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Apologies for the misreading.
At least I figured that out now.
I have not released any plugins for SirCampalot's ETTM.
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
That said this is so much more pleasing when trying to maintain symmetry
Should be fixed now
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.
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.
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.
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 :) :)
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.