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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Author Topic: [0.97a] Forge Production V1.1.5  (Read 5804 times)

alaricdragon

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[0.97a] Forge Production V1.1.5
« on: April 16, 2024, 11:47:30 AM »



Download Forge Production V1.1.5
Look at the original thread here
 
Requires no libraries.
Cannot be removed from games in which it was already used.

Summary:
  • Acquire production hullmods from derelict mothership.
  • Use their production capacities to make supplies, fuel, machinery and ships from raw resources.
  • Consult tooltips for detailed information about production processes.
  • Manage production with comprehensive ability toggle.
  • Bring up control panel with a hotkey for even finer regulation.
  • Open settings file in mod folder to adjust features to your liking.
  • Employ bundled conversions spreadsheet to plan your ratios adjustments.

Content:
 
Preview
[close]

 
Acquisition:
 
Preview
[close]

 
Information:
 
Spreadsheet

Note: This is a preview. Interactive spreadsheet file is in the mod folder.

[close]

Changelog
v.1.1.5
  • fixed crash on startup when ran without crew replacer. sorry about that.
v.1.1.4
  • I, alaricdragon, have taken over this mod. may it see prosperity under my rule
  • added version checker support. (hopefully)
  • updated to the newest starsector version.
  • added some crew replacer stuff. but don't worry, you can still play this without crew replacer.
v.1.1.3
  • Fixed signature mismatch for addImageWithText().
v.1.1.2
  • Hopefully fixed a bug with resetting module configs.
  • Added skins to the blueprint chooser.
v.1.1.1
  • Hopefully fixed a bug with repeating mothership interactions.
  • Added a setting for unlock of ability and hullmods at game start.
  • Added a setting to disable hull production limitations.
v.1.1.0
  • New feature: Control panel, which allows for toggling of individual production capacities. No more setting repairs suspension!
  • New feature: Hull parts production capacity - can produce some derelict and low tech frigates at a steep cost, requires having Salvage Rigs.
  • New feature: Plausible way of obtaining hullmods - salvage from derelict Motherships. Hullmods are now unobtainable via normal drop or markets.
  • Re-designed and rewritten mod internals - this update is most certainly guaranteed to break your saves.
  • Reshuffled and removed some superficial settings.
  • Production report message icon no longer clickable and doesn't take you to intel tab anymore.
  • Production now also has a chance to trigger fatal incidents which result in a loss of crew, similar to breakdowns.
  • Redone pretty much every tooltip - hullmods, ability, report.
  • Removed civgrade and cargo restrictions, replaced with CR malus.
  • Included interactive production values spreadsheet in release package - might be a help in making settings adjustments.
[close]
Notice of acquisition
the original mod creator has went to me seemingly at random and asked me to take over this mod for them. I have accepted.
For now im going to keep this mod on life support, making sure no issues arise. but I might contribute to this project latter.
all credits go to the original mod creator Ontheheavens for creating this mod, because as anyone who has ever played one of my mods knows, i cant create something this nice looking to save my life.

if i have in any way misinterpreted this set of interactions, please let me know so we can sort this out, but you were really really clear in what you wanted, so i don't think that's the case this time, but if it was, just let me know
[close]
« Last Edit: April 17, 2024, 07:16:17 PM by alaricdragon »
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Mephansteras

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Re: [0.97a] Forge Profuction V1.1.4
« Reply #1 on: April 17, 2024, 12:20:45 PM »

Nice to hear this will continue to be maintained! It's a good mod.

(Also, you have a typo in the post title Profuction instead of Production)
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alaricdragon

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Re: [0.97a] Forge Profuction V1.1.4
« Reply #2 on: April 17, 2024, 12:41:59 PM »

Nice to hear this will continue to be maintained! It's a good mod.

(Also, you have a typo in the post title Profuction instead of Production)
I'm just getting started on increasing the quality early is all.
(Thanks for pointing it out. I might have never noticed)
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Meelock

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Re: [0.97a] Forge Production V1.1.4
« Reply #3 on: April 17, 2024, 06:02:44 PM »

Was wondering if the hull constructing functionality is still linked to vanilla salvage rigs, or if anything that has a rig works (hopefully better for larger rigs). Thanks!
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Meelock

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Re: [0.97a] Forge Production V1.1.4
« Reply #4 on: April 17, 2024, 06:29:56 PM »

I'm  getting this CTD on game start. I didn't think this mod needed crew replacer. Thanks
634519 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/CrewReplacer_Log
java.lang.NoClassDefFoundError: data/scripts/CrewReplacer_Log
   at forgprod.ForgprodModPlugin.crewReplacerCombatability(ForgprodModPlugin.java:58) ~[?:?]
   at forgprod.ForgprodModPlugin.onApplicationLoad(ForgprodModPlugin.java:29) ~[?:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.ClassNotFoundException: data.scripts.CrewReplacer_Log
   at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:445) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
   ... 8 more
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alaricdragon

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Re: [0.97a] Forge Production V1.1.4
« Reply #5 on: April 17, 2024, 06:43:26 PM »

I'm  getting this CTD on game start. I didn't think this mod needed crew replacer. Thanks
634519 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/CrewReplacer_Log
java.lang.NoClassDefFoundError: data/scripts/CrewReplacer_Log
   at forgprod.ForgprodModPlugin.crewReplacerCombatability(ForgprodModPlugin.java:58) ~[?:?]
   at forgprod.ForgprodModPlugin.onApplicationLoad(ForgprodModPlugin.java:29) ~[?:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.ClassNotFoundException: data.scripts.CrewReplacer_Log
   at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:445) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
   ... 8 more
Well drat. It worked in testing. I will fix it now.
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alaricdragon

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Re: [0.97a] Forge Production V1.1.4
« Reply #6 on: April 17, 2024, 07:17:27 PM »

it is now fixed. thanks for the report
Was wondering if the hull constructing functionality is still linked to vanilla salvage rigs, or if anything that has a rig works (hopefully better for larger rigs). Thanks!
I have no idea at all. i didn't notice any such requirement for salvage rigs when i was looking at this mod, but i would need to look inside the code and i cant do that right now. i might latter though.
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Nova Solarius

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Re: [0.97a] Forge Production V1.1.5
« Reply #7 on: April 24, 2024, 07:45:54 AM »

Glad to see this getting maintained. Definitely a must-have for me.
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alaricdragon

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Re: [0.97a] Forge Production V1.1.5
« Reply #8 on: April 24, 2024, 11:40:22 AM »

Glad to see this getting maintained. Definitely a must-have for me.
same, tbh.
also it has the most cool looking interface ever.
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