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Author Topic: [0.7.2a] Omnifactory v1.11c (released 2017-03-16)  (Read 152543 times)

Histidine

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Re: [0.65.2a] Omnifactory v1.11 (released 2015-07-11)
« Reply #210 on: July 12, 2015, 12:06:59 AM »

Nice-o.

Is numberOfFactories a thing yet? It's not in the OmniFacSettings class, so I'm guessing I don't need to have Nexerelin support it for now.
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LazyWizard

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Re: [0.65.2a] Omnifactory v1.11 (released 2015-07-11)
« Reply #211 on: July 12, 2015, 01:03:10 AM »

The numberOfFactories setting isn't used. I had meant to implement it at some point, but todo items in json files aren't listed in my IDE. ;)
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LazyWizard

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Re: [0.65.2a] Omnifactory v1.11b (released 2015-10-12)
« Reply #212 on: October 12, 2015, 02:54:38 PM »

Version 1.11b is up, get it here (mirror). Still requires LazyLib, you know the drill.

Changelog:
Quote
Version 1.11b (October 12, 2015)
==================================
Fixed spam if a restricted ship/item somehow ended up in the Omnifactory's cargo
Implemented support for multiple Omnifactories:
 - Change "numberOfFactories" in data/config/omnifactory/omnifac_settings.json;
   "randomStartingLocation" must be true for this setting to work
initOmnifactory() now sets up the storage submarket if it's not present
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cpmartins

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Re: [0.65.2a] Omnifactory v1.11b (released 2015-10-12)
« Reply #213 on: October 13, 2015, 08:42:15 AM »

Thanks for the update Wizard.
A question: Are blueprints shared between Omnifactories?
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Admiralkio

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Re: [0.65.2a] Omnifactory v1.11b (released 2015-10-12)
« Reply #214 on: October 30, 2015, 10:20:50 PM »

Hi. I'm using Omnifactory (No idea if it conflicts with the Nexerelin version or not). I can mod the config just fine - but it won't let me use the omnifactory to make supplies despite turning ignoregoodsrestriction to 'true'.
Any help?
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LazyWizard

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Re: [0.65.2a] Omnifactory v1.11b (released 2015-10-12)
« Reply #215 on: October 30, 2015, 10:25:40 PM »

The Omnifactory can't create supplies, only ships or weapons. The "ignoreGoodRestrictions" setting just allows you to replicate ships/weapons that are normally blocked, such as Templar equipment.
« Last Edit: October 30, 2015, 11:09:20 PM by LazyWizard »
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Ceebees

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #216 on: December 20, 2015, 08:40:28 PM »

So i'm having an interesting issue that a search on the thread didn't turn up - sorry in advance if you've already heard this one, but.

The Omnifactory spawned in Corvus, and i've been having problems with it catching me trading with the Barad pirates (who i'm hostile to) and it decreasing my faction relation with "Your". I am somewhat trepidatious about what happens if that ever goes below friendly, especially since console command reports that i can't alter a faction's relation to itself.
« Last Edit: December 23, 2015, 01:06:29 AM by Ceebees »
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Weltall

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #217 on: December 20, 2015, 08:58:07 PM »

The Omnifactory spawned in Corvus, and i've been having problems with it catching me trading with the pirates (who i'm hostile to) and it decreasing my faction relation with "Your". I am somewhat trepidatious about what happens if that ever goes below friendly, especially since console command reports that i can't alter a faction's relation to itself.

The first thing that comes to mind with Your hating you, is MUTINY! Your own crew will turn against you. I really wonder when your own self hates you >.>
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StarSchulz

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #218 on: December 20, 2015, 08:58:48 PM »

I noticed something weird like that too, in my last playthrough i lost rep with myself. can't really tell what mod was doing it, as i have almost all of them installed.

Taverius

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #219 on: December 25, 2015, 06:06:06 PM »

Hokay. I gotta ask, how hard would it be to make the OF take a list of system-planet pairs from the .json as locations?

It gets a bit tiring rerolling a save over and over when its one with a commission that makes me hegemony-hostile ...

I mean, its not that I can't do it, but :effort: *flails feebly*
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Wyvern

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #220 on: January 03, 2016, 08:46:42 AM »

Um.  Tried the random omnifactory location setting... is it supposed to be able to spawn in close orbit around a star, literally inside the star's corona?
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SierraTangoDelta

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #221 on: February 10, 2016, 01:37:09 PM »

Um.  Tried the random omnifactory location setting... is it supposed to be able to spawn in close orbit around a star, literally inside the star's corona?
That sounds ridiculous, is the star accidentally set as a usable planet?
Also, what is the default location for the factory when random location is disabled?
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Midnight Kitsune

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #222 on: February 10, 2016, 03:30:32 PM »

Um.  Tried the random omnifactory location setting... is it supposed to be able to spawn in close orbit around a star, literally inside the star's corona?
That sounds ridiculous, is the star accidentally set as a usable planet?
Also, what is the default location for the factory when random location is disabled?
Solumus (sp?) in corvus
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LazyWizard

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #223 on: February 10, 2016, 04:08:18 PM »

That sounds ridiculous, is the star accidentally set as a usable planet?

It was intentional, corona effects weren't in the game when the spawn logic was written. It's an easy fix. I'll try to get around to it (and a few other suggestions in the last few posts) soon. :)

Also, what is the default location for the factory when random location is disabled?

Corvus IV- er, Somnus. Yeah.
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Wyvern

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #224 on: February 10, 2016, 04:11:44 PM »

Ah, that makes sense.  Fortunately for me, it landed on a star with a thin corona, so I could still get to it and didn't need to roll another save.  Actually left it that way - it's a small supply tax for visiting the thing, and a good argument for not going there unless I need to.

But if it'd spawned that close to a more active star, there might've been issues.  Presumably there's some way to query (normal non-flare) corona radius so it can be put near the edge?
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