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Author Topic: [0.7.2a] Omnifactory v1.11c (released 2017-03-16)  (Read 152692 times)

LazyWizard

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Re: [0.65.1a] Omnifactory v1.10 (released 2015-01-05)
« Reply #150 on: January 05, 2015, 07:24:07 PM »

Version 1.10 is finally up, get it here (mirror). This should work with existing saves. This mod requires LazyLib to function!

The big change in 1.10 is that the Omnifactory is no longer profitable. There's now a 100% tariff by default, so you effectively 'sell' ships/weapons for free and have to buy the produced copies at a vastly inflated price. This makes using the Omnifactory much less of a no-brainer than it used to be. It's still horribly broken, but you won't feel compelled to sell everything you find to it anymore. Normal resources and trade goods are virtually free to buy/sell as there's no market demand, so the Omnifactory can still act as a storage facility for those goods.

I also made it much easier for other modders to prevent specific ships/weapons from being replicated. Just copy the CSVs in data/config/omnifactory/ to your own mod folder and add any IDs you want blocked. :)

Full changelog:
Quote
Version 1.10 (January 5, 2015)
================================
(this version is not save compatible with earlier versions) (duh)
Compatibility fixes for new economy/market systems
Added Version Checker support
When added to existing save, syncs factory heartbeat to beginning of next day
Settings are global, defined in data/config/omnifactory/omnifac_settings.json
Restricted goods are defined in a CSV, merged so multiple mods can add to list
Fixed ancient bug where the wrong numbers were shown for analysis phase duration
Added "omnifactoryTariff" setting, defaults to 100%
Balance tweaks (mostly due to above default tariff):
 - You no longer earn a profit when selling to the Omnifactory
 - The prices of produced ships/weapons are vastly inflated
 - Resources still cost almost nothing to store (as there's no market demand)
Added to OmniFacSettings:
 - Set<String> getRestrictedWeapons()
 - Set<String> getRestrictedShips()
 - float getOmnifactoryTariff()
« Last Edit: January 05, 2015, 08:15:55 PM by LazyWizard »
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angrytigerp

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Re: [0.65.1a] Omnifactory v1.10 (released 2015-01-05)
« Reply #151 on: January 05, 2015, 07:26:35 PM »

Version 1.10 is finally up, get it here (mirror). This should work with existing saves. This mod requires LazyLib to function!

The big change in 1.10 is that the Omnifactory is no longer profitable. There's now a 100% tariff by default, so you effectively 'sell' ships/weapons for free and have to buy the reproduced copies at a vastly inflated price. This makes using the Omnifactory much less of a no-brainer than it used to be. It's still horribly broken, but you won't feel compelled to sell everything you find to it anymore. Since there's no market demand normal resources and trade goods are virtually free to buy/sell, so the Omnifactory can still act as a storage facility for them.

I also made it much easier for other modders to prevent specific ships/weapons from being replicated. Just copy the CSVs in data/config/omnifactory/ to your own mod folder and add any IDs you want blocked. :)

Full changelog:
Quote
Version 1.10 (January 5, 2015)
================================
(this version is not save compatible with earlier versions) (duh)
Compatibility fixes for new economy/market systems
Added Version Checker support
When added to existing save, syncs factory heartbeat to beginning of next day
Settings are global, defined in data/config/omnifactory/omnifac_settings.json
Restricted goods are defined in a CSV, merged so multiple mods can add to list
Fixed ancient bug where the wrong numbers were shown for analysis phase duration
Added "omnifactoryTariff" setting, defaults to 100%
Balance tweaks (mostly due to above default tariff):
 - You no longer earn a profit when selling to the Omnifactory
 - The prices of produced ships/weapons are vastly inflated
 - Resources still cost almost nothing to store (as there's no market demand)
Added to OmniFacSettings:
 - Set<String> getRestrictedWeapons()
 - Set<String> getRestrictedShips()
 - float getOmnifactoryTariff()

Well, there we go. Didn't have to go this far, LazyWizard, we could have done without, but... appreciate it.

Yeah, I always found it kind of wacky that you basically sold items for market value, and in exchange you could get them back for the same price, with the added bonus of having them restock.

EDIT: As a stress test, I'm gonna go ahead and drop this into my kitchen sink SS+ playthrough (SS+ with pretty much every 0.65-compatible modded faction). If it works with all this crap, it should work fine with ANYTHING.
« Last Edit: January 05, 2015, 07:46:48 PM by angrytigerp »
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McRib27

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Re: [0.65.1a] Omnifactory v1.10 (released 2015-01-05)
« Reply #152 on: January 06, 2015, 12:34:54 AM »

So it is working with StarSector+ too? (even with the new ships?) Or do i have to change some files?
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Aklyon

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Re: [0.65.1a] Omnifactory v1.10 (released 2015-01-05)
« Reply #153 on: January 07, 2015, 07:11:33 AM »

So if you set the tariff to around 30%, would that mean it costs about as much to get a ship from the omnifactory as it is from that faction?
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Midnight Kitsune

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Re: [0.65.1a] Omnifactory v1.10 (released 2015-01-05)
« Reply #154 on: January 07, 2015, 10:57:50 AM »

So if you set the tariff to around 30%, would that mean it costs about as much to get a ship from the omnifactory as it is from that faction?
Yes
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Gabriel_Braun

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Re: [0.65.1a] Omnifactory v1.10 (released 2015-01-05)
« Reply #155 on: January 09, 2015, 07:24:01 AM »

Hey Lazywizard great that this is back again;  are you planning to include purchasable storage in the next update?
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LazyWizard

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Re: [0.65.1a] Omnifactory v1.10b (released 2015-01-09)
« Reply #156 on: January 09, 2015, 07:18:08 PM »

Funny you should mention that...

Version 1.10b is up, get it here (mirror). Still requires LazyLib.

This minor update prevents you from selling things to the Omnifactory that it can't replicate/already knows the blueprint for. It also adds a storage tab to the station. This update should be save-compatible with 1.10.

Full changelog:
Quote
Version 1.10b (January 9, 2015)
=================================
Added "ignoreGoodRestrictions" setting, allows replication of restricted goods
You can no longer sell restricted or already known ships/weapons to the factory
Omnifactory now includes a storage tab, unlocked by default
Added a description for the Omnifactory submarket
Buy/sell replaced with appropriate verbs based on tariff setting
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Gabriel_Braun

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Re: [0.65.1a] Omnifactory v1.10b (released 2015-01-09)
« Reply #157 on: January 10, 2015, 01:39:39 AM »

Hahaha uber!

Thanks dude  ;)
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McRib27

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Re: [0.65.1a] Omnifactory v1.10b (released 2015-01-09)
« Reply #158 on: January 10, 2015, 01:53:36 AM »

Thx LazyWizard for you great work here. I play with you mod a the entire time. Thanks
« Last Edit: January 10, 2015, 01:56:42 AM by McRib27 »
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Sleeeper

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Re: [0.65.1a] Omnifactory v1.10b (released 2015-01-09)
« Reply #159 on: January 23, 2015, 02:24:41 AM »

Would be great to have an option to get a factory ignore default Corvus location and spawn in random place.
« Last Edit: January 23, 2015, 02:26:20 AM by Sleeeper »
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Gabriel_Braun

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Re: [0.65.1a] Omnifactory v1.10b (released 2015-01-09)
« Reply #160 on: January 29, 2015, 07:56:50 AM »

Okim of Ironclads fame might be able to help you with that if you ask him as he's don e some work on randomisation ;)
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LazyWizard

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Re: [0.65.1a] Omnifactory v1.10b (released 2015-01-09)
« Reply #161 on: January 29, 2015, 06:44:57 PM »

The mod has actually had code for a random Omnifactory starting location for ages, which it only uses as a fallback if Corvus IV isn't found (total conversions). I'll add a setting to force it. Expect a minor update later today. :)
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LazyWizard

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #162 on: January 29, 2015, 08:31:00 PM »

Version 1.10c is up, get it here (mirror). Still requires LazyLib. This update is save-compatible with 1.10b.

The Omnifactory now spawns orbiting a random planet or star in a random system. The only restriction at the moment is that it won't orbit anything that already has a station around it. That's still over 30 potential spots in vanilla alone, so have fun searching!

If you want to keep the old behavior of always orbiting Corvus IV, open data/config/omnifactory/omnifac_settings.json and change "randomStartingLocation" to false.

Changelog:
Spoiler
Quote
Version 1.10c (January 29, 2015)
==================================
Added "randomStartingLocation" setting, enabled by default:
 - With this set to true, the Omnifactory will orbit a random planet or star
   in a random system, so long as that planet doesn't have a station already
Default sell price is now almost always 0, except with very large transactions
[close]
« Last Edit: January 29, 2015, 08:46:34 PM by LazyWizard »
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Midnight Kitsune

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #163 on: January 29, 2015, 11:09:19 PM »

This won't change a current save's omnifactory location will it?
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zaszella

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Re: [0.65.1a] Omnifactory v1.10c (released 2015-01-29)
« Reply #164 on: January 29, 2015, 11:18:44 PM »

Can omnifactory appear in hyperspace? Just like Zeta Fortress in Uomoz.
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