Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Efficient & Wasteless Production
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22 Jan, 2023 @ 1:46pm
17 Feb, 2023 @ 2:38am
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Efficient & Wasteless Production

Description
TL;DR
This mod makes it so factories produce resources in great bulk, greater efficiency and lower ingredient usage, while still keeps everything in line. It also removes several quirks on factories that can lead to loss in resources.

Description
I always liked the mod The Deranged Industries: Efficient Factories, but it doesn't make me satisfy in 2 ways. First, the need in copper ore greatly surpasses the need in iron ore, which drives me so hard looking for the next copper asteroid and I wanted to tune it a bit. Second, it makes heavy use of splitter mechanic, which is the one I am about to abolish. So what is a splitter and why I hate it so much?

For instance, the ammo factory needs 1 sulfur to make 20 bullets. To make use of the sulfur, it splits it into 20 pieces and use these pieces as ingredients to make bullets. It doesn't break another unit of sulfur apart until it uses up all 20 pieces, but its remaining unprocessed sulfur goes waste if you relocate or remove the factory. If losing some sulfur that doesn't sound painful, think about the nuclear missile factory. It splits an uranium ore into 50 pieces and use them to make nuclear missile parts, and you may lose your precious uranium as well.

This isn't the only quirk that factories have that can cause you to lose resources. The processor factory has a gold ore loader that loads up to 4 gold ores in and the factory makes processors using gold ore loaded with the loader. However, if the factory has loaded 2 gold ores in it and it does not see the 3rd one to start the production, and you relocate or remove the factory now, your 2 gold ores are lost. The same is true for uranium enrichment factory, which can cause you to lose 1 to 3 uranium ores.

You might ask, "so if I never relocate or remove a factory, I will never lose resources, right?" Sure thing, but why should I abandon my rights to relocate and to remove factories just because they have quirks with them? The relocating can occur easier than you might think as well, relocating the blueprint causes the relocating of every part in the ship, factories are no exceptions.

This mod cures the said quirks. Factories now produce resources in bulk and they will never split or pre-consume ingredients. They still fake the look of sending out the products one by one, but the resource conversions are done as atomic actions. Relocating factories may cause them to lose some progress but no resources will be lost in the process.

Details
Each factory has a buffer zone with a capacity equal to twice the number of products per bulk. It will send out the resources from its buffer zone into its visible storage zone one-by-one in fast speed. The production is halted if the next resource conversion would cause the buffer zone to exceed its capacity; this should not happen frequently unless your crews are busying on something else and nobody of them got a moment to store the products. If the factory is relocated or removed when its buffer zone isn't empty, they will either be teleported to a building that needs the products, a storage bay, or dropped into the space; they cannot be lost.

The percentages are essential changes compared against vanilla.

  • Steel Factory
    Vanilla: 1 iron ore = 1 steel
    Modded: 1 iron ore = 4 steel (4x interval)
    • 25% ingredient usage per steel.
  • Coil Factory
    Vanilla: 1 copper ore = 1 coil
    Modded: 1 copper ore = 8 coils (4x interval)
    • 12.5% ingredient usage per coil.
    • 2x production speed.
  • Hyper-Coil Factory
    Vanilla: 2 coils + 0.5 copper = 1 hyper-coil
    Modded: 4 coils + 1 copper ore = 4 hyper-coils (4x interval)
    • 50% ingredient usage per hyper-coil.
  • Processor Factory
    Vanilla: 5 coils + 3 gold ore = 1 processor
    Modded: 20 coils + 5 gold ore = 4 processors (4x interval)
    • 41.667% gold ore usage per processor.
  • Tristeel Factory
    Vanilla: 1 tritanium ore = 1 tristeel
    Modded: 1 tritanium ore = 4 tristeel (4x interval)
    • 25% ingredient usage per tristeel.
  • Diamond Factory
    Vanilla: 20 carbon ore = 1 diamond
    Modded: 20 carbon ore = 4 diamond (4x interval)
    • 25% ingredient usage per diamond.
  • Uranium Enrichment Factory
    Vanilla: 4 uranium ore = 1 enriched uranium
    Modded: 4 uranium ore = 4 enriched uranium (4x interval)
    • 25% ingredient usage per enriched uranium.
  • Ammo Factory
    Vanilla: 1/20 sulfur = 1 ammo
    Modded: 1 sulfur = 20 ammo (20x interval)
    • No essential changes.
  • HE Missile Factory
    Vanilla: 1/20 iron ore + 1/20 sulfur = 1 HE missile part
    Modded: 1 iron ore + 1 sulfur = 20 HE missile parts (20x interval)
    • No essential changes.
  • EMP Missile Factory
    Vanilla: 1/20 iron ore + 1/20 copper ore = 1 EMP missile part
    Modded: 1 iron ore + 1 copper ore = 20 EMP missile parts (20x interval)
    • No essential changes.
  • Nuclear Missile Factory
    Vanilla: 1/20 iron ore + 1/50 uranium ore = 1 nuclear missile part
    Modded: 3 iron ore + 1 uranium ore = 60 nuclear missile parts (60x interval)
    • 83.333% uranium usage per nuclear missile part.
    • It is possible to keep uranium usage per nuclear missile part the same as vanilla. Doing so causes the factory to produce in a bulk of 120 nuclear missile parts. Note that it only has 4 grids of output zone! 60 products in a bulk already exceeds its storage capacity and this is one of the reasons I made the buffer mechanic.
  • Mine Factory
    Vanilla: 1/20 iron ore + 2 ammo = 1 mine part
    Modded: 1 iron ore + 20 ammo = 20 mine parts (20x interval)
    • 50% ammo usage per mine part.
    • The factory only has 1 grid of ammo input zone, which means making 20 mine parts from 40 ammo is beyond possibility unless you have a mod that increased ammo stack size. This is why it has to use 50% fewer ammo.

Mod Compatibility
For obvious reasons, do NOT enable this mod alongside with anything else that touched vanilla factories.

However, Make Ammo From Manufactured Resource mod made by me already produce ammo in a fashion akin to Efficient & Wasteless Production. Having both of them is fine.

FAQ
Q: I don't like the values but I don't want to abandon the rights to relocate factories without losing resources. What should I do?
A: I made this mod in a way that the values can be changed easily without needing to know much about modding. Head to the mod files directory and edit "stats.rules". It should be straightforward once you made it there.
7 Comments
Grimms Albtraumkönig 7 Aug @ 12:22am 
We need to update the mod, it stopped working with the thermal update.
eragon2017 25 Jun, 2023 @ 6:26am 
please update to the newest version
infra-dan-accelerator unit 84725 8 Jun, 2023 @ 9:36am 
ok. i have a mod that makes ammo free. i cant use dis. sorry!
Felinid Major 22 May, 2023 @ 12:27pm 
Word of warning: this mod is incompatible with the Galactic Allegiance mod.
Rageba1t 4 Mar, 2023 @ 1:21am 
this is what ive needed,thank you.
Deltalead45 31 Jan, 2023 @ 3:03am 
this is why i have a dedicated factory station parked next to the starting station you get, mining ship goes out, sells what i cant process, then transfers. once everything is full on the factory ship, i start turning on the factories and transferring workers to move the piles around.
SS W1esel 29 Jan, 2023 @ 6:28am 
Josef gefällt die Mod.