Avorion

Avorion

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Building Resources As Goods
   
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Mods: Mod
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182.969 KB
14 Jun, 2021 @ 7:35am
28 Jul, 2021 @ 10:34am
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Building Resources As Goods

Description
Probably my most complicated mod yet. Makes resources require cargo space in ships. You can probably expect to find bugs, but i did my best to get it working well enough to play with. Goods take 1/4 the space of ores not 0 like the picture truncates to.
14 Comments
Ellie "Fuse" Nibbles 17 Jun, 2022 @ 6:15am 
Yeah, this is how it works for me as a server host, but it seems to work incorrectly for other players
Bubbet!  [author] 17 Jun, 2022 @ 5:12am 
Theres not a lot more than i have done that i can do, the resources are still a global resource and there is no way around that, it becomes particularly hairy when dealing with alliances. This just sets your resources to the amount of cargo you have, and when spending resources its supposed to find one of any ship that has that cargo and removes some from it.
Ellie "Fuse" Nibbles 16 Jun, 2022 @ 5:09pm 
To solve problems with Resource Storage and building, I propose a solution for resource trading and block construction operations to count resources only in ships that are in your current sector. This would be normal, since resources are now a real cargo and instantaneous movement of it across the galaxy is simply logically impossible. I also suggest blocking the button for depositing and receiving resources from the alliance, since this action causes them to disappear. It is necessary to interrupt any operation of transferring resources (not credits) through the alliance with warnings that this is only possible directly through the manual transfer of cargo from the player's ship to the alliance ship.
Ellie "Fuse" Nibbles 16 Jun, 2022 @ 5:00pm 
The idea of this mod is incredibly similar to what I wanted it to be in the base game. I love this mod.
But if you can ignore the problem of starting a new game by simply turning on the mod after creating the first ship, then there are problems that require urgent solutions.
Yesterday I conducted tests in multiplayer, nothing terrible happened before we tried to use the resource storage to sell the cargo-resource, we received money, but the items were not removed from the cargo hold. We could also build indefinitely, limiting ourselves only to the maximum amount of resource that was required to build one block and credits. Most likely the reason was that our cargo was on a ship that was in another inactive sector.
This is a good mod, but it has a huge potential for cheating. I can't trust the server players while this bug exists.
Jikings 5 Aug, 2021 @ 5:37pm 
I just noticed (sorry for that I'm just trying it now), that it currently uses the cargo from the last ship you were in, it's a cleaner solution now that I think about it.
Bubbet!  [author] 5 Aug, 2021 @ 5:24pm 
Before this mod was released i had a prototype that worked similar to that. But the problem with it was how it works around alliances, and especially how that works in multiplayer.
Jikings 5 Aug, 2021 @ 4:36pm 
This mod is brilliance.

Here is an idea to sort out the "new ship" use case:

- When you open the building menu, scan all the ships owned by the player if it's on a player ship, or alliance ships if it's on an alliance ship that are inside a radius from the player.

- Take all these ships/stations cargo into account for the resource count (just sum them up).

- Modify the "spend resources" and "give back resources" procedures to use first the cargo from your own ship, then the ships noted previously that are inside that radius, then fill the player storage first, then the neighboring ships.

Take a look at this Subnautica mod if my description i s not clear: https://www.nexusmods.com/subnautica/mods/24

Then there is the problem that ships can move while building, I personally would "require" to be at 0.0 speed for the neightboring to trigger.

Best wishes and thanks for this mod!

Beans 19 Jun, 2021 @ 8:49pm 
When my miners that were using refining mining lasers had full cargo holds, they would continue mining whilst spewing resources (as goods as intended) into the void instead of ceasing their mining order and reporting their full cargo hold. I got around the issue by modifying a data/scripts/entity/ai/mine.lua function. Below is the modified function. Only a little testing done but it seems to do the trick.

function MineAI.instance.getHasRawLasers(weapons)
return weapons.stoneRawEfficiency > 0 or weapons.stoneRefinedEfficiency > 0
end

I have not looked into it, but I wouldn't be surprised if the same issue arose for salvaging lasers. A similar change to data/scripts/entity/ai/salvage.lua's SalvageAI.instance.getHasRawLasers() would probably work just the same. Below is the untested idea.

function SalvageAI.instance.getHasRawLasers(weapons)
return weapons.metalRawEfficiency > 0 or weapons.metalRefinedEfficiency > 0
end

Hope this helps and thanks for the cool mod Bubbet!.
Valck 15 Jun, 2021 @ 5:51am 
Just letting you know, I had a few instances where the (refined) ores would not update instantly, and thus weren't available to build with.
Nothing major, but considering the increased difficulty in acquiring materials, it was alarming at first when it looks like you've just lost everything from that last haul...

It seems to be a matter of keeping them in sync, as they were added correctly to the cargo hold, and after either ejecting and re-collecting, or getting the number to change in any other way such as simply refining more, the numbers did update and were available as expected.
Valck 15 Jun, 2021 @ 5:37am 
I hope it's OK to post this link to Laserzwei's Only Raw Lasers , since I had a bit of a difficult time finding it again myself, and after mentioning it in my previous post thought it might be interesting for others, too.

Regarding the starter ship, I think that would be an interesting and welcome mod even without BRAG (if you forgive my introducing an acronym here ;) ), and could do well as standalone.
I don't know of any other mod providing that functionality besides XAvorion, which is a huge bundle in itself, and not exactly trying to be compatible with anything AFAICT... although I have only read the description, not played it myself.