DOWNLOAD
https://drive.google.com/file/d/1AvYmv5-WHw0no0xiNhsCeLRzjCmSvJ02/view?usp=sharing
Nexerelin and it’s dependencies required
Adds 4 new toggle abilities (Ore Refinery Rare Ore Refinery
Bio Refinery
and Volatiles Refinery
) that refine mined resources using heavy machinery and forges them into custom manufactured commodities.
For example: To activate the Ore Refinery, manually assign the ability by right-clicking the ability toolbar on an empty space and select the icon from the drop down menu that appears.
Once activated, it refines 185 ore and 1 heavy machinery in you inventory per day and in return gives 1 custom commodity (Platinum) until the inventory is out of source materials. That shrinks 186 inventory space down to 1 space used at base level. The ability is increased by 10% for every salvage gantry in your fleet and also gets a 10% bump if you have a corrupted nanoforge or 20% for pristine in you inventory (multiple nanoforges do not stack).
The conversion image below is for the Ore Refinery ability in the above example. The math charts are for all three new abilities.





The first three are equal to the base values of the mined commodity and heavy machinery used to make them as seen in the math charts above. Volatiles Refinery is the exception due to fractional integers I made the output round up instead of down so you should always see a net profit.
I envision this mod as a space saver and the conversion ratio stays the same with the bonuses applied from gantries and nanoforges, only the amount used and made is increased not the overall value. I have balanced the output to be as near to the input in value and all new custom commodities are effected by market demand valuation using their base commodity demand.
I am always open to suggestions and respond as I see them.
-Added version checker support
-Replaced the cargo icons for Palladium and Compressed Volatile – TY Yunru for the donation
-Replaced the cargo icons for Biophotovoltaics and Platinum – Bashed newer hi-rez versions

I’m actually glad that you separated this from
your faction, allowing other players to pick/choose how they want.
Just to clarify, the 10% and 20% bonus to the ability is just temporal, the 101->6 conversion rate doesn’t change, right?
Hey! Thanks for this.
I’m actually glad that you separated this fromyour faction, allowing other players to pick/choose how they want.
Just to clarify, the 10% and 20% bonus to the ability is just temporal, the 101->6 conversion rate doesn’t change, right?
Thank you that is nice to hear. I felt no one plays in a vacuum and with mods like Roider’s Union that focus on mining it would get more use.
As to your question: It is why I posted two examples, a before and after if you will. The base amount will be the same unless you go into the settings and fiddle with the numbers. The gantry and nanoforage increases are just mutable bonuses that increase and decrease as they are added/subtracted from the player’s fleet.
I received some private DMs regarding the ratios and if I could make the conversion greater. I made several adjustments (see changelog) and increased the compression. I also made new charts on the main page that should be more clear on what this mod does. I am currently working on an option to compress rare ore for the next patch but am having some issues getting two active abilities in the same mod, so um let’s just say it’s a work in progress
As always, I am open to suggestions or question whether it is a reply here or you feel more comfortable sending me a direct DM (ty to IondragonX for remining me that was a thing) and I will get back to you asap.

I hope other rock hoppers find this useful
looking forward to using this in my next game
is there any demand added to markets for platinum bars? also it would be neat if there was a ‘bar’ for organics and rare ore.
Rare ore would be nice, but how do you make oil into a bar? Closest equivalent would I guess be some sort of plastic, but that’s not very realistic. However, would be nice if this mod adds ability for refining industry to still use platinum bars/inventory item this mod produces… unless it already does and that just isn’t very clear in OP. I understand that this mod is basically just intended to reduce inventory clutter for stuff that gets sold, but would be nice for its functionality to hook into the colony system in the game (even if only for a player’s colonies). Also cool that it gives a reason for a player to drag a corrupted nano forge around!
As to converting other commodities well I tried several ways but I could just not figure a way to have more than one toggle ability work. I am just a player who enjoys the game and sadly not a very good coder but I haven’t given up. I figured I would release it as-is so other players could use the functionality while I figured it out.
I’m too used to using Arc Smelters to turn ore into metals, then turning those metals into supplies with Supply Forge, but I’ll probably get this for those occasions when the smelters aren’t fast enough. Hate throwing away perfectly good ore.
I actually intended to use this as a way of turning ore into metals for Supply Forge but decided to go another way. Firstly I am overloaded with metal just in regular gameplay that is was a moot point and secondly metal sells for so little, it wasn’t an efficient method of compressing cargo space. I have a couple avenues with the mod and I’ve just finished up my faction mod so I’ll work on tinkering with this next.
Thank you for your interest. I originally made this part of my faction mod and had plans to use the Platinum in a planetary industry but I had a couple requests to make it a separate mod for people who like to mine but would rather play a faction like Roiders Union or HMI so I changed my faction’s industry to use standard commodities and made this a separate mod.
I guess my only remaining question is whether you also intend to bind this mod’s functionality to either a low OP cost hull mod or maybe a custom ship at some point? I have tried it and I like it (if only also for making mining stations much easier to loot), but seems almost too useful without some minimal confinement to when one can use the ability. Only problem is that adding something like that prolly will make the mod much harder to remove (ie, less of a utility mod).
Also, but for whatever reason the game’s economic system doesn’t seem to respect the platinum bar’s valuation very well. Seems like you at most get half value max from markets (since no possibility of shortages). Still easier than schlepping around a bunch of ore, but was this intentional, or just a side effect of game’s econ model and a lack of resource shortages for a custom commodity? This mod would be MUCH more useful if fuel usage was partially parameterized to total inventory space used (ie, more mass being dragged around in space, more fuel used), but since that I guess might kill supply/fuel ratio, unlikely to ever occur (or maybe vanilla game already tried that? But if not, would make this mod and the nebula fuel mod kinda required, so maybe not.).
@slowpersun:
I took your comment regarding valuation to heart and changed the commodity category or all three abilities to match the raw resource category they are made from. The base values all line up however they are all economic commodities and are subject to market value and taxes. For example, if you were to sell 185 ore and 1 heavy machinery and compare that to the value to selling 1 Platinum they should be very close. Keep in mind if you actually sell that ore, it may lower that market’s demand and valuation for the Platinum. I did my best to make it all balance out and not be a money cheat. I feel that even if the match is slightly off, there is an overall increased profit by being able to haul an increased amount of high value commodities instead of jettisoning low value ones.
As to it being a hull mod, I originally went that route and wanted to tie it into a specific ship in my faction mod but I had issues assigning a toggle ability to a hull mod. It may be possible but not at my skill level at this time.
I see your point regarding fuel usage but I do not know a way of using a variable like that in a commodities price as distances and fuel use are so varied. May be a thing but I am just a fan of this game that has no experience in Java code. Again, if I come across a way as I learn I will try to factor it.
@mkire:
Ask and you shall receive
I took your comment regarding valuation to heart and changed the commodity category or all three abilities to match the raw resource category they are made from. The base values all line up however they are all economic commodities and are subject to market value and taxes. For example, if you were to sell 185 ore and 1 heavy machinery and compare that to the value to selling 1 Platinum they should be very close. Keep in mind if you actually sell that ore, it may lower that market’s demand and valuation for the Platinum. I did my best to make it all balance out and not be a money cheat. I feel that even if the match is slightly off, there is an overall increased profit by being able to haul an increased amount of high value commodities instead of jettisoning low value ones.
Sorry, wasn’t trying to convince you to refactor code or anything. Just was curious, figured you might need to add a little language explaining that there was some total loss to the process/using the skill. To be fair, likely some ore would literally be lost in any sort of refining/smelting process, although maybe less with some futuristic device; thus, the values prolly wouldn’t have stacked up perfectly. I was just more surprised that the max average value seemed to roughly equal out pretty close to half value of the expected price (although yes, you are correct, some of the variation in pricing would be due to whatever algorithm the game uses to vary commodity value/simulate shortages). But thanks anyway!
Edit: Spelling

Platinum is working just fine. Love the concept and am having actual fun as a miner now.