Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Super ultimate multi universal factory
27 Comments
joemama1512  [author] 2 Apr @ 4:09pm 
Oooh you are a genius. I must have forgotten to disable the expanded storage mod. I just need to tweak it to take from the carbon storage area and fill up an intermediate storage area first before conversion. Ill work on that.
Tsuketsu 2 Apr @ 5:12am 
Looked again based on that, the right most spot on the second 'row' of the component fills with 5 carbon, and there is a space to the left of it which indicates it is expecting 25 carbon but never fills. However when I use the bigger storage mod to multiply all stack sizes by 10 then the factory starts accepting enough carbon and producing diamonds...
joemama1512  [author] 1 Apr @ 5:15pm 
It needs 20 carbon to be eaten to crank out a diamond. Any chance thats the issue?
Tsuketsu 31 Mar @ 9:18am 
My factory isn't producing diamonds, any idea why?
Admiral Zander 5 Mar @ 1:53pm 
the agony of programming
joemama1512  [author] 5 Mar @ 7:55am 
lol I often think I am cursed too. Seems like every time I come up with an idea, theres some game bug that screws it up. My 0 crew drones dont work (instantly junked), and my damage over time plasma doesnt work (null pointer crash if object dies prematurely).
Admiral Zander 4 Mar @ 6:23pm 
i did have use coil mode on. i turned it off, and nothing changed. even uninstalled and reinstalled, and for some reason the issue persisted. no clue what the fuck happened, since crew were taking coils from it just fine before i did the supply link. maybe im just cursed. wouldn't be the first time i encountered a weird ass bug that couldnt be reproduced
joemama1512  [author] 4 Mar @ 4:40pm 
Weird. Ill try it. Since removing the link does not fix it, it sounds like a game bug potentially. Did you have use-coil mode on maybe? That will keep the coils to make hypercoils and processors when enabled.
Admiral Zander 3 Mar @ 4:37pm 
for some reason crew will completely stop moving coils from the factory despite resource assignments if you ever setup a supply link from the factory to a storage spot. removing the supply link does not fix this
SixtyToZero 24 Oct, 2024 @ 6:54pm 
Ok, this is fine, what I was looking for was an item replicator that uses reactor batteries.
joemama1512  [author] 17 Oct, 2024 @ 7:56am 
The factory defaults to "conserve coil" mode which means they are not used otherwise so that you can repair your ship. If you select the factory itself and toggle it to "use coils" mode, then it will utilize existing coils to create hypercoils and processors.
diviatix 17 Oct, 2024 @ 4:35am 
my whole crew is busy putting Coils in the green Coil slot, which is also the blue Coil slot, and so they also take them again away from the slot to carry it to storage and no produktion happens
Cranberry Sauce 16 Oct, 2024 @ 8:49am 
for some reason, the omnifactory is not producing diamonds, it does have 25 coal in its storage yet no diamonds being made. everything else is being made like normal
joemama1512  [author] 8 Oct, 2024 @ 6:54am 
Hey I found something. If you go subscribe to AI Core - Automated Ship Parts and check its rules file it shows how to look for something in a specific mod and then override some values.

snippet:

Action = Overrides
OverrideIn = "<../../../workshop/content/799600/2884747698/Parts/autocannon/autocannon.rules>/Part/Components"
IgnoreIfNotExisting = true
Overrides
{
blah blah
}

My mod number is 3323427669

If you can hand something functional to those 2 mod owners they are way more likely to include it for you.
joemama1512  [author] 8 Oct, 2024 @ 6:36am 
So you are thinking that instead of sending all coils to an output then reuse some of them, instead send to some intermediate internal storage? I guess that would work. The button would just have it splitting up the outputs instead of allowing the output to be reused. If the button was toggled, it would still use up whatever it had in internal storage.
Virsteinn 7 Oct, 2024 @ 10:46pm 
Hell, while I'm at it, I could see about figuring out a way to have the coil output split between finished and intermediate storage. Could be the solution there is to have ResourceConverterCoil2 pull from a 1:1 CoilSplitter that only pulls from CoilStorage when ConserveCoilToggle is turned on. That way CoilStorage itself can always be a Deliver-From storage component rather than toggling between From and To.

...of course, if I tried that, I'd need to figure out how to either fix or disable the existing function to toggle it. As it is, if ConserveCoilToggle is turned on, there's no way to turn CoilStorage back into a From storage.
joemama1512  [author] 7 Oct, 2024 @ 7:30am 
I wouldnt mind making a higher efficiency version that ties in with Sir Campelots advanced tech mod.
You could also ask those mod makers to have an override for my omnifactory. Ive got 1109 subs right now so they can decide if its worthwhile to do or not.

And you could always fork this mod and do it yourself, although I'd kind of rather you not to avoid confusion and duplicate workshop entries. If you do tho, you have to split the profits with me. ;-)
joemama1512  [author] 7 Oct, 2024 @ 7:27am 
Lol I know what you mean.. some mod makers are rather 'territorial' as far as doing stuff with their mods. I do kind of understand tho... nobody wants 10 forks of minor mods for something they created.

So it seems that your two mods likely just override the existing factories and modify the input and output amounts of each vanilla factory to increase efficiency.

I believe those mods themselves would need to be the ones to be modified. In the mod.rules file it would basically say "IF the parts list has OmniFactory" then override it with a modified version of omniFactory which would change the amount of each SulfurSplitterAmmo or IronSplitterHE or whatever.

I think changing yourself is the way to go. For the output you want to look for ResourceConverter and change the output quantities. This will effectively make the factory more efficient in regards to inputs as well.
Virsteinn 5 Oct, 2024 @ 1:56pm 
I like to play my game with two mods that affect the base factories. One is Dondelium's TDI mod pack, which has his Efficient Factories mod that buffs all the non-ammo production amounts per unit of resource by lowering the input amount. The other is sir Evans' Efficient factory production, which raises the output amount.

These two stack in regards to the base factories, but I noticed that your omnifactory isn't affected by these mods. I suppose I could make my own personal copy of this mod to address that, but I was also wondering if you would be amenable to either making submods to incorporate both of these or else allowing someone else, say me, to do so?

I mean, God forbid I just go through with it without even asking you or even the other two and getting permission to do so, that just wouldn't be very cash money.
joemama1512  [author] 30 Sep, 2024 @ 10:58am 
Fixed issue where the career mode research prereqs were not working correctly.
Shades 10 Sep, 2024 @ 11:26am 
Looks Amazing.
Bonible 9 Sep, 2024 @ 9:11am 
It's from Jani's Workshop :3
joemama1512  [author] 8 Sep, 2024 @ 4:08pm 
Lol Glad you like it! Ill have to look up this Jami's Inserter thing...
drahrkendragon 7 Sep, 2024 @ 5:38pm 
This is one of the most perfect crazy things I've ever seen. Thanks, buddy, you saved my day, I'm going to use this multi-feature factory a lot.
Chef Smudge'nt 7 Sep, 2024 @ 12:31pm 
If this become compatible with jani's inserters it would be insane
joemama1512  [author] 3 Sep, 2024 @ 2:37pm 
I looked and didnt find anything similar, except for some minecraft-graphics crafting table. Did I miss an existing one?
Baka yellow 2 Sep, 2024 @ 7:43pm 
Ah, yes. the UB0RF@CT0R7. Or rather, factorio on steroids. Now make it compatable with jani inserters xd