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Author Topic: [0.8.1a] Omnifactory Rebooted 2.2.7  (Read 100402 times)

Flare

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Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« Reply #135 on: June 10, 2018, 08:23:35 PM »

Is there a way to edit or move the Autoforge to an uninhabited planet? Currently it hangs around in the Corvus system.

I think so.

In the file "omnifac_settings.json"

Found in:       Starsector\mods\Omnifactory\data\config\omnifactory\omnifac_settings.json

There's two lines found at the very top:

Quote
   "targetSystem":"corvus", # If invalid a randoms system will be chosen.
    "targetPlanet":"jangala", # If invalid a crash will occur.

So probably just change that. This probably has to be done before you start the game though. So you gotta know where you're going to want it beforehand.

Edit: Holy cow, didn't notice the time stamps.
« Last Edit: June 10, 2018, 08:33:59 PM by Flare »
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Quote from: Thana
Quote from: Alex

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

Carabus

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Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« Reply #136 on: November 04, 2018, 05:41:45 AM »

Hi everyone

I have been playing with Omnifactory recently, and unhappy with how costs for producing ships are calculated, started making some tweaks to make it more balanced.
Until I basically rewrote whole calculation... :P
I am quite satisfied with the results now, so I decided I may as well share them with others. What do you (and especially Issac) think?

Pictures:
Spoiler

Before the changes (huge resource costs):


After the changes (balanced costs):
Also added the display of total base value of materials, and base market value of ship.
[close]

I rebalanced costs of producing weapons too.
Also planning to make some UI changes to make it easier to use.
« Last Edit: November 04, 2018, 05:57:27 AM by Carabus »
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Takion Kasukedo

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Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« Reply #137 on: November 04, 2018, 07:51:48 AM »

Looks like it'd work. I look forward to this.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

MesoTroniK

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Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« Reply #138 on: November 04, 2018, 01:31:03 PM »

Carabus, a few points here.

- Do you have permission to work on this mod?
- This mod is extremely buggy and also abandoned by isaacssv552 it seems.
- ... Why? This mod barely has a point now, and come SS 0.9a? It will serve no purpose at all, and thus is a total waste of time and effort to work on.

Carabus

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Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« Reply #139 on: November 04, 2018, 01:39:35 PM »

- Do you have permission to work on this mod?

I asked LazyWizard (original author) and Isaac. Still waiting for Issac response (he seems inactive so it may take while).
Anyway not releasing anything until I get permission.

- This mod is extremely buggy and also abandoned by isaacssv552 it seems.

Seems like the perfect reason to pick it up and fix. :)  I remember it being good, I was fiddling with it once already, like 3 years ago.

- ... Why? This mod barely has a point now, and come SS 0.9a? It will serve no purpose at all, and thus is a total waste of time and effort to work on.

Kinda agree that it will lose some purpose when 0.9 comes. But for now anything is good to shorten the wait :)
« Last Edit: November 04, 2018, 01:41:46 PM by Carabus »
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MesoTroniK

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Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« Reply #140 on: November 04, 2018, 02:28:05 PM »

Good to hear you asked :)

Uh, well with SS 0.9a so soon and the fact it will 100% obsolete this mod... But hey your time, and your effort, and no I am not exaggerating that the vanilla manufacturing system will make the Omnifactory have no point at all.

canned Tomatoes

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Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« Reply #141 on: November 05, 2018, 10:42:34 AM »

Good to hear you asked :)

Uh, well with SS 0.9a so soon and the fact it will 100% obsolete this mod... But hey your time, and your effort, and no I am not exaggerating that the vanilla manufacturing system will make the Omnifactory have no point at all.
You could change the abilities of the omnifactory a bit.
For example destructive scanning to create ship or weapon blueprints.
For a price, of course.

But the Omnifactory was always kind of a cheat option to make certain parts easier and blueprint collection could be just what might be annoying when hunting for one in particular.
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grinningsphinx

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Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« Reply #142 on: November 12, 2018, 12:58:19 AM »

Not sure about how  the next update will work, but it would be nice to be able to produce Fighter LPCS.  Some are pretty rare, and  can be a pain to find more then one.
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Sy

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Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« Reply #143 on: November 15, 2018, 05:52:59 AM »

we'll be able to produce fighter LPCs in our colonies come v0.9, just like weapons and ships, as long as we have the necessary blueprints.
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Amerin

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Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« Reply #144 on: March 05, 2021, 10:04:57 AM »

Is there any hope for new version?
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