edit the mod_info.json with a notepad of choice (preferably notepad++), change the game version number inside that text file to "0.96a-RC10" and you can then load the mod
Mod is fantastic, I can actually go exploring now. Unfortunately ran into an issue recently. Mod was working perfectly up until today. Where as before I would gain a small amount of supplies when in a nebula and the fuel gathered would stop when it hit its cap, now I no longer gain any supplies and the fuel will go slightly over its cap. I am not entirely sure what happened as I changed nothing and it was working fine before. I did notice a small message saying "auto scavenging disabled" but I am unsure if that is related, and if so how to reenable it. I haven't added any new mods either.
Great mod either way! When it was working it saved my ass a few times.
This works very well. An odd thing, though: a mod called Dynamic Tariffs breaks this. I don't know why! Anyone using this mod and wondering why it stopped working or never worked, it might be because of that mod or some other mod breaking it.
edit: oh, also, the fuel speed doesn't seem to be affected by changing the values at all. .1 vs 1 still took something like a week to fill the Wolf ship plus Kite ship new game start from 0-100 percent.
edit2: also noticed later game when I had huge cargo space available, the fuel would go over max by 0.1 exactly. Others have mentioned this and it is still an issue, though I never saw it until my cargo was multiple thousands large.
Not sure how if it works on 0.95.1a - loaded to already running game - laying still in a nebula in system and no fuel gained. would be great for exploring. Download with Vortex also not working (for me) - had to copy manually
Awesome mod, love it, makes adventurous roaming properly sustainable.
Could you potentially add an option where the ramscoop effect could be used in a solar corona/flare as well? And then maybe another option to disable nebulas? Nebulas feel a bit too easy to me, since they are both plentiful and protective (reducing detection range), but the trade-off of supplies consumption versus fuel gain in a corona feels appropriate, and may give Solar Shielding a bit more use-case. It also makes some sense, stellar corona are basically pure plasma at millions of degrees.
But... (a wise man once said everything before the "but" doesn't really matter :) )
It keeps doing something irritating. Flying through a nebula, it will add "One Above Limit". I.e., if I have say 3000 fuel capacity in my fleet, it will fill it to 3001. (Actually, I think it might be taking it to something like 0.2 above the limit.)
So I get constant red reminders that my fleet is over fuel capacity, and consuming extra supplies. So I have to open my inventory, and drop 1 (one)... (ONE)... (ONE, COUNT EM', ONE)... lousy freaking fuel cell.
Another minor irritant is that it fills to capacity always, but that's a pain as I'm running around salvaging. Once my fuel is full, I then have to drop cargo pods all over the place with fuel whenever I do any salvage that has fuel in it.
So, I would like to request two things...
(bug fix) 1. Please fix the One Above Limit Bug. (And I freely admit I'm running a half a dozen mods and recognize that it might be a mod conflict which I have not even bothered to try and debug. However if you respond to this post, I would be willing to go through the process to disable all mods, try it and see, and re-enable mods one by one until the problem reappears. But not if you've abandoned working on it.)[EDIT: Thinking about it, I wonder if it might be time related...since I pretty much always run with time speeded up...]
(feature request) 2. Could you please add some hard limits for fuel? I see in the config that there are for supplies. I would like to limit fuel fill to something like 75% so I could have room for salvage fuel without having to drop cargo pods all the freakin' time.
Still, this is a QoL mod I couldn't live without. AND I think it's lore acceptable, since in the year 3000 (Conan O'Brien) I think fleets with salvage gantrys and phase drives and time warp and whatnot should be able to gather up some frigging fuel if there are some stray molecules of the stuff floating around.
Confirming as well that version 2c doesn't appear to be working with RC15, or I am just fundamentally not understanding something here.
Tried a variety of different settings, maxing out fuel gen, allowing it to 100% supplies to hold, extra crew, all crew, no crew, etc. Ensuring that I was in an In-System nebula and tried across multiple systems. Even tried going back several versions.
This mod doesn't seem to be working. Here's the settings; maybe I missed something?
#To turn on/off the fuel and supplies generating "enable_fuel":true, "enable_supplies":true,
######## #Fuel generating #Percent of max fuel to generate per day, as decimal # .1 is 10%, 1 is 100% "fuel_per_day":.1,
######## #Supply generating limits #Generate up to this percent of max cargo, as decimal "percent_supply_limit":1, #Hard limit on generating supplies, in case you have huge cargo cap #actual limit will be either percent or hard limit, whichever is smaller so you don't fill smaller cargos with all supplies # 0 = no hard limit "hard_supply_limit":0,
######## #Crew usage for supply gen #extra = calculate using crew over your fleet minimum, put those slackers to good use #all = use all crew for supply gen, just because you fly a ship doesn't mean you can slack off #nocrew = don't use crew to calculate supply gen "crew_usage":extra,
######## #For 'extra' or 'all' crew setting, #each crew generates this amount per day, decimal or int #will generate up to set limits "supply_per_crew":.1,
######## #For 'none' crew setting, #pick either 'percent' for a percentage of max cargo per day or #'flat' for a flat value of supplies per day #will generate up to set limits "no_crew_gen":percent, #put the value you want for the percent or flat rate here, decimal or int "no_crew_rate":.1,
27 comments
I just updated the game version in mod_info.json
Great mod either way! When it was working it saved my ass a few times.
edit: oh, also, the fuel speed doesn't seem to be affected by changing the values at all. .1 vs 1 still took something like a week to fill the Wolf ship plus Kite ship new game start from 0-100 percent.
edit2: also noticed later game when I had huge cargo space available, the fuel would go over max by 0.1 exactly. Others have mentioned this and it is still an issue, though I never saw it until my cargo was multiple thousands large.
Download with Vortex also not working (for me) - had to copy manually
Could you potentially add an option where the ramscoop effect could be used in a solar corona/flare as well? And then maybe another option to disable nebulas? Nebulas feel a bit too easy to me, since they are both plentiful and protective (reducing detection range), but the trade-off of supplies consumption versus fuel gain in a corona feels appropriate, and may give Solar Shielding a bit more use-case. It also makes some sense, stellar corona are basically pure plasma at millions of degrees.
But...
(a wise man once said everything before the "but" doesn't really matter :) )
It keeps doing something irritating.
Flying through a nebula, it will add "One Above Limit".
I.e., if I have say 3000 fuel capacity in my fleet, it will fill it to 3001.
(Actually, I think it might be taking it to something like 0.2 above the limit.)
So I get constant red reminders that my fleet is over fuel capacity, and consuming extra supplies.
So I have to open my inventory, and drop 1 (one)... (ONE)... (ONE, COUNT EM', ONE)... lousy freaking fuel cell.
Another minor irritant is that it fills to capacity always, but that's a pain as I'm running around salvaging. Once my fuel is full, I then have to drop cargo pods all over the place with fuel whenever I do any salvage that has fuel in it.
So, I would like to request two things...
(bug fix)
1. Please fix the One Above Limit Bug. (And I freely admit I'm running a half a dozen mods and recognize that it might be a mod conflict which I have not even bothered to try and debug. However if you respond to this post, I would be willing to go through the process to disable all mods, try it and see, and re-enable mods one by one until the problem reappears. But not if you've abandoned working on it.)[EDIT: Thinking about it, I wonder if it might be time related...since I pretty much always run with time speeded up...]
(feature request)
2. Could you please add some hard limits for fuel? I see in the config that there are for supplies. I would like to limit fuel fill to something like 75% so I could have room for salvage fuel without having to drop cargo pods all the freakin' time.
Still, this is a QoL mod I couldn't live without. AND I think it's lore acceptable, since in the year 3000 (Conan O'Brien) I think fleets with salvage gantrys and phase drives and time warp and whatnot should be able to gather up some frigging fuel if there are some stray molecules of the stuff floating around.
Keep up the good work!
Cheers!
I had the same prob like yermudr, but the latest update corrected the bug.
But I would prefer an ablity you toggle like sustained burn or auto scavenge from Transponder Off over an hard limit.
It worked fine until I added some more mods.
More Hull mods, Legendary Starships or Terraforming and Stations?
Edit: I checked my mods. Dynamic Tariffs sems to conflict with Ramcoops.
Tried a variety of different settings, maxing out fuel gen, allowing it to 100% supplies to hold, extra crew, all crew, no crew, etc. Ensuring that I was in an In-System nebula and tried across multiple systems.
Even tried going back several versions.
Nothing seems to do it.
#To turn on/off the fuel and supplies generating
"enable_fuel":true,
"enable_supplies":true,
########
#Fuel generating
#Percent of max fuel to generate per day, as decimal
# .1 is 10%, 1 is 100%
"fuel_per_day":.1,
########
#Supply generating limits
#Generate up to this percent of max cargo, as decimal
"percent_supply_limit":1,
#Hard limit on generating supplies, in case you have huge cargo cap
#actual limit will be either percent or hard limit, whichever is smaller so you don't fill smaller cargos with all supplies
# 0 = no hard limit
"hard_supply_limit":0,
########
#Crew usage for supply gen
#extra = calculate using crew over your fleet minimum, put those slackers to good use
#all = use all crew for supply gen, just because you fly a ship doesn't mean you can slack off
#nocrew = don't use crew to calculate supply gen
"crew_usage":extra,
########
#For 'extra' or 'all' crew setting,
#each crew generates this amount per day, decimal or int
#will generate up to set limits
"supply_per_crew":.1,
########
#For 'none' crew setting,
#pick either 'percent' for a percentage of max cargo per day or
#'flat' for a flat value of supplies per day
#will generate up to set limits
"no_crew_gen":percent,
#put the value you want for the percent or flat rate here, decimal or int
"no_crew_rate":.1,