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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] AI-Retrofits  (Read 211739 times)

alaricdragon

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Re: [0.97a] AI-Retrofits
« Reply #105 on: March 03, 2025, 11:17:47 AM »

Please tell me how I can disable the storage of produced Drones at the factory
hello!
I have no idea what you are talking about. what storage and what factory? do you mean the end of the month production from the combat / survey / salvage robot factory's? or do you mean the something more on the lines of the item stockpiles that appear in your colony whenever it starts to produce or demand something?

for the end of the month production you can do the following:
-in the AI-Retrofits mod folder, open the data/config.json file.
-search for 'AIRetrofit_robotManufactury_'
-there should be a bunch of values with this name. you want values like:
   "AIRetrofit_robotManufactury_combat_OS1Min": 25,#base
   "AIRetrofit_robotManufactury_combat_OS1Max": 40,
   "AIRetrofit_robotManufactury_combat_OS2Min": 12,#2.5X power 2.5 * 1.2 = 2.5 + 0.4 + 0.1 = 3.
   "AIRetrofit_robotManufactury_combat_OS2Max": 24,
   "AIRetrofit_robotManufactury_combat_OS3Min": 6,#10X power 10 * 1.2 = 10 + 2 = 12.
   "AIRetrofit_robotManufactury_combat_OS3Max": 11,
-(there should be ones for _salvage_ and _survey_ in addition to the _combat_ ones)
-set all the values here to 0. so it looks something like:
   "AIRetrofit_robotManufactury_combat_OS1Min": 0,#base
   "AIRetrofit_robotManufactury_combat_OS1Max": 0,
   "AIRetrofit_robotManufactury_combat_OS2Min": 0,#2.5X power 2.5 * 1.2 = 2.5 + 0.4 + 0.1 = 3.
   "AIRetrofit_robotManufactury_combat_OS2Max": 0,
   "AIRetrofit_robotManufactury_combat_OS3Min": 0,#10X power 10 * 1.2 = 10 + 2 = 12.
   "AIRetrofit_robotManufactury_combat_OS3Max": 0,


for the colony stockpiles you can do nothing, I'm afraid.

if you meant something else, you will need to share more details, but I do you hope this helps someone at some point regardless.
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TANK6110

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Re: [0.97a] AI-Retrofits
« Reply #106 on: March 08, 2025, 08:42:37 AM »

Please tell me how I can disable the storage of produced Drones at the factory
hello!
I have no idea what you are talking about. what storage and what factory? do you mean the end of the month production from the combat / survey / salvage robot factory's? or do you mean the something more on the lines of the item stockpiles that appear in your colony whenever it starts to produce or demand something?

for the end of the month production you can do the following:
-in the AI-Retrofits mod folder, open the data/config.json file.
-search for 'AIRetrofit_robotManufactury_'
-there should be a bunch of values with this name. you want values like:
   "AIRetrofit_robotManufactury_combat_OS1Min": 25,#base
   "AIRetrofit_robotManufactury_combat_OS1Max": 40,
   "AIRetrofit_robotManufactury_combat_OS2Min": 12,#2.5X power 2.5 * 1.2 = 2.5 + 0.4 + 0.1 = 3.
   "AIRetrofit_robotManufactury_combat_OS2Max": 24,
   "AIRetrofit_robotManufactury_combat_OS3Min": 6,#10X power 10 * 1.2 = 10 + 2 = 12.
   "AIRetrofit_robotManufactury_combat_OS3Max": 11,
-(there should be ones for _salvage_ and _survey_ in addition to the _combat_ ones)
-set all the values here to 0. so it looks something like:
   "AIRetrofit_robotManufactury_combat_OS1Min": 0,#base
   "AIRetrofit_robotManufactury_combat_OS1Max": 0,
   "AIRetrofit_robotManufactury_combat_OS2Min": 0,#2.5X power 2.5 * 1.2 = 2.5 + 0.4 + 0.1 = 3.
   "AIRetrofit_robotManufactury_combat_OS2Max": 0,
   "AIRetrofit_robotManufactury_combat_OS3Min": 0,#10X power 10 * 1.2 = 10 + 2 = 12.
   "AIRetrofit_robotManufactury_combat_OS3Max": 0,


for the colony stockpiles you can do nothing, I'm afraid.

if you meant something else, you will need to share more details, but I do you hope this helps someone at some point regardless.
Thank you, this is what I needed
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alaricdragon

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Re: [0.97a] AI-Retrofits
« Reply #107 on: March 10, 2025, 02:34:37 PM »

Thank you, this is what I needed
Im glad you managed to get this working.
when I return to this project, I will likely add a option to just turn this off, nice and simply. but that wont be for a long long time
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Sunnyko

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Re: [0.97a] AI-Retrofits
« Reply #108 on: March 14, 2025, 12:27:52 AM »

Any chance that the AI Retrofit Industry on a planet could actually build the mod into the hulls built in list rather then just throwing it onto the normal hullmod list but not letting it be removed?
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alaricdragon

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Re: [0.97a] AI-Retrofits
« Reply #109 on: March 14, 2025, 12:10:15 PM »

Any chance that the AI Retrofit Industry on a planet could actually build the mod into the hulls built in list rather then just throwing it onto the normal hullmod list but not letting it be removed?
I have no idea.
I will add this to the list of improvements Im trying to implement.
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BlindingPhoenix

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Re: [0.98a] AI-Retrofits
« Reply #110 on: April 21, 2025, 01:30:23 PM »

Hi! Correct me if I'm mistaken, but it currently seems that it's impossible to found your first robot colony by itself? It seems that you need to found a human colony and then convert it, since I don't see any way to get the new AI cores without manufacturing them in a robot colony.
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Reshy

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Re: [0.98a] AI-Retrofits
« Reply #111 on: April 21, 2025, 04:43:27 PM »

Does this let you trade with Remnant Nexus if you have good rep with them (like from Nexerelin)?
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alaricdragon

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Re: [0.98a] AI-Retrofits
« Reply #112 on: April 22, 2025, 10:42:00 AM »

Hi! Correct me if I'm mistaken, but it currently seems that it's impossible to found your first robot colony by itself? It seems that you need to found a human colony and then convert it, since I don't see any way to get the new AI cores without manufacturing them in a robot colony.
hello.
you should be able to use the 'robot forge' ability to create 'sub command nodes'. the 'robot forge' ability is unlocked after learning the 'robot forge' hullmod. (you can find the hullmod, or get the automated ships skill to acquire it.)
Does this let you trade with Remnant Nexus if you have good rep with them (like from Nexerelin)?
hello.
no. this mod has nothing to do with the remnant. I have no idea what mod would do that, but it sounds quite cool.
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Velleos

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Re: [0.97a] AI-Retrofits
« Reply #113 on: April 27, 2025, 01:45:39 PM »

any ides what would keep AI Node Production Facility, Robotic Maintenance Center, Synthetic Production Center, and robotic worker assembely from showing up as an option to build?

I had the same problem on mine, and realized the options were there when I founded the colony and if I built one, the others disappeared.  They're industries and for some reason don't show up at all if you can't build them(already at max industries).  I should add this was on .98a, but I believe the behavior is the same.
« Last Edit: April 28, 2025, 01:58:32 AM by Velleos »
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alaricdragon

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Re: [0.97a] AI-Retrofits
« Reply #114 on: Today at 09:23:44 AM »

I had the same problem on mine, and realized the options were there when I founded the colony and if I built one, the others disappeared.  They're industries and for some reason don't show up at all if you can't build them(already at max industries).  I should add this was on .98a, but I believe the behavior is the same.
hello. thank you for the additional data about this. I will look into it farther.
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