File information

Last updated

Original upload

Created by

FxStryker

Uploaded by

FxStryker

Virus scan

Safe to use

51 comments

  1. csmurtaugh
    csmurtaugh
    • premium
    • 0 kudos
    Hi, I found a issue with the Chlorosilanes extractor that instead of Chlorosilanes, It pumping out water. Please fix this issue.
  2. NexusBeing32
    NexusBeing32
    • member
    • 0 kudos
    Found another issue.

    The Organics Fabricators say that they Output the same (organic) that they Input.  But it's broken in a different way.

    Notice the Inorg input is consumed.  The Spice (Organic) is not consumed.  If there is Spice (final product) in the input container, it will consume it as it produces it, so it'll stay at 1.  If it isn't in the input, then the fabricator still works to produce Spice as an output.
    1. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      Although it 'says' that it is outputting (organic), it is actually producing the base material.  For example `Spice`.
      However, there is still a big problem.  It will not consume the Spice (Organic) at all.  It will consume the other material listed as operating cost.  Even weirder, it will consume the output Spice as an input if its linked to feed into the fabricator. 

      It seems like the way it loops back on referencing itself.... is causing issues.  Only organics seem to have this problem.

      Here, I've mapped out how the references flow:
      
      Notice how the IRES records will repeat, and thus the references loop back.  This is not how Inorganic materials are done.  The second time IRES:A84 is called, this is where it will find out what resources will be consumed in the production of the first MISC:55AC... but further references to the same SpiceFloraFauna seems to be messing things up.

      I attempted to replicate how Inorganics are done.  They are much simpler since they don't have multiple sources for each (bone, fluids, stalk, seed, etc.) in the base game.  The mod merely creates a single resource (ore or impure).
      But I had to copy as new records several things:

      If I do this, it does fix the problem of not consuming the (Organic) resource.  But then I can only feed it the exact resource, it won't accept all the FloraFauna raw variants.  And it also breaks the ability for those other variants to be accepted by the Research Projects.
    2. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      I'm still stuck on this.  So I'll have to look at this later.  For now, Organic fabricators do work... but are a cheat since the (organic) raw
      input isn't consumed.
    3. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      Why does this work with the Industrial Workbench?  The workbench shows input as Spice (Organic) and the output as Spice, and it consumes the input components items from inventory.  It works just fine here.


      But when an Outpost Builder (fabricator) tries the same thing, it shows the both the input and the ouput as Spice (Organic) and it consumes only the Chlorosanes, but does not consume the Spice (organic) input.  
    4. FxStryker
      FxStryker
      • member
      • 2 kudos
      Appreciate all the QA. I'll take a look at these when I get a chance.
    5. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      Thanks.  I'm not sure if Organic outpost fabrication needs a full rework or not.  It works okay in the Industrial Workbench.
      Let me know if I have your permission to use your code to publish a patch or additional feature.  Or if I can upload somewhere you can use it.
    6. FxStryker
      FxStryker
      • member
      • 2 kudos
      If your are willing, I can pass you off the latest .esp file for updates. It might take me a little while to update the mod as required at the moment.
    7. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      Sure.  PM 
  3. NexusBeing32
    NexusBeing32
    • member
    • 0 kudos
    Another bug... this one potentially mod breaking


    All builders (fabricators, converters, stock or from mods)... if they have an operating cost (consume) anything other than power and/or (impure/ore)... they do NOT actually consume that resource. They produce their output though.

    This breaks your own synthetics fabricator, Starvival He-3 Battery manufacturer, and all the stock/vanilla fabricators too.

    I've checked by removing all other mods that touch outpost builders... and only by removing SRR, does the expected consumption resume.  I've also tried multiple placements in load order.  
    1. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      Solved this by reverting the `NAM2 Produce` fields (specifies the Constructible Object) for all the Inorganic IRES Resource records.  They were all pointing toward the ore constructible object `co_Resource_Inorg_Aluminum_Ore [COBJ:02001694]` which has no `Components` and thus would NOT consume the input ore.
      I reverted it back to the stock/vanilla `co_Resource_Inorg_Aluminum [COBJ:0005EF44]`, which is already overridden by SRR to require the appropriate ore.
      I've tested this a bit, and found it still works for linking from an extractor, and it will convert just fine.

      The problem was that those IRES records are used by everything else in the game, such as other fabricators.  And SRR 0.4.1 was telling them to look for ore.  The issue is that SRR isn't going to change the whole world to ore/impure as inputs and it's probably not a good idea to try (futility).  The player running SRR should be converting ore/impure into the normal game resources right after extraction/harvesting.
    2. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      .
  4. NexusBeing32
    NexusBeing32
    • member
    • 0 kudos
    The outpost resource builder resource fabricators (refineries) produces solid/liquid/gas minerals as an output, but it cannot link output to a storage container for solid/liquid/gas.  It works with a Transfer storage container.  Seems all your containers are set to ResourceTypeManufactured [KYWD:0023CEB6].
    This means material goes straight into warehouse or transfer containers rather than into substance type containers.  This makes it too easy as there's no need for the correct containers and also makes it weird to feed back into component manufacturing.

    Also, you also created a separate resource fabricators for everything.
    What I did was create 4 types, solid/liquid/gas/organic, and each material produced is selectable in its terminal.  I initially was wanting to keep the build menu uncluttered, but it's not so bad with scrolling the submenus (especially with StarUI Outpost mod).  Now that I've played a bit with your way, I prefer selecting the exact resource fabricator, rather than a generic solid/liquid/gas/organic, then have to go on foot to the location and open its terminal to select.

    So it probably only needs the ResourceType set correctly.  Then it's great.
  5. NexusBeing32
    NexusBeing32
    • member
    • 0 kudos
    The concept of the mod is amazing.  It really enhances immersion and realism.  It cranks up the difficulty too.
    However, it breaks certain aspects of the game.  Here are the things I changed:


    • Removed water "ore/impure" entirely.  I don't know exactly why, but water "seeps" that are needed for survey scanning would never generate on any world.  This broke all survey missions and was impossible to get 100% survey of a planet or moon with H2O.
    • Override for MissionBoardSupplyRewardBase... GLOB values and edited missionsupplyscript.psc so that Radiant supply missions will scale with the increased difficulty of producing supplies.  It was simply insulting to be offered a contract for 2100 credits to supply 900 units of something that I would need 16x the ore to create each unit of the required resource.
    • For refining inorganic solid ore or impure liquids, I added the requirement for water.  A bit more realistic since refineries do need lots of H2O.
    • Added outpost "builders" as refineries for all organic and inorganic resources.  These are similar to "fabricators" used for creating manufactured components.  So now, for example, it is possible to complete a mission/contract for 900 units of Uncommon Ornamental Material by harvesting Flora in a Greenhouse (requires power and water to be supplied), then getting a Cargo Link of Chlorosanes (impure) from another planet, then refine into regular Chlorosanes in a liquid refinery (requires water and power), then send to another refinery for Organics to produce the finished product.

    1. FxStryker
      FxStryker
      • member
      • 2 kudos
      I appreciate the feedback.

      1. There seems to be an issue, on my end, with resource generation even though the only swap was the type of resource it pointed to. This has been fixed by reverting back to the vanilla, and pointing to crafting a ore from vanilla resources.
      2. These are being updated to point towards the ore being the asked material in the radiant quest, and not the refined material. Skipping the the scaling implemented for crafting materials.
      3. I would be curious to see your values, and implement in a future economy balance.
      4. These are coming in the next update being posted soon.

      Thank you again for the support.
    2. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      Thank you.  I am testing now.  All seems to work great. 

      Problems (1) and (4) seem to be fully fixed.  I know you're working on the new issue with the unscanned flora minerals being green.  I look forward to that update.
    3. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      I noticed an interesting feature.  Not sure if it was intentional or just a nice side effect.

      When deleting buildings/equipment from an outpost, normally I would get back 100% of the resources that it took to build it.
      But with SRR installed, I get back components, but the not the minerals.  I do get back that amount in ore.  So if a wind turbine required five aluminum, I would get back five aluminum ore. 

      I must say that I prefer this method of not getting back 100%.  I felt a bit overpowered to build an outpost, tear it down, and have no losses.

      UPDATE: 12/02
      Unfortunately this is a side effect of a much bigger problem.  The same thing that returns ore/impure resources when deleting outpost objects,... also breaks other mods and vanilla fabricators or anything expecting the base material instead of ore/impure.
      So I had to revert that change.
    4. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      2. These are being updated to point towards the ore being the asked material in the radiant quest, and not the refined material. Skipping
      the the scaling implemented for crafting materials.

      Which is easier/better?  To get all radiant supply missions to require ore/impure materials?  Or to adjust the base reward for radiant supply missions?

      
      https://discord.com/channels/436115032984518657/1122533655747776512/1304497353184510003
      https://discord.com/channels/436115032984518657/1122533655747776512/1304573135638626375
      See this discord conversation, as it may require overriding a function from MissionSupplyScript to even use these values.
      In the function UpdateSupplyAmount, under the  ; calculate reward comment header, change the following...float srrMult = (RewardAmountGlobal.GetValue() / 100)
      supplyMarker.GetValue(MissionRewardBase) + " * " + srrMult)
      float reward = ( MissionIntValue01.GetValue() * supplyMarker.GetValue(MissionRewardBase) * srrMult ) 

      I've been playing with this, it's been working well.  The supply missions are worth the money now.
    5. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      3. I would be curious to see your values, and implement in a future economy balance.
      I just added 2x water required for solid and liquids.  Nothing major. 
      Also, my power requirements for the refineries (outpostbuilders) were:

      • Solid = 8
      • Gas = 16
      • Liquid = 12
      • Organics = 9
  6. ART117
    ART117
    • premium
    • 3 kudos
    Hey there! I love this mod, but am encountering an issue with the latest update - just thought I'd let you know.

    Scanning planetary resources while walking on the ground doesn't seem to work any more - all ore chunks (the ones you mine with the laser) show up as green - as in already scanned, making me unable to scan them. But in the planetary info and the icons on the right side of the scanner, those same resources are greyed out and unscanned.

    I know you changed the way this works in the last update, so just thought I'd give you a heads up, as any surveying mission will be unable to be completed with this bug.

    Thank you!
    1. FxStryker
      FxStryker
      • member
      • 2 kudos
      I found the fix for this item. Unfortunately the deposits are still highlighted in green from the start, but they are capable of being scanned. An update should be pushed out soon.
    2. ART117
      ART117
      • premium
      • 3 kudos
      Thank you! And no worries - a small price to pay for the immersion and depth the mod brings :)
    3. Elendurwen
      Elendurwen
      • member
      • 0 kudos
      Hi, thanks for the mod! Unfortunately, the resource scanning still remains unavailable for me. It's like once I scanned a resource on 1 planet, I cannot scan it anymore on others. I am not using shattered space, if that helps.. 

      EDIT: Didn't see the newest update.. after updating, it all works fine, thanks!
  7. StratX
    StratX
    • member
    • 0 kudos
    Just a heads up from a fan of your mod and a fan of more involved mining:

    I found a mod called mineral overhaul that adds ranks alongside the rarity of resources that then requires different levels of cutters to harvest them. Like level 2 cutter is required for uncommon, level 3 for rare, etc 

    Would you have any insight off the top of your head if and what might interfere with your mod?

    Thank you and I will playtest and let you know if I find anything relevant for you.
    1. FxStryker
      FxStryker
      • member
      • 2 kudos
      Based on a quick look there seems to be a conflict between the "flora" objects. These are the rocks on a planets surface that you mine with a cutter. A patch will be required that the flora in Mineral Overhaul will need to point to the _Ore actor values and the LL_Ore lists found in my mod.
  8. FxStryker
    FxStryker
    • member
    • 2 kudos
    Wanted to give everyone an update. I have been trying to figure out how to have the greenhouse and husbandry output their corresponding items - leaf, bone, root, stalk ect - from the selected resource and corresponding flora or fauna for each planet. I was able to figure that out, but to do so the leaf/bone/tissue/ect items needed their own unique AVs. This creates a conflict with the COBJ to make the correponding resource at a workbench or a fabricator. So unfortunately the greenhouses and husbandries will output a generic resource item instead of of the matching item from flora and fauna.
    1. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      Did you ever figure this out?

      I am seeing the conflict with the COBJ, as I am not able to get a fabricator to produce the Organic resources using the same recipe as the industrial workbench.
      It seems to be only able to use the recipe from the greenhouse, just requiring water... and not requiring the unrefined ( organic ) material that is required of the industrial workbench.
  9. willny4
    willny4
    • premium
    • 32 kudos
    https://www.nexusmods.com/starfield/mods/8794 was able to make all flora domesticable with changing a keyword. Can you do the same thing for fauna?
    1. gluonman
      gluonman
      • member
      • 22 kudos
      You can't craft fauna at outposts.  That mod just makes all flora craftable at outposts.
    2. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      You can craft fauna at outpost once it's been 100% scanned.  You'll need the Zoology perk/skill. 
      https://www.reddit.com/r/Starfield/comments/16bs3pt/outpost_guide_to_botany_and_zoology_greenhouse/

      But just like flora, only some "domesticatible" animals can be grown in the Husbandry outpost building. 
      The 8794 mod only sets all plants to "Outpost production allowed", so you might ask that mod dev to do the same for all the animals too.
    3. willny4
      willny4
      • premium
      • 32 kudos
      I just realized that OUT Ultimate Tweaks allows any plant or animal scanned to be domesticable.
    4. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      Cool mod.  Not sure if it still works, as it hasn't been updated in a while.  But it contains A LOT, so I might look at it just to see what I can use for my own mod patches.  Thanks.
  10. NexusBeing32
    NexusBeing32
    • member
    • 0 kudos
    So I see that inorganic minerals can be refined from "ore" to their regular mineral item, using the Industrial Workshop.
    But are there any plans to have "Refinery" fabricators/builders that we can place at an outpost? 
    1. NexusBeing32
      NexusBeing32
      • member
      • 0 kudos
      I'm trying to mod using xEdit.
      I want to be able to craft organic resources in outpost builders (fabricators).

      All these base resources (ore/organic) from SRR are craftable into the normal resources using the Industrial Workbench, but I want to automate at an outpost with fabricators.  I've already got the Inorganic resources done and working well. But for some reason, when I use the same modding technique on Organic resources, the recipe only requires "H2O" as if it were a Greenhouse, rather than the recipe I want which is what the Industrial Workbench is using.

      Any help from experienced modders would be appreciated.