Real Fuel – Immersive Exploration V1.1.5RE

Real Fuel - Immersive Exploration V0.6b

RealFuel is a lightweight, highly immersive overhaul to Fuel and Exploration in Starfield.

It functions across all travel scenarios and has no dependence on external resources.

It is designed to play best with Cost of Spacing and Spacefaring Economy.
However, it will also fit perfectly into a vanilla game.

Features:

Fuel Consumption

Fuel is consumed when traveling between Star Systems.
Usage will vary depending on distance from the Core Systems as well as your ship and skills.

At times, the value may not match what is shown on the galaxy map.
Feel free to report deviances of ±40% and I will consider them a bug.
Otherwise, the system is working as intended.
It is, after all, approximating using a bespoke (but hardly sentient) algorithm.

Refueling

Refueling can be performed in several ways:

At Ship Services – just talk to the guy and he’ll fix you up.
By using Compressed Ship Fuel – found as loot, at vendors, or through crafting.
By Siphoning fuel from docked ships – although, this is a crime in the Settled Systems.
By using SmartFuel to use Loose Helium-3 from your hold as needed (albeit at lower efficiency).
By activating Harvesters or Gas Containers at your outpost which contain Helium-3.

SmartFuel

Anytime your fuel capacity is below Normal levels, a prompt will be available on your ship’s Cargo panel.
Activating this new prompt will intelligently find the best Refueling method available.

In priority order, it will attempt to:

Siphon fuel from a docked vessel
Utilize Ship Fuel items in the Cargo Hold
Utilize Helium-3 in the Cargo Hold

And will perform whichever of these actions is available.
Do note that if you have less than ~20 Helium-3 in your hold, step 3 will fail.
This is to simulate the amount needed to pressurize the system.

Travel

Your overall Grav Drive Range is diminished as your Fuel levels approach empty.
If you reach Critical levels, Grav Jump capability will be disabled entirely.
You will have to find fuel in your local system or consume a refill item from your stores to continue traveling.

Compatibility:

RealFuel is generally compatible with everything.

However, the following mods are Hard Incompatibilities due to their overlapping mechanics.

Do not use these together with Real Fuel.

Starvival – Immersive Survival Addon – This may work if its Ship modules are disabled – but no guarantees.
Fuel Consumption Unlocked
Ships Need Gas and Other Immersive Systems

Requirements:
RealFuel has no external requirements to function.

Recommendations:
Cost of Spacing – The existing Real Fuel mode in CoS will offer automatic refills when landing in settlements.
Spacefaring Economy – The heightened Helium-3 costs in SFE make for a more hardcore experience.
Configurable Limited Fast Travel – Great for immersion. I recommend the setting [IN PILOT SEAT].

Installation:
Simply install with your preferred mod manager and start the game.
Mid-game uninstallation is not recommended.

Configuration:
RealFuel comes with three Gameplay Options.

Real Fuel allows you to enable or disable the main mod system.
Travel Restrictions allows you to disable the system that prevents grav jumping entirely when Fuel is low.
Notifications determines whether Toast notifications are showed every time a jump is performed, or only if Fuel is low.

Notes:

Tips
Compressed Fuel can be crafted, bought, or looted from other ships.
It is generally found in the same places as Ship Parts.

Siphoning is, by default, illegal. However, siphoning from Spacers or defeated vessels is generally fair game.
You may also find items that allow more surreptitious siphoning.

You can refuel from your Hold by activating your ship’s Cargo Panel.
It will automatically use the most desirable Refuel method available.

When changing ships, you will lose any excess fuel.
However, you will keep any fuel you had if the new ship has larger tanks.
Newly purchased vessels come with some complementary fuel.

Adding more fuel tanks than vanilla ships are configured with is highly recommended.
The default setups of most small vessels are insufficient for extended voyaging.

Changelog:
Version 1.1.5RE-Beta

—Fuel
AV Detection added; refueling performed by Ship Services or other mods now correctly updates stored ship Fuel level
New Grav Jump detection should allow Autopilot feature from Astrogate to correctly draw fuel
—Sound
Grav Drive Sounds only play when inside your ship
Looping sound added while refueling
—Smartfuel
Constructible Fuel Dispenser container allows outposts to support SmartFuel
—Distribution
Vendors stock 2x as much fuel
Extremely low chances of spawning fuel in the world fixed
Please note that Distribution changes only take effect on new games or clean installations.

Version 1.05RE
Another attempt to fix erroneous drains due to faulty system comparison logic (most apparent when changing ships)

Version 1.03RE
Fixed erroneous drains due to faulty system comparison logic (most apparent when changing ships)

Version 1.02RE
Installer with all options. A new game is required when updating from versions earlier than 1.0.

Fix Settings logic not toggling SmartFuel correctly.
Disable and Re-Enable the mod after updating to fix this issue.

Version 1.0RE
Installer with all options. Plugins renamed and re-ordered.
A new game is required when updating. Games that have not had Real Fuel installed yet may install 1.0 normally.
Loot distribution reverted to scripted version.

—System
Plugins renamed and rebuilt
Total rewrite
All known bugs fixed
Settings streamlined to Fuel and Travel + SFSE
Scripts renamed and reorganized
[Requires RTFP] Loot distribution no longer done via record overrides for greater compatibility
[Requires RTFP] Scarcity option implemented with lower chance of distributing Fuel items
—Fueling
Usage algorithm greatly improved with smarter softcaps to prevent excessive drains
Fuel Purchasing extended to Settlements as well as Stations (for use on Dazra or mod-added locations)
Siphon option separated out from Refuel option via Cargo Panel
SmartFuel UX and message feedback greatly enhanced
—Exploration
Dynamic travel limiter system implemented with Simulation and Streamlined modes
Overheat, Cooldown, and Detonation systems greatly simplified for better performance and higher occurrence rates
—Consumables and Crafting
All recipes adjusted for consistency with vanilla
[Requires RTFP to distribute Siphon Protocol itself] Advanced Siphon Protocol added
[Requires RTFP] Manufacturers for Empty Ship Fuel and Ship Fuel items added
—Major Bugfixes
Settings assignment no longer breaks if performed before mod starts
Phantom Drain issue from previous versions fixed
SmartFuel can no longer fail silently in some cases
Too many others to count

Version 0.9.8.2
Fix for overzealous Overheating.
Improved Settings handling if triggered prematurely.

Version 0.9.8.1
—System
Fixed vanilla start draining fuel on takeoff
Fixed settings assignment sometimes not running
Prevents premature settings changes

Version 0.9.8

———————————————————–
The below are changes merged from the beta version.
———————————————————–
—System
Premature initialization fixed
More settings added and some settings logic fixed
Settings will only trigger if relevant options are changed
Cassiopeia logic is no longer called by default
Innumerable bugfixes
External mods can now call functions globally – see description or source for details
Combat Damage system added
Fuel Usage calculations completely reworked
—Fuel Usage
Cassiopeia can be used to get the accurate value from jumps plotted on Galaxy Map
Now uses direct estimations of LY with vanilla ship class multipliers
All other multipliers eliminated
Cassiopeia handling added – disabled, but functional and ready for 1.0 when available
Small amount of fuel is added when traveling to Settled Systems for improved gamefeel
—Damage System
Chance to trigger explosion of raw He-3 in hold if inventory consists of above X0% He-3 by volume and ship is struck by ballistic or missiles with shields down
Explosion causes Grav Drive overheat – identical to that in Travel system
—SmartFuel
Siphoning can be cancelled without Uncoupling from vessel (unregistering until next dock)
Prompt message shows when using Malware to avoid accidental use
—Travel System
Range Restrictions temporarily disabled
Minor script bugs with Hardcore mode fixed
—Notifications
Out-Of-Fuel notifications no longer indicate that the Grav Drive is Offline – as this is technically incorrect.
——————————————————-
The below are new changes since the latest beta.
——————————————————-
—System
Significant optimizations and near-total refactor of most systems
Settings and initialization handling fixed for all modules
Initialization waits until the player is seated in the pilot’s seat
—Fuel Usage
Internal logic improved between Cassiopeia or Standard fuel consumption algorithms
Small amounts of fuel ‘refunded’ when traveling to Settled Systems
Usage capped at ~80% of total capacity to avoid exceptions in Standard mode
—SmartFuel
Now available from any type of ship cargo hold that has the correct keywords (Starborn, mod cockpits, etc)
Refueling now hides the Activation for Cargo Panel to avoid strange behavior
SmartFuel can now purchase fuel from docked Starstations
Time taken to fuel depends on amount of fuel consumed
Sound effects and feedback enhanced for all SmartFuel scenarios
—Travel System
Innumerable bugfixes
Systems now shut off properly when disabled via settings
Cooldown system added that may disable travel when jumping too much too fast
—Notifications
Fuel levels shown are now rounded unless Verbose mode is enabled
Rounded values are more accurate near 0 and 100%
Tutorials added for new features
Less message spam for special events (Overheat, Out-Of-Fuel, etc)
Message delays adjusted globally

Version 0.9.7B
—System
Premature initialization fixed
More settings added and some settings logic fixed
Settings will only trigger if relevant options are changed
Cassiopeia logic is no longer called by default
Innumerable bugfixes
External mods can now call functions globally – see description or source for details
—Fuel Usage
Cassiopeia can be used to get the accurate value from jumps plotted on Galaxy Map
—Notifications
Out-Of-Fuel notifications no longer indicate that the Grav Drive is Offline – as this is technically incorrect.

Version 0.8.5B
—System
Combat Damage system added
Fuel Usage calculations completely reworked
—Fuel Usage
Now uses direct estimations of LY with vanilla ship class multipliers
All other multipliers eliminated
Cassiopeia handling added – disabled, but functional and ready for 1.0 when available
Small amount of fuel is added when traveling to Settled Systems for improved gamefeel
—Damage System
Chance to trigger explosion of raw He-3 in hold if inventory consists of above X0% He-3 by volume and ship is struck by ballistic or missiles with shields down
Explosion causes Grav Drive overheat – identical to that in Travel system
—SmartFuel
Siphoning can be cancelled without Uncoupling from vessel (unregistering until next dock)
Prompt message shows when using Malware to avoid accidental use
—Travel System
Range Restrictions temporarily disabled
Minor script bugs with Hardcore mode fixed
—Bugfixes
Probably not as many as new bugs introduced!

Version 0.7.9

—System
Changed first-time startup to wait until the player sits in a ship’s pilot seat to avoid intro bugs/log spam
Improved state checking for subsystems if the main system is toggled off
Minor bugfixes
—Travel
Fixes to Stranding/Overheat system to reset more parameters properly on shutdown
—SmartFuel
using multiple fuel tanks no longer has a chance to use 0
Overflow checks now match single tank usage to avoid wasting fuel
Adjusted SFX and message timing
Helium-3 and fuel tank usage time scale on amount
—Fuel Usage
Reworked distance scaling algorithm
Per-class drain amounts standardized temporarily
—Notifications
Restored fuel notices on Galaxy map
Added status warnings on Galaxy map

Version 0.7.6

—Fuel Usage
Clamped new Distance algorithm at 4x base cost per ship class to avoid excessive consumption in some scenarios

Version 0.7.5

—System
Docked vessels will have a lower % of fuel available to preserve balance
Minor conditions fixes to avoid bug spam in logs
Untested fix to shipbuilder restrictions
If you encounter shipbuilding issues, refuel your ship before editing
—Refueling
SmartFuel can now use multiple Fuel Tanks at once (thanks to user Clairenova for the idea!)
—Notifications
Sound FX feedback enhanced for most Fueling operations – let me know your thoughts!
Timings adjusted for messages during SmartFuel and some other scenarios

Version 0.7

—System
Total script refactor to split Travel and Fuel handlers into their own quests
Added a Tutorial handler to allow vanilla-like treatment of tutorials and help messages
Settings shutdown and re-enable should work better
—Fueling
SmartFuel priority reversed to use He-3 before Ship Fuel
Ship Fuel now has to be in your hold to be used, like Ship Parts
Innumerable bugfixes
Debug notifications removed in favor of message records for translation
Some fueling messages use the ship’s name for clarity
—Travel
Fixed handling of ‘Emergency Jump’ mechanic tremendously
Fixed handling of Grav Drive shutdown mechanic
Added Hardcore mode to prevent direct fast travel from remote areas
Improved Restriction logic
—Fuel Usage
Added another scaling factor based on Distance between system types
Please report any oddities.
—Notifications
Innumerable bugfixes
Improved handling of first-time tutorials and repeating tutorials
Added first-time tutorials for some new systems
Message spam should be significantly reduced
Notifications appear a little faster across all scenarios

Credits:

rbt

3/5 - (2 votes)
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