Hi all
First, thanks for the great mod. It's really fun to play with the large number of factions and boss fleets.
Anyway, I've been an observer until now but I have something I want to comment on.
I want to comment on the issue of the inactive omnifactory and the less related cheat protection.
I haven't played 17.2, but from what I see from other people's replies and playing 17.3, it seems that the omnifactory is permanently inactive and unable to replicate items and ships. As you know, the omnifactory is valuable in that it can replicate rare ships and weapons that are unattainable through other means. Examples include fighters (also frigates or weak destroyers), which are easily lost in battle, and certain weapons that are almost never resupplied in the stations and also very rarely dropped (e.g. Dual pulsed beam cannon of the Neutrinos). Consequently, it is almost impossible to maintain fighter/frigate oriented fleets, outfit ships with specific weapons, or create your custom fleet and etc without the omnifactory in the current version of the mod and SS. I believe these are basically the reasons why the omnifactory mod is popular and why it was initially incorporated into UCs.
However, I see that you also removed that function because 'it's too powerful for the hardcore nature of UCs,' which is also understandable since the omnifactory significantly reduces the risks of battle and may make game play more loose. But I'm not trying to say which is better or worse since that's the choice of the modder anyway.
The point I want to make is that a lot of people that play your mod wants the omnifactory, and the people that don't may simply ignore it. After all, UCs is a compilation of mods and the omnifactory is simply one of them. This goes the same with cheating: there are people who want to cheat and the rest that don't want to don't have to (for the record, I don't cheat). I feel that this is different from issues such as balance, which are always detrimental to any game and so always desired to be fixed. Back to the point: by making such restrictions, you force aspects of game play through your mod (although anti-cheat protection was eventually downgraded to a warning...), and the only reason you do that is because that's how you want the game played. Some people may like that, but remember that others that don't will be pretty sad.
To me, a collection of mods such as UCs is a bundle pack of bonus factions unlike Caelus or Ironclads, which are total conversions aiming for a whole new gaming experience. Most of the time, I enjoy playing the bundle freely, often with additional mods. I'm sure that the other modders also approve when you make those changes, but Please don't make hard restrictions to the mod, e.g. make the game crash if the user tries to circumvent your intended game play. If you have no intention of hard wiring prevention of certain functions, Thanks. I guess I just worry too much. So, I'll continue to use the omnifactory+other mods for my game.
ps1. for those who enjoyed using the omnifactory with UCs, just download omnifactory separately and run them together.
ps2. I'm still getting the null pointer exception with the dev version if you haven't fixed it while I was writing this.