#More Minerals Mod

1 messages · Page 2 of 1

tired dock
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thank you!

tired dock
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got another bug for you @bleak cliff

wheat prism
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what in the goddamn-

bleak cliff
# tired dock got another bug for you <@895127161650962552>

ok, since this fix will be at the HevLib level so i can anticipate more mods adding more ores, I do have three cases for what I do here.
A) I just make sure both sides are on screen and let them spill over if they do
B) I shrink the text when and if necessary
C) same as A except I add a scrollbar to let you move the textbox up and down

tired dock
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Def not b, whichever between a and c would be simplest to implement would prolly be best

bleak cliff
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I decided to go with the scrollbar option, sticks out with it being in the center of the screen, and i'm yet to get KB or controller inputs working, but it's progress

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and great, turns out there's no direct way to decide the side on which the scrollbar exists in godot

bleak cliff
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ok got both of those sorted, what do people think?

wheat prism
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verygud

bleak cliff
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I did originally try and flip the scrollbar around, but it does not work (im only noticing now as the code for that was running on the second case)

tired dock
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looks excellent

bleak cliff
grave oriole
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Not sure if its just me but game crashes when trying to launch with MMM loaded. HevLib is updated.

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Will try rolling back a version and see

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Yeah previous version loads fine. Not sure.

bleak cliff
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I suppose the best thing to do is get the crash to happen and zip up logs so I can take a look

grave oriole
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Mhm. Where are those stashed? Also just loaded it up with only MMM and the lib and still crashes.

grave oriole
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Thanks. Weirdly it loads to the main menu and then crashes. Like it goes through the Kodera Software splashes and then when the main menu should load it goes kerput.

bleak cliff
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weird thing is that I just downloaded the zips from the github right now and they seem to work fine, do you mind sending me a zip containing your mods folder at all?

grave oriole
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Sure sure

bleak cliff
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Looks like you've downloaded the repository instead of the release zip

deep trench
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Something I'm not sure about. My ship has 7000kg for every mineral, but does this apply to all and every mineral MoreMinerals adds to the game? As in I can bring home 7000kg for all the 28 types of minerals or is this changed somehow by the mod? Thanks for the help!

bleak cliff
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Currently yes, it's 7 tonnes of all. It used to limit it to 6 typed only, but I've disabled the code currently due to it crashing in two very specific cases

tired dock
# bleak cliff Currently yes, it's 7 tonnes of all. It used to limit it to 6 typed only, but I'...

I actually had an idea about that, the original mod would let you manually set which minerals you kept and which ones you simply vented without increasing the total storage cap of a ship (X*per mineral storage limit, with the default being 6) under the "dynamic" preset. Would it be possible to enable this on cargo containers and vent all but 6 random ores to prevent the value issue? Or vent all ores until back under container cap?

bleak cliff
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I haven't really checked back with it since, but that could be a possible solution. I'm also under the impression that it's an issue specifically fixable by the drivers I've introduced with the last HevLib update, which I have an explanation for why in that thread

bleak cliff
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some progress (this is two different rogue THICCs), but through enabling some of the other code from the original MoreMinerals, as you can see it doesn't appear to want to bring the ore onboard

bleak cliff
wheat prism
bleak cliff
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Experimental NPMP

wheat prism
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ahh

bleak cliff
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They're great torches, but are so fragile they put the wear rate of my 800 kN k69V rcs to shame. Good thing I'm running maintenance drones with them

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Actually, now that I think about it, probably should use these as a baseline for wear for some of IoE's *better* torches, maybe if I can nail down a reasonably more fragile rate, I can reduce the mass of them (which I'm sure you'd be happy to hear)

wheat prism
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mhm

bleak cliff
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Honestly, the main issue I have is that I don't really have any good way of giving thrusters an advantage when used in larger numbers, any and all advantages gained are going to be much more easily exploited on smaller vessels

wheat prism
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how useful are gimballed torches

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anyway this is the wrong thread

bleak cliff
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Gimballed torches aren't too useful imo, outside of a few cases such as rotations, non-axis translations, or the EIME in general, but yeah wrong thread

bleak cliff
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Not an essential update, so if you don't use Mod Menu 2, don't bother

bleak cliff
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Updated to 1.5.0:

  • Removed old mineral scenes in favour of procedural minerals
  • Changed minerals to their chemical formulas from their IMA symbols
    • Toggle exists to cosmetically revert them to their old names
    • This means a complete removal of all non-elemental minerals, so please sell those before updating
  • Reintroduced mineral limitations
    • Added toggles for a majority of these
    • No longer crash with rogue containers
    • Processed cargo filters can now be toggled, and whether they're remembered can also be toggled
  • Updated supporters list in credits
  • Fixed crash when clicking on the Albedo column
  • Added transit tips
    https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/tag/1.5.0
bleak cliff
bleak cliff
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@supple pollen fix is ready, also in future feel free to ping me, especially if it's something critical like crashing as I don't always see messages outside of modding channels

supple pollen
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Those on the lower right side seems to be the only ones getting refined atm

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as you see they are enabled in geologist screen

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all down the row is enabled

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as cargo

bleak cliff
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Probably the fact that "limited" is the default cargo mode, check the config for what you can do about it

supple pollen
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what config are you refering to?

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It worked for all minerals before updating

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the equipment i have on the ship says "for each mineral"

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is it Mod_Configurations.cfg i have to find?

bleak cliff
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it is within there, but editing it manually won't update it in game and you'd have to go through mod menu without restarting the game

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It's specifically some configs the original mod had to limit cargo capacity to vanilla amounts to make sure that having over 20 minerals didn't break the game. It can be disabled by using the default handling, but it's set to limit it by default

supple pollen
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oh okay, so for some strange reason mine wasn't on when i first installed the mod?

bleak cliff
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Not really that strange since it only got reintroduced last night with 1.5

bleak cliff
tired dock
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Hev, what's your favorite Cargo behavior?

bleak cliff
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Limited. Given you need to make decisions on what to pick up with it, it does make mining a lot more of a challenge

bleak cliff
stuck solstice
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is there an explanation somewhere about each cargo config I can look at?

bleak cliff
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they should be explained in the tooltip for the setting

stuck solstice
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im not using mod menu or anything

bleak cliff
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lemmie copy it from the translation file rq

stuck solstice
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thanks

bleak cliff
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Default - Vanilla processed cargo behaviour. No limitations apply.

Limited - Restricts processed cargo to hold a limited number of different minerals.

Reduced - Allows all mineral types to be stored, but reduces individual mineral storages to keep the same total storage as Vanilla's 6 minerals.

Dynamic - Similar to limited, however ore can overflow into other ore storages, limiting the number of ores that can be stored but increasing storage for that one mineral type
stuck solstice
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thank you. apparently reduced was what i was looking for ^^

neat falcon
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Greetings! I have a couple questions about the "Cargo behavior" setting, in relation to how it behaves with parts from the IoE-R mod...

In your opinion, what would the most balanced setting be when using Industries of Enceladus, namely when using one of the Mineral Storage Kits that convert the storage from Divided storage to Dynamic storage? Would "Reduced" be the best for this situation?

How does the "Cargo behavior" setting affect certain parts that add more cargo storage, such as the "THI Bulker MPU" from IoE-R, which states that it adds 10,000 kg storage for each material (60,000 kg total)?

Thanks in advance for your reply!

bleak cliff
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The conversion kits use a hardcoded factor of 6 when combining or separating the hold, and the same goes for adding flat storage to a non-divided hold. Everything outside of those two interactions will behave on a per mineral basis (i.e. 10t per mineral), so setting won't affect anything outside of divided holds anyway, which is completely up to you to decide what's balanced.

I'd personally say that any hold setting outside of default is balanced in its own way (assuming a hold length of 6 minerals), so really up to you for the setting you'd rather use

stuck solstice
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I'm sitting here wondering how hard it would be for me to dig into the code and figure out how to adjust cargo such that it's completely dynamic for the ships processed cargo. aka no slots for x number of minerals and instead remaining space is the only metric that matters. Trying to decide if my skills are up to it and more importantly if my motivation is.

outer harbor
stuck solstice
outer harbor
stuck solstice
bleak cliff
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they're not, it's pretty much any amount of anything as long as it doesn't exceed the maximum

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probably could be done in a similar fashion to how IoE handles it with the hold conversion kits. Gut out the balancing factors, point it to an equipment item that every ship has (which I believe is either the adrenaline booster or reaction wheel), and it should also keep the original total processed size of the ship

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Try this, it is untested, but as long as you have HevLib installed it should work. It'll convert all ships with the SYSTEM_ADRENALINE_BOOSTER equipment installed to amorphic, which should be all ships

stuck solstice
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cool, i will try it out.

stuck solstice
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Unfortunately it doesn't seem to have done anything that i noticed even after buying a new ship for testing but I do appreaciate the it regardless.

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Will probably just go and try out one of those two ships

bleak cliff
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giving this a look now and yeah it'd make sense why it doesn't, as I forgot that right now it only checks for equipment that's set in the ship's config, regardless of it appearing as equipment. probably could add something for check for the rest as well, but it's likely not too high priority.

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If you're still interested in this, i'd take a look at lines 227 to 234 in res://HevLib/scenes/equipment/ShipModificationDriver/InternalStorageMod.gd from HevLib, as that's the code that directly handles the modification of the storage type. Most of it likely won't be important to this, but the change in hold type happens on line 233, so you could probably piece it from there