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!