[Starsector Mods][0.95.1a] Forge Production v1.0.5

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Fork of “Nijigen Extend” by creature

Requires no libraries.
Cannot be removed from games in which it was already used.

Nexelerin recommended for mining convenience.

Content:

  • 4 hullmods that allow ships in player fleet to produce commodities.
  • General toggle via ability, individual toggle via mothball/repair state.
  • Informative tooltips and unified production report.
  • Special item bonuses.
  • Customizable settings.

How to get the hullmods:

Install the mod and visit markets. Hullmod specs are sold by all factions except Pathers. You probably also can loot hullmods from ruins, but trade is definitely the fastest way to go, especially if you have Stellar Networks by Jaghaimo. After you get hullmods, don’t forget to enable “Forge” category in hullmod list!

Selective forge ship disabling:

You can disable forge modules of specific ships by toggling “Suspend Repairs & Recovery” state on them in the fleet tab. Such ships won’t count as operational for Forge Production ability.

Spoiler: click to expand
What’s the difference between this and other production mods?
  • There are several mods that do similar thing: Sundog’s Fuel Siphoning, Techpriest’s Supply Forging, creature’s Nijigen Extend, Prav’s Arc Smelters from prv, Dasz’ Ore Refinery.
  • This mod combines best features from some of these mods, while removing some limitations of those mods. For example, implementation of campaign ability allows for toggling production at will without hullmod removal, while hullmods themselves allow for granular production scale, selective production type disabling, and implementation of CR influence.
  • Design goal is not necessarily to create a cargo space saver, but rather to make a vanilla-friendly way to truly utilize mining possibilities introduced by other mods. Therefore, no new commodities are introduced, and production methods faithfully follow vanilla planetary industries.

Spoiler: click to expand
Content preview

Spoiler: click to expand
Credits
creature – original idea and code
Jaghaimo – extensive design, code and architecture guidance, code contribution, invaluable help
Histidine – design, code and calculation help
Schaf-Unschaf – design and code help, code contribution
Timid – code reference, design and code ideas and help
Banano of Doom – code help
SafariJohn – design and code help
Wisp – design and code help
rubi – design and code help
ruddygreat – design and code help

Spoiler: click to expand
Changelog
  • v.1.0.2 – Reworked machinery usage calculation, changed production report layout. Save-game compatible.
  • v.1.0.3 – Introduced minimum machinery and CR requirements, currently hardcoded at 10%.
               – Created a setting for production style report with grid/inverted grid variants.
               – Added module state line to hullmod tooltips.
               – Continued internal refactoring.
  • v.1.0.4 – Fixed NullPointerException in mission refit screens where mousing over forge hullmods caused crash.
               – Civilian grade check now allows Archean Order Civilian-grade hullmod.
               – Added a setting to disable civilian-grade requirement.
               – Corrected hullmod descriptions with regards to “available” carge space requirement.
               – Added a setting to disable cargo space requirement.
               – Enabled Fuel Centrifuge installation on Prometheus-class hulls.
               – Moved campaign burn abilities incompatibility from tags to code and added a setting to disable it.
               – Added status lines in ability tooltip that tell whether conversion is working or halted due to insufficient inputs.
  • v.1.0.5 – Production report now shows upon ability deactivation if something was actually produced but notification interval did not elapse yet.
                 This fixes an oversight when production variables carried over to the next ability use and you could get a 3 days production report
                 right after activating an ability.
               – Fixed ability tooltip’s production status line introduced in 1.0.4 that was incorrectly showing low inputs status despite inputs
                 being present.
               – Fixed ability shown as active when machinery percent falls below minimum, now immediately toggles off when no active forge ships
                 or insufficient machinery.
               – Added contrail shift for forge ships when ability is active.
               – Added new ability sound effects kitbashed from vanilla files and free sources.
               – Added variable settings for hullmod installation requirements like cargo, crew and supply maintenance increase.
               – Changed production timing to a more sophisticated implementation, now production logic ticks exactly at the start of a new day.
                  If ability is toggled early in the day, day is productive, if toggled late production starts from the next day.
               – Added different floating tips and cargo sounds depending on which type of goods were forged if there’s no multiple.

Awesome! You should take your icon that you made for the ability and use that inside your signature line. Looks pro.

Very cool.

Oooh, I’ve been considering doing something like this for some ships in the pack I’m making. Would you have any issues with me integrating your work into my pack? With credit, of course!

Oooh, I’ve been considering doing something like this for some ships in the pack I’m making. Would you have any issues with me integrating your work into my pack? With credit, of course!

Sure, do whatever you want with this!


Oooh, I’ve been considering doing something like this for some ships in the pack I’m making. Would you have any issues with me integrating your work into my pack? With credit, of course!

Sure, do whatever you want with this!

Awesome, thanks!


Updated to version 1.0.2. Save-game compatible.

Changelog:

  • Reworked machinery usage calculation
  • Changed production report layout

This is great, well thought out and reasonable.

Excellent, thank you!

Well done, sir! Finally playing a roider or HMI miner got an actually mining part that is fun to use.

Thanks everyone for your kind comments! Would be good to hear your opinions on current state of UI/general design, maybe some improvement tips or ideas of new features.

Also uploaded version 1.0.3. Save-game compatible.

Changelog:

  • Introduced minimum machinery and CR requirements, currently hardcoded at 10%.
  • Created a setting for production report style with grid/inverted grid variants.
  • Added module state line to hullmod tooltips.
  • Continued internal refactoring.

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.

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.

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.

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.

Pretty cool mod though. Rather enjoying it so far.


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!


If done right, this mod can allow the player to become a flying planet, being able to satisfy the fleet needs with enough production ships and resources, i would love to try something like this in a playthrough where i prevent myself from capturing planets.

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