LokiMoonLabs-HoneyIShrunkTheFactory icon

HoneyIShrunkTheFactory

Combine up to 1000 machines in one building, plus charge-only energy exchanger multipliers. Per-machine controls, copy/paste and blueprints. By Loki Moon Labs.

Last updated 9 hours ago
Total downloads 28
Total rating 0 
Categories Quality of Life Assembling Machines Power
Dependency string LokiMoonLabs-HoneyIShrunkTheFactory-0.3.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

xiaoye97-BepInEx-5.4.17 icon
xiaoye97-BepInEx

BepInEx5.4.17 mod plugin framework, Mod框架

Preferred version: 5.4.17
CommonAPI-DSPModSave-1.2.2 icon
CommonAPI-DSPModSave

Library that allows to store mod save data separately from vanilla saves

Preferred version: 1.2.2

README

Honey I Shrunk the Factory

Loki Moon Labs · 0.3.0 · Dyson Sphere Program 0.10.35.29151

Make one production building process a batch equivalent to multiple identical machines. Choose 1–1000 machines per building. Ingredients, output and electricity scale together; recipe duration remains unchanged. Existing machine-speed and proliferator effects still use the game's production logic.

This is an independent implementation inspired by Condensed Production's multiple-machines-in-one idea. It does not include that mod's container expansion, belt stacking or wireless supply, and does not bundle its code or assets.

Use

Open a smelter, assembler, refinery, chemical plant, particle collider or other building using the native assembler component. A Honey I Shrunk the Factory panel docks beside its window, follows it when moved, and closes with it. It aligns with the machine window at the top and uses the left side when there is insufficient room on the right. It reuses native game window backing and control graphics, including the button, input, slider and dropdown skins, with the native backing and independent click-through protection. The in-game panel shows only the mod title, without the Loki Moon Labs logo or subtitle. The panel temporarily hides while the native recipe selector is open, then returns after it closes. Manufacturing labs and fractionators are also supported. Research labs, miners, power generators, ray receivers, and Molecular Hub's internal virtual slots are outside this feature.

Move the slider or enter a whole number, then click Apply. The preset dropdown offers 1x, 5x, 10x, 15x, 20x, 30x, 40x, 50x, 60x, 70x, 80x, 90x, 100x, 200x, 300x, 400x, 500x, 600x, 700x, 800x, 900x and 1000x. Selecting a preset fills the entry; click Apply to commit. Presets above your configured maximum remain visible but disabled. The panel shows both Active and Selected multipliers. All buildings start at 1x until changed individually. Physical building count stays unchanged; production statistics record the actual multiplied items.

Applying while an assembler or manufacturing lab is working

Paid production and partial proliferator bonus progress retain their original multiplier. A new selection waits for an idle machine with no normal or bonus progress. For an immediate change, use the game's normal recipe clear/reselection action, then the selected multiplier applies. This is a normal recipe reset with the game's usual handling of buffered items and progress; it is not a progress-preserving conversion. A continuously supplied machine or one with partial bonus progress can keep its old multiplier until you reset its recipe. Returning to 1x follows the same safeguard.

Unlike adaptive scaling in Condensed Production, this mod uses a fixed selected batch: a 100x machine waits for enough ingredients for its entire 100x batch. Its own input and output buffers accommodate the batch; station, box, tank, inventory and belt capacities stay unchanged. Supply and power must keep up. No free items are created.

Compatibility with the tested profile

Fractionators

Open a fractionator and use the same slider, presets and Apply button. Its multiplier applies immediately: it increases processing throughput, internal buffer capacity and power together. It does not increase the recipe's conversion probability. Conversion chance reads the fractionator's actual recipe probability and current game proliferator acceleration tables, including installed modifiers.

Successful conversions produce the real product and consume that many input items in production statistics. Unconverted input returns to the fluid output with its spray points intact. Processing stops when output space is unavailable and never draws more input items than exist. Native belt handling and Quantum Conduit's existing input/output routes continue to move physical items. Stations, storage and belt capacities are unchanged.

At higher multipliers, a binomial sampler batches independent conversion outcomes rather than running the entire machine once per virtual machine or making a whole batch succeed/fail together. This keeps the same item conversion probabilities and normal random variation, but the exact random sequence will differ from vanilla. The machine's RNG seed and work progress are saved by the game. Sampling uses beta order-statistic splitting and Marsaglia-Tsang gamma generation; no third-party mod implementation is bundled.

Fractionator buffers are bounded to 500,000 per limit when scaling, or their existing unscaled limit if larger. Reducing the multiplier never deletes buffered items; excess stock must drain before more input arrives. Quantum Conduit can fill the enlarged cargo-based input buffer and collect both outputs. FactoryOverclock's current fractionator cargo limit is read through an optional adapter; its native belt hooks remain active. Existing 0.1.0–0.1.5 settings import into the updated save format.

Charge-only energy exchangers

Set an energy exchanger to Charge, then use the same docked multiplier panel, slider, presets and Apply button. The panel appears only while Charge is selected. The saved charge multiplier remains available when you switch back from Idle or Discharge. It is included in settings copy/paste and new blueprints.

Above 1x, charging throughput and the electrical power it can accept scale together. Only actual grid surplus is accepted: insufficient power slows charging, and accumulator conversion records real empty accumulators consumed and full accumulators produced. Each full accumulator retains its normal energy capacity. Internal energy and spray points are conserved; reducing the multiplier or changing modes does not remove stock or stored energy. Conversion is calculated in bulk without running 1000 separate exchanger updates. Native 20-item buffers and existing belt/Quantum Conduit transfer behavior are retained; supply, collection and available grid surplus can limit throughput.

Honey leaves discharge behavior unchanged. With EnergyExchangerTweaks installed, a Honey setting above 1x controls charge rate from base exchanger power plus native proliferator acceleration, replacing that mod's charge multiplier instead of multiplying it again. At 1x, the existing mod's charge behavior resumes. Its discharge setting remains active. At 1x Honey uses the normal charge update; no other mod is required.

Save format v3 retains exchanger multipliers and imports existing v1/v2 machine settings. Removing this new version after saving exchanger settings requires returning to a compatible save/version. Keep your usual save backup.

Other mods

  • Condensed Production: incompatible. Disable it before enabling this mod, so two implementations cannot multiply the same machine. This mod does not import its saved settings or undo its other changes to a save.
  • Quantum Conduit: reads the scaled per-machine ingredient counts to supply full batches. Its existing input/output transfers and spray accounting remain responsible for moving and coating items. The installed Quantum Conduit port reader was exercised in a fixture.
  • Logistics Capacities / Logistics Architect / StackingPlus / StacksizeMultiplier: this mod does not patch stations, containers, inventories, belts or carrier capacities.
  • FactoryOverclock: existing component speeds and base power are retained; batching multiplies quantity and power on top. Its installed fractionator prefix, transpiler and postfix were exercised together with this mod's new fractionator hook. Large combinations can require very high supply and power.
  • ProliferatorMultiplier: native proliferator tables and native consumption logic remain in control; input spray points are consumed with their items.
  • Planetary Anomalies: rebinds per-building batches after its recipe-data sweep, retaining anomaly counts and timing without modifying shared recipes. Paid batches are not upgraded by a sweep.
  • AssemblerVerticalConstruction: existing vertical input/output transfers remain intact. Their own transfer limits can still bottleneck a high-multiplier machine; Quantum Conduit can supply and collect separately.
  • Star System Production / StatsUITweaks: native consumption/production registers receive multiplied real counts. Machine totals still represent physical buildings. Vanilla machine-window rate labels and other recipe calculators may still show a single machine's recipe rate; use production statistics for actual output.
  • Molecular Hub: its standalone storage/virtual-production system is not patched or configured here.
  • ErrorAnalyzer / CloseError: error reporting is retained; exceptions are not suppressed by production hooks.
  • Nebula Multiplayer: unsupported; this mod disables its runtime patches when the multiplayer plugin is loaded. The API-only package is not blocked.

The installed profile's 92 managed assemblies were inspected for relevant patch declarations and recipe-data references. Automated checks exercise native production, ingredient accounting, spray point conservation, energy, multiple planets, recipe resets, anomaly replacement, save round trips and the installed Quantum Conduit reader. Loki Moon Labs confirmed the interface, production behavior and fractionator support working in game before release. This is not a certification of every interaction or an FPS guarantee.

Configuration and saves

BepInEx/config/LokiMoonLabs.HoneyIShrunkTheFactory.cfg is generated at first launch. Production / MaximumMultiplier defaults to 1000 and accepts 1–1000. Lowering it limits new UI selections; it does not resize a previously paid batch. Extremely large modded recipe counts that would exceed the safe batch arithmetic limit are rejected.

DSPModSave stores each planet/building's requested and active multiplier separately. The game retains normal inventories, spray points and progress. Upgrading or downgrading within the game-declared machine upgrade family retains its multiplier. Older saves with a stale pre-upgrade machine type are reconciled when the factory is synchronized, restoring scaled ingredient requirements for Quantum Conduit and normal input handling. This does not alter inventories, spray points, paid-batch progress or the pending-multiplier safeguards. Demolishing a configured building removes its setting so a reused entity ID does not inherit it. Machine copying, settings paste and newly created blueprints retain the selected multiplier for assemblers, manufacturing labs and fractionators. Each building carries its own value, including unbuilt ghosts and saved/exported blueprint data. Existing running machines keep their paid active batch and queue the pasted value until safe; new buildings apply it immediately. Inventories, progress and proliferation are not copied. Blueprints made before this feature contain no multiplier and create new machines at the default 1x. Retaining the multiplier when placing a shared blueprint requires this mod.

Before uninstalling, set configured machines back to 1x and complete or reset their old batches, then save. Removing a multiplier mod mid-batch cannot preserve the equivalent larger in-flight batch under vanilla processing. Keep your usual save backup.

Performance

Production executes one native update per physical machine, rather than calling it once for every virtual machine. Extra work is proportional to the small number of recipe inputs/outputs. Settings synchronization visits only configured machines on the factory being ticked. It does not load planets, scan station inventories or start wireless routes. No in-game FPS gain has been measured.

Support

Report a bug · Existing reports

AI Development Disclosure

AI tools assisted with design, coding, compatibility inspection, debugging, automated checks, packaging and documentation. Loki Moon Labs directs development and performs in-game testing. The approved Loki Moon Labs branding is reused unchanged. Core production and fractionator behavior were confirmed working in game by Loki Moon Labs. Version 0.2.1 adds copy/paste and blueprint metadata and passed 82,198 automated checks, including native parameter serialization and BlueprintBuilding Export/Import. Copy/paste and blueprint placement were also confirmed working in game by Loki Moon Labs.

Version 0.2.2 improves docking beside the machine window and hides the panel while the native recipe selector is open. It passed 82,198 automated checks, and Loki Moon Labs confirmed the updated interface working in game.

Version 0.2.4 adds a targeted machine-upgrade identity repair, including saved upgraded machines and checks using the installed Quantum Conduit port reader. Loki Moon Labs confirmed the combined update working in game.

Version 0.3.0 adds charge-only energy exchangers, native grid/accounting hooks, copy/paste and blueprint metadata, and integration checks with the installed Quantum Conduit and EnergyExchangerTweaks. AI assistance included implementation and debugging of this feature and its automated tests. This release passed 130,249 automated checks, and Loki Moon Labs confirmed the combined update working in game.