Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 4 5 [6] 7

Author Topic: [0.97a] Ore Refinery v0.8 - 03/07/24  (Read 106654 times)

Crimson Spirit

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.96a] Ore Refinery v0.7 - 05/06/23
« Reply #75 on: November 08, 2023, 11:14:27 AM »

Forgive me for replying late, I had irl things I was plunged in

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

I do have a couple of questions though

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

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

Again sorry for the confusion earlier
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1070
    • View Profile
Re: [0.96a] Ore Refinery v0.7 - 05/06/23
« Reply #76 on: November 08, 2023, 01:53:09 PM »

Forgive me for replying late, I had irl things I was plunged in
Well hello again! No worries I understand, my free time has been jammed up myself.
So here is an interesting update for my problem, it seems that I wasn't smelting enough to make the commodties, I have tested this further was successful this time in making both Palladium and CompV, the mod works (my bad), then again my I updated Magic and luna libraries so maybe that was my problem (uneducated guess)
Ah I had not considered that, sorry I did not list it as a potential cause. I had to give a lower limit to the base ores to keep the balance of ore to commodity ratio balanced while also factoring the cost of the heavy machinery used. I do not have the options for the mod linked to lunalib and this mod does not have a magiclib dependency so I doubt that was an issue.
I do have a couple of questions though

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

I am glad you got back to me as it sparked an idea I had not considered. I keep some volatiles in my inventory for the Neutrino Detector but never occurred to me to reverse compV to save space.

Dazs

  • Admiral
  • *****
  • Posts: 1070
    • View Profile
Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
« Reply #77 on: February 03, 2024, 09:42:28 AM »

v0.7.1 Released Today -Save game compatible with v0.7
   -Updated to 0.97a

Just a version update. Nothing to see here, move along.

balordezul

  • Lieutenant
  • **
  • Posts: 57
    • View Profile
Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
« Reply #78 on: February 13, 2024, 05:10:39 PM »

I just came back to the game after having more kids join the family.  I'm so proud of your hard work on all your mods.  Last time I was playing you were building up JYD and just had started Hivers.  I do enjoy the Ore Refinery mod did you ever make a ship or hull mod to augment the process?
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1070
    • View Profile
Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
« Reply #79 on: February 14, 2024, 01:42:08 AM »

I just came back to the game after having more kids join the family.  I'm so proud of your hard work on all your mods.  Last time I was playing you were building up JYD and just had started Hivers.  I do enjoy the Ore Refinery mod did you ever make a ship or hull mod to augment the process?
balordezul! It has been a minute since I have heard from you. Thank you for the nice comment about Ore refinery, it does get a lot of downloads but it is very rarely commented upon so it is nice to see that there is a forum post notification for it in my email. :)

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

Welcome back to the game, I hope you are enjoying .97a.

GoldenGlory

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
« Reply #80 on: February 29, 2024, 09:58:21 PM »

this mod is super nice! i always felt so bad just dumping a ton of resources into space so i love being able to stuff it all into something. wish there was some equivalent for food, it seems to show up in stations a ton and i dump it. maybe freeze dried food cubes or something?
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1070
    • View Profile
Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
« Reply #81 on: February 29, 2024, 11:09:32 PM »

this mod is super nice! i always felt so bad just dumping a ton of resources into space so i love being able to stuff it all into something.

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

Thank you for the idea. It may be a little while until I have the time to implement it but stay tuned, it is certainly on my to-do list.

GoldenGlory

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
« Reply #82 on: March 01, 2024, 09:34:56 PM »

oh awesome!  this is a great mod and you deserve to know about it!
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1070
    • View Profile
Re: [0.97a] Ore Refinery v0.7.1 - 02/03/24
« Reply #83 on: March 01, 2024, 11:54:00 PM »

oh awesome!  this is a great mod and you deserve to know about it!
Aww that is so kind of you, thank you! :)

Dazs

  • Admiral
  • *****
  • Posts: 1070
    • View Profile
Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #84 on: March 07, 2024, 05:02:00 PM »

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

I hope you find the new ability useful. It is sort of outside of the scope of the "refinery" aspect of the mod vision however it was pointed out to me by GoldenGlory you also get bogged down with food when you loot an orbital habitat so it sort fits in with the utility aspect of the mod. IDK maybe I should rename the mod at some point.
Enjoy!

Festivejelly

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #85 on: March 08, 2024, 06:22:04 AM »

It would be super nice maybe control what each of these abilities do via some sort of config?

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

For example

Ore -> Metal
Transplutonic Ore -> Transplutonics

etc

I appreciate its a lot of work to do, would you mind if I created a variation based on yours? I really like how yours works id just like different outputs.
Logged

balordezul

  • Lieutenant
  • **
  • Posts: 57
    • View Profile
Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #86 on: March 08, 2024, 06:26:20 AM »

Thanks Dazs for the update. It always has been a useful mod.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1070
    • View Profile
Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #87 on: March 08, 2024, 06:50:22 AM »

It would be super nice maybe control what each of these abilities do via some sort of config?
Hello there, always nice to hear from a player. I had thought of doing that back when I made this mod but after I released the initial version, however another mod which I will list below beat me to it.
I dont really want an extra materials but I do like the idea of processing mined materials into stuff that is more useful.

For example

Ore -> Metal
Transplutonic Ore -> Transplutonics

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

Thanks Dazs for the update. It always has been a useful mod.
I originally made it for my extended deep exploration playstyle. It is always nice to hear that another player finds it useful, thank you for taking the time to let me know.

Haka

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #88 on: March 08, 2024, 12:45:06 PM »

This mod has been a must have of mine for awhile, and i'm ready to update and make famine wafers.
Logged

Dazs

  • Admiral
  • *****
  • Posts: 1070
    • View Profile
Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #89 on: March 08, 2024, 02:16:20 PM »

This mod has been a must have of mine for awhile, and i'm ready to update and make famine wafers.
Thank you for letting me know, it is always nice to click on an email notification not knowing what pandora's box I'll be opening and it turns out to be a compliment:)
Pages: 1 ... 4 5 [6] 7