TowerFactory
Logistics stations can produce items | Transport towers can also produce materials
About this mod Machine translation
TowerFactory
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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.log tells 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:
- Put the product in slot 2 and leave slot 3 onward empty, then click Fill Ingredients (top right). Slot 1 is set to Storage if needed; if slot 1 is empty, the mod picks a production building that can make slot 2’s product (preferring a building already in the station).
- Ingredients are set to Demand. Pseudo recipes take priority.
- If no recipe fits, you'll see "Not enough slots, install a station expansion 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
- Oil Refinery: 1 Hydrogen + 1 Coal → 1 Refined Oil (reforming net; statistics: 2 oil consumed, 3 oil produced per craft)
- Assembler: Titanium Crystal / Optical Grating Crystal + Fire Ice + Hydrogen → Casimir Crystal
- Miniature Particle Collider: 12 Critical Photons + Annihilation Constraint Sphere + Titanium Alloy → 2 Antimatter Fuel Rods (Mass-Energy Storage ×6 + assembler fuel-rod recipe)
Mining
- Mining Machine: slot 2 is a mineral found on this planet. 180 per minute per machine (6 veins × 30), linear with stack count, multiplied by mining speed research.
- Advanced Mining Machine: produces every mineral from slot 2 onwards, 900 per minute per machine (15 veins × 60) per slot. 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.
Dyson sphere (v1.2.0)
- Ejector tower: Slot 1 ejector(s) (Storage), slot 2 solar sails. Builds cell points on the shell directly (like ray-receiver absorption, stat 11903). No sail bullets, no Dyson cloud. Each node must have 30 …
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Dependencies
Install these first, or the mod will not work:
xiaoye97-BepInExcat_yummi-BigTower