feature in the latest release, but it was very appreciated. I keep 4 atlas, one with each of the types of forges, and never really use the fuel refinery as I usually have more fuel than I need wherever I go...but it's always smart to have a backup plan in case you get stuck in deep hyperspace and need to mine a few asteroids for some emergency fuel. The ability to selectively toggle when it's just business as usual turning ores into metals and metals into machines, and when it's emergency time to dip into those volatiles stockpiles for fuel so the fleet can make it back to the core worlds, is a really handy feature.
On the note of balance, I'm sure other people have their opinions, but I'm a bit confused on the default choice of input -> output ratios (though it's easy enough to change). Adding a forge to a ship is expensive; OP cost, additional crew requirements, lost cargo space, extra ship maintenance. Running a forge is expensive; lost CR (which can total a full 1 supply per day for an atlas), broken machinery, and the indirect cost of basically doubling fleet expenses by moving at half normal speed (though I only really use forging when in deep hyperspace through large patches of muck when I'd otherwise choose to move slow to avoid damage). I don't understand the point of making the forge additionally expensive by giving unprofitable production ratios for most processes. Metals are easy enough to come by through battle loot, and I'd normally have to sell them to black markets for $12-15 (despite a base value of $30), but transplutonics are either rarely found in caches or derelicts or else I have to buy them from markets in small amounts for their $200 base value or $160 if I find a bargain (or I smash ludd path buoys ;D ) .
Take machinery assembly on an Atlas as an example:
I take 72 metals I'd otherwise sell for $12 each ($864), add 6 transplutonics I bought at market or found and could have sold to market for $200 each ($1200), burn 1 supply to recover CR costing $100, and the result is 12 machinery, less the 1.44 machinery that will probably break down during the cycle, for a net gain of 10.66 machinery, a total worth about $1600 on the market. $2064 worth of inputs for $1600 worth of outputs. Get $0.77 on the $1.
Now add-in all the indirect costs: extra crew salaries & supply maintenance increase for the forge hullmod (which combined cost an atlas an extra $800/month), the cost of the lost cargo-hauling efficiency (5 atlases with forges only provide the cargo capacity of 4 atlases without forges, so basically a forged-atlas costs 25% more to run, an atlas costs about $4000/month to operate, so add an extra $1000). That adds an extra $60/day operating cost whether or not you're running the forge. Running the forge only 1/3 of the time? Get $0.71 on the $1.
Plus the intangible cost of the increased sensor profile, slow moving, inability to use other abilities, having to keep an extra 96 machinery on hand plus extras for expected breakdowns, having to keep a stockpile of transplutonics on hand to covert metals into valuable items, etc.
I get there is value in compressing loot, but in some ways it isn't compressing loot. I've taken my atlas which could have carried 2000 cargo of loot, removed 400 for the forge, taken up another 100 for extra machinery needed to run the forge, plus maybe another 100 for a small stockpile of transplutonics to be ready to use to run the forge whenever I get a huge loot drop of metals, plus haul an extra 50 or so supplies to account for the extra CR loss and extra maintenance over a 2-3 month voyage, leaving me 1350 space of my original 2000. Is my forge going to regularly compress enough metal into machinery or supplies to make up for losing 1/3 of my original cargo space? Is it worth all that added expense, in total earning maybe $0.50 on the $1 to run the forge and turn large piles of metal loot into more valuable loot, versus just taking the supplies and other high-value loot and chucking the low-value metals and ores out the spacelock?
The ore refinery sure, it can be quite profitable as you travel around the inner systems to snag large discount stockpiles of $2 iron ores and $60 transplutonic ores from planets, refine it, and sell it off for $12 / $200, you can easily profit $40k a month per atlas even if you only run your refinery 1/3 of the time as you hyperspace between systems. But all the other forges are substantially unprofitable with all costs considered, and most of their value is in providing an off-market source of the supplies and machinery inputs needed to run the ore refinery, or providing an emergency fuel source.
You've provided very straightforward coding to be able to simply adjust the production ratios, and my fix was just to remove transplutonics from the formulas and increase the metal input amounts to keep the $in->$out balance the same so that the forge is just entirely compressing low-value loot into higher value loot. So yes, I take a money loss in operating the forges, but the value of the forge to me is in compressing thousands of units of junk metal loot gained from outer system exploration into just hundreds of units of higher-value supplies/machinery I can resell when I get back to core worlds, thus allowing me to visit a system on mission, acquire 1000+ metal loot, refine it into 200 machinery or supplies as I travel to the next mission, freeing up my holds for the next system's loot, and repeat for the 3-4 more stops before returning back to civilization. Plus having an emergency source of supply or fuel generation if I miscalculate my needs or I come back to a core world that demands 3x normal prices. Plus, as my fleet gets huge, having a source of being able to whip up supplies & fuel for when the markets of the core system I've visited just quite literally don't have enough fuel/supplies to sell me for all my needs as I head out on a 1-3 month voyage.
If I could make a suggestion for future improvements to the mod, I'd add a few more forges:
- Heavy Armaments - Most factions don't sell these on open markets, or if they do it's just small amounts, so having a means to make your own and in larger volumes could be valuable for Nexerilin military operations. Could be made from metals & transplutonics, or metal & heavy machinery, etc.
- Transplutonics - made from regular metals, i.e. 10 metals turns into 1 transplutonic. Would help create a closed-economy in the forges; if you balance your fleet's forges properly you can run a mining fleet with a continual pipeline of mined iron ore -> metal -> transplutonics -> machinery for running said forges + supplies for the whole fleet + extra stuff to sell off.
- Volatiles - basically a reverse fuel centrifuge. Looting more fuel than your tankers can hold? Stabilize it into volatiles that you can store in your cargo haulers for those rainy days when a
friendly scavengerdumb pirate armada doesn't attack you to give you the fuel you need to get home, forcing you to turn on the fuel centrifuge.
All in all, great mod. Thank you for your hard work.
Hi, the mod specs are sold for too much on the markets. I think the intention was to make them harder to get, however what actually happens is i have like 6+ of them after doing some exploration quests (from salvage or derelicts stations, etc) and they give too much money. 1 million credits worth for exploring maybe 4 systems just from the value of these mod specs.
My suggestions is either lower their value/price or maybe stop them from dropping so you can only buy them.
Sir, can you allow me to translate this mod into Chinese and post it on the Chinese Starsector Forum(https://fossic.org)?
The original translator was no longer active a few months ago.
Thank you very much.
Awesome modification.
Are there any plans to make a special ship that will already have built-in modifications for resource processing? Or are the plans limited only to modspecs?
I’m not sure if this is a config already but is it possible to have a config that gives the campaign abilities at the start of a save?
I play with UNGP and I like having access to all my hullmods/bps so I would love to be able to use the forge production stuff early on where it’s most useful as I feel by the time you get it, it’s not really super worth as you prob already have a fleet built up beyond maybe making supplies. (Might just be me tho)
Also, is it possible to add design types to the list of ships buildable with the hullmods?
I’m not sure if this is a config already but is it possible to have a config that gives the campaign abilities at the start of a save?
Also, is it possible to add design types to the list of ships buildable with the hullmods?
Sorry, this has probably been asked before, but is there a way to change the hull size that you can manufacture? if i read everything correctly, you can only make frigates, which is a massive pity, i have also looked at the config and there doesn't seem to be an option to change it, so is there something that i overlooked or is manufacturing, for example, cruisers on the fly, impossibe?
Edit: would it also be possible to remove other limitations? this seems great for a non-colony run, but you can't create a Tempest or a Mora, for example.
there is a hull cost multiplier where it is recommended to change it to higher values in the config, so, i haven't used this mod before, and, can you personally recommend a good value? like 4x for big ships? (Onslaught/Venture) wouldn't that also increase the cost for smaller ships too as it is an overall multiplier? ahhhhhhh my brain
TL;DR what is the best multiplier value for making cruisers and bigger? im assuming changing base costs is a bad idea (like base_metals/transplutonics)
private float getSingleHullPartValue() {
float metalsValue = BASE_METAL_INPUT_HULL_PARTS * getCommodityBaseValue(Commodities.METALS);
float transplutonicsValue = BASE_TRANSPLUTONICS_INPUT_HULL_PARTS * getCommodityBaseValue(Commodities.RARE_METALS);
float suppliesValue = BASE_SUPPLIES_INPUT_HULL_PARTS * getCommodityBaseValue(Commodities.SUPPLIES);
float machineryValue = BASE_MACHINERY_INPUT_HULL_PARTS * getCommodityBaseValue(Commodities.HEAVY_MACHINERY);
return metalsValue + transplutonicsValue + suppliesValue + machineryValue;
}
private float getCommodityBaseValue(String commodityId) {
return Global.getSettings().getCommoditySpec(commodityId).getBasePrice();
}
public float computeHullCostInParts(ShipVariantAPI variant) {
float designValue = getHullPrice(variant);
float singlePartValue = getSingleHullPartValue();
if (variant.getHullSpec().hasTag(Factions.DERELICT)) {
designValue = designValue * 0.6f;
} else {
designValue = designValue * 1.8f;
}
if (variant.getHullSpec().getShieldType() != ShieldAPI.ShieldType.NONE) {
designValue = designValue * 1.2f;
}
designValue = designValue * SettingsHolder.HULL_COST_MULTIPLIER;
return (float) Math.ceil(designValue / singlePartValue);
}
public float getHullPrice(ShipVariantAPI designatedVariant) {
FleetMemberAPI dummyMember = Global.getFactory().createFleetMember(FleetMemberType.SHIP, designatedVariant);
return dummyMember.getBaseBuyValue();
}
Hello
So I did fight the mothership and kinda forgot I had this mod on, so I just spammed "1" in the dialogue option and skipped the parts when I could "investigate the compartments".
Is there any other way to obtain the skill and hullmods ?
Does it specifically have to be a Salvage Rig from vanilla to to be able to build ships or a ship that has the salvage gantry hull mod?
and there a way to know how much assembling capacity you have?
I love this mod, thanky you for your hard work in making it.
I just wanted to make you aware of some issues and suggestions for possible qol improvements.
When choosing a hull to produce, not all known hulls appear, specifically I have all the blueprints from the Halbmond including the Silberblut Regalia Kfg. A to H Destroyers, but only Kfg A appears in the hull production list.
spec.getBaseHullId()
spec.getHullId()
With refining for example if I have no rare ore only regular ore. I can disable transplutonic production to boost metals production rate. It would be great if that was automatic.
Any changes made to production from the ctrl click menu such as disable transplutonic production or selecting hull production instead of supplies and machinary production revert back to dafault after any combat and some planet/station interactions, it would be great if these changes were saved.
private void cullCapacitiesIndex(CampaignFleetAPI fleet) {
Iterator<ProductionCapacity> capacities = capacitiesIndex.iterator();
while (capacities.hasNext()) {
ProductionCapacity capacity = capacities.next();
FleetMemberAPI capacityHolder = capacity.getParentModule().getParentFleetMember();
boolean notPresent = (capacityHolder.getFleetData() == null)
|| (capacityHolder.getFleetData().getFleet() != fleet.getFleetData().getFleet());
boolean noHullmod = !hasInstalledHullmod(capacityHolder);
if (capacity.getParentModule() == null || noHullmod || notPresent) {
capacities.remove();
}
}
}
Good day. Great mod, love the concept of the flying factory, goes well with the mining found in nexerelin. A few questions:
1 How can I disable the dependency of body modifications on sustain burn? For example, turn it off in the settings or more fine-tuning through Lunalib?
"enable_slow_move_penalty": true,
"enable_burn_abilities_incompatibility": true,
"enable_go_dark_incompatibility": true,
"enable_sensor_penalty": true,
2 Are you planning to introduce your own ships with integrated modifications? Fully flying factories that are designed only for the production and storage of manufactured
3 Are you planning to integrate with the version checker? Very comfortably
Seems that switching capacities on the industry module flips on the other capacity.
Seems that switching capacities on the industry module flips on the other capacity.
Not sure what do you mean - if the machinery and supplies production capacities become unavailable when module is switched to hull parts production, then that is intentional design.
I finally came across a mothership and went to salvage the forge components after killing it, but it requires three gamma cores.you can salvage probes and that'll do the trick probably? weird requirement though now that i think about it i agree
I finally came across a mothership and went to salvage the forge components after killing it, but it requires three gamma cores.you can salvage probes and that'll do the trick probably? weird requirement though now that i think about it i agree
Please add better instructions.
Just a little tab that has no instructions on how to fix the problem.
Edit 2: So the instructions are hidden on the first page in the picture, but you can't see them unless you open the picture in another tab so that the entire picture loads.
It means I need the ship to have a salvage gantry right or do I need the actual salvage rig ship, despite it being a destroyer? If so, it's kinda jank you require a destroyer class ship when everything else in the mod specifically hammers in that you can ONLY use cruiser and Capital class ships for the modules.
Edit: It really does require a Salvage Rig ship, despite it not stating that you need an additional ship.
Of course, it says construction is limited by how many construction ships like a salvage rig. So why do we need that specific ship if it says ships "like" a salvage rig? Wouldn't that mean that ships with salvage gantry would increase you assembly output?
Is there an additional requirement for activating a forge module besides installing the mod on a suitable ship?
I've tried installing them on several ships, but the hotbar ability always gives the 'no active forge module in fleet' message. Fleet is stationary, CR is full, repairs are not suspended, holds are full of heavy machinery.
I'm sure there's something obvious I'm missing.
Is there an additional requirement for activating a forge module besides installing the mod on a suitable ship?
I've tried installing them on several ships, but the hotbar ability always gives the 'no active forge module in fleet' message. Fleet is stationary, CR is full, repairs are not suspended, holds are full of heavy machinery.
I'm sure there's something obvious I'm missing.
2 Are you planning to introduce your own ships with integrated modifications? Fully flying factories that are designed only for the production and storage of manufactured
I'd love to - if I find a competent spriter who would be willing to draw something for me.
Spoiler2 Are you planning to introduce your own ships with integrated modifications? Fully flying factories that are designed only for the production and storage of manufactured
I'd love to - if I find a competent spriter who would be willing to draw something for me.[close]
Way back in 2021 I had some ideas to do some of that with Stardust Ventures. Finally getting around to spriting up the capital ships to actually do that. Right now I have plans for an Ore Processing Ship, a Fuel Refinery Ship, and a Production Factory Ship (supplies/machinery). All dedicated civilian capitals for those particular tasks.
Assuming Ontheheavens is still cool with me integrating his mod into mine, anyway. My versions will probably be a little bit different, balance-wise, since you can just buy them instead of needing to go hunt down a mothership first, and I'd want people to still be able/have a reason to use Forge Production on other ships. Likely less efficient on processing but without the slow movement penalty.
In any case, once those are done I could probably provide modified versions of the sprites to Ontheheavens to use.
Is there any way to switch the keybinding for opening the control panel, since I am on Mac and using Control + Left click doesn't work since it does a Right click(which is impossible to change on a Mac 10 since it's hardcoded or something)? Thank you if you are able to answer my question.
This is likely only Mac-related, but left control does not work to open the menu. I also tried the command and option keys, which sometimes work in place of control.
I was able to re-assign the key to an arbitrary key (J) in the config settings for the mod, which solved my issue.
I figure I'm in the minority playing StarSector on a Mac, so I'm also posting this in case someone else encounters this.
I'm enjoying the mod!
Yes, you have my permission to do whatever you desire with the content - however, I don't take responsibility to maintain/fix any forked versions. :)
First of thank you for a great mod that makes heavy machinery have a purpose in getting grinded up while making supplies for the fleet.
I am also very pleased with the hull manufacturing on the fly using salvage rigs as makeshift yards, however apparantly you have to use the ship to do it and not a ship with the salvage gantry.
Either way i have a query and perhaps suggestion to go along with this mobile manufacturing.
What if we could also refurbish vessels with that same system, What if we can remove Dmods with the same system mechanics?
Sure there is a skill for this but it feels quite cheaty tbh compared to having a logistics section in your fleet set up to manage this task and then requiring resources+time.
Thank you for your time.
I’m not sure if this is a config already but is it possible to have a config that gives the campaign abilities at the start of a save?
I play with UNGP and I like having access to all my hullmods/bps so I would love to be able to use the forge production stuff early on where it’s most useful as I feel by the time you get it, it’s not really super worth as you prob already have a fleet built up beyond maybe making supplies. (Might just be me tho)
Also, is it possible to add design types to the list of ships buildable with the hullmods?
Will this mod be updated for 0.97?