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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Ore Refinery v0.9.1 - 03/13/25  (Read 153829 times)

Florbies

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #90 on: March 27, 2024, 01:19:59 PM »

Hello,
I really enjoy a lot of your mods my friend.
I am having a new issue I've never encountered and am unsure what could be causing it. I only post it here because Ore Refinery is the only mod I have updated recently and I don't know if my issue could be related.
My issue is that for some reason whenever an faction-owned orbital station is under construction or is undergoing repairs it disappears from the map. The station still exists in game but is completely removed from the map and the viewport. I have Terraforming and Station Construction also installed and this makes it impossible to access free floating stations built by myself or any other faction. Restarting the game or leaving/entering a system does not fix this.
I realize that your code probably doesn't touch any of these things and maybe it is something else causing this but Ore Refinery is the only mod I have updated in a while and this issue only started since then. I tried rolling back the mod to the previous version but this causes the save to become corrupt unfortunately. I'm probably way off base and don't want to put you out over this. If you think it's unrelated then that's good enough for me, I will look for a solution elsewhere.

Thanks  :)
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Dazs

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #91 on: March 27, 2024, 02:09:11 PM »

Hello,
I really enjoy a lot of your mods my friend.
I am having a new issue I've never encountered and am unsure what could be causing it. I only post it here because Ore Refinery is the only mod I have updated recently and I don't know if my issue could be related.
My issue is that for some reason whenever an faction-owned orbital station is under construction or is undergoing repairs it disappears from the map. The station still exists in game but is completely removed from the map and the viewport. I have Terraforming and Station Construction also installed and this makes it impossible to access free floating stations built by myself or any other faction. Restarting the game or leaving/entering a system does not fix this.
I realize that your code probably doesn't touch any of these things and maybe it is something else causing this but Ore Refinery is the only mod I have updated in a while and this issue only started since then. I tried rolling back the mod to the previous version but this causes the save to become corrupt unfortunately. I'm probably way off base and don't want to put you out over this. If you think it's unrelated then that's good enough for me, I will look for a solution elsewhere.

Thanks  :)

Ok, I felt bad dumping this on you without doing more legwork haha. So I rolled back the mod and started a new game and tried to reproduce the issue in multiple scenarios. I joined a station battle, I destroyed a station, and I damaged a station. The issue did not repeat in any of these situations. These stations were all Heg stations that were built already at the start of the game. I am unsure if the issue is related only to newly built stations but it would take me hours to get to the point to be able to test this unfortunately.

The Ore Refinery mod version was the only thing that was changed. I am far from a modder or programmer so I don't know what to make of all this :(

Thanks for any help you can provide
OH no need to apologize, if it was due to something I did then I appreciate being made aware of it. I assume that you had ore refinery installed previously and it is just the 0.8 update that you are concerned about. As to rolling back to a previous version, yea it will crash your game since the new commodity is present in your save but the old version of the mod does not have a definition for it so the game will crash trying to look for it.

I am a bit confused though since the only thing I added in the latest update is a new commodity and some code that converts which is essentially the same code as the other but with different cost/profit ratios. None of that would affect stations other that adding a new commodity to sell/buy. I loaded a game before replying to see if there may be some issue with the sprite I used but I was able to both sell and buy it and both times it showed up on the market screen correctly. If you could share your crash log it may give us a better starting point to diagnose the issue. If you are unsure where it is, navigate to the starsector-core folder and it is labeled "starsector.log" the bottom of that log will show the crash code and what caused it. Copy/paste that portion in a reply and I'll take a look and see if I can help.

Florbies

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #92 on: March 27, 2024, 02:22:33 PM »

OH no need to apologize, if it was due to something I did then I appreciate being made aware of it. I assume that you had ore refinery installed previously and it is just the 0.8 update that you are concerned about. As to rolling back to a previous version, yea it will crash your game since the new commodity is present in your save but the old version of the mod does not have a definition for it so the game will crash trying to look for it.

I am a bit confused though since the only thing I added in the latest update is a new commodity and some code that converts which is essentially the same code as the other but with different cost/profit ratios. None of that would affect stations other that adding a new commodity to sell/buy. I loaded a game before replying to see if there may be some issue with the sprite I used but I was able to both sell and buy it and both times it showed up on the market screen correctly. If you could share your crash log it may give us a better starting point to diagnose the issue. If you are unsure where it is, navigate to the starsector-core folder and it is labeled "starsector.log" the bottom of that log will show the crash code and what caused it. Copy/paste that portion in a reply and I'll take a look and see if I can help.

So I tried to reproduce the issue on a new save and I can't do it with or without the mod enabled so maybe it's just a freak thing with my other save. Very annoying but I don't think it has anything to do with Ore Refinery. Thanks for taking a look at it though! :)
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Dazs

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #93 on: March 27, 2024, 02:54:13 PM »

OH no need to apologize, if it was due to something I did then I appreciate being made aware of it. I assume that you had ore refinery installed previously and it is just the 0.8 update that you are concerned about. As to rolling back to a previous version, yea it will crash your game since the new commodity is present in your save but the old version of the mod does not have a definition for it so the game will crash trying to look for it.

I am a bit confused though since the only thing I added in the latest update is a new commodity and some code that converts which is essentially the same code as the other but with different cost/profit ratios. None of that would affect stations other that adding a new commodity to sell/buy. I loaded a game before replying to see if there may be some issue with the sprite I used but I was able to both sell and buy it and both times it showed up on the market screen correctly. If you could share your crash log it may give us a better starting point to diagnose the issue. If you are unsure where it is, navigate to the starsector-core folder and it is labeled "starsector.log" the bottom of that log will show the crash code and what caused it. Copy/paste that portion in a reply and I'll take a look and see if I can help.

So I tried to reproduce the issue on a new save and I can't do it with or without the mod enabled so maybe it's just a freak thing with my other save. Very annoying but I don't think it has anything to do with Ore Refinery. Thanks for taking a look at it though! :)
OK, I am happy to hear you figured it out. I am always willing to help if you run into any other issues in the future.
Enjoy!

dmod galore

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #94 on: May 20, 2024, 09:33:21 AM »

Hiiiieeeeee, could I trouble you with the 0.96 version please, am still playing on that version and would love to run certain mods like yours on that patch.
Thanks, and I hope its not an inconvenience.
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Dazs

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #95 on: May 20, 2024, 11:27:07 AM »

Hiiiieeeeee, could I trouble you with the 0.96 version please, am still playing on that version and would love to run certain mods like yours on that patch.
Thanks, and I hope its not an inconvenience.
Hello there, I do keep 0.96 versions of my mods available to download on Dropbox. Note, they are all at what state the mod was in at the time and lack any updates made to them since .97 was released. Here is the link for Ore Refinery:
https://www.dropbox.com/scl/fi/a60vgmqyy293gwmka1ov8/Ore-Refinery-0.7.rar?rlkey=x3dno0g0jh5godnxcjn85g5b5&st=catrv80k&dl=0

If you would like any of my other mods let me know on their respective forum pages. Enjoy!

dmod galore

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #96 on: May 20, 2024, 01:17:58 PM »

Hiiiieeeeee, could I trouble you with the 0.96 version please, am still playing on that version and would love to run certain mods like yours on that patch.
Thanks, and I hope its not an inconvenience.
Hello there, I do keep 0.96 versions of my mods available to download on Dropbox. Note, they are all at what state the mod was in at the time and lack any updates made to them since .97 was released. Here is the link for Ore Refinery:
https://www.dropbox.com/scl/fi/a60vgmqyy293gwmka1ov8/Ore-Refinery-0.7.rar?rlkey=x3dno0g0jh5godnxcjn85g5b5&st=catrv80k&dl=0

If you would like any of my other mods let me know on their respective forum pages. Enjoy!

"General Kenobi"
thanks a lot, much appreciated
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jojo67373

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #97 on: December 01, 2024, 12:27:23 AM »

Really handy stuff!

The name "CompV" is really funny if you have watched 'The Boys'.

Would you consider add another utility to refine metals into ingots?
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Dazs

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #98 on: December 01, 2024, 03:25:59 AM »

Really handy stuff!
Nice to hear you find the mod useful. I made it as a QOL utility for the niche player that enjoys mining like myself.
The name "CompV" is really funny if you have watched 'The Boys'.
Shhh before I get a copyright claim. :)
Would you consider add another utility to refine metals into ingots?
I can certainly see the reason becasue I loot a lot of that stuff myself but it would be tricky since metal has so low a base cost that the calcualtions would be a bit wonky. Plus many players use Techpriest's Supply Forging mod which uses metal as it's base component. When the holidays are over and my time is more freed up, I'll see what ratio I can do to come up with something useful.

GoldenGlory

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #99 on: January 01, 2025, 03:31:58 PM »

i just came back to this after a while and oh my gosh a food compressor! christmas has come, i guess not early but right on time lol. i always felt bad about dumping piles of food into space
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Dazs

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #100 on: January 01, 2025, 04:23:40 PM »

i just came back to this after a while and oh my gosh a food compressor! christmas has come, i guess not early but right on time lol. i always felt bad about dumping piles of food into space
Heh understandable, I added that one even though it is not "ore" as it was suggested to me (by you I believe) that sometimes you get a ton dumped on you from station loot. I do not get much feedback about this mod but I am always happy to hear a nice word. TY

mkire

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #101 on: February 23, 2025, 03:29:33 PM »

so i want these to work faster, does increasing the conversion rate just make the system input and output more at the same time?
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Dazs

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #102 on: February 23, 2025, 04:48:08 PM »

so i want these to work faster, does increasing the conversion rate just make the system input and output more at the same time?
Hello there, always happy to hear from a user of this mod, it gets so little attention.

I set up the conversion rates so that there would be minimal loss in the calculations and the current settings output a balanced cost vs profit ratio. I did, however, add a file "settings.json" in data\config that has the current rates of conversion. The scripts that actually run the conversions refer to this file so if you change those numbers then the mod will use them rather than what it intended. So you can chage the values in "settings.json" and adjust the outputs w/out fear of messing up the script as the script calls for those values. Go ahead and adjust till you find the output that fits your needs. I have charts on the front page of this mod that detail the conversions and you can use that as a guide to plot out your custom results.

Hope that helped

mkire

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #103 on: February 23, 2025, 06:18:50 PM »

sorry, my question was if i set "MF_OreConversionRate: 10" to 100, would that make it run ten times faster at the same efficiency?
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Dazs

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Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« Reply #104 on: February 24, 2025, 01:18:37 AM »

sorry, my question was if i set "MF_OreConversionRate: 10" to 100, would that make it run ten times faster at the same efficiency?
Ah ok sorry I guess I went into TLDR territory there. :)

The answer is, um sort of, becasue if you do that while keeping the other numbers static then it will undervalue the platinum output. By adjusting only one number in the equation, it throws off the others since you will consuming 10x the ore while still using only 1 heavy machinery and the cost of Platinum is a static 2000 credits. Refer to the chart for ore on the first page and you will see the calculations involved to ensure that the input equals the output, assuming you do not have any modifiers like a nanoforge or salvage gantry.

Off the top of my head I am unsure what the exact math is by increasing the conversion rate only as you suggest, lord knows it took me some time to set these all up to make sure they were balanced and that was over three years and five mods ago lol. My suggestion is to play around with the values in the settings file, run the script though one cycle and see the result. Essentially remove all modifiers from your fleet (nanoforge/Salvage Gantry) fill your cargo with ore and heavy machinery, press the button and watch it cycle once then press it again to stop it and check your inventory. If you really want to balance it you may need to change the value of the output custom commodity (Platinum in the case of ore) price which is in data\campaign\commodities.csv.

I apologize if that is probobly more than you wanted to read but I do hope it leads you in the correct direction.
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