Fractal Softworks Forum

Starsector => Mods => Topic started by: Ontheheavens on November 14, 2021, 08:35:56 AM

Title: [0.96a] Forge Production v1.1.3 (DISCONTINUED)
Post by: Ontheheavens on November 14, 2021, 08:35:56 AM


Project support closed, ownership transferred to AlaricDragon, 0.97 version thread is here. (https://fractalsoftworks.com/forum/index.php?topic=29778.0)


Original post
(https://raw.githubusercontent.com/Ontheheavens/Forge-Production/main/images/Title.png)

(https://raw.githubusercontent.com/Ontheheavens/Forge-Production/main/images/Art.png)

(https://img.shields.io/github/downloads/Ontheheavens/Forge-Production/total?color=beige&label=Download%20Forge%20Production%20v.1.1.3&style=for-the-badge) (https://github.com/Ontheheavens/Forge-Production/releases/download/v1.1.3/Forge.Production.1.1.3.zip) (https://img.shields.io/github/stars/Ontheheavens/Forge-Production?color=orange&label=Star%20Repository&style=for-the-badge) (https://github.com/Ontheheavens/Forge-Production/)

Requires no libraries.
Cannot be removed from games in which it was already used.

Important: consider leaving a star for the repo if you appreciate this project.

Summary:
  • Acquire production hullmods from derelict mothership.
  • Use their production capacities to make supplies, fuel, machinery and ships from raw resources.
  • Consult tooltips for detailed information about production processes.
  • Manage production with comprehensive ability toggle.
  • Bring up control panel with a hotkey for even finer regulation.
  • Open settings file in mod folder to adjust features to your liking.
  • Employ bundled conversions spreadsheet to plan your ratios adjustments.

Content:

Preview
(https://raw.githubusercontent.com/Ontheheavens/Forge-Production/main/images/Content%20Preview.png)
[close]

Acquisition:

Preview
(https://raw.githubusercontent.com/Ontheheavens/Forge-Production/main/images/Acquisition.png)
[close]

Information:

Spreadsheet

Note: This is a preview. Interactive spreadsheet file is in the mod folder.

(https://raw.githubusercontent.com/Ontheheavens/Forge-Production/main/images/Conversions%20Spreadsheet.png)
[close]
Changelog
v.1.1.3
  • Fixed signature mismatch for addImageWithText().
v.1.1.2
  • Hopefully fixed a bug with resetting module configs.
  • Added skins to the blueprint chooser.
v.1.1.1
  • Hopefully fixed a bug with repeating mothership interactions.
  • Added a setting for unlock of ability and hullmods at game start.
  • Added a setting to disable hull production limitations.
v.1.1.0
  • New feature: Control panel, which allows for toggling of individual production capacities. No more setting repairs suspension!
  • New feature: Hull parts production capacity - can produce some derelict and low tech frigates at a steep cost, requires having Salvage Rigs.
  • New feature: Plausible way of obtaining hullmods - salvage from derelict Motherships. Hullmods are now unobtainable via normal drop or markets.
  • Re-designed and rewritten mod internals - this update is most certainly guaranteed to break your saves.
  • Reshuffled and removed some superficial settings.
  • Production report message icon no longer clickable and doesn't take you to intel tab anymore.
  • Production now also has a chance to trigger fatal incidents which result in a loss of crew, similar to breakdowns.
  • Redone pretty much every tooltip - hullmods, ability, report.
  • Removed civgrade and cargo restrictions, replaced with CR malus.
  • Included interactive production values spreadsheet in release package - might be a help in making settings adjustments.
[close]
[close]
Title: Re: [0.95a] Forge Production v1.0.1
Post by: IonDragonX on November 14, 2021, 11:47:21 AM
Awesome! You should take your icon that you made for the ability and use that inside your signature line. Looks pro.
Title: Re: [0.95a] Forge Production v1.0.1
Post by: 6chad.noirlee9 on November 14, 2021, 01:51:01 PM
Very cool.
Title: Re: [0.95a] Forge Production v1.0.1
Post by: Mephansteras on November 15, 2021, 09:44:46 AM
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!
Title: Re: [0.95a] Forge Production v1.0.1
Post by: Ontheheavens on November 15, 2021, 10:15:36 AM
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!
Title: Re: [0.95a] Forge Production v1.0.1
Post by: Mephansteras on November 15, 2021, 10:17:02 AM
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!

Awesome, thanks!
Title: Re: [0.95a] Forge Production v1.0.2
Post by: Ontheheavens on November 17, 2021, 07:56:50 AM
Updated to version 1.0.2. Save-game compatible.

Changelog:
Title: Re: [0.95a] Forge Production v1.0.2
Post by: Nick XR on November 17, 2021, 04:44:49 PM
This is great, well thought out and reasonable.
Title: Re: [0.95a] Forge Production v1.0.2
Post by: Kakroom on November 17, 2021, 06:55:12 PM
Excellent, thank you!
Title: Re: [0.95a] Forge Production v1.0.2
Post by: Farya on November 20, 2021, 11:00:14 AM
Well done, sir! Finally playing a roider or HMI miner got an actually mining part that is fun to use.
Title: Re: [0.95a] Forge Production v1.0.2
Post by: Ontheheavens on November 20, 2021, 11:46:53 AM
Thanks everyone for your kind comments! Would be good to hear your opinions on current state of UI/general design, maybe some improvement tips or ideas of new features.

Also uploaded version 1.0.3. Save-game compatible.

Changelog:
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Farya on November 20, 2021, 01:16:15 PM
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.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: default on November 22, 2021, 07:48:33 PM
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.

Pretty cool mod though. Rather enjoying it so far.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Ontheheavens on November 23, 2021, 05:37:51 AM
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.

I think I could do 2 variants of eligibility requirements, controlled by a setting, one just cruisers/capitals, other with destroyers too... I also have an idea for specific hulls enabling, for example Phaeton or Badger would be at least somewhat fiitting as a fuel production/refinery respectively. And Prometheus, in my opinion, should absolutely have some unique fuel producing bonus as it is basically "a flying oil refinery" just looking at its sprite.

But all of this isn't that high on my priority list, currently.

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.

Yeah, I know about this one, and probably could remove two lines of code that cause this behaviour. Going to try this for next version if there's a demand.

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.

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!

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.

The only other way to implement this would be to introduce 4 abilities, one for each type of conversion, and I am reluctant to do this because this would introduce an amount of bloat that I consider unnecessary. The implementation of individual toggling that I have now is, too, a compromise between the ''multiple abilities'' and ''hullmod removal'' approaches that were implemented, respectively, in Dazs' Ore Refinery and creature's YREX. I am not aware of virtually any other solution, and would love to hear about it from more experienced folks.

So far I think that toggling with repair state is, frankly, the most vanilla-fitting and elegant solution to this problem, even if it is a bit micro-heavy.

Thanks for your feedback!
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Mira Lendin on November 23, 2021, 06:08:11 AM
If done right, this mod can allow the player to become a flying planet, being able to satisfy the fleet needs with enough production ships and resources, i would love to try something like this in a playthrough where i prevent myself from capturing planets.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: 1U44 on November 23, 2021, 03:35:30 PM
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.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: default on November 23, 2021, 07:06:54 PM
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!

Your explanation here sums it up pretty well. Explains what I was suspecting anyway. Either way, my example is this: I had a single ship forging metals. It was a rate of 30 metals for 50 ore. I had 1 ore, and it did nothing, as I expected. I grabbed 2, and it still did nothing. When I had 3, it took 2 and gave me 1 metal. When I had 4, it still took 2 and gave me 1. When I had 5, it took 4 and gave me 2. Not 100% sure why it wouldn't just take all 5 and give me 3, but oh well. The Ore refining seems to particularly enjoy leaving you with 1 ore, and the fuel crafting will always leave you with all but 1 fuel in your tanks.


Though on using this mod further, there have been times when ships with full CR, non-mothballed, and non suspended repairs would just randomly not supply a thing. In my case it was heavy machinery. I had a few ships on forging duty, a few on supplies, and 1 on heavy machinery as to never run out due to breakage, but for some reason the heavy machinery one just stopped working after producing like 10. I did have enough metals and transplutonics being produced to cover the cost of the supplies each day and more, yet it still refused.

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.

After the mod has been installed, you need to find and learn the modspec. It can primarily be found in markets as far as I've noticed. I imagine you could find them in some derelicts around the sector though. Once you learn the modspec, make sure you enable the "forge" tag below the hullmod list.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: ASSIMKO on December 04, 2021, 10:29:52 AM
Congratulations to everyone who contributed to the creation and improvement in this mod!
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Dread Lord Murubarda on December 04, 2021, 10:24:54 PM
thank you so much for this mod, I enjoy role-playing a lot in this game as a miner/industry type who minds his own business while everyone is killing each other
Title: Re: [0.95a] Forge Production v1.0.3
Post by: FreonRu on December 12, 2021, 04:35:56 AM
Ontheheavens, good day, I really like the mod, I have been waiting for the opportunity to recycle resources on the way for a long time - it is a shame to throw away everything that has been mined or found by overwork.

But I have a small question - is it possible not to disable sustaine burn? Let it be visible on the floor of the sector where I process resources. Or maybe you need to find a special item? Traveling is still more convenient.
Either it will be visible on the floor of the sector or the production of resources at high speed will be reduced or the percentage of the ship's readiness will decrease faster.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: paddypancake on December 14, 2021, 08:38:29 AM
I agree with FreonRu. Personally i like to make use of everything i get (even with inefficient conversion ratios , saving cargo space can make it worth it) but i only do it as a side job to exploration or bounty hunting (supply forging doesn't really mix well with my third avenue of income, smuggling). So your mod idea sounds great and i like how you try to not needlessly introduce new systems or ressources. I  don't see myself disabling sustained burn for long periods of time just to make my inventory lighter but i'll try this out and see if production is quick enough to justify using it ocassionally.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: fiinhvip on December 18, 2021, 10:51:01 AM
It seems the supply manufacture bugged out or doesn't work. It doesn't produce any supplies. I can turn on the ability with no metal or plutonic ore in my cargo and consume nothing even with both of them already in cargo.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Szasz on December 19, 2021, 12:55:33 AM
"Yep, screw settling down, I'm moving all belongings to my Cyclops now."
Well, Colossi in case of Starsector.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Farya on December 19, 2021, 12:57:49 AM
I want this updated so bad now. Imperium got a great combat freighter in capital size and with civ.systems. Would work great for forge ship.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Noviastar on December 19, 2021, 05:21:55 AM
I love the idea of this mod.  I was thinking on how I could RP as a Ouster fleet.  They tend not to land on planets. 
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Szasz on December 21, 2021, 12:59:55 AM
Correction on descriptions: forge facilities refit 200/400 BASE cargo space, not available cargo space rendering a portion of various bonuses void (e.g. Bulk Transport).
This also means that forges cannot be installed on an Expanded Cargo Holds Prometheus, meh.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Szasz on December 22, 2021, 12:36:03 AM
Insanely impractical.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Amricon. on December 24, 2021, 08:23:57 AM
Awesome idea.An industry model within a ship could significantly extend the sustainability for fleets outside of the coresector, making long-term exploration possible(as you can get ores/volatile from planets,in Nexerelin).

insteresting that import-process-export cycle now seems to be a little bit profitable.

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.



Title: Re: [0.95a] Forge Production v1.0.3
Post by: Raine on January 05, 2022, 05:34:50 PM
i like this mod a lot, especially after i tweaked the config file to make it a bit more sustainable with my extended forays into the unknown

just have one minor bug to report:

Spoiler
2651982 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.forge.campaign.ForgeConditionChecker.getPlayerCargo(ForgeConditionChecker.java:38)
   at data.forge.abilities.conversion.support.ForgeConversionGeneral.getMachineryAvai lability(ForgeConversionGeneral.java:53)
   at data.forge.campaign.ForgeConditionChecker.hasMinimumMachinery(ForgeConditionChecker.java:33)
   at data.forge.hullmods.ForgeManufactureModule.addPostDescriptionSection(ForgeManufactureModule.java:80)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.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.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.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)
[close]

in the missions on the main menu, refitting a ship and hovering over a forge hullmod fails to create a tooltip and crashes the game (presumably because it's checking for my fleet info, which doesn't exist in missions?)
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Yunru on January 09, 2022, 12:11:16 PM
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.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: ctuncks on February 21, 2022, 02:13:11 AM
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 went digging around in the settings file and it seems that of the 30% selected Heavy Machinery to breakdown only 5% of that number will suffer a critical breakdown leading to the loss of said heavy machinery. As such the real number is 1.5% leading you to lose 0.96 per day of operation rather than 19.2.

I did a small sample sized test on fuel production 10 sets of 10 days, should be 0.48 a day lost so 4.8 over 10. Managed to average out at 5.4 but once again small sample size.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Amricon. on February 24, 2022, 01:14:36 AM
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.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: vcuaoiwk on March 08, 2022, 10:57:42 AM
Are there any known mods conflicts with this mod?

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.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Farya on March 08, 2022, 01:17:15 PM
Are there any known mods conflicts with this mod?

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.
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.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Obsidian Actual on March 08, 2022, 04:04:39 PM
And let's not forget that this only works on civilian cruisers and capitals.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Oni on March 08, 2022, 05:47:54 PM
And let's not forget that this only works on civilian cruisers and capitals.
Yeah... can that be toggled?
My favourite factions best transports are military.  :P
Title: Re: [0.95a] Forge Production v1.0.3
Post by: vcuaoiwk on March 08, 2022, 10:47:43 PM

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.

Oh my, I feel moderately stupid (and yes I even read that before I installed the mod).
Thanks! That fixed it :)
Title: Re: [0.95a] Forge Production v1.0.3
Post by: beyondfubar on March 31, 2022, 09:48:31 AM
For those that are running Archean Order (which changes the civilian hull) would changing this:

public static boolean isCivGrade(ShipAPI ship) {
        return ship.getVariant().hasHullMod(HullMods.CIVGRADE);
    }

To

public static boolean isCivGrade(ShipAPI ship) {
        return ship.getVariant().hasHullMod(HullMods.CIVGRADE || HullMod.AOCIVGRADE);
    }

or whatever AO has for that hullmod work to allow us to use this mod?
Title: Re: [0.95a] Forge Production v1.0.3
Post by: ThePoganPl on July 04, 2022, 06:06:59 AM
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.

Title: Re: [0.95a] Forge Production v1.0.3
Post by: Brainwright on July 04, 2022, 08:13:45 AM
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...
Title: Re: [0.95a] Forge Production v1.0.3
Post by: kadu522 on October 31, 2022, 04:39:39 AM
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...

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.
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Donahue on November 21, 2022, 01:12:37 PM
Mousing over Forge Production hullmod causes crash.  Indeed, any of the production hullmod from this mod will cause crash once the detailed UI for the mod shows up.
Code
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)
Title: Re: [0.95a] Forge Production v1.0.3
Post by: Ontheheavens on November 22, 2022, 03:51:25 AM
Updated to 1.0.4.
Changelog:

1. Fixed NullPointerException in mission refit screens where mousing over forge hullmods caused crash.

2. Civilian grade check now allows Archean Order Civilian-grade hullmod.

3. Added a setting to disable civilian-grade requirement.

4. Corrected hullmod descriptions with regards to "available" carge space requirement,
   while in code it was base cargo space stat derived from ShipHullSpecAPI.

   (Changing code to check for modified cargo space is unfeasible due to the nature of refit screen,
   which clones ship instances, therefore leading to hard-to-fix wonky behaviour.)

5. Added a setting to disable cargo space requirement.

   (Adding a setting for disabling hullsize requirement requires extensive rewrite, not something I'm willing to do.)

6. Enabled Fuel Centrifuge installation on Prometheus-class hulls.

7. Moved campaign burn abilities incompatibility from tags to code and added a setting to disable it.
   Move slowly restriction and sensor profile penalty settings are split and toggled off separately.

8. Added status lines in ability tooltip that tell whether conversion is working or halted due to insufficient inputs.

Important: I do NOT guarantee that your save will be compatible with this update or that there will be no crashes. It is working fine on my end, but no promises.


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.

The idea sounds good, but mods are not really that consistent in applying their tags. Settings for disabling requirements are implemented, should be enough.

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.

Sure, you are free to do whatever you please with this content.  I take no responsibility for any issues.
Title: Re: [0.95.1a] Forge Production v1.0.4
Post by: kadu522 on November 22, 2022, 12:01:17 PM
Understandable that some mods its not allways consistant with tag aplication, but the option to remove the civ-hullmod requirement definaly solves my problem!

also i don't think you need to make these mods aplicable in destroyer's and frigates. as they have low enough overhead as it is that you are generaly fine just buying what you need. (Plus logisctial minded ships tend to be on the cheeper end anyway)

Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: Ontheheavens on November 23, 2022, 09:21:08 AM
Updated to 1.0.5.
Changelog:

1. Production report now shows upon ability deactivation if something was actually produced but notification interval did not elapse yet.
   This fixes an oversight when production variables carried over to the next ability use
   and you could get a 3 days production report right after activating an ability.

2. Fixed ability tooltip's production status line introduced in 1.0.4 that was incorrectly showing low inputs status despite inputs being present.

3. Fixed ability shown as active when machinery percent falls below minimum, now immediately toggles off when no active forge ships or insufficient machinery.

4. Added contrail shift for forge ships when ability is active.

5. Added new ability sound effects kitbashed from vanilla files and free sources.

6. Added variable settings for hullmod installation requirements like cargo, crew and supply maintenance increase.

7. Changed production timing to a more sophisticated implementation, now production logic ticks exactly at the start of a new day.
   If ability is toggled early in the day, day is productive, if toggled late production starts from the next day.

8. Added different floating tips and cargo sounds depending on which type of goods were forged if there's no multiple.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: Donahue on December 01, 2022, 07:06:17 AM
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.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: Ontheheavens on December 01, 2022, 09:18:30 AM
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.

I originally coded the mod so that the hullmods cannot apply to ship modules; it turns out this code was not working correctly even with 2 redundant checks (so thank you for bringing this up). This is because vanilla modular station code is exceedingly wonky when it comes to the checks to fleetMembers, and it doesn't return what it supposed to return when calling, for example, getParentStation(). There is a reason why in the original Nijigen Extend creature disabled possiblity of installing forge hullmods on modules - it introduces all sorts of unintended behaviours. See this comment by Sundog and reply of Alex, for example:

https://fractalsoftworks.com/forum/index.php?topic=4900.msg342854#msg342854

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?
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!
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!

In other words, vanilla modular station code was not initially developed for modular fleetMembers.

Concerning ability button: all the checks for production logic assume normal fleetmembers, theoretically hullmods installed on modules shouldn't even count towards production. They are installable in the current version because of insufficient testing on my part - just rewritten the checking method to try 5 different checks, should exclude any possibility of hullmods on modules, assuming other modders properly write their ship_data.csv files.

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.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: Donahue on December 01, 2022, 09:46:31 AM
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.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: Ontheheavens on December 01, 2022, 08:49:24 PM
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'm sorry, but seems like I'll have to disappoint you again - accounting for modular ships is not among my design goals, because:

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.

There is a Fleet Size by DP mod by Chozo. I don't play with it myself, but think it could solve the problem at least in part.
https://fractalsoftworks.com/forum/index.php?topic=22191.45

You could tweak the settings file for various numbers so that your forge ships produce more, but I imagine you already did that. And, of course, you could always take the source code and make whatever adjustments to the logic you please, then just change the .jar.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: Donahue on December 02, 2022, 02:18:56 AM
Thanks for your replies. I'll see what I can do myself then with code modifications.  Regarding additional modules for additional modular sections, I think you mis-understand me.  I didn't mean duplicate forge modules, e.g. 3 smelters with 3 modular sections, but only one of each kind. Fleet size by DP is a mod that I haven't touch (have it downloaded but not used).  I had wanted to stick with the 30 ships rule as that made picking which ship being in the fleet much more fun.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: mark.sucka on December 28, 2022, 02:44:01 AM
Nice mod.

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:

All in all, great mod.  Thank you for your hard work.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: Ontheheavens on December 28, 2022, 03:34:09 AM
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.

It was there from the first release! :) Seems like this info being hidden in the ability tooltip was an issue, so I added the tip to the modpage.

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 ) .

Your account of expensiveness of forge production is very reasonable; yes, the default ratios are as expensive as I reasonably could make them without the whole deal being rendered pointless. Thing is, I place a great deal of importance in content being as vanilla-feeling as possible; and by vanilla lore the very ability of making goods in space isn't something feasible given Post-Collapse tech. Making ratios more generous not only would render core trading interactions completely pointless (and my goal isn't to substitute them, but to add another possibility), it would also remove any remnant of lore-friendliness if there even was one in the first place.

In other words, I'm looking at this not necessarily from the point of gameplay, but from the point of immersive design. I want my content to blend in and make sense. Of course this mod already fails at the stated goal utterly; I'm considering doing a wholesale rework that would bring it closer to vanilla.

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.

Big thanks for laying the situation out in such a detail, this is very thought-provoking to read! I'm sorry, but the kind of impression that you got was more or less the goal for me. :)

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.

Glad to hear that the setting adjustments were satisfactory! Since people tend to have radically differing from mine views on ratios, restrictions and constraints, I figured providing extensive options was absolutely necessary.

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 scavenger dumb pirate armada doesn't attack you to give you the fuel you need to get home, forcing you to turn on the fuel centrifuge.

Heavy Armaments could be an option, but what stops me is purpose considerations: planetary operations are a very niche use case, and it is something that usually is done not that often. In this case I feel like buying up and saving Heavy armaments vanilla way is a satisfactory interaction as it is, unlike supplies and fuel. As for making transplutonics for metal and volatiles from fuel - that's not something I'd like to see, since it doesn't sound like anything plausible in terms of vanilla-friendliness.

All in all, great mod.  Thank you for your hard work.

Thanks for your extensive feedback, much appreciated!
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: draken16 on January 17, 2023, 04:16:55 PM
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.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: Ontheheavens on January 17, 2023, 11:14:08 PM
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.

Hi, thanks for the feedback. Been somewhat aware of that but forgot to fix in previous patches - already made some adjustments for the next one that hopefully should make the issue obsolete.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: TheHZDev on January 19, 2023, 05:49:47 AM
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.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: Ontheheavens on January 19, 2023, 07:24:53 AM
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.

Sure thing! Sorry for not making the mod translation-friendly and woeful, smelly code habits, for which I am deeply ashamed before esteemed Chinese community.
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: FreonRu on January 19, 2023, 09:41:52 AM
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?
Title: Re: [0.95.1a] Forge Production v1.0.5
Post by: Ontheheavens on January 19, 2023, 11:10:03 AM
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've had that idea for a long time, but my spriting skills leave much to be desired, and I certainly wouldn't want to half-ass it - if I ever get my hands on some satisfactory-looking sprite (what I have in mind in particular is reworked Domain Mothership, or similarly sized superfreighter), I think I'll implement something. Though, that seems very unlikely, as my expectations in sprite department are a bit inflated...

There are good ships from other mods, like Vayra's Bear capital, but cross-mod interactions are frankly not my thing.
Title: Re: [0.95.1a] Forge Production v1.1.0
Post by: Ontheheavens on January 28, 2023, 10:23:03 AM
Updated to 1.1.0
Content preview:
(https://raw.githubusercontent.com/Ontheheavens/Forge-Production/main/images/Content%20Preview.png)
[close]
This update was only minimally playtested - bugreports or constructive feedback welcome.
Title: Re: [0.95.1a] Forge Production v1.1.0
Post by: Tonality on February 27, 2023, 09:27:05 PM
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!
Title: Re: [0.95.1a] Forge Production v1.1.0
Post by: Caymon Joestar on March 04, 2023, 05:08:10 PM
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?
Title: Re: [0.95.1a] Forge Production v1.1.0
Post by: Ontheheavens on March 04, 2023, 06:50:32 PM
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?

Both of these are not currently available but should be relatively easy to add as configurable settings; no promises, but I'll look into it once I deal with more pressing matters.
Title: Re: [0.95.1a] Forge Production v1.1.0
Post by: giperka on March 08, 2023, 02:40:50 AM
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.
Title: Re: [0.95.1a] Forge Production v1.1.0
Post by: Daynen on March 08, 2023, 11:47:05 PM
Ooh.  Shiny new update.  But...save breaking!  ARGH!  Oh well.  Can't have it all I guess.  I'll grab it next run.
Title: Re: [0.95.1a] Forge Production v1.1.1
Post by: Ontheheavens on March 10, 2023, 09:03:29 AM
Updated to 1.1.1 - should be save-compatible with 1.1.0.
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.

Addressed this in a quick way, adding a blanket toggle for all limitations: all or nothing applies. In other words, with disabled limitations you can now produce whatever hull you have blueprint for.

Did literally no playtesting for this one other than confirming that the changes do work, so reports welcome.
Title: Re: [0.95.1a] Forge Production v1.1.1
Post by: giperka on March 10, 2023, 11:44:56 AM
Huge modder. Simply massive.

i will try out the new version tomorrow on a clean save file, as it is (currently where i live) nearly 2AM.
also, 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)

Edit: grammar and general sense making fix because my brain doesn't brain at the moment if that wasn't clear after reading the upper text
Title: Re: [0.95.1a] Forge Production v1.1.1
Post by: Ontheheavens on March 10, 2023, 09:00:47 PM
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

Setting that value to 4 would mean 400% of the base cost, which I certainly wouldn't recommend - would take ages to produce anything. Yes, this multiplier is for everything - applies to any ship.

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)

I'd say if you disabled limitations and want to pump out capitals, value of 0.5 would be a start, so ships would cost 50% of their credit price. No, changing base costs is completely fine, go wild! Although, I wouldn't recommend setting any cost to 0 - something like 0.01 should be safer, otherwise some unforeseen things could pop up.

Explanation of hull costs
A bit more about how I coded costs: first, I determine what would be single hull part's ingredients, by taking values from settings:

Code
    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();
    }

And then I determine what would be the cost of hull in hull parts, by dividing base hull cost by computed single hull part cost:

Code
    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();
    }
[close]
Title: Re: [0.95.1a] Forge Production v1.1.1
Post by: Arz15984 on April 01, 2023, 06:34:15 AM
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 ?
Title: Re: [0.95.1a] Forge Production v1.1.1
Post by: Ontheheavens on April 01, 2023, 07:56:52 AM
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 ?

You might look for another mothership, or reload an earlier save, but other than that - only console commands.
Title: Re: [0.95.1a] Forge Production v1.1.1
Post by: organicmeme on April 15, 2023, 01:49:13 PM
Doesn't work for making supplies, only fuel. Yes, I do have the materials, and I do have the hullmods.

EDIT: Okay, so apparently if you edit it so that making supplies only takes metal instead of metal + transplutonics, the mod still needs you to have transplutonics in your inventory, even if it's not gonna use them.
Title: Re: [0.95.1a] Forge Production v1.1.1
Post by: Fishbones on April 30, 2023, 03:38:18 AM
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?
Title: Re: [0.95.1a] Forge Production v1.1.1
Post by: Ontheheavens on April 30, 2023, 06:50:21 AM
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?

Yes, specifically Salvage Rigs - I have long felt that rigs are rendered completely obsolete by modded battleships and cruisers with gantries (no cargo, no personnel cap, no weapons, bad logistics? Vayra's Badgers look 10x better in comparison!), and envisioned shipbuilding feature as a way to bolster the relevance of Rigs as a unique type of logistic ships.

and there a way to know how much assembling capacity you have?

Yes, examine the infographics in the OP-post - hovering on "Income" label in the hull parts production section will bring up a tooltip with total module production of hull parts and total assembling capacity from rigs.
Title: Re: [0.95.1a] Forge Production v1.1.1
Post by: Cratarus on May 02, 2023, 02:25:48 PM
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.
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.

I would love to see this great mod improved further.

Cheers





Title: Re: [0.95.1a] Forge Production v1.1.1
Post by: Ontheheavens on May 03, 2023, 12:06:29 AM
Updated to 1.1.2 - should be save-compatible with 1.1.1.

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.

Thanks for your feedback! Made skins also appear in the menu.

Spoiler
Just needed to change
Code
spec.getBaseHullId()
to
Code
spec.getHullId()
- note that default limitations might still prevent skins from showing up.
[close]

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.

Not super keen on implementing this - can introduce some undesirable side effects and is generally a bit much work for questionable gains.

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.

Strange that no one reported such a pesky bug yet.. was able to somehow reproduce this, though the nature of it isn't 100% clear to me. Made some changes to hopefully fix this - please test the new version.
Spoiler
The issue is likely that there are some changes to either FleetMembers or FleetData that are being made after combat or refit screen, and so the culling method incorrectly purges and re-adds the capacities or even the module itself; changed comparison from FleetDatas to fleets of these datas - bug is not reproducible for me after this change. Needs more testing.
Code
    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();
            }
        }
    }
[close]
Title: Re: [0.95.1a] Forge Production v1.1.2
Post by: FreonRu on May 04, 2023, 03:40:52 AM
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?
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

Thanks in advance for your replies
Title: Re: [0.95.1a] Forge Production v1.1.2
Post by: Ontheheavens on May 04, 2023, 06:11:37 AM
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?

Thanks. I think the settings cover all the limitations:

Spoiler
Code
                "enable_slow_move_penalty": true,
                "enable_burn_abilities_incompatibility": true,
                "enable_go_dark_incompatibility": true,
                "enable_sensor_penalty": true,
[close]

The mod does not have LunaLib integration.

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.

3 Are you planning to integrate with the version checker? Very comfortably

No, not planning anything like that!
Title: Re: [0.95.1a] Forge Production v1.1.2
Post by: SneakyDevil on May 04, 2023, 08:47:32 PM
Oh my, flying factories would be awesome. But this is def going into my game for a Migrant Fleet-style challenge.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Ontheheavens on May 05, 2023, 11:05:48 AM
Updated to 1.1.3 - compatibility update for 0.96a.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: evilsmoo on May 07, 2023, 08:55:47 AM
Seems that switching capacities on the industry module flips on the other capacity.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Ontheheavens on May 07, 2023, 10:11:24 PM
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.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Sanrai on May 09, 2023, 04:07:14 PM
How would one remove the hullmod conflict between automated ships and these? I'd like to be able to use this alongside ai-retrofits.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: evilsmoo on May 11, 2023, 09:23:19 PM
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.

OH, nevermind, I read it wrong, that draw was from refining, not the other capacity tab.  Oops.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: giperka on May 17, 2023, 09:57:23 AM
hey man, it's already May and i've commented that i'll play the mod in March.. oops.

anyway, really appreciate all this customization as i'm running a pretty sizable fleet in new SS version and it eats 80% supplies produced... great that all the values can be changed and am very satisfied with the mod. have some questions though, again, but this time about the config file and its values. (or did i ask about the config last time too...)

"daily_cr_decrease": 0.02,
can this become 0.00 and not explode? i'm not actually doing that and 01 instead but just interested, you don't have to answer this one. just feels really crippling if installing it on any capital except atlas or something as they all eat 30 or so supplies a month and even 2% CR is a gallon of supplies

"corrupted_nanoforge_output_bonus": 1,
it's base_hullsize_capacity, right? adds 1 more multiplier if it's a Cnanoforge, and then other values for other items, so a synchrotron core would be a total of 6 multiplier in general on fuel production for a cruiser, as cruiser capacity is 2?

"granularity": 20,
i wanted to ask what this really does but actually i think after 10 minutes of brain storming... so cruiser capacity 2, is 40%,
so 6 [supplies] * 40% [capacity=2] = 8.4 supplies????? i don't get the divisor for commodity values thing though

i also ran into a weird annoyance for anyone else interested and reading this that confused me personally pretty hard at first, so basically:
if you select a hull that has, say, 24 hull parts, and then make 18 hull parts and then switch to a kite which needs 10 hull parts hypothetically, you will need to upstart the production again as the hull will be stuck as 100% complete but not produced until a production cycle is finished. thats probably only the case if you stop production and then switch which i did.

Title: Re: [0.96a] Forge Production v1.1.3
Post by: Lappers on May 17, 2023, 11:15:09 AM
So I added this mod in my most recent save and I noticed something a little irritating.

I finally came across a mothership and went to salvage the forge components after killing it, but it requires three gamma cores. Currently I only have one alpha core and some beta cores.

I'm using Domain Explorarium Expansion so the ship keeps spawning giant fleets to farm, but they just don't seem to feel like dropping any AI cores at the moment, which makes this very annoying and a bit of a problem. If the cores are only required for processing power, should I not be able to use, for example, either three gamma, two beta, or one alpha core to salvage the equipment?
Title: Re: [0.96a] Forge Production v1.1.3
Post by: giperka on May 17, 2023, 11:17:46 AM
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
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Lappers on May 17, 2023, 11:48:44 AM
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

Yeah that's the thing, it's really just a weird inconvenience except for the fact that I already salvaged all the probes and everything in that system and turned in the AI cores to various places lmao
And I've been dragging a few giant Explorarium ships around with me with which to fight the constantly spawning Explorarium fleets so I don't really want to waste the fuel to see if there are any more probes in neighboring systems (most of which I cleared out already anyway).
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Malignantcookie on June 26, 2023, 11:55:00 PM
So the hull parts of the Heavy industrial module won't produce hull parts. Just says No active rigs. 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. Please add better instructions.

Edit: It really does require a Salvage Rig ship, despite it not stating that you need an additional ship. 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. 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? So confused right now, I'm going to bed.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Ontheheavens on June 27, 2023, 06:34:21 AM
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.

"The picture" is nothing more than a compilation of tooltips and screens that exist in game. Specifically, hull parts income label is meant to provide info you were looking for:

Spoiler
(https://i.imgur.com/VT4sNp3.png)
[close]

Apart from that, what other instructions would you have me add?

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.

No, it is not a jank. On the contrary, this is the most sensible solution from immersion standpoint. Consider the description for Salvage Rig:

"Originally designed to assist in assembling large ships and orbital installations, the salvage rig's gantry and manipulators are used to assist in recovering derelict hulks and scavenging useful material from wreckage and debris fields. The rig itself has no cargo or fuel capacity and requires ample supply to maintain. Increases non-combat salvage gained, with more difficult operations being able to make use of more rigs."

As you can see, there is no other ship among vanilla ones that would fit so flawlessly into "assembles hulls" role. It is worth noting that assembly and fitting of ready-made hull parts is an activity that is quite distinct from forge production that involves Domain-Era autoforges - and so cruiser/capital restriction does not make any sense here.

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?

Consider: what is the salvage gantry and what purposes does it serve? The Shepherd also has a gantry, but it is not built to be a hull assembly vessel. Then again, looking at it from gameplay standpoint - in a modded run, Salvage Rigs are virtually useless, as there are plenty of capital-grade ships with Salvage Gantries. I wanted to make Salvage Rigs relevant again. The "like" part here is to account for a possible integration with some modded ships that would be conceived as similar to Salvage Rigs in purpose. There is no any such integration at the moment.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Malignantcookie on June 27, 2023, 08:34:16 PM
Ok, first I will apologize if I came off as rude or angry. Late night trying to troubleshoot while tired probably wasn't the best idea. However, now I understand something is messed up with my game. I don't have any of those tooltips popping up. I only get them on the refit screen when mousing over hullmods. I'll have to figure out what is going on.

My only real complaint is having it explained that a Salvage rig destroyer is needed and not beat around the bush with the wording "like a salvage rig". The wording is a bit misleading, since it makes it seems like any ship with a salvage gantry would work.

I understand why you have chosen to have only the Salvage rig be viable, even if I disagree with the implementation. I would thought having the Salvage rig give bonuses to construction process (like better quality, allowing up to destroyer class vessels or just giving more construction value) would have been a more fun way to make the ship more valued.

Edit: Strange, I get tooltips when I mouse over the ship that the module is installed on and the module icon, but not when I mouse over the hulls icon. Maybe a mod conflict with another mod I have installed?

Edit2: You have to mouse over where it says Income, not the icon. Wow, that would have helped a lot. Looking closer at your posted image last post, it is now clear your mouse was on income, not the image.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Lullabison on June 28, 2023, 05:22:17 AM
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.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Ontheheavens on June 28, 2023, 06:16:32 AM
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.

Try entering and exiting the control panel of ability - Control+click. That should correctly refresh the module index if it wasn't updated after the hullmod install.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Malignantcookie on June 28, 2023, 10:09:09 AM
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.

It takes a a few seconds of the game being unpaused for the modules to update, I had the same problem. Just unpause the game and it should work?
Title: Re: [0.95.1a] Forge Production v1.1.2
Post by: Mephansteras on July 28, 2023, 06:13:51 AM
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.

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.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Fibroidauto on August 02, 2023, 12:31:55 AM
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.
Title: Re: [0.95.1a] Forge Production v1.1.2
Post by: Ontheheavens on September 02, 2023, 12:52:00 AM
Spoiler
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.
[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.

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.  :)

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.

I believe another man in this thread was having the same problem, he solved it like this:

Spoiler
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!
[close]
Title: Re: [0.95.1a] Forge Production v1.1.2
Post by: Mephansteras on September 02, 2023, 07:47:09 AM
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.  :)

Very reasonable!

Now I just need to actually finish this sprite...
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Zavek00 on September 29, 2023, 06:48:59 AM
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.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Ontheheavens on October 30, 2023, 06:26:04 AM
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.

Thank you for the kind words!

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.

That is a very comprehensive suggestion and I would definitely consider implementing it in more favorable circumstances. However, real-life affairs and financial circumstance for me have developed in such a way that modding leisure is hardly a possibility right now. In other words, the project is more or less in a maintenance mode - I just do not have time and energy to spend development time on any new features. I hope you'll understand.
Title: Re: [0.95.1a] Forge Production v1.1.0
Post by: krisht on November 01, 2023, 08:07:50 AM
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?

First of all! Thank you so much for making this mod Ontheheavens!

Although I do second this feature as an options for the players! I'm trying to roleplay as a miners and I'll be honest. Those mining hazards just keep draining the supplies and the heavy machine and honestly.. Mining is truly losing it values over any other jobs out there like trading and smuggling  :'(

I think it will be nice to have it as an options. Thus it wouldn't separate the people liking this mods!
Title: Re: [0.96a] Forge Production v1.1.3
Post by: BFEL on November 24, 2023, 01:48:31 AM
Love the mod!

Couple things though.

First off, as Zavek pointed out, to build ships you need a Salvage Rig, not a ship with Salvage Gantries. This is a bit dumb, and also it's unclear in the interface why you can't build ships, it just says "no active rig" which I sort of guessed at, but headed here to ask about.
It should be more clear what you need for that.

Other problem I have is that the three production types can't be put on one ship. While I can see the intention is balancing, mostly this just promotes grabbing every cruiser or larger ship I can solely to fill production quotas. And even if I could throw all three on one ship, there are very few that would be able to fit all three in OP wise and still be viable at their intended job. The CR penalties stacking would quickly make a combat ship with all three pointless, and since the most likely fit for these mods is logistics ships to begin with, I don't really see any real reason to keep it mutually exclusive.

Might want to make the CR/crew penalties get a bit worse as you add the other two, but would love to be able to centralize my forging a bit.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: twetyy on January 26, 2024, 01:07:16 PM
Just some feedback on default values.
Play trough: Unlocked at start* + bypass ship building size, mine asteroids, produce fuel/supplies to survive, and build own ships with hull parts.

The default values are awful, mining asteroids/planets/fighting eats supplies/heavy machinery the same amount as you produce you basically never overproduce and constantly have to mine and move slowly to crate supplies as you fly to mine more.
But i could assign making hull parts like 10-15% of time to expand my fleet. I made civilian Ventures.

Once you get nanoforges and other parts it get's better, but you also at that time have Onslaughts or Legions or other capitals that have trash Maitenance and using those with hullmods burn more than they produce.
With having 6ships:1fuel production,2supply/heavyMachiery,3ore/transplutonic, corrupted nano forge etc... all special items in inventory it was like 10x worse time investment then doing a mission and buying supplies.
And not only is it 10x worse time invested to gains. It also costs 40OP and reduces 15% Max readiness

Summary:
1:Costs 20/40 OP and -15%Combat readiness
2:Spending ALL the time in manufacturing stance.
3:Even with all the special items it's a waste of time.

Suggested solutions:
1 and 2: Make a tiny manufactory module, that costs 0% combat readiness and 10-20OP but has current default ratios. And make BULK manufactory that costs 15% 20-40 OP and has like 2.5x production of current defaults.
3:For special playtrough it's fine, as a miner, self sufficient derelict roleplaying. But in default game it has no place, costs way too much in OP, combat readiness and produces WAY TOO SLOW.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: mengsk87 on March 30, 2024, 12:21:36 PM
Will this mod be updated for 0.97?
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Ontheheavens on April 10, 2024, 08:01:30 AM
Will this mod be updated for 0.97?

Should be good to go with just a simple version change in mod_info.json, I reckon.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Daemonflayer on April 11, 2024, 05:40:23 PM
I don't know how difficult it would be, but would it be possible to change the hard requirement for a Salvage Rig for ship production to instead look for destroyer-or-larger ships that have a salvage gantry in the fleet?

That way the mod still wouldn't require any libraries or dependencies, but would be compatible with ships added by other mods that should have the capability to fill the role.
Title: Re: [0.96a] Forge Production v1.1.3
Post by: Ontheheavens on April 17, 2024, 06:32:09 AM
I will not be maintaining this project moving forward; AlaricDragon has agreed to assume ownership over the project and as such, I relinguish rights to code and assets of this project to him.

Link to the new thread containing 0.97 update:

https://fractalsoftworks.com/forum/index.php?topic=29778.0