Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Standardised 4x4 Factories
23 Comments
RustyDios  [author] 2 Aug @ 11:41pm 
Yeah, I've not updated yet (working on it!).. the factories unlock out of order because all the TechID's changed...
Volk 2 Aug @ 11:04pm 
This appears to mostly work with the new update, but some factories are unlocking out of order? e.g., I bought Steel and Coil factories, but the Standardized Factories I got were Steel, Enriched Uranium, Missile Parts and Nuke parts??
atphantom13 5 Apr @ 3:57pm 
Oh I see that makes sense, but how do I make it so the crew doesn't feed directly to the storage intake on the top of the ship and make them feed to a storage directly? I haven't been able to figure that out been a while since ive got back to playing
RustyDios  [author] 4 Apr @ 10:23pm 
So you need two storage parts both designated as copper and feed each one into a factory uses the resources tab/menu
atphantom13 4 Apr @ 7:12pm 
Hey idk if this is just me but how do I split copper supply to both the hyper coil and coil factories? I have both of them (both 4x4) and nothing I do allows them to share resources idk what im doing wrong
Spicy air enjoyer 19 Dec, 2024 @ 6:37pm 
Is there anything that can be done to make this mod compatible with Sir Evan`s and Dondelium`s Effecient Factories mods? For some reason they aren`t working with this mod.
Wolf One 15 Aug, 2024 @ 8:32am 
I did some more research and it proves I cant read. Because the factory description mentions the usage per missile or mine, and not per part. I had a not so bright moment :D
Apologies for the misreading.

At least I figured that out now.
RustyDios  [author] 15 Aug, 2024 @ 3:48am 
It should be the same resource conversion rate.. although the main game has had 2? new releases since I last looked into the math. And math isn't my strongsuit! I'm happy they work at all.

I have not released any plugins for SirCampalot's ETTM.
Wolf One 15 Aug, 2024 @ 1:28am 
An awesome mod that helps shipbuilding be more pleasant, although is it on purpose that some factories deviate from the stated resource conversions? (For example, the 4x4 HE missile and EMP factories dont follow the stated conversions)

Both factories yielded 1000 parts with 50 of each required resource input. While I dont mind the new conversions, but I dont think it's completely intentional

I was also wondering if there's an add-on for the SirCampalot's expanded techtree mod factories
Agent_Ra 2 Jul, 2024 @ 1:27pm 
I swear I don't have OCD and I'm not on the spectrum...
That said this is so much more pleasing when trying to maintain symmetry
Dahak 23 Mar, 2024 @ 11:52am 
Thanks!
RustyDios  [author] 23 Mar, 2024 @ 10:54am 
Thanks for the report! This was caused by the shift in TechID's for version 0.26
Should be fixed now
Dahak 23 Mar, 2024 @ 6:01am 
For some reason the tech unlocks aren't working right. I have the regular ammo factory unlocked, but the 4X4 ammo factory isn't unlocked. Same with the steel factory. On the other hand I havent unlocked EMP missiles or uranium and both of those 4X4 factories ARE unlocked. Not sure why this would happen.
RustyDios  [author] 15 Mar, 2024 @ 1:21am 
Should be, try them together and find out :)
EndlessSauron 14 Mar, 2024 @ 7:48pm 
Any chance this is compatible or can be compatible with the Star Wars Divided Mod?
RustyDios  [author] 9 Mar, 2024 @ 11:06am 
I could do that, but I don't think I will.

The bonus you have for the 4x4 Ammo factory is subtle but important. It holds the same input/output as 4 smaller ones, but it won't consume 4 crew to keep it filled up/staffed ... it'll be one crew, doing the job. I think. It's more to do with logistics and space.

Honestly the amount of bonuses/balance these could do is too much to wrap my head around. All I basically wanted was some buffed-range stand sized factories that I could slot into my mega-storage brick, easily swapping one factory in-out or all taking the same space as a 4x4 storage. It was more about convenient module size than an actual "better or balanced for size" factory.
THY NOOBSLAYER 9 Mar, 2024 @ 10:04am 
What if you tried increasing or decreasing the speed the factories work based on how large their vanilla counterparts are in comparison? For instance, the 4x4 ammo factory should work four times faster since it is four times larger.
Dj0z 21 Feb, 2024 @ 3:38pm 
Now, you can combine the buffs of a 4x4 with clumped small factories within its 3 tiles buff radius, potentially with the smalls sandwiched between 2 bigs for a +50% to all small factories without counting their own buffs.

Overall it sounds more adapted to cargo ships than fighters right now but there is something usable here already. It could do with a productivity buff, but is already better on some interesting aspects.
Dj0z 21 Feb, 2024 @ 3:38pm 
Using ammo factories as reference, this offers different benefits. 1 versus 1 they have the same performance.

As pointed out, small ammo factories can benefit from being clumped together, so size-wise they outperform a 4x4. However 4x4 offers economies of scale : for the same factory surface (gives same amount of stored ammo) it costs -50% CP and -75% tritanium, but slightly more steel and coils. So it's in fact cheaper overall than 4 small factories, with most of that discount as rare resources. It also opens up a 2x4 walking space that 4 smalls simply cannot replicate, and it might better suit some random ship's layout than the 4 smalls.
RustyDios  [author] 21 Feb, 2024 @ 12:38pm 
Thankyou for the analysis!
I'm honestly not too bright with the math aspects of things, it was fun just getting these to 'work' .. let alone be 'optimal' or 'better' than a vanilla setup

... for example I didn't consider the buffs from arranging multiple small ammo factories vs. using this one large one.

I did however just fix a 'bottleneck' in the production rate of the Ammo factory ... and JaniTNT has mentioned another avenue for me to investigate making the two split sulfur storage bays into one larger one, and disabling the centre cells -- which is something I didn't even know could be done!

I've been working on this mod for the last 5days non-stop though, so other than major bugfixing I'm going to take a small break, I'll review how they function/feel when I've had a good solid playtest with them :) :)
Choppah 21 Feb, 2024 @ 11:40am 
Cool mod but the production rate math needs another look.

Compare a set of 8 vanilla ammo factories versus 4 modded, each with the best bonus possible. The result is the modded group’s production rate is 17.5 ammo/sec (4 at 75%) for a cost of 41.6k. The vanilla group’s is 29 ammo/sec (2 at 125%, 2 at 100%, and 4 at 50%), thus making it cheaper (32k) while also having a lower footprint and weight.

Also, 2 of the 4 ammo slots are in the center. This means the crew has to travel 1 extra block to reach them, which slows them down every trip.

To be a viable alternative, the production speed of a single 4x4 ammo factory should at least beat 4 non-buffed vanilla ones but ideally slightly higher than that. Something like 10 ammo/sec to represent 4 getting a single 25% bonus would be fair. Since 4 vanilla ammo factories can have a buffed rate of 13 ammo/sec (arranged like a “+” so 2 get +75% and 2 get +50%), the cost savings (10.4k vs 16k) is a good tradeoff.
unlikeaboss 21 Feb, 2024 @ 11:37am 
do the ammo factories make more ammo due to being bigger or are they the same speed
Clone 5960 21 Feb, 2024 @ 9:26am 
A the grate forges of the space dwarfs very nice. :redbeard: