Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Efficient factory production
25 Comments
RonronLeNounours 18 Jun @ 4:29am 
thanks for the mods ^^
can you make a "submods" for "tiered part" pretty please
CHALAZO 9 Jan @ 12:09am 
El mod genera el siguiente error: Ya se agregó un elemento con la misma clave. Clave: Cosmoteer.Multiplayer.Mod Data
sir Evans  [author] 5 Oct, 2024 @ 5:00pm 
Not really, I'm afraid. Mods load in order of their publication on steam workshop, so... Changing anything in here won't affect the omni factory mod as it was released later.

But it would be very easy for you to make a mod like this for omnifactory mod, I think.
Virsteinn 5 Oct, 2024 @ 2:24pm 
There's an omnifactory mod by joemama1512 (Super ultimate multi universal factory) that I came across recently. Sadly, it appears this mod doesn't affect it. Would you be amenable either to making a submod for it or else allowing me to do so?
LordZile 5 Mar, 2023 @ 6:47pm 
i can tell you that if they all tweek the base game production then yes they WILL overlap and glitch the game. think of it this way if you have 3 mods that tweek the same base game file, the game codding can only read one overlap. if it is split to 3 overlaps the game will not read it cause it doesnt know what is the write file. thats why most modders make new items IE, MK2 or supper producer so their mod doesnt overlap and make a compat issue
sir Evans  [author] 7 Dec, 2022 @ 1:20pm 
@Ragnaman
Try Dondelium's version then :) I think ratios in his mod are exactly of that magnitude.
Ragnaman 7 Dec, 2022 @ 11:10am 
Would be great to have some medium version.
Vanilla is too grindy, but this mod is too generous, a 1->2 is a 100% increase already, 1->6 is beyond exponential.
sir Evans  [author] 4 Dec, 2022 @ 10:40am 
You need to activate mod in ingame menu, I think.
hmorder 4 Dec, 2022 @ 8:10am 
I subscribed but didn't see a change, maybe need to load the mod through the site? Not sure what I could have done wrong other than clicking subscribe, which usually works with Workshop
maomaotu 25 Nov, 2022 @ 11:29pm 
根据资源稀缺性,提高所有工厂的资源转化率:



-线圈1->6。

-超级线圈1->3。

-菱形1->4。

-处理器1->5。

-钢1->6。

-Tristeel 1->4。

-浓缩铀1->2。



-弹药1->20。

-他1->6。

-Emp 1->6。

-核1->6。

-矿井1->6。



这种变化使得玩家可以通过购买资源和生产出售的物品或小行星采矿来赚钱。
sir Evans  [author] 25 Nov, 2022 @ 5:15am 
You mean larger production for non-military factories, and just using batteries for ammo and missiles?

That's not actually difficult, I'm just not sure about when. Real life demands my attention this month, more than ever :/

Maybe you want to try on your own? :)
sir Evans  [author] 25 Nov, 2022 @ 3:20am 
It is safe, however since there is no mod loading order currently implemented, you will have efficient production for non-ammo/missile factories and vanilla speed of production with no resources used for ammo and missile factories.

I haven't seen TDI mod yet, but it maybe he just implemented the same thingfor the purpose of his factories. I doubt, reading his description, that these will work well together :)
sir Evans  [author] 22 Nov, 2022 @ 11:54am 
@rookiea122
Done!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2892016184

You need at least 1 resource unit in factory storage to trigger production, but then it does not use that resource.
Not sure where the trigger to disable it is, but hey.
Easier to just place a single sulfur in ammo factory :)
rookiea122 22 Nov, 2022 @ 9:58am 
thank you:steamhappy:
sir Evans  [author] 22 Nov, 2022 @ 7:35am 
Hmm, I believe here were instructions somewhere in the forums regarding how to remove resource requirements for production.
Should be relatively simple thing to do. Ping me tomorrow maybe if I don't upload anything today? :)
rookiea122 22 Nov, 2022 @ 7:22am 
Any chance you could release a mod that just edits Ammo and Missile Facilities to only require energy to make Ammo. There was a mod out there that did this but since people can just delete their mod and nothing remains after. I have no idea who made it or how.
Xavius 17 Nov, 2022 @ 8:09pm 
Ah, alright. Well, I look forward to this, and to your next mod. Good luck!
sir Evans  [author] 16 Nov, 2022 @ 1:54am 
... I've lost them =(
For reasons unknown to me I didn't made any backup when editing vanilla files, something I usually do.

But I think your suggestion is valid and at the end of this week I'll upload vanilla weapons turret mod, so maybe I'll verify game files and restore them. In such a case I'll get these values and put them in here :)
Xavius 16 Nov, 2022 @ 1:49am 
... I meant here in the description? Or do you not have the original values at all?
sir Evans  [author] 16 Nov, 2022 @ 1:22am 
I wish, but I've edited vanilla files before making this mod.

If you can send me *.rules files for vanilla factories, I'd gladly do it.
Xavius 15 Nov, 2022 @ 6:53pm 
Can you put the original values on the left of the arrows, so we know what they're changing from and to?
sir Evans  [author] 12 Nov, 2022 @ 4:43pm 
Thanks for the report.
Somehow I've managed to mess up paths. Uploading fixed version in a minute.
[WOM] Feli 12 Nov, 2022 @ 1:27pm 
somehow doesnt work for me. i still get only 1 steel from 1 iron ore
Shuri-Sama 12 Nov, 2022 @ 11:08am 
finally sb thinks about the ecconomics. it makes absolute no sense that rawmaterials are more expensive than then refined final product.
Xavius 12 Nov, 2022 @ 10:57am 
Oh, thank goodness. I spend more of my time mining asteroids to rebuild my stocks of ammo and missiles than I do fighting or doing missions. It's quite tedious, even with the multipliers I have for mining values