In the future, there will be an Omega Beacon that is compatible with Omega machines.
Ah, that would indeed help a lot, without beacons the entire surface was very slow going.
The research conversion is basically only there so that the Omega Lab doesn't run when you do normal vanilla research.
(To avoid wasting research).
The omega lab really isn't much better than biolabs though due to not having better science pack drain, and definitely not better than cryolabs/quantumcomputers from other mods (and those tend to be quite expensive to get as well and harder to manage in various ways, but better science pack drain). To encourage people to use it should probably give it a better science pack drain, not necessarily at common, but maybe make it scale better with quality? The lack of beacon interactions on it is a huge cost as well.
I'm also already thinking about creating another power source in the form of matter conversion.
Hmm, you know, by the time we get antimatter/exoticmatter fluids, those could be interesting to feed into an antimatter reactor together to generate power?
Though in reality you can't get power from making antimatter using power, so it doesn't really 'make sense', but would be a nice reward for reaching that step anyway?
Deactivating the warp drive is a good idea. I'll see how I can implement that.
At the very least just script deactivating it when not going to or from the new far area (sol and oort cloud) would be best, only activating it when a ship tries to move and the to or from are one of those should fix it?
A quick question out of interest ;) You said you made legendary modules... How long did it take you to complete my mod? / Do you think the time taken was okay or too long?
We dumped a holy crapton of our solar-system-wide legendary production into making those modules (we make 'almost' everything legendary pretty consistently now, and yes indeed, 'ow our UPS' averaged 29UPS), our server had been going for almost 3 months, I spent much of the last 2.5 weeks on Nexus just by myself with a few others coming to do things on occasion.
We 'started' the mod in earnest about 3 weeks ago, many of us playing about 6+ hours a day every day (including myself, yes work and factorio). This surface was definitely the longest one by far to 'complete'. In relation to any other surfaces (we were playing an altered version of the all planets pack with a couple buggy surfaces removed and many more surfaces added) it was the longest, but it was decently busy the whole time, lot of copy/pasting though, decent amount of circuits required to 'trust' that I wasn't going to blow everything up when I wasn't around/online. Took a looooong time to get those first couple critical cubes, by the end we were making well over a dozen a second, upcycling many to legendary via quality recyclers, cycling out the rest, lots of refreshing of them.
Honestly, the time taken was 'appropriate' for a well knowledgeable group of masochists that play either extreme deathworlds or megabasing, we play for months at a time, I do think it took far too long for a 'normal' persons play through. The tech itself wasn't the issue, nor really the introduction of concepts, the biggest issue was not enough power early on (we spammed many dozens of mk1 fusions and it was still often not satisified), and everything running slower, even with eff modules was a really big slowdown, so perhaps some power rebalancing, or perhaps another power source introduced earlier on might be better. Making the mk2 fusion wasn't too bad, but getting their fuel production was the first real challenge, circuits needed for sure to not blow self up, and it was extremely slow coming to begin with.
I really like the hexagonal shape that making the red crystal things (I'm really bad with names) as a factory made (the central crystal maker with a ring of stabilizers with some circuits to inject when all were ready with sufficient amount), those were extremely pleasing to make (and then copy/paste many more of them due to slowness, lol.
A lot of the mod did overall feel slow though, even to us, 'advancement' was very slow coming, generally after a 6 hour session we'd only make another large line expansion and get enough stuff to start on the next, which definitely felt slow.
The next major slowdown past power was just how incredibly long it took to get the first critical cube that we could actually use.
Also, posting text messages to the screen doesn't really work in multiplayer, those should be in tooltips, technologies, or in the information/tutorial screen. I would say you should... hmm, 'demonstrate' those critical cubes spoiling in the tutorial screen with some bits about "Don't let this happen" perhaps, lol. Having one explode 'in' the center of base was... interesting to come back to... ^.^;
If you have any further questions about our server feel free to ask? After almost 3 months we are finally coming to a close, we just finished the last surface today, so we'll probably spend another week just optimizing and cleaning up things before we finally move on. :-)
So if you want me to test anything in a very large game or have further questions, I'm open!