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Author Topic: [0.7.2a] Omnifactory v1.11c (released 2017-03-16)  (Read 152559 times)

SierraTangoDelta

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #225 on: February 11, 2016, 09:51:56 AM »

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.

Maybe you could consider having the Omnifactory have production by-products, as in when you submit weapons and they get processed the factory would produce very basic materials, like excess sheet metal, ores, etc.
It wouldn't offset the price of the weapon, just a nice little bonus for submitting weapons/ships.
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Sy

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #226 on: February 20, 2016, 03:34:56 PM »

i see it has already been mentioned several times before, so sorry if i'm annoying, but would it be possible to allow setting a specific location for the omnifac to spawn? i just use random starting location with a high number now, but still need to rereroll quite a few times whenever i start a new game to get one where i want it, and there's a lot of random omnifacs already floating around in various systems, which looks a bit weird. it gets even worse when i have to do the same thing again whenever i want to use Save Tranfser, as the spawn locations aren't carried over. :/
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LazyWizard

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #227 on: February 20, 2016, 04:15:03 PM »

i see it has already been mentioned several times before, so sorry if i'm annoying, but would it be possible to allow setting a specific location for the omnifac to spawn? i just use random starting location with a high number now, but still need to rereroll quite a few times whenever i start a new game to get one where i want it, and there's a lot of random omnifacs already floating around in various systems, which looks a bit weird. it gets even worse when i have to do the same thing again whenever i want to use Save Tranfser, as the spawn locations aren't carried over. :/

Sure, it'll be in the next version.

Maybe you could consider having the Omnifactory have production by-products, as in when you submit weapons and they get processed the factory would produce very basic materials, like excess sheet metal, ores, etc.
It wouldn't offset the price of the weapon, just a nice little bonus for submitting weapons/ships.

Sorry, but this won't happen. The current incarnation of the Omnifactory is already far too powerful (even after being nerfed in the upcoming version); granting bonus resources would just make it even worse.
« Last Edit: February 20, 2016, 04:17:48 PM by LazyWizard »
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Sy

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #228 on: February 20, 2016, 04:28:33 PM »

Sure, it'll be in the next version.
awesome! =)
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grinningsphinx

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #229 on: February 24, 2016, 07:02:16 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.

Maybe you could consider having the Omnifactory have production by-products, as in when you submit weapons and they get processed the factory would produce very basic materials, like excess sheet metal, ores, etc.
It wouldn't offset the price of the weapon, just a nice little bonus for submitting weapons/ships.


concur...while it isnt as overpowered as the Prism Freeport is,  the omnifactory already makes the game easy mode past lvl 25 or so.
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Tartiflette

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #230 on: February 24, 2016, 11:44:29 PM »

Prism Freeport? OP? It sells ships at 4 times their price! Compared to the omnifactory that can churn them out for twice the price only. You can buy an original ship, sell it to the Omnifactory and buy the first one created for less than buying a single one from Prism. And from then you'll have an unlimited supply of them. (I'm not even talking about II "Grand Starship Market" that sell most ships with the normal 30% tariff)
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SierraTangoDelta

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #231 on: February 25, 2016, 01:36:42 PM »

Yeah I am thinking about leaving the Omnifactory disabled, it's simply too good, I can produce 20 antimatter blasters, load up a bunch of frigates with them, and *** on basically anything of Light Cruiser level or below.
Prism Freeport is essential if you want to be able to acquire some of the boss bounty ships though, you generally can't get more than 1 of the 2 unique ships that each boss has.
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Taverius

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #232 on: February 25, 2016, 02:43:42 PM »

The wonderful thing about mods: you can turn them off you don't want them.

Personally I'm not going to bother with turning the OF off until the game is final - I have too much fun testing mods and OF is integral to that.
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No faction is truly established without a themed Buffalo (TAG) variant.

SierraTangoDelta

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #233 on: February 25, 2016, 02:55:19 PM »

Like I said, my issue with it is how easy it is to just mass-produce the strongest weapons in the game and from mods.
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Taverius

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #234 on: February 25, 2016, 02:59:50 PM »

Yeah, I'm not going to call it OP until we know what Alex has planned for the production tree.

I don't think its worth LW's time to try to pre-implement such a (proably) complex system into OF either :P

Sure, it makes it easy to get many weapons, but without OF I buy basically everything and stash weapons all over like a squirrel on pcp, and frankly that's not much either.
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No faction is truly established without a themed Buffalo (TAG) variant.

Ratheden

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #235 on: March 31, 2016, 01:22:46 AM »

Looking forward to the 7.2 version of OF. 
Thanks for the hard work you have put into it.

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Wyvern

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Re: [0.7.1a] Omnifactory v1.11b (released 2015-10-12)
« Reply #236 on: March 31, 2016, 08:41:53 AM »

Current Omnifactory works fine in .7.2, at least for me, at least so far...
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Wyvern is 100% correct about the math.

LazyWizard

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Re: [0.7.2a] Omnifactory v1.11c (released 2017-03-16)
« Reply #237 on: March 16, 2017, 09:13:02 PM »

Version 1.11c is up, get it here (mirror). This mod requires LazyLib.

This update adds no new features and only fixes the version file hosting. If you don't use Version Checker you don't need to download this.
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facc00

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Re: [0.7.2a] Omnifactory v1.11c (released 2017-03-16)
« Reply #238 on: April 22, 2017, 10:09:04 PM »

need this for nexerelin, any date on possible release?
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Paul_Kauphart

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Re: [0.7.2a] Omnifactory v1.11c (released 2017-03-16)
« Reply #239 on: May 31, 2017, 01:46:24 PM »

Hi Wizard,

Do you think it's possible for the next version to get the option to use metals and transplutonics as consumables and AI cores as crew-like requirements ?

Thanks a lot.
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