Releases: Ontheheavens/Forge-Production
Starsector 0.96a Compatibility Update.
- Fixed signature mismatch for addImageWithText().
- Did only the most basic testing;
- There might be still bugs lurking around.
Forge Production 1.1.2
Changelog:
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Hopefully fixed a bug with resetting module configs.
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Added skins to the blueprint chooser.
Forge Production 1.1.1
Changelog:
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Hopefully fixed a bug with repeating mothership interactions.
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Added a setting for unlock of ability and hullmods at game start.
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Added a setting to disable hull production limitations.
Forge Production 1.1.0
Changes and additions:
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Re-designed and rewritten mod internals - this update is most certainly guaranteed to break your saves.
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Reshuffled and removed some superficial settings.
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Production report message icon no longer clickable and doesn't take you to intel tab anymore.
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Production now also has a chance to trigger fatal incidents which result in a loss of crew, similar to breakdowns.
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Redone pretty much every tooltip - hullmods, ability, report.
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Removed civgrade and cargo restrictions, replaced with CR malus.
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Added control panel, which allows for toggling of individual production capacities. No more setting repairs suspension!
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Added hull parts production capacity - can produce some derelict and low tech frigates at a steep cost, requires having Salvage Rigs.
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Added plausible way of obtaining hullmods - salvage from derelict Motherships. Hullmods are now unobtainable via normal drop or markets.
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Included interactive production values spreadsheet in release package - might be a help in making settings adjustments.
Tracked issues:
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Mouseover events in nested scrollable areas glitch - fixed by Alex in next release.
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Ship icon perma-mods widget rendering glitch - fixed by Alex in next release.
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Unsatisfactory hull parts icon - work pending due to lack of artistic skill.
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Unsatisfactory sound effects qualtiy - work pending due to lack of sound design skill.
Update 1.0.5
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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.
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Fixed ability shown as active when machinery percent falls below minimum, now immediately toggles off when no active forge ships or insufficient machinery.
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Added contrail shift for forge ships when ability is active.
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Added new ability sound effects kitbashed from vanilla files and free sources.
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Added variable settings for hullmod installation requirements like cargo, crew and supply maintenance increase.
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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.
Forge Production 1.0.4
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Fixed NullPointerException in mission refit screens where mousing over forge hullmods caused crash.
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Civilian grade check now allows Archean Order Civilian-grade hullmod.
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Added a setting to disable civilian-grade requirement.
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Corrected hullmod descriptions with regards to "available" carge space requirement,
while in code it was base cargo space stat derived from ShipHullSpecAPI.(Changing code to check for modified cargo space is unfeasible due to the nature of refit screen,
which clones ship instances, therefore leading to hard-to-fix wonky behaviour.) -
Added a setting to disable cargo space requirement.
(Adding a setting for disabling hullsize requirement requires extensive rewrite, not something I'm willing to do.)
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Enabled Fuel Centrifuge installation on Prometheus-class hulls.
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Moved campaign burn abilities incompatibility from tags to code and added a setting to disable it.
Move slowly restriction and sensor profile penalty settings are split and toggled off separately. -
Added status lines in ability tooltip that tell whether conversion is working or halted due to insufficient inputs.
Forge Production 1.0.3
- 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
Forge Production 1.0.2
- Reworked machinery usage calculation
- Changed production report layout
Forge Production 1.0.1
4 hullmods that allow for production of commodities with ability toggle.
Non-savegame compatible. Cannot be removed from save.