Fractal Softworks Forum

Starsector => Mods => Topic started by: Yunru on December 31, 2021, 02:19:29 PM

Title: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on December 31, 2021, 02:19:29 PM
Download link link (https://www.patreon.com/posts/60097706)

Tech-Mining. It's... an industry.
It's an industry that gives you diminishing returns of items you want, and decent credits-worth of... useless materials that other industries supply in vaster quantities.

So let's change that.
First up: No more trash! Fuel? Supplies? Metal? Transplutonics? Volatiles? Out the window! Now you get more of the other items, but still the same total value.
Second of all: Story points? On a diminishing returns industry? No good. So goodbye +25% bonus, and hello no depletion! Give your tech mine a story point and that ruin's as good as... freshly ruined?

Additionally, the exact level of depletion, should it be present, is now trackable in the industry's tooltip!

Now with two modes: Depletion floor, and depletion reset, configurable in... the config.

Safe to add to saves (although any existing tech mines will need rebuilding), unfortunately not safe to remove from saves, and now compatible with Better Colonies!
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: IonDragonX on December 31, 2021, 08:39:58 PM
Thank you! And Happy New Year!
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Oni on January 01, 2022, 11:37:16 AM
Usually I just change it to a Structure instead of an Industry, which always made more sense to me as something temporary, but I guess this works too.  ;)
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: IonDragonX on January 01, 2022, 03:27:48 PM
Usually I just change it to a Structure instead of an Industry, which always made more sense to me as something temporary, but I guess this works too.  ;)
I agree but, if it was a Structure, then this would be a 'Better Tech-Mining' mod instead of a 'Slightly Better Tech-Mining' mod.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Norath on January 10, 2022, 11:13:11 PM
When you say hello "no depletion!" Im guessing it resets it to 100% not lock it to 100% ?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: IonDragonX on January 10, 2022, 11:46:19 PM
When you say hello "no depletion!" Im guessing it resets it to 100% not lock it to 100% ?
I think yes, you refresh the 100%
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 11, 2022, 05:02:35 AM
It actually locks it to 99%, just enough to not trigger first time bonuses.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Norath on January 12, 2022, 07:10:26 AM
It actually locks it to 99%, just enough to not trigger first time bonuses.

Thats perfect  :)
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: TontonBoo on January 12, 2022, 10:23:31 AM
First your mod is a fantastic idea. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. And the depletion counter is very handy.

Question though : is it intentional for me to find really powerful stuff very frequently ? First draw on big ruins - "Extensive ruins" - and I got a corrupted nanoforge. I thought maybe begginer's luck and all that. Then later on lots of hull mods and blueprints, sometimes two or three at a time, and even later on a bioforge factory item ... Same planet at a couple month interval. I'm using Tartiflette's Unknown Skies by the way.

I like your mod a lot on paper but this just offered me some of the best items for this playthrough and I felt like I did not really deserve them yet. Was I unbelievably lucky or is it working as intended ?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 12, 2022, 12:30:34 PM
If you've story pointed it, then yes, that's to be expected. If you've not got a story point invested, and it's been say half a year, then there might be something to look at.

Mind you, extensive ruins is also second only to Vast, so you should be getting a lot out of it in the first place.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: TontonBoo on January 12, 2022, 02:47:59 PM
Quote
If you've story pointed it, then yes, that's to be expected

Nope. Just after I built it the very first batch was lotsa stuff and the corrupted nanoforge. Then I frequently got 2 or more hullmods and/or blueprints per month mixed with more mundane stuff. A bit much, but as you said good ruins and all that.
 
Maybe a half cycle later I then got a biofactory, then very soon after (couple month maybe ?) a cryoarithmmetic thingy and the month just after that another cryo-wosname. The meter says 50-ish percent tapped.

I know those are good ruins but that good ..?

EDIT I forgot : there is an Alpha Core slotted in. The nanoforge I got without and all the rest came while the core was present.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 13, 2022, 01:49:36 AM
EDIT I forgot : there is an Alpha Core slotted in. The nanoforge I got without and all the rest came while the core was present.
An alpha core boosts finds by 25%, which would explain it: Your ruins are basically only at 75% depletion. Combine that with a lot of the value no longer being trash drops...
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: LinWasTaken on January 13, 2022, 03:19:42 AM
are 0.95.1 and 0.95.1a the same ? or different?
asking because i was wondering if i could add it to my ongoing 0.95.1a save and your mod doesn't have the (a) at the end
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 13, 2022, 04:53:45 AM
are 0.95.1 and 0.95.1a the same ? or different?
asking because i was wondering if i could add it to my ongoing 0.95.1a save and your mod doesn't have the (a) at the end
Yes.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Mira Lendin on January 13, 2022, 07:28:30 AM
I was looking to implement a similar feature in Superweapons so that tech mining can result in some of them overtime, if you can write a script to check if my mod is added and generate Superweapons for the user that would be great, i would recommend people to use your mod alongside mine.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: grinningsphinx on January 13, 2022, 08:37:25 AM
First your mod is a fantastic idea. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. And the depletion counter is very handy.

Question though : is it intentional for me to find really powerful stuff very frequently ? First draw on big ruins - "Extensive ruins" - and I got a corrupted nanoforge. I thought maybe begginer's luck and all that. Then later on lots of hull mods and blueprints, sometimes two or three at a time, and even later on a bioforge factory item ... Same planet at a couple month interval. I'm using Tartiflette's Unknown Skies by the way.

I like your mod a lot on paper but this just offered me some of the best items for this playthrough and I felt like I did not really deserve them yet. Was I unbelievably lucky or is it working as intended ?

Corrupted nanoforge is fairly  common. The truly rare stuff can only be found in certain places, and the rare stuff is still fairly rare from techmining.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 13, 2022, 10:13:17 AM
I was looking to implement a similar feature in Superweapons so that tech mining can result in some of them overtime, if you can write a script to check if my mod is added and generate Superweapons for the user that would be great, i would recommend people to use your mod alongside mine.
If you could give them a unique tag, it would be of great help.

I can't promise immediate results, because I'll have to learn how to check for other mods 'XD

Edit: Actually, you could always add them to the yunru_techmining drop group, that way it's completely under your control?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Mira Lendin on January 14, 2022, 12:43:54 AM
Edit: Actually, you could always add them to the yunru_techmining drop group, that way it's completely under your control?
How can i "add them" ? just give them "yunru_techmining" tag ?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 14, 2022, 12:53:45 AM
Edit: Actually, you could always add them to the yunru_techmining drop group, that way it's completely under your control?
How can i "add them" ? just give them "yunru_techmining" tag ?
For adding a unique tag, just... Do that. Where they have "LR, ke18" etc or the likes, just put... IDK, mira_sw.

For adding them to the drop group, I'll get back to that once I'm at computer.

Update: The easiest way to work out the drop group is to copy the drop_groups.csv in the mod's data/campaign/procgen, add them how you want (personally I'd use the random weapon with tag), and then delete the rest (to avoid overwrites).
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: LinWasTaken on January 14, 2022, 10:31:50 AM
are 0.95.1 and 0.95.1a the same ? or different?
Yes.
yes to both?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 14, 2022, 11:32:49 AM
yes to both?
Yes they're the same, the a just stands for "alpha", because the game's in alpha.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Mira Lendin on January 14, 2022, 11:52:04 AM
I will give all the weapons that i'd like to drop in Tech mining "sw_techmining" and would leave the rest to you, right now i am working on a big update, will take a while to finish, but you can work it as if the tag was already there.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 14, 2022, 12:41:58 PM
Okay! How rare do you want them be compared to, say, a Pristine Nanoforge?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Mira Lendin on January 14, 2022, 01:08:15 PM
Okay! How rare do you want them be compared to, say, a Pristine Nanoforge?
Just as rare i would say.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 14, 2022, 03:52:36 PM
Somewhere between 15 and 20 months of mining a vast ruin, I got my first superweapon :D

Update: Between 25 and 30 months got a second (ironically, I still haven't seen a Pristine Nanoforge). Technically not enough of a sample size still, buuuut, is that to your tastes?

(If you're wondering why the multiples of five, I had five vast ruins to help speed things up.)
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Mira Lendin on January 14, 2022, 06:09:48 PM
Somewhere between 15 and 20 months of mining a vast ruin, I got my first superweapon :D

Update: Between 25 and 30 months got a second (ironically, I still haven't seen a Pristine Nanoforge). Technically not enough of a sample size still, buuuut, is that to your tastes?

(If you're wondering why the multiples of five, I had five vast ruins to help speed things up.)
Assuming people can spam tech mining industries on multiple planets (let's say 3 on average) that's 1 superweapon every ~6 months, i'd say double the drop rate and we are good to go.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Nox on January 19, 2022, 01:49:37 PM
I changed mine to 5% depletion, which is good enough - and made it not be an industry because, it's not.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: ArkaneKannon on January 28, 2022, 12:02:48 PM
When you were assigning values for the drop chances did you use pre-existing values as base or just wing it? I made a patch for another mod I use and had field day tweaking it so it wasn't too underpowered on the low end and too overpowered on the higher end. Vast ruins make my head hurt.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 28, 2022, 07:22:19 PM
It's mostly just play it by ear until it feels right. I have a test save with five ruins for each size so as to get a rough average for what drops.

And then you have to learn to discount Corrupted Nanoforges, because the untouched parts of tech-mining shed them faster than a christmas tree does needles after winter.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: ArkaneKannon on January 29, 2022, 04:23:39 AM
Yeah, I didn't use multiple ruins but I had a speed up mod and set the world times ten and sat at the same planet for hours irl, testing all ruins with sp- without sp, core, no core, all or none. It was a trial though. Eventually I got it just right. Still there are a few months on vast where two corrupted nanos spawn.

Edit:
Also the nothing modifier applies the chance for nothing to occur in that group right? And does this outright overwrite other mods or do I need to make addendums to their respective group files? Thanks for the hard work, Love the mod. Forgot to say that in the last post.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on January 29, 2022, 06:44:55 AM
The nothing modifier should just be a fallback, since the loot is generated based on total value, and nothing's value is, well, nothing.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: ErikaSupreme on February 12, 2022, 03:34:21 AM
I've built three tech mining facilities on three planets, with alpha cores and story point improvements but I don't get any actual notification at the end of the month of anything produced nor do I get anything at the storage of the colony where things are sent to.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on February 12, 2022, 03:52:40 AM
I've built three tech mining facilities on three planets, with alpha cores and story point improvements but I don't get any actual notification at the end of the month of anything produced nor do I get anything at the storage of the colony where things are sent to.
Are you using the latest version?
There was a bug in one of the old versions where there'd be no production, but the chances of you grabbing that version...
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: ErikaSupreme on February 12, 2022, 05:15:55 AM
I've built three tech mining facilities on three planets, with alpha cores and story point improvements but I don't get any actual notification at the end of the month of anything produced nor do I get anything at the storage of the colony where things are sent to.
Are you using the latest version?
There was a bug in one of the old versions where there'd be no production, but the chances of you grabbing that version...
I'll redownload again just to make sure, but it was only a month ago I downloaded the mod.

For reference, the other mods I'm using are:
Code
A New Level of Confidence
Adjustable Skill Thresholds
Adjusted Sector
Console Commands
DIY Planets
Dynamic Tariffs
Fast Engine Rendering
Grand Colonies
Interesting Portrait Pack
LazyLib
MagicLib
Neutrino Detector Mk II
Nexerelin
Objects Analysis
Stellar Networks
Terraforming & Station Construction
WhichMod
Modified Industy Requirements
Graphics Lib
Ship Catalogue/Varient Editor

EDIT: Redownloading it seems to have fixed the problem, so maybe I just got really unlucky with the version I downloaded.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Mechanist on February 15, 2022, 01:45:11 AM
Mod update check on this mod it's linking Yunru Core+ thread instead.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: geminitiger on February 18, 2022, 05:10:43 AM
Any chance of a straight version 95? I don't know how much work that will entail so if it's more than a minute sorry for asking.  ;D -- I just got v95 setup to my liking days before .1 dropped and not really inspired to redownload over 30, or give up mods that haven't been updated.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on February 18, 2022, 06:29:56 AM
Any chance of a straight version 95? I don't know how much work that will entail so if it's more than a minute sorry for asking.  ;D -- I just got v95 setup to my liking days before .1 dropped and not really inspired to redownload over 30, or give up mods that haven't been updated.
It should work fine if you just change the modinfo file, but I hold no liability if it does somehow cause a crash.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: jlrperkins on February 28, 2022, 01:57:13 PM
I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. But not a single superweapon.

I am using the latest version of both this mod and the superweapons mod. On the superweapons mod, the weapons .csv has the tags for sw_techmining, and this mod's drop list has the sw_techmining tags. The colony has been plodding along for over 80 months now.

Am I just supremely unlucky?

Oh also, the colony is located one of the core systems, I'm paying protection money to the local polity to keep existing.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on February 28, 2022, 05:11:00 PM
The superweapons are about as rare as a pristine nanoforge. One thing that can make it more common is to learn the blueprints as, if I'm remembering correctly, it won't drop blueprints that you've already learned.

The size of the colony also has an impact on how much stuff you get, and thus also your chances of getting any one item in a given amount of time.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: DrTechman42 on April 03, 2022, 10:59:18 AM
I'd like to reiterate that concern. I've been running three Vast tech-mining planets (all SP-upgraded and alpha-cored) for several years and still have yet to see a superweapon to drop. Mira says some of them are made to be as common as a tachyon lance and those 7 pristine nanoforges that I'm looking at are definately less common than the lances.
RNG does not favor me this time.
Edit: oh, two prisitine nanoforges in a single month. Great catch!
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Kakroom on April 10, 2022, 10:34:11 PM
This is one of the rare mods I've installed that feels like you could slam it with zero nuance into the vanilla game with no drawbacks. It essentially turns Techmining into what you think it's going to be - i.e. plying the ruins deeper, over time to get more interesting and powerful stuff - before you find out what it is, which you might as well call dumpster diving instead. It finally feels worth the industry slot.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Challtdow on April 19, 2022, 07:11:42 AM
Hello, I'm trying to download the mod, but I just get a blank screen on the google drive page.  Do you have any other download links?
Download worked finally.  Really enjoying the mod.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: DrTechman42 on April 19, 2022, 10:02:57 AM
I'd like to reiterate that concern. I've been running three Vast tech-mining planets (all SP-upgraded and alpha-cored) for several years and still have yet to see a superweapon to drop. Mira says some of them are made to be as common as a tachyon lance and those 7 pristine nanoforges that I'm looking at are definately less common than the lances.
RNG does not favor me this time.
Edit: oh, two prisitine nanoforges in a single month. Great catch!

Nope, it was just the RNG that was messing with me. Got a couple of superweapons soon afterwards. Rarer than I thought, but there is no problem with the mod.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: mlight9 on May 01, 2022, 07:23:18 AM
This is true tech-mining... You save my much time. thx.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: GodsDonBleed on May 20, 2022, 02:20:09 AM
Hey so I have the same issue as the guy above, where one tech mine works and produces stuff, but the other one on another planet doesn't, with or without improvement.


I have the latest core library and the latest version as well so was wondering what went wrong.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Mira Lendin on May 20, 2022, 03:18:43 PM
All Tech mining outputs are stored in 1 gathering point, you are not supposed to find tech mining results on every planet that has one.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Syzler on May 31, 2022, 09:14:43 PM
All Tech mining outputs are stored in 1 gathering point, you are not supposed to find tech mining results on every planet that has one.

how do you set the gathering point or is it always going to be your first planet?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Skrimp on June 11, 2022, 08:45:13 PM
Just a heads up for those that care about some semblance of "balance", I play starsector heavily modded- meaning 80+ mods (nexelerin, factions etc.) This mod makes getting credits, blueprints, alpha ai cores etc. a trivial task. Each production cycle I was getting around 2-3 million Credits in item value with one vast ruin tech-mine with an alpha AI core. So yeah, if you actually want becoming rich to feel good & earned, then save yourself the time and don't use this mod.

It was my fault for not reading and thinking ahead as to what items the other mods add and how this mod would affect their drop rate. This mod was specifically giving me a lot of expensive items from the terraforming mods I believe, so the mod author may want to dial those back a bit.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Dwarden on June 12, 2022, 12:43:20 AM
maybe some modifiers for settings to be able tweak this to each taste
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: DrTechman42 on June 12, 2022, 03:22:33 AM
How about limiting the amount of colony items that you can get from a single planet? Like no more than one pristine nanoforge per planet. It's kinda weird to get like 5 Domain's most precious belongings from a random planet that normally does not need more than one. And get only weapons/blueprints afterwards. Dozens upon dozens of corrupted ones also do not feel earned and are eventually regarded as trash items.

It's a question of taste though, some kind of options would be appreciated.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on June 12, 2022, 05:25:17 AM
That's not possible, tech-mining just draws from the various item pools, it can't limit what's added to those pools.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Mira Lendin on June 12, 2022, 05:38:53 AM
I'd say make the Pristine nanoforge rarer.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on June 12, 2022, 07:10:55 AM
All items in a pool have a weighted chance of being picked. While I could theoretically adjust the vanilla values, any balance I reach would be thrown out of the window as soon as any mod adds an item to the pool (and given there's only one "rare item" pool that everyone uses...).
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Brainwright on June 12, 2022, 05:09:11 PM
That's not possible, tech-mining just draws from the various item pools, it can't limit what's added to those pools.

That's really a flaw in the base game.  Some items should be part of a, "progress tree," and populated through the game in a specific way.  Random drops are just kinda silly.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Proxima-b on July 04, 2022, 06:12:01 AM
I think you should turn the drop rate down by 80% for a more balanced approach
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: TheHZDev on July 04, 2022, 06:24:53 AM
Sir, could you allow me to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org)?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: TheHZDev on July 08, 2022, 06:17:54 AM
Sir, could you allow me to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org)?
Sure, here's the source code in case it helps:

Sir, the attachment has only 22 bytes, what's wrong?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on July 08, 2022, 07:45:12 AM
It's not a big mod, so when compressed, I guess it's just that small?

Edit: No, I simply forgot to actually put the src in the zip 'XD

Here we go again:

[attachment deleted by admin]
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: TheHZDev on July 08, 2022, 08:24:40 PM
It's not a big mod, so when compressed, I guess it's just that small?

Edit: No, I simply forgot to actually put the src in the zip 'XD

Here we go again:

Thank you very much, sir. I have translate your mod into Chinese and updated it to this, https://www.fossic.org/thread-5646-1-1.html.
I hope we can cooperate next time.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on July 16, 2022, 02:52:41 PM
It's not a big mod, so when compressed, I guess it's just that small?

Edit: No, I simply forgot to actually put the src in the zip 'XD

Here we go again:

Thank you very much, sir. I have translate your mod into Chinese and updated it to this, https://www.fossic.org/thread-5646-1-1.html.
I hope we can cooperate next time.
Small but important update that fixes a few incorrect texts (such as the ruins tracker only ever showing 0%), but also a big glitch that basically made story points useless in certain situations. Here's the modified source file:

[attachment deleted by admin]
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: TheHZDev on July 16, 2022, 10:26:25 PM
It's not a big mod, so when compressed, I guess it's just that small?

Edit: No, I simply forgot to actually put the src in the zip 'XD

Here we go again:

Thank you very much, sir. I have translate your mod into Chinese and updated it to this, https://www.fossic.org/thread-5646-1-1.html.
I hope we can cooperate next time.
Small but important update that fixes a few incorrect texts (such as the ruins tracker only ever showing 0%), but also a big glitch that basically made story points useless in certain situations. Here's the modified source file:

I see, thank you very much.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: speeder on July 17, 2022, 11:32:43 AM
You changed the cap from 99% to 75%?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on July 17, 2022, 12:36:34 PM
Worse I'm afraid, that's the decay cap.

Now, by default at least, it'll decay down to 25% before looping back to 99%.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: speeder on July 17, 2022, 09:00:28 PM
Why is that?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on July 18, 2022, 12:31:31 AM
Because I actually got time to plag with it and...

It was boring.
I found a single Widespread or Vast Ruins, plopped down a Tech-Mining industry, story-pointed it, and all I had to do was wait.

Reducing the produce to a more drawn out cycle encouraged continued exploration - finding more worlds with ruins so I could alleviate some of the downtime.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: TheHZDev on August 03, 2022, 07:36:57 AM
I have a question, when other mods have added special items, can they be obtained through this mod's tech mining?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: IronLeg on August 09, 2022, 03:14:28 AM
Because I actually got time to plag with it and...

It was boring.
I found a single Widespread or Vast Ruins, plopped down a Tech-Mining industry, story-pointed it, and all I had to do was wait.

Reducing the produce to a more drawn out cycle encouraged continued exploration - finding more worlds with ruins so I could alleviate some of the downtime.

Good design Yunru.  It has achieved exactly that.

It's exciting and fun yet, not good enough to ruin exploring. ;)
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Serenitis on August 09, 2022, 03:47:02 AM
This was a good change.
Has it also been incorporated into Yunru Industries?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on August 09, 2022, 05:26:32 AM
Has it also been incorporated into Yunru Industries?
Naturally. SBTM is actually just Industries with the extra industries removed, if you want a peek behind the curtain.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Serenitis on August 09, 2022, 10:41:26 AM
Thank you, much appreciated.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Landgull on October 13, 2022, 11:07:52 AM
I have a question, when other mods have added special items, can they be obtained through this mod's tech mining?
No, because this mod overrides the old tech mining industry as far as I understand. But patching whatever mods you're using for compatibility takes 5 minutes. I use DIY planets and Industrial Evolution and have both set up to work with Slightly Better Tech-Mining

For each mod go to data/campaign/procgen/drop_groups for the mod you want to add and copy the entries with the group column "rare_tech" to a new set of rows in the same excel document. Then change the "groups" column for the duplicate entries to yunru_techmining

I find the rare_tech drop rates are about appropriate for the vanilla drop rates, but they can be adjusted up or down. Higher = more.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on October 13, 2022, 01:38:40 PM
I have a question, when other mods have added special items, can they be obtained through this mod's tech mining?
No, because this mod overrides the old tech mining industry as far as I understand. But patching whatever mods you're using for compatibility takes 5 minutes. I use DIY planets and Industrial Evolution and have both set up to work with Slightly Better Tech-Mining

For each mod go to data/campaign/procgen/drop_groups for the mod you want to add and copy the entries with the group column "rare_tech" to a new set of rows in the same excel document. Then change the "groups" column for the duplicate entries to yunru_techmining

I find the rare_tech drop rates are about appropriate for the vanilla drop rates, but they can be adjusted up or down. Higher = more.
Don't know how I missed that one. To expand on what you said:
Items for said mods would still potentially appear, as the random parts of tech-mining were left untouched. However, they would probably appear at a reduced rate (especially compared to other colony items) without the quoted changes.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Kumanix on October 16, 2022, 02:07:18 AM
Can somebody explain easier how to add specials from other mods?

I tried to add those from IE but couldn't

I copied the rows of items from drop_groups.csv from IE folder then insert now rows in drop_group.csv in YM to put those in but the IE specials didn't showed up in techmining result. I did it With both excel and Notepad++

WHat did i do wrong?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Landgull on October 16, 2022, 09:57:01 AM
Can somebody explain easier how to add specials from other mods?

I tried to add those from IE but couldn't

I copied the rows of items from drop_groups.csv from IE folder then insert now rows in drop_group.csv in YM to put those in but the IE specials didn't showed up in techmining result. I did it With both excel and Notepad++

WHat did i do wrong?
Did you change the "groups" tag to "yunru_techmining"? Also, IE just had a big update so I don't know if my method works with the new version.

I probably shouldn't be posting my hack workarounds on someone's actual mod topic. My apologies Yunru if I am stepping on any toes, and thank you for the mod.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Kumanix on October 19, 2022, 06:51:25 AM
Can somebody explain easier how to add specials from other mods?

I tried to add those from IE but couldn't

I copied the rows of items from drop_groups.csv from IE folder then insert now rows in drop_group.csv in YM to put those in but the IE specials didn't showed up in techmining result. I did it With both excel and Notepad++

WHat did i do wrong?
Did you change the "groups" tag to "yunru_techmining"? Also, IE just had a big update so I don't know if my method works with the new version.

I probably shouldn't be posting my hack workarounds on someone's actual mod topic. My apologies Yunru if I am stepping on any toes, and thank you for the mod.
Thanks. It is all good now.

I am one of the unlucky stuck with3.0 for now.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: FiCho on January 25, 2023, 01:01:45 PM
Im getting nothing from both of my vast ruins, is this intended?

EDIT: Tried building tech mining on dozens of worlds, still nothing. Im guessing mod doesn't work at all for some reason.
Mod list:
Spoiler
{"enabledMods": [
  "yunrutechmining",
  "pantera_ANewLevel40",
  "ash",
  "timid_admins",
  "better_deserving_smods",
  "exoticatechnologies",
  "fast_engine_rendering",
  "IndEvo",
  "lw_lazylib",
  "MagicLib",
  "more_hullmods",
  "SEEKER",
  "swp",
  "superweapons",
  "tahlan",
  "US",
  "shaderLib"
]}
[close]
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: sanya02 on February 24, 2023, 08:53:39 AM
Im getting nothing from both of my vast ruins, is this intended?

EDIT: Tried building tech mining on dozens of worlds, still nothing. Im guessing mod doesn't work at all for some reason.
Mod list:
Spoiler
{"enabledMods": [
  "yunrutechmining",
  "pantera_ANewLevel40",
  "ash",
  "timid_admins",
  "better_deserving_smods",
  "exoticatechnologies",
  "fast_engine_rendering",
  "IndEvo",
  "lw_lazylib",
  "MagicLib",
  "more_hullmods",
  "SEEKER",
  "swp",
  "superweapons",
  "tahlan",
  "US",
  "shaderLib"
]}
[close]

Everything works, I sit on it myself. It looks like someone from your mod is blocking this mod!
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: TungstenLION on May 27, 2023, 08:56:09 AM
does it work on 0.96?
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Alyshan on May 28, 2023, 03:07:55 PM
does it work on 0.96?

It does, as long as you dont put an alpha core on the tech mining industry (technically you CAN, but as soon as you hover over the industry it gonna cause a crash, because the code used to show the tooltip is changed in 0.96 - itsn ot the only affected mod in this regard, Iron Shell also have the same issue with the hullmods, but that mod is also perfectly functional besides that).

You can safely put a story point on the industry though without crashing the game, so if you want to use an alpha core improve the industry first, because you will not be able to do after that.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Zr0Potential on May 28, 2023, 07:43:24 PM
does it work on 0.96?

It does, as long as you dont put an alpha core on the tech mining industry (technically you CAN, but as soon as you hover over the industry it gonna cause a crash, because the code used to show the tooltip is changed in 0.96 - itsn ot the only affected mod in this regard, Iron Shell also have the same issue with the hullmods, but that mod is also perfectly functional besides that).

You can safely put a story point on the industry though without crashing the game, so if you want to use an alpha core improve the industry first, because you will not be able to do after that.

Dang, that's the most important part of having a Tech-Mining
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Roibr on July 18, 2023, 02:34:41 AM
Update for 0,96a?!
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: xXspeedfistXxD on July 18, 2023, 01:11:40 PM
To all those who are asking if it's updated for 0.96a it is not. Yunru the creator in their last Patreon post (probably not the last one they will ever make) said they were experiencing burnout and that was last December now for all I know they could have an updated post but that's the most recent one that's there. It may be a while before we see the yunru mods updated.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Hexxod on July 20, 2023, 10:03:09 PM
All of Yunru's mods were updated last month actually, though they're being distributed on the SS Discord now.

As for this mod in particular though, it was merged with Yunru Industries for the .96a update.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: xXspeedfistXxD on July 21, 2023, 06:04:00 AM
All of Yunru's mods were updated last month actually, though they're being distributed on the SS Discord now.

As for this mod in particular though, it was merged with Yunru Industries for the .96a update.
I had heard of that but I don't know where to get it in the Discord server
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: 2D4Y on July 31, 2023, 03:40:52 AM
I had heard of that but I don't know where to get it in the Discord server

https://discord.com/channels/187635036525166592/1118891307104997446
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Nick9 on August 27, 2023, 08:49:09 AM
they're being distributed on the SS Discord now.

Why is it always about a discord..  :-\
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Yunru on October 22, 2023, 03:43:17 AM
I'm still reorganising after a move, then computer issues and whatnot, but finally (remembered my password and) have an update for SBTM:
https://drive.google.com/file/d/16K-kt-6YAk0X2Eh8jndJCGE2DHKgfy7V/view?usp=share_link
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Uther Phobos on October 30, 2023, 03:33:45 PM
Still getting a CTD with error "Fatal: Could not initialize class data.scripts.industry.YunruTechMining" when trying to generate a new sector with both SBTM and Yunru Industries active.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Jimminy Crimbles on October 30, 2023, 04:42:38 PM
Still getting a CTD with error "Fatal: Could not initialize class data.scripts.industry.YunruTechMining" when trying to generate a new sector with both SBTM and Yunru Industries active.

this issue's been fixed already. you'll need to update yunru industries and SBTM.
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Duros001 on December 12, 2023, 07:53:19 AM
I changed mine to 5% depletion, which is good enough - and made it not be an industry because, it's not.

How did you do this btw? (the "and made it not be an industry" part?)
Title: Re: [0.95.1] Slightly Better Tech-Mining
Post by: Rekrn123 on March 17, 2024, 09:00:07 PM
they're being distributed on the SS Discord now.

Why is it always about a discord..  :-\

Because the forums have orewelian levels of censorship and control and tons of douche canoes.