#More Minerals Mod
1 messages · Page 2 of 1
got another bug for you @bleak cliff
what in the goddamn-
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
Def not b, whichever between a and c would be simplest to implement would prolly be best
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
and great, turns out there's no direct way to decide the side on which the scrollbar exists in godot
ok got both of those sorted, what do people think?
verygud
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)
looks excellent
Updated to 1.4.3:
- Added German translations
- Increased minimum HevLib requirements to 1.11.4
https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/tag/1.4.3
Not sure if its just me but game crashes when trying to launch with MMM loaded. HevLib is updated.
Will try rolling back a version and see
Yeah previous version loads fine. Not sure.
I suppose the best thing to do is get the crash to happen and zip up logs so I can take a look
Mhm. Where are those stashed? Also just loaded it up with only MMM and the lib and still crashes.
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.
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?
Looks like you've downloaded the repository instead of the release zip
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!
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
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?
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
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
i'm going to continue work on this tomorrow, but this is exactly the option I went with
what torch is that
Experimental NPMP
ahh
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
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)
mhm
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
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
Updated to 1.4.4:
- Added GitHub link to allow updates to happen
https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/tag/1.4.4
Not an essential update, so if you don't use Mod Menu 2, don't bother
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
Updated to 1.5.1:
- Processed mineral dumping now defaults to allowing all minerals as a precautionary backup
https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/tag/1.5.1
Updated to 1.5.2:
- Fixed crash caused by toggling minerals for the processed storage node
- Fixed broken habitat trades
- Processed cargo toggles are now intuitive to use, with enabled meaning it stays on the ship
https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/tag/1.5.2
@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
It looks like some materials still gets "cutoff" when refined
Those on the lower right side seems to be the only ones getting refined atm
as you see they are enabled in geologist screen
all down the row is enabled
as cargo
Probably the fact that "limited" is the default cargo mode, check the config for what you can do about it
what config are you refering to?
It worked for all minerals before updating
the equipment i have on the ship says "for each mineral"
is it Mod_Configurations.cfg i have to find?
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
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
oh okay, so for some strange reason mine wasn't on when i first installed the mod?
Not really that strange since it only got reintroduced last night with 1.5
Updated to 1.5.3:
- Fixed max cargo types value being overriden by the vanilla ore count
- Removed unused files
https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/tag/1.5.3
Hev, what's your favorite Cargo behavior?
Limited. Given you need to make decisions on what to pick up with it, it does make mining a lot more of a challenge
Updated to 1.5.4:
is there an explanation somewhere about each cargo config I can look at?
they should be explained in the tooltip for the setting
im not using mod menu or anything
lemmie copy it from the translation file rq
thanks
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
thank you. apparently reduced was what i was looking for ^^
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!
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
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.
This just sounds like setting all ships to have dynamic cargo hold.
dynamic doesn't change the number of slots other then to allow them to be over ran by other minerals you've already collected. I was referring to making the cargo fully dynamic where there is no slot or number of minerals limitation at all just mineral amount regardless of type.
I'm talking about vanilla dynamic cargo hold behaviour, see Kitsune or Cothon Bender
I mean essentially tho I haven't flown them to see if they're still limited to only 6 mineral types or not.
they're not, it's pretty much any amount of anything as long as it doesn't exceed the maximum
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
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
cool, i will try it out.
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.
Will probably just go and try out one of those two ships
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.
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