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.
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%
It actually locks it to 99%, just enough to not trigger first time bonuses.
If you've story pointed it, then yes, that's to be expected
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...
are 0.95.1 and 0.95.1a the same ? or different?Yes.
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
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 ?
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.
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.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 ?
yes to both?are 0.95.1 and 0.95.1a the same ? or different?Yes.
yes to both?Yes they're the same, the a just stands for "alpha", because the game's in alpha.
Okay! How rare do you want them be compared to, say, a Pristine Nanoforge?Just as rare i would say.
Somewhere between 15 and 20 months of mining a vast ruin, I got my first superweapon :DAssuming 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.
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.)
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?
I'll redownload again just to make sure, but it was only a month ago I downloaded the mod.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...
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
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.
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!
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.
That's not possible, tech-mining just draws from the various item pools, it can't limit what's added to those pools.
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:
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:
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: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: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.
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.
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.
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
Don't know how I missed that one. To expand on what you said: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.
Can somebody explain easier how to add specials from other mods?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 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?
Thanks. It is all good now.Can somebody explain easier how to add specials from other mods?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 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?
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.
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]
does it work on 0.96?
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.
All of Yunru's mods were updated last month actually, though they're being distributed on the SS Discord now.I had heard of that but I don't know where to get it in the Discord server
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
they're being distributed on the SS Discord now.
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.
I changed mine to 5% depletion, which is good enough - and made it not be an industry because, it's not.
they're being distributed on the SS Discord now.
Why is it always about a discord.. :-\