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Author Topic: [0.8.1a] Omnifactory Rebooted 2.2.7  (Read 100192 times)

isaacssv552

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[0.8.1a] Omnifactory Rebooted 2.2.7
« on: June 03, 2017, 09:05:17 AM »

I've reworked Lazywizard's discontinued Omnifactory mod (with permission) for balance and compatibility. Will eventually switch to spawning only in uninhabited systems.
Remnant Autofactory
A production based mini-mod
Download version 2.2.7

Features:
  • Analyze Weapons and LPCs:
    At the cost of one Gamma/Beta/Alpha core per Tier 1/2/3 weapon or fighter LPC, the omnifactory will scan them for future production. To use cores simply put them in the Omnifactory's storage.
  • Build Weapons:
    Weapons can be build by buying them in the purchase screen. Multiple weapons of the same type can be queued in sequence up to the stack amount present in the purchase screen. This will begin the construction process and after a time period dependent on size and tier the weapons will be deposited into storage. This process consumes resources including metal, rare metal, volatiles, and fuel.
  • Build LPCs:
    Fighter LPCs can be build by buying them in the purchase screen. Multiple LPCs of the same type can be queued in sequence up to the stack amount present in the purchase screen. This will begin the construction process and after a time period dependent on size and tier the LPCs will be deposited into storage. This process consumes only transplutonics but is significantly more time consuming than weaponry construction.
  • Analyze Ships:
    At the cost of one Gamma/Beta/Alpha core per Frigate/Destroy/Cruiser and 5 Alpha cores per Capital, the omnifactory will scan them for future production. To use cores simply put them in the Omnifactory's storage.
  • Build Ships:
    Ships can be build by buying them in the purchase screen. This will begin the construction process and after a time period dependent on size and fleet points the ship will be deposited into storage. This process consumes resources including metal, rare metal, organics, volatiles, and heavy machinery.
  • Order Ships:
    Pay a premium to have the sector's many markets search for you. At a markup between 25% and 375%, depending on the difficulty of acquisition, have ships from any market in the sector delivered to your storage.

Changelog
Code

 Version 2.2.7: (September 20, 2017)
================================
Added safety check to cancel scanning of D-modded ships.

 Version 2.2.6: (September 16, 2017)
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Fixed cost multiplier.

 Version 2.2.5: (August 31, 2017)
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Fix for lower resolutions.
No longer able to replicate D-modded vessels.
Misc fixes.
Autofactory market description explains how to use the factory.

 Version 2.2.4: (July 23, 2017)
================================
Resource consumption occurs on order start.
Numerous bugfixes.
May break saves.

 Version 2.2.3: (June 19, 2017)
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Production no longer costs credits.

 Version 2.2.2: (June 19, 2017)
================================
Fixed leave option.
Fixed resource requirements.
Fixed refit screen exploit.
Added dismissal functionality to blueprint screens.

 Version 2.2.1: (June 8, 2017)
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Fixed crash that could occur if restricted DME weapons were enabled by user.

 Version 2.2.0: (June 7, 2017)
================================
UCS agency finished.
Many bugs fixed.
Ability to specify autofactory location added.
Weapon cost display now includes barrels and glow.

 Version 2.1.5: (June 5, 2017)
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Preliminary work on UCS agency.

 Version 2.1.4: (June 5, 2017)
================================
Random spawn is now guarded by a REDACTED battlestation.
Added source files to jar.

 Version 2.1.3: (June 5, 2017)
================================
Fixed survey level.
Made Omnifactory point downwards.

 Version 2.1.2: (June 5, 2017)
================================
Added new option to omnifactory interaction. Displays all weapons the omnifactory has data for. Clicking on a weapon displays the resource requirements.
Reworked resource requirements.
Fixed a few bugs in the settings.

 Version 2.1.0: (June 4, 2017)
================================
Added new option to omnifactory interaction. Displays all ships the omnifactory has data for. Clicking on a ship displays the resource requirements.

 Version 2.0.2: (June 3, 2017)
================================
Improved notifications.
Fixed bug with Tier 4 items.

 Version 2.0.1: (June 3, 2017)
================================
Omnifactory now displays resource consumption.

 Version 2.0: (June 3, 2017)
================================
Reworked replication for increased balance and immersion.

Feedback, testing, and advice is welcome. Analysis and production times are currently set to 1/2 to aid testing.
« Last Edit: September 20, 2017, 08:53:30 PM by isaacssv552 »
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Ryu116

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Re: [0.8a] Omnifactory Rebooted (Beta)
« Reply #1 on: June 03, 2017, 12:48:37 PM »

0.8.1a just got released and I look forward to testing your mod when it is re-released for 0.8.1a.
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isaacssv552

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Re: [0.8a] Omnifactory Rebooted (Beta)
« Reply #2 on: June 03, 2017, 04:42:18 PM »

Just tested and it works fine on 0.8.1. I'll be releasing some QoL improvements, but it should work in its current state.
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Ryu116

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Re: [0.8a] Omnifactory Rebooted (Beta)
« Reply #3 on: June 03, 2017, 04:44:42 PM »

Just tested and it works fine on 0.8.1. I'll be releasing some QoL improvements, but it should work in its current state.

Great!  I look forward trying this mod.  I missed Omnifactory from older version of SS and thank you very much for this mod!

:D
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Ragni

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Re: [0.8.1a] Omnifactory Rebooted (Beta)
« Reply #4 on: June 04, 2017, 10:35:29 AM »

Hey Isaac,
Glad to see the mod in working shape, will try it out.
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted (Beta)
« Reply #5 on: June 04, 2017, 04:10:48 PM »

New Release!

Version 2.1.0 adds a new interaction dialog to display production costs. Details are in the changelog.
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Ryu116

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Re: [0.8.1a] Omnifactory Rebooted (Beta)
« Reply #6 on: June 04, 2017, 05:34:47 PM »

New Release!

Version 2.1.0 adds a new interaction dialog to display production costs. Details are in the changelog.

Download link not working, when I clicked on it, it took me to the page that requested me to sign in on bitbucket website.
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted (Beta)
« Reply #7 on: June 04, 2017, 05:53:46 PM »

New Release!

Version 2.1.0 adds a new interaction dialog to display production costs. Details are in the changelog.

Download link not working, when I clicked on it, it took me to the page that requested me to sign in on bitbucket website.
I'm working on making the download publicly accessible, in the meantime use the attachment. (It is the same file.)
EDIT: Fixed it.
« Last Edit: June 04, 2017, 05:58:46 PM by isaacssv552 »
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.1.0 (Beta)
« Reply #8 on: June 04, 2017, 11:21:18 PM »

Version 2.1.2 is out!

Remnant Autofactory
A production based mini-mod
Download version 2.1.2

Changelog:
Added new option to omnifactory interaction. Displays all weapons the omnifactory has data for. Clicking on a weapon displays the resource requirements.
Reworked resource requirements.
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zaimoni

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Re: [0.8.1a] Omnifactory Rebooted 2.1.0 (Beta)
« Reply #9 on: June 05, 2017, 12:25:35 AM »

HMM....2.1.2 ZIP has no visible files; download repository claims 1.11 ...
« Last Edit: June 05, 2017, 12:27:24 AM by zaimoni »
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.1.0 (Beta)
« Reply #10 on: June 05, 2017, 05:26:03 AM »

HMM....2.1.2 ZIP has no visible files; download repository claims 1.11 ...
I forgot to push to the repo, the zip should be fine though. What exactly do you mean by no visible files?
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adimetro00

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Re: [0.8.1a] Omnifactory Rebooted 2.1.2 (Beta)
« Reply #11 on: June 05, 2017, 07:20:15 AM »

I don't know whether the question's already answered, but where will the mod put the omnifactory?
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.1.2 (Beta)
« Reply #12 on: June 05, 2017, 08:11:47 AM »

I don't know whether the question's already answered, but where will the mod put the omnifactory?
It currently puts it in orbit of Jangala. It will eventually (Once I've gotten enough feedback) be moved to a random uninhabited system, although the config option to spawn it in Corvus will still be present.
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.1.0 (Beta)
« Reply #13 on: June 05, 2017, 10:33:12 AM »

Version 2.1.4 is out!

Remnant Autofactory
A production based mini-mod
Download version 2.1.4

Changelog:
Random spawn is now guarded by a REDACTED battlestation.
Added source files to jar.
Fixed survey level.
Made Omnifactory point downwards.
« Last Edit: June 05, 2017, 10:35:12 AM by isaacssv552 »
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Elijah

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Re: [0.8.1a] Omnifactory Rebooted 2.1.4 (Beta)
« Reply #14 on: June 05, 2017, 11:19:40 AM »

Hi there,

Thank you for revitalizing this mod, as it is a great mod in my opinion (a very good bridge between current game and outposts in the future)

Unfortunately if I use it, it doesn't start the game. The error is the following: "Fatal: JSONObject["wingAnalysisTimeMod"] not found."

My mod list is the following:

Lightshow without Ship and Weapon pack 1.32
Dynasector 1.2.0
Combat Chatter 1.7.1
LazyLib 2.2
Leading Pip 1.8.1
Nerexelin 0.8
Omnifactory 2.1.4
Version Checker 17c

Let me know if you need more info.
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