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!
Your explanation here sums it up pretty well. Explains what I was suspecting anyway. Either way, my example is this: I had a single ship forging metals. It was a rate of 30 metals for 50 ore. I had 1 ore, and it did nothing, as I expected. I grabbed 2, and it still did nothing. When I had 3, it took 2 and gave me 1 metal. When I had 4, it still took 2 and gave me 1. When I had 5, it took 4 and gave me 2. Not 100% sure why it wouldn't just take all 5 and give me 3, but oh well. The Ore refining seems to particularly enjoy leaving you with 1 ore, and the fuel crafting will always leave you with all but 1 fuel in your tanks.
Though on using this mod further, there have been times when ships with full CR, non-mothballed, and non suspended repairs would just randomly not supply a thing. In my case it was heavy machinery. I had a few ships on forging duty, a few on supplies, and 1 on heavy machinery as to never run out due to breakage, but for some reason the heavy machinery one just stopped working after producing like 10. I did have enough metals and transplutonics being produced to cover the cost of the supplies each day and more, yet it still refused.
uh hi, I'm kind of new to the game. so I'm sorry if I'm asking a dumb question, but could you explain what you need to actually use the hull mods added by this mod? It just seems really interesting and I'd like to play with it.
After the mod has been installed, you need to find and learn the modspec. It can primarily be found in markets as far as I've noticed. I imagine you could find them in some derelicts around the sector though. Once you learn the modspec, make sure you enable the "forge" tag below the hullmod list.