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TowerFactory
Logistics stations can produce items | 运输塔也能生产物资
| Date uploaded | a week ago |
| Version | 1.1.1 |
| Download link | cat_yummi-TowerFactory-1.1.1.zip |
| Downloads | 16 |
| Dependency string | cat_yummi-TowerFactory-1.1.1 |
This mod requires the following mods to function
cat_yummi-BigTower
Logistics stations get 6 or 9 storage slots, kept after uninstall | 运输塔扩容到 6 或 9 格,卸载后依然保留
Preferred version: 1.1.0README
TowerFactory
Read me in English
Turn logistics stations into factories
Overview
- Put a production building in slot 1 of a logistics station and set that slot to Storage (neither Supply nor Demand). Put what you want to make in slot 2, and the ingredients after it.
- About 1 second after the setup is complete, the station becomes a "Tower Factory". It works as if the buildings stored in slot 1 were running inside the station: N buildings run at N times the base speed.
- Each base cycle is split into 10 shorter cycles, and each short cycle produces ceil(N / 10) times.
- Tower Factories do not use power (critical photon towers use surplus Dyson sphere energy instead).
- Proliferator effects are ignored.
- If a station doesn't work as expected,
BepInEx/LogOutput.logtells you why it was or wasn't recognized.
Production
- Works with every building that has recipes: assemblers, smelters, chemical plants, oil refineries, particle colliders and matrix labs.
- Slot 2 is the product; slots 3 and later are the ingredients, in recipe order.
- Byproducts:
- Only the product in slot 2 is stored. Byproducts are discarded, but still counted as produced in the statistics panel.
- Byproducts never block the main product.
- Auto-fill ingredients:
- Set slot 1 (Storage) and slot 2, leave the rest empty, then click the "Fill Ingredients" button at the top right of the station window.
- Ingredients are set to Demand. Pseudo recipes take priority.
- If no recipe fits, you'll see "原料格子不够,请加装运输塔扩容mod" (not enough slots, install a station expansion mod).
- Pseudo recipes (several real recipes merged into one; every intermediate step is counted in the statistics):
- Oil Refinery: 4 Crude Oil + 2 Energetic Graphite → 3 Energy Matrix
- Oil Refinery: 1 Refined Oil → 1 Hydrogen + 1 Energetic Graphite (put either one in slot 2)
- Oil Refinery: 2 Crude Oil + 1 Coal → 3 Refined Oil
- Assembler: Titanium Crystal / Optical Grating Crystal + Fire Ice + Hydrogen → Casimir Crystal
Mining
- Mining Machine: slot 2 is a mineral found on this planet. 30 per minute per machine, multiplied by mining speed research.
- Advanced Mining Machine: produces every mineral from slot 2 onwards, each at 3 times the Mining Machine speed. Slots with minerals not found on this planet are skipped.
- Water Pump: slot 2 is this planet's ocean item (water or sulfuric acid). Uses the real pump speed.
- Oil Extractor: slot 2 is crude oil, and the planet must have oil seeps. 1 per second per extractor, multiplied by mining speed research.
- Veins are never depleted.
Critical Photons
- Slot 1 is a Ray Receiver, slot 2 is Critical Photon.
- Each receiver makes photons at the speed of one real receiver at full warm-up without a lens.
- Energy is taken from the Dyson sphere's surplus (whatever real receivers leave). All Tower Factories share it; production stops when there isn't enough.
Fractionator
- Slot 1 is a Fractionator, slot 2 is Deuterium, slot 3 is Hydrogen.
- Each fractionator converts 0.1 Hydrogen into Deuterium every half second.
Accumulators
- Slot 1 is an Energy Exchanger, slot 2 is a full Accumulator, slot 3 is an empty Accumulator.
- Charges empty accumulators at the real exchanger speed. Charging only; no power is used for now.
Notes
- Multiplayer is untested.
- The button and its popup tips follow the game language (Chinese for zh-CN, English otherwise). Log messages are Chinese only.
CREDITS
- Dyson Sphere Program: The great game
- BepInEx: Base modding framework
Author
- cat yummi
中文读我
轮椅,让运输塔也能生产物资
塔厂总述
- 运输塔第一格放一种生产建筑,并设为仓储(不能是供应或需求);第二格放想要的产品,后面几格放原料。
- 设置完成约 1 秒后,这座塔就成为"塔厂",相当于第一格里的建筑在塔里干活:第一格有几座建筑,就以几倍速度生产。
- 生产周期缩短为原来的 1/10,每个周期生产"建筑数 ÷ 10(向上取整)"次。
- 塔厂不耗电(临界光子塔厂消耗的是戴森球的多余能量)。
- 忽略增产剂效果。
- 塔没按预期工作时,可以看
BepInEx/LogOutput.log,里面会写明这座塔为什么被识别、或为什么没被识别为塔厂。
生产
- 支持所有有配方的生产建筑:制造台、熔炉、化工厂、原油精炼厂、微型粒子对撞机、矩阵研究站。
- 第二格放产品,第三格起按配方顺序放原料。
- 副产物:
- 只收第二格的产品,副产物直接丢弃,但会计入生产统计。
- 副产物不会影响主产物的生产。
- 自动填原料:
- 设好第一格(仓储)和第二格,后面留空,点运输塔窗口右上角的"塔厂:填原料"按钮。
- 原料格设为需求,伪配方优先。
- 如果格子放不下任何配方,会提示"原料格子不够,请加装运输塔扩容mod"。
- 伪配方(多步真实配方合成一步,中间步骤的生产和消耗都计入统计):
- 原油精炼厂:4 原油 + 2 高能石墨 → 3 能量矩阵
- 原油精炼厂:1 精炼油 → 1 氢 + 1 高能石墨(第二格放哪个就收哪个)
- 原油精炼厂:2 原油 + 1 煤矿 → 3 精炼油
- 制造台:钛晶石 / 光栅石 + 可燃冰 + 氢 → 卡西米尔晶体
采集
- 采矿机:第二格放本行星有的矿物,每座每分钟 30 个,乘以采矿速度科技加成。
- 大型采矿机:第二格起的矿物全部生产,每格都是采矿机的 3 倍速度;本行星没有的矿会被跳过。
- 抽水机:第二格放本行星海洋里的物品(水或硫酸),按抽水机的真实速度生产。
- 原油萃取站:第二格放原油,本行星需要有油井;每座每秒 1 个,乘以采矿速度科技加成。
- 不消耗行星上的资源。
临界光子
- 第一格放射线接收站,第二格放临界光子。
- 每座接收站的速度,等于一座满预热、不放透镜的真实接收站。
- 能量取自戴森球的多余能量(真实接收站用剩的部分),所有塔厂共用;能量不够就不产。
分馏塔
- 第一格放分馏塔,第二格放重氢,第三格放氢。
- 每座分馏塔每半秒把 0.1 个氢转换为重氢。
蓄电器
- 第一格放能量枢纽,第二格放蓄电器(满),第三格放蓄电器(空)。
- 按能量枢纽的真实速度把空蓄电器充满。只做充电,暂时不耗电。
注意事项
- 未在多人游戏中测试。
鸣谢
制作人
- 流浪法师.悠米
CHANGELOG
Changelog
Format based on Keep a Changelog.
1.2.3 - 2026-10-05
Added
- Pseudo recipe: Miniature Particle Collider — 12 Critical Photons + Annihilation Constraint Sphere + Titanium Alloy → 2 Antimatter Fuel Rods (Mass-Energy Storage ×6 + assembler recipe; photons replace antimatter and hydrogen in the tower).
- Pseudo recipe: Oil Refinery — 1 Hydrogen + 1 Coal → 1 Refined Oil (reformed refinement; no oil in ingredient slots; production stats record 2 oil consumed and 3 oil produced per craft, matching the real recipe).
Fixed
- Matrix research tower: Run full research craft on the main thread so
AddTechHashupdates the queue between loop iterations — fixes only completing one tech level or one queued tech per cycle when matrices were sufficient for more.
新增
- 伪配方:微型粒子对撞机 — 12 临界光子 + 湮灭约束球 + 钛合金 → 2 反物质燃料棒(质能储存 ×6 + 组装台配方;塔内用光子替代反物质与氢)。
- 伪配方:原油精炼厂 — 1 氢 + 1 煤矿 → 1 精炼油(重整精炼;原料格不放油;统计按真实配方记每周期 消耗 2 油、产出 3 油)。
修复
- 矩阵研究塔:整段研究逻辑在主线程执行,
AddTechHash可在循环内同步推进队列 — 修复矩阵足够时每次周期只完成一级或一项科技的问题。
1.2.2 - 2026-10-05
Fixed
- Tech unlock gifts: Skip granting stations while
mainPlayeris not ready (fixesNullReferenceExceptionon new game duringSetForNewGame).
Changed
- Thunderstore / r2modman package now includes CHANGELOG.md.
修复
- 科技送塔:玩家未生成时不发放物流塔(修复新游戏
SetForNewGame阶段TryAddItemToPackage空引用崩溃)。
变更
- 发布 zip 与 r2modman 部署包含 CHANGELOG.md。
1.2.1 - 2026-10-04
Changed
- Auto-fill: On click, slot 1 is set to Storage if needed; if slot 1 is empty, infer the production building from slot 2’s product (prefer a building already in the station).
- Vein miners: buildings × 180/min (6 veins × 30) for normal miners; buildings × 900/min (15 × 60) for advanced miners; linear with stack count (no
ceil(buildings/10)batch). - Tech unlock gifts: 1 planetary logistics station (2103) on first unlock of every tech; Electromagnetics, Basic assembling, Electromagnetic matrix, Automatic metallurgy, and Basic logistics still grant 3.
Fixed
- Vein mining tower: Run vein mining before
GetPeriodso missingminerTicksPerItemno longer yieldsperiod == 0and stops production. - Matrix research tower: Record matrix use in
FactoryProductionStat.total[13].
变更
- 填原料:点击时第一格自动改为仓储;第一格为空则按第二格产品识别生产建筑(优先塔内已有建筑)。
- 矿脉采矿:普通采矿机 座数 × 180/分钟(6 矿脉×30);大型 座数 × 900/分钟(15×60),线性叠座数,不再用
ceil(座数/10)batch。 - 科技送塔:每项科技首次解锁送 1 座行星内物流塔(2103);电磁学/基础制造/电磁矩阵/自动化冶金/基础物流仍为 3 座。
修复
- 矿脉采矿塔:矿脉采矿在
GetPeriod之前执行,避免minerTicksPerItem未设导致period==0整站停产。 - 矩阵研究塔:扣矩阵时写入
FactoryProductionStat.total[13]。
1.2.0 - 2026-10-04
Added
- Dyson towers: Ejector in slot 1 → direct cell points (solar sails, stat 11903), no swarm; silo → direct structure points (rockets, stat 11902). Cell construction requires node
sp == spMax(vanilla rule). - Dyson swarm cap: Hard cap 10 000 swarm sails via
AddSolarSail. - Matrix research tower: Lab in slot 1, matrices from slot 2 onward; feeds UI research queue. Non–universe-matrix tech: instant level when matrices suffice. Universe-matrix-only tech: 1 matrix (6006) per lab per second.
- Re-validate all stations as tower factories on game load (
GameMain.Begin).
Fixed
- Ejector cell points: all nodes per wave; sail count cannot go negative; consume capped to available sails.
- Crash:
AddTechHashqueued to main thread (GameMain.Update) — fixes unlock UI crash from parallel transport tick. build_thunderstore.ps1runspackage_thunderstore.ps1after Release build.
新增
- 戴森塔厂:第一格弹射器 → 直接细胞点(太阳帆,统计 11903),不入云;发射井 → 直接结构点(火箭,统计 11902)。节点须
sp == spMax(原版规则)。 - 戴森云上限:
AddSolarSail硬顶 10000 帆。 - 矩阵研究塔:第一格研究站,第二格起放矩阵;供 UI 研究队列。非纯宇宙矩阵:矩阵够则一次完成等级;纯宇宙矩阵:每秒每座研究站 1 个 6006。
- 进档
GameMain.Begin后全站重新识别塔厂。
修复
- 弹射器细胞点:每波全节点;太阳帆数量不为负;消耗不超过塔内现有帆。
- 崩溃:
AddTechHash改到主线程(GameMain.Update),修复并行物流线程弹科技 UI 崩溃。 build_thunderstore.ps1在 Release 构建后自动执行package_thunderstore.ps1。
1.1.2 - 2026-10-04
Added
- Station gifts on tech unlock (2 planetary logistics stations each, item 2103, inventory only; logistics tech/recipes are not unlocked): Electromagnetics 1001, Basic assembling 1201, Electromagnetic matrix 1002, Automatic metallurgy 1401, Basic logistics system 1601. One grant per tech per save (
featureKey=99001000 + techId).
新增
- 科技解锁送塔(每项 2 个行星内物流运输塔,仅进背包,不解锁物流科技/配方):电磁学 1001、基础制造 1201、电磁矩阵 1002、自动化冶金 1401、基础物流系统 1601;每科技每存档一次(
featureKey=99001000 + techId)。
1.1.1 - 2026-10-03
Fixed
- Self-assembler towers: With an empty slot 2, output goes to slot 1 (not the empty product slot).
- Self-assembler towers: Production works with 0 assemblers in slot 1 at the minimum 100-building rate.
- Auto-fill: Empty slot 2 on assemblers; UI refresh after fill;
SetStationStorageuses the main player.
Build
- Release builds automatically produce
bin/Release/TowerFactory.zip.
修复
- 自产制造台:第二格为空时产物写入第一格(不再写入空的产品格)。
- 自产制造台:第一格 0 座时仍按最低 100 座倍率生产。
- 自动填原料:制造台第二格可为空;填完后刷新 UI;
SetStationStorage使用主玩家。
构建
- Release 构建自动生成
bin/Release/TowerFactory.zip。
1.1.0 - 2026-09-30
Added
- Thunderstore dependency BigTower 1.1.0.
- Bilingual README, author credit, composite icon.
- Fill-ingredients button and tips: English by default, Chinese on zh-CN.
Changed
- Chinese README tagline adds「轮椅」.
新增
- Thunderstore 依赖 BigTower 1.1.0。
- 双语 README、作者署名、合成图标。
- 填原料按钮与提示:默认英文,zh-CN 为中文。
变更
- 中文 README 标语增加「轮椅」。
1.0.0 - 2026-09-30
Added
- Tower Factory core: storage building in slot 1, product in slot 2, ingredients after; 1 s activation; 1/10 cycle time;
ceil(N/10)crafts per cycle; no power; ignores proliferator. - Production, pseudo-recipes, mining, pumps, oil, photons, fractionator, energy exchanger (charge only).
- Fill ingredients button in the station window.
- Requires BepInEx 5.4.17 (xiaoye97).
新增
- 塔厂核心:第一格仓储建筑、第二格产品、后续原料;稳定 1 秒后生产;周期 1/10;每周期
ceil(N/10)次;不耗电;忽略增产剂。 - 制造、伪配方、采矿、抽水、原油、光子、分馏塔、能量枢纽(仅充电)。
- 运输塔窗口 填原料 按钮。
- 需要 BepInEx 5.4.17(xiaoye97)。