Author Topic: Auto Resource Transfering Subsystems (Fuel, Power, Ammo) last update: 5/28/2011  (Read 10634 times)

ouch

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Adds 3 new support subsystem tools.

You can transfer Power via microwaves. (already possible in real life keep in mind ;) ) This creates a yellow pulsing beam.

You can transfer Fuel via knowledge of spatial dynamics (requires level 1) This creates a orangeish pulsing beam. (same color as the fuel status bar)

You can transfer Ammo via knowledge of spatial dynamics (requires level 2) This creates a red pulsing beam.

The benefits of these things are astounding. You can save poorly designed ships from certain doom by actively giving them fuel and power. You can re-arm your combat ships that are too busy in combat to go back and re-arm. You can create power generator-less ships that run solely on capacitors that automatically get recharged as needed.

Or you can just create a ship so powerful you need an entire fleet of external Power generator, Ammo, Fuel tanker ships just to keep it going... lol

None are free however... All will lose resources when transferring them via this way. (1/2 Fuel, 1/4 Ammo, 3 times the Power given) However there is a 25% minimum safety feature. Meaning with what ever resource it's beaming if the supply drops below 25% it stops beaming the goods. (always checks for 25% power regardless of the resource being beamed) So your ship won't run out of Power/Fuel/Ammo and then need to be rescued too. This also allows for sane sized power generators to exist on the ship which idealy discharges a capacitor when beaming.

Some things you should keep in mind while designing ships:

The AI currently will actively look for any ship below 50% of the resource and then try to fly to it and save it. So be wary of things like fluctuating power. Stock colonizers for instance cause problems as a ship with the power transfer tool will endlessly attempt to stabilize the colonizers power in vein...

If you don't give a ship with one of these on it enough resources to give out it can cause an non-stop chain reaction as it's supply drops below half causing other ships to try to save it which drops there supply below half causing the other (or another ship) to try help. Which of course would drop there supply below half... and you get the picture. it's not bad with power, (although there can be no end to this chain reaction with power) but with ammo and fuel they essentially destroy the collective resources till everyone falls below 25%... thankfully the default "go get Resource if low" AI still functions and they all will opt out of the insanity and go find supplies of that resource eventually breaking the cycle. But again this really only happens to small scale ships or small ships trying to revive huge ones... (like a fighter helping a carrier or something)

Building a reliable ship with all three tools can be done, but keep in mind the IMMENSE amount of resources that such a ship will go through. It only truly becomes feasable with large scale ships.

Real world implimentation notes:

I always build a fuel one to service my haulers which seem to be focused on trading far too much and forget to refuel and then die off. I have not had a hauler turn grey on me yet with one of these ships in the system. (typicly I build 5 haulers per system or at least one for each planet in the system) Best part is once the refueler itself gets low on fuel it just goes off to the nearest planet to refuel itself then goes back to scanning for ships with low fuel without my intervention.

Building a power generator less miners fleet is also feasible. Give them large capacitors and build a seperate ship with the power transfer tool. Just make the ship with the tool be faster than the miners so it can catch up to them. Give the miners emergency supply stuff just in case though.

If you want something like a personal resupply escort for something put the ships into a fleet. The 2 ships will always be at one another's side this way. And more importantly be in range to use the transfer tools without needing to move. Thus instant resupply as soon as the other ship's resource drops below 50%.

Stations with these can be useful in certain situations. However I find a ship that actively seeks out and helps better. But a fleet battle raging next to a station with even .25 scale transfer tools on it vastly improves your chances of success.

Installing:

extract the zip file to where you installed the game.

last update:

Updated for version 1.0.7.6

Fixed the improved blueprint interface for current version.
« Last Edit: May 28, 2011, 01:42:21 AM by ouch »
My Mods:
Auto Resource Transfering Subsystems (Fuel, Power, Ammo):
http://forums.blind-mind.com/index.php?topic=1427.0
Advanced spiral universe generation:
http://forums.blind-mind.com/index.php?topic=1536.0
Currently working on: Adv Spiral Universe Map

Vony256

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Very nice ill give it a try, also id like to how what software did you use or how did you pack it into a exe like you did?

ouch

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I used context for it's c/c++ highlighting for all the scripts. And it's project file made loading all of the mods files, quick and easy.

The installer is actually just an SFX archive made with winrar and a couple of quick batch files that I wrote.

To be honest I thought more people would download this. I don't know how you guys can play the game with out it now that I've been using it...
My Mods:
Auto Resource Transfering Subsystems (Fuel, Power, Ammo):
http://forums.blind-mind.com/index.php?topic=1427.0
Advanced spiral universe generation:
http://forums.blind-mind.com/index.php?topic=1536.0
Currently working on: Adv Spiral Universe Map

Vony256

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lol well this part of the forum is slightly hidden in the corner, if your not specifically looking for finished mods you probably wont find these threads, a dedicated star ruler mod fan site would be excellent if it got enough publicity on the forums.

erdrik

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Adding a listing of completed mods to the wiki would be good too.
Erdrik's Mods:
Refuel Auto-Pilot

JakeLoustone

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This mod still works fine with v1.0.1.4 btw.

ouch

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Yeah it worked, but it was missing some informational bling added by the new research menu and manual. This has been fixed in this new version.

I also noticed that right clicking on a ship and using "Use Tool" didn't work. This has been fixed as well. I had a space between the "Name" and "Transfer" apparently you shouldn't do that... So I used an underscore instead so it's still readable.

For those that have used this, what do you think of the balance? Anything you can think of that might need to be changed? I've been thinking the range is pretty low. It's currently 12 (same as the repair tool) I've been thinking about boosting it to 75 (same as the mining laser) I think that the current loss of ammo is a bit harsh as well so I might reduce that a bit too. Oh, I've also been thinking about replacing the <Name>GivenTick with one that calculates how much your going to get with each shot instead of per second. Or do you guys like it displaced per second?

Anyway let me know what you think.
My Mods:
Auto Resource Transfering Subsystems (Fuel, Power, Ammo):
http://forums.blind-mind.com/index.php?topic=1427.0
Advanced spiral universe generation:
http://forums.blind-mind.com/index.php?topic=1536.0
Currently working on: Adv Spiral Universe Map

JakeLoustone

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I think the range is fine how it is.

Also I prefer damager per second.

JosEPh

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Just D/L'd both Ouch and erdrik's lil mods. Keep it comin' guys!  :D

JosEPh  :)

ouch

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Thanks for the support folks. As a reward I have an update. :)

I went ahead and dove into gui modding and added a couple stats I felt should of been in the game to begin with.

this makes things much easier when building power generator less ships. You can tell exactly how long a ship will live till the capacitor is discharged. It's highly usefull for solar powered designs as well. The stats work off of whatever the numbers say on the right. So for instance, removing a solar panel will show you about how long that ship can survive outside of star systems.

I also added an ammo stat. This one will tell you about how long the ship can remain in constant combat before it runs out of ammo.
My Mods:
Auto Resource Transfering Subsystems (Fuel, Power, Ammo):
http://forums.blind-mind.com/index.php?topic=1427.0
Advanced spiral universe generation:
http://forums.blind-mind.com/index.php?topic=1536.0
Currently working on: Adv Spiral Universe Map

Dadekster

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My first post here, but in regards to # of d/l's etc. I think many people are like me, I scour these forums for information, which isn't easy due to how this ever evolving game keeps getting updated (which I love btw). I want to learn how to play the stock game solid with the core gameplay mechanics before I start modding it to hard. Many of you are old hats to games like this, myself included as I played MoO when it first dropped. I just don't have the inclination to dig under the hood like many of you guys do :)

That said, I do plan to d/l many of the mods in time so don't be discouraged. This game is still brand new and I think many people are still just trying to learn how to play it. I for one still have no real understanding how the empire numbers in the upper left corner relate to # of planets I have plus building getting built. I might have to start playing smaller maps until I can wrap my mind around it.

But please don't stop doing these mods, many sound very tasty.

Foraven

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I think this mini mod is a good candidate to be included in the vanilla game. I think it would be a good addition and give a few more goodies to try out ;D.
Maker of FRB mod.

Makau

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Love the mod but I lose some of the default Ai settings when building ships. The behaviour selections are gone when you play this mod.
Is that intended?

XTRMNTR2K

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Love the mod but I lose some of the default Ai settings when building ships. The behaviour selections are gone when you play this mod.
Is that intended?

I haven't tried this mod myself, but from my own experience I can say that it is not. The AI settings window was expanded with the last Star Ruler patch. It seems this mod was last updated before that patch, so the new features are not yet included in the corresponding file. I've had the same happen with my own mod as well. It is relatively easy to fix that, though.

Maybe ouch will release an update in a while. :)

If you don't want to wait, you can have a look at the mod's Game Data/gui/layout_win.as and compare it to the base game's file of the same name. Using a tool like winmerge you should be able to spot the missing/different parts and update the file. You're doing that on your own risk, though - I don't know what the mod changes in that file.

ouch

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Yes, I have yet to update the mod. But the next update includes new tools aimed at automating off world ship/station construction and more ore handling abilities for ships and planets. (Well maybe planets, we'll see.)

Oh, and you can just delete layout_win.as. All that does is add the power and ammo prediction numbers.
« Last Edit: December 05, 2010, 06:54:46 PM by ouch »
My Mods:
Auto Resource Transfering Subsystems (Fuel, Power, Ammo):
http://forums.blind-mind.com/index.php?topic=1427.0
Advanced spiral universe generation:
http://forums.blind-mind.com/index.php?topic=1536.0
Currently working on: Adv Spiral Universe Map

Foraven

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Yes, I have yet to update the mod. But the next update includes new tools aimed at automating off world ship/station construction and more ore handling abilities for ships and planets. (Well maybe planets, we'll see.)

Hum, that sound quite interesting.
Maker of FRB mod.

Makau

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I'll give it a go. Will check back for updates during the week 

Thanks for all you guys do... the mods keep the gameplay fresh and interesting...

Makau

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Just to test, simply renamed the modded layout file to .hold
Runs fine that way until patch time

thanks again

ouch

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New update:

fixes for version 1.0.7.4

reduced power consumption from a loss of 5x power to only 3x power.

Vastly increased range (same as repair tool) for better fleet coverage and to better compete with stock AI transfer commands.

GUI enhancements have a overhaul. Will now display time to full and time to empty on the same lines for fuel, power, and ammo resources. Also takes matter generator into consideration.

So you can now know how long it takes till your ammo is fully used up in battle, and how long it takes to fully generate instantly.
You can also find out not only how long it takes to drain your capacitors, but also how long it would take to charge them with that crappy solar panel. ;)
You can see how long it takes for a tanker to regenerate it's fuel, and more.

But more importantly it calculates this with the matter generator's output taken into consideration as well as all the other conventional drain and production of resource subsystems as well.

For the tinkerers, there is commented out planetary ore miner, and a resource management beam for construction ships/stations. The ore one never made it because of game engine limitations. (it always fires at enemy ships for 0 damage and then does nothing if you force click an asteroid...) But the resource management beam calculates cargo incorrectly do to me not fully understanding how the games resource systems fully worked at the time. (thanks to Lucas for straightening me out on that) As a result it works at grabbing resources but it does so incorrectly. It was intended to artificially put walls in the cargo bay allowing for an even amount of building materials to be placed there instead of massing the most useless one. I stopped working on it as the new AI commands pretty much replaces it to a point... I might finish it later but I need to work on updating my map as it sounds everyone and there mom loved and is impatiently waiting for an update. lol
My Mods:
Auto Resource Transfering Subsystems (Fuel, Power, Ammo):
http://forums.blind-mind.com/index.php?topic=1427.0
Advanced spiral universe generation:
http://forums.blind-mind.com/index.php?topic=1536.0
Currently working on: Adv Spiral Universe Map

ouch

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new update for 1.0.7.6

This just fixes what BM broke in this mod with the new update.
My Mods:
Auto Resource Transfering Subsystems (Fuel, Power, Ammo):
http://forums.blind-mind.com/index.php?topic=1427.0
Advanced spiral universe generation:
http://forums.blind-mind.com/index.php?topic=1536.0
Currently working on: Adv Spiral Universe Map

Star Raruron

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you should make this things integrated in a major mod o.o
what's an Incognito? A devilish ninja undead being with a technorganic replicative venom symbionte

Njordin

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good idea and nice mod ; )  working with 1.1  ?

ouch

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it will if you delete the layout_win.as file that comes with it. You will lose the blueprint enhancements though ;(
My Mods:
Auto Resource Transfering Subsystems (Fuel, Power, Ammo):
http://forums.blind-mind.com/index.php?topic=1427.0
Advanced spiral universe generation:
http://forums.blind-mind.com/index.php?topic=1536.0
Currently working on: Adv Spiral Universe Map