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Author Topic: [0.7.2a] Omnifactory v1.11c (released 2017-03-16)  (Read 153107 times)

LazyWizard

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #165 on: January 29, 2015, 11:29:15 PM »

This won't change a current save's omnifactory location will it?
No, this update only affects new games.

Can omnifactory appear in hyperspace? Just like Zeta Fortress in Uomoz.
Not at the moment, but I could add it in as a possibility.
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Sleeeper

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #166 on: January 30, 2015, 12:41:03 AM »

Thanks :D
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Gabriel_Braun

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #167 on: January 30, 2015, 06:40:12 AM »

Could you add in a dialogue event to 'activate' it too?  Maybe pay 100,000 credits and have to wait a year while crews restore systems to the autofab systems to bring it into balance?
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Sleeeper

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #168 on: January 30, 2015, 06:47:07 AM »

And/or a requirement to bring to it some resources to make it go online.
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Aklyon

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #169 on: January 30, 2015, 10:26:00 AM »

Pretty sure theres config options to make it need crew or supplies or fuel per day already, though I haven't seen them used.
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Midnight Kitsune

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #170 on: January 30, 2015, 01:20:33 PM »

Pretty sure theres config options to make it need crew or supplies or fuel per day already, though I haven't seen them used.
Yep, there is. Crew, supplies and fuel can all be made required
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ahrenjb

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #171 on: January 30, 2015, 01:27:50 PM »

I feel like lazywizard has already set the stage for this, but I would eventually like to see this mod feel less like a cheat and more like part of the game world. I feel like the "balance" could be improved if you had to provide multiple samples of a ship or weapon to allow for reproduction, alternatively destroying enemy ships in combat could occasionally drop a "design component" or blueprint that could be used instead. "If you can't buy it, fight it" type of thing. That, and of course the requirement of actual trade resources and manpower for production. Each item would have man-hours required, and a maximum number of workers to work on it. The more workers, the faster the man-hours rack up. Ability to upgrade the station over time to accommodate higher tech or larger ships.... I'm getting a little carried away now, maybe.

Then again, a lot of this will probably be added with or overruled by the eventual campaign changes.
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orost

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #172 on: January 30, 2015, 01:51:32 PM »

@ahrenjb If you go a few pages back in this thread you'll see that LW is already planning something similiar for the 2.0 rewrite. I wonder what the progress on that is though. It's been a long time.
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Velox

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #173 on: January 31, 2015, 02:36:00 AM »


This mod has given me a new and obsessively compelling drive in-game.  It may be called the "Omnifactory" but to me it has become "Pokedex Station". 
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Taverius

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #174 on: February 03, 2015, 07:57:16 PM »

Oh lordy how do I find it. I've got every possible faction SS+ supports and already went through every system and didn't see it. Please add a console command?

VIM doesn't like looking through 900mb xml files so I can't really just look at the save.
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Wyvern

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #175 on: February 03, 2015, 08:12:26 PM »

Oh lordy how do I find it. I've got every possible faction SS+ supports and already went through every system and didn't see it. Please add a console command?

VIM doesn't like looking through 900mb xml files so I can't really just look at the save.
Hm... I remember hearing that neutrino adds a system that doesn't show up on the map.  Don't know where it is, though.
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Wyvern is 100% correct about the math.

LazyWizard

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #176 on: February 03, 2015, 09:29:16 PM »

I've moved a ton of code around since the last release, but this console command should work (copy+paste into campaign console, it should be a single line):
Code
runcode SectorEntityToken tmp = (SectorEntityToken) org.lazywizard.omnifac.OmniFac.getFactories().get(0); org.lazywizard.console.Console.showMessage("Omnifactory is orbiting " + tmp.getOrbit().getFocus().getName() + " in " + tmp.getContainingLocation().getName());
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Taverius

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #177 on: February 04, 2015, 03:00:12 AM »

Runs great! Unfortunately the OF is in Antioch >_<

Oh well - time to get friendly with the Templars :F

Can you add that as a command the OF adds to CC? Because that would be awesome.
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No faction is truly established without a themed Buffalo (TAG) variant.

LazyWizard

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #178 on: February 04, 2015, 03:11:34 AM »

Runs great! Unfortunately the OF is in Antioch >_<

Oh well - time to get friendly with the Templars :F

Awesome. Good luck with that!

While I personally consider locations like that valid (they add structure and a goal to a playthrough), I'll add an option in the next release for players and modders to block the factory from spawning in specific systems, the same way they can already block ships/weapons from being replicated.


Quote
Can you add that as a command the OF adds to CC? Because that would be awesome.

Already done. :)
« Last Edit: February 04, 2015, 03:13:12 AM by LazyWizard »
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Tartiflette

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #179 on: February 04, 2015, 03:34:00 AM »

Hehe in my current playthrough, it spawned next to Babylon... Yay free storage in the middle of the map!
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