TowerFactory

v1.2.3·Updated 2026-10-05

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

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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

File & checksum

Filename
TowerFactory-1.2.3.zip
File size
115.9 KiB
SHA-256
3044221a03bef56363f94294ae21372d8aa9e22ead54ca17650db83f0c217b20
Stored at
2026-10-17 06:16