Surviving Mars

Surviving Mars

46 ratings
Autonomous Factories
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60.004 KB
27 Aug, 2022 @ 2:45pm
11 Jan @ 3:08pm
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Autonomous Factories

In 2 collections by ChoGGi
ChoGGi's Mods: Buildings
46 items
ChoGGi's Mods: Cheats
130 items
Description
Makes factories colonist-free for people that don't like colonists?
I know it's not really autonomous, but close enough...

Mod options to set the Auto Performance of factories without workers, and individual automation.

Extra Buildings (default off):
Drone Assembler
Recon Center
Farms


Requested by Emlin5k.
Autonomous Extractors
28 Comments
ChoGGi  [author] 7 May @ 4:05pm 
Yeah, I don't really care about it :)


I meant if I'm very bored sometime and I remember...
Delta4Phoenix 6 May @ 11:18pm 
Honestly the editor being unable to parse your mods properly is nothing to worry about, just means they are bad to use as reference when trying to learn how to use the editor XD
ChoGGi  [author] 6 May @ 7:29pm 
I'll see what I can do.

> And yea, I see why you don't use the editor... it is a mess to use and very unintuitive... also probably explains why the editor struggles to parse your mods. Supposedly all the option buttons in your mods are empty, according to the editor. XD

Hm, I may look into the options being blank. but eh.
Looking at the change log it took me four months before I added a func to ECM so I could upload mods, and not have to use the mod editor for anything :)
Delta4Phoenix 6 May @ 6:31pm 
I kinda want there to be a challenge so to speak, yes, you can have autonomous extractors and factories via the research, but they operate at reduced capacity, if you want full power out of them, you need colonists. This mod is a bit more simple by just removing the work slots. That isn't a bad thing, just not what I was looking for.

And yea, I see why you don't use the editor... it is a mess to use and very unintuitive... also probably explains why the editor struggles to parse your mods. Supposedly all the option buttons in your mods are empty, according to the editor. XD
ChoGGi  [author] 6 May @ 5:32pm 
Yeah, I don't use it at all. I've got a template mod for new ones, and I just stick everything in script.lua and ignore the editor.

> Is it possible to add the 'x performance without workers' perk to the existing tech?
Yeah, that shouldn't be too annoying to do.

I take it you think this mod is too cheaty? I don't think it'd be too hard to hide this mod behind the tech?
Delta4Phoenix 6 May @ 1:37am 
The built in modeditor is a bit confusing to use to a newbie, ngl... I tried making a on/off option for moving the breakthrough tech (which uses code off of reddit, posted by you. XD), but I got no clue how it wants me to tell it that it is a on/off button, and what to affect...
Delta4Phoenix 6 May @ 1:30am 
Welp, realized that Factory AI is a thing already... but it does something else. Is it possible to add the 'x performance without workers' perk to the existing tech? (and also slowly trying to figure out options)
Delta4Phoenix 6 May @ 1:21am 
Well, I managed to make something show up in game, progress... definitely not as easy as hoped, even with the ability to poke my head into other mods to see what I need to do
ChoGGi  [author] 5 May @ 9:26am 
I've got an example mod to add a new tech: https://github.com/ChoGGi/SurvivingMars_Mods/tree/master/Mods%20ChoGGi/Example%20Tech

Then you can use an OnMsg.TechResearched to wait for the tech to show up, and the code from this mod to change the factories.

Just so you know: Adding new breakthroughs will change each locations breakthrough list, so anyone using the maps website won't be able to use them.
Delta4Phoenix 5 May @ 12:08am 
If you can give me a few pointers I could try doing it myself also