Dyson Sphere Program
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1.2.3
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TowerFactory

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Turn logistics stations into factories

Overview

  • Put a production building in slot 1 of a logistics station and set that slot to Storage (neither Supply nor Demand). Put what you want to make in slot 2, and the ingredients after it.
  • About 1 second after the setup is complete, the station becomes a "Tower Factory". It works as if the buildings stored in slot 1 were running inside the station: N buildings run at N times the base speed.
  • Each base cycle is split into 10 shorter cycles, and each short cycle produces ceil(N / 10) times.
  • Tower Factories do not use power (critical photon towers use surplus Dyson sphere energy instead).
  • Proliferator effects are ignored.
  • If a station doesn't work as expected, BepInEx/LogOutput.log tells you why it was or wasn't recognized.

Production

  • Works with every building that has recipes: assemblers, smelters, chemical plants, oil refineries, particle colliders and matrix labs.
  • Slot 2 is the product; slots 3 and later are the ingredients, in recipe order.
  • Byproducts:
    • Only the product in slot 2 is stored. Byproducts are discarded, but still counted as produced in the statistics panel.
    • Byproducts never block the main product.
  • Auto-fill ingredients:
    • Put the product in slot 2 and leave slot 3 onward empty, then click Fill Ingredients (top right). Slot 1 is set to Storage if needed; if slot 1 is empty, the mod picks a production building that can make slot 2’s product (preferring a building already in the station).
    • Ingredients are set to Demand. Pseudo recipes take priority.
    • If no recipe fits, you'll see "原料格子不够,请加装运输塔扩容mod" (not enough slots, install a station expansion mod).
  • Pseudo recipes (several real recipes merged into one; every intermediate step is counted in the statistics):
    • Oil Refinery: 4 Crude Oil + 2 Energetic Graphite → 3 Energy Matrix
    • Oil Refinery: 1 Refined Oil → 1 Hydrogen + 1 Energetic Graphite (put either one in slot 2)
    • Oil Refinery: 2 Crude Oil + 1 Coal → 3 Refined Oil
    • Oil Refinery: 1 Hydrogen + 1 Coal → 1 Refined Oil (reforming net; statistics: 2 oil consumed, 3 oil produced per craft)
    • Assembler: Titanium Crystal / Optical Grating Crystal + Fire Ice + Hydrogen → Casimir Crystal
    • Miniature Particle Collider: 12 Critical Photons + Annihilation Constraint Sphere + Titanium Alloy → 2 Antimatter Fuel Rods (Mass-Energy Storage ×6 + assembler fuel-rod recipe)

Mining

  • Mining Machine: slot 2 is a mineral found on this planet. 180 per minute per machine (6 veins × 30), linear with stack count, multiplied by mining speed research.
  • Advanced Mining Machine: produces every mineral from slot 2 onwards, 900 per minute per machine (15 veins × 60) per slot. Slots with minerals not found on this planet are skipped.
  • Water Pump: slot 2 is this planet's ocean item (water or sulfuric acid). Uses the real pump speed.
  • Oil Extractor: slot 2 is crude oil, and the planet must have oil seeps. 1 per second per extractor, multiplied by mining speed research.
  • Veins are never depleted.

Critical Photons

  • Slot 1 is a Ray Receiver, slot 2 is Critical Photon.
  • Each receiver makes photons at the speed of one real receiver at full warm-up without a lens.
  • Energy is taken from the Dyson sphere's surplus (whatever real receivers leave). All Tower Factories share it; production stops when there isn't enough.

Fractionator

  • Slot 1 is a Fractionator, slot 2 is Deuterium, slot 3 is Hydrogen.
  • Each fractionator converts 0.1 Hydrogen into Deuterium every half second.

Accumulators

  • Slot 1 is an Energy Exchanger, slot 2 is a full Accumulator, slot 3 is an empty Accumulator.
  • Charges empty accumulators at the real exchanger speed. Charging only; no power is used for now.

Dyson sphere (v1.2.0)

  • Ejector tower: Slot 1 ejector(s) (Storage), slot 2 solar sails. Builds cell points on the shell directly (like ray-receiver absorption, stat 11903). No sail bullets, no Dyson cloud. Each node must have 30/30 structure points (sp == spMax) before cell work on that node.
  • Silo tower: Slot 1 silo(s), slot 2 small carrier rockets. Builds structure points directly (like rocket arrival, stat 11902).
  • Swarm cap: Dyson cloud sail count is hard-capped at 10 000 (vanilla can go much higher).

Matrix research tower (v1.2.0)

  • Slot 1 matrix lab(s) (Storage). Put research matrices (6001–6006) from slot 2 onward (slot 2 may be Supply). Slot 2 must not be a recipe “product” slot.
  • Feeds the head of the UI research queue (currentTech).
  • Tech that needs only universe matrix (6006): 1 matrix per lab per second (hash follows vanilla ratios).
  • Other lab techs: when the station holds enough matrices for the remaining progress on the current level, consumes them and completes that level in one go (same matrix counts as the tech UI).

Tech unlock gifts (v1.1.2+)

  • Every tech grants 1 planetary logistics station (2103) on first unlock (inventory only; does not unlock logistics tech). Electromagnetics 1001, Basic assembling 1201, Electromagnetic matrix 1002, Automatic metallurgy 1401, and Basic logistics 1601 grant 3 instead. Once per tech per save.

Notes

  • Multiplayer is untested.
  • The button and its popup tips follow the game language (Chinese for zh-CN, English otherwise). Log messages are Chinese only.
  • Stations are re-checked as tower factories when a save finishes loading.

CREDITS

Author

  • cat yummi
中文读我

轮椅,让运输塔也能生产物资

塔厂总述

  • 运输塔第一格放一种生产建筑,并设为仓储(不能是供应或需求);第二格放想要的产品,后面几格放原料。
  • 设置完成约 1 秒后,这座塔就成为"塔厂",相当于第一格里的建筑在塔里干活:第一格有几座建筑,就以几倍速度生产。
  • 生产周期缩短为原来的 1/10,每个周期生产"建筑数 ÷ 10(向上取整)"次。
  • 塔厂不耗电(临界光子塔厂消耗的是戴森球的多余能量)。
  • 忽略增产剂效果。
  • 塔没按预期工作时,可以看 BepInEx/LogOutput.log,里面会写明这座塔为什么被识别、或为什么没被识别为塔厂。

生产

  • 支持所有有配方的生产建筑:制造台、熔炉、化工厂、原油精炼厂、微型粒子对撞机、矩阵研究站。
  • 第二格放产品,第三格起按配方顺序放原料。
  • 副产物:
    • 只收第二格的产品,副产物直接丢弃,但会计入生产统计。
    • 副产物不会影响主产物的生产。
  • 自动填原料:
    • 第二格放产品、第三格起留空,点右上角「塔厂:填原料」。第一格若不是仓储会自动改为仓储;第一格为空时会根据第二格产品识别生产建筑(优先用塔里已有建筑)。
    • 原料格设为需求,伪配方优先。
    • 如果格子放不下任何配方,会提示"原料格子不够,请加装运输塔扩容mod"。
  • 伪配方(多步真实配方合成一步,中间步骤的生产和消耗都计入统计):
    • 原油精炼厂:4 原油 + 2 高能石墨 → 3 能量矩阵
    • 原油精炼厂:1 精炼油 → 1 氢 + 1 高能石墨(第二格放哪个就收哪个)
    • 原油精炼厂:2 原油 + 1 煤矿 → 3 精炼油
    • 原油精炼厂:1 氢 + 1 煤矿 → 1 精炼油(重整净效果;统计仍记每周期消耗 2 油、产出 3 油)
    • 制造台:钛晶石 / 光栅石 + 可燃冰 + 氢 → 卡西米尔晶体
    • 微型粒子对撞机:12 临界光子 + 湮灭约束球 + 钛合金 → 2 反物质燃料棒(质能储存 ×6 + 组装台燃料棒配方)

采集

  • 采矿机:第二格放本行星有的矿物,每座每分钟 180 个(6 矿脉×30),总产量与第一格矿机数量成正比,乘以采矿速度科技。
  • 大型采矿机:第二格起的矿物全部生产,每座每分钟 900 个(15 矿脉×60),每格独立产出;本行星没有的矿会被跳过。
  • 抽水机:第二格放本行星海洋里的物品(水或硫酸),按抽水机的真实速度生产。
  • 原油萃取站:第二格放原油,本行星需要有油井;每座每秒 1 个,乘以采矿速度科技加成。
  • 不消耗行星上的资源。

临界光子

  • 第一格放射线接收站,第二格放临界光子。
  • 每座接收站的速度,等于一座满预热、不放透镜的真实接收站。
  • 能量取自戴森球的多余能量(真实接收站用剩的部分),所有塔厂共用;能量不够就不产。

分馏塔

  • 第一格放分馏塔,第二格放重氢,第三格放氢。
  • 每座分馏塔每半秒把 0.1 个氢转换为重氢。

蓄电器

  • 第一格放能量枢纽,第二格放蓄电器(满),第三格放蓄电器(空)。
  • 按能量枢纽的真实速度把空蓄电器充满。只做充电,暂时不耗电。

戴森球(1.2.0)

  • 弹射器塔厂:第一格弹射器(仓储),第二格太阳帆。直接增加壳面细胞点数(等同射线吸收完成,统计 11903),不发射帆弹、不进戴森云。每个顶点须先满 30 结构点(sp == spMax)才能在该节点铺细胞点。
  • 发射井塔厂:第一格发射井,第二格小运载火箭。直接增加结构点数(等同火箭抵达,统计 11902)。
  • 戴森云上限:全星系戴森云太阳帆数量硬顶 10000。

矩阵研究塔(1.2.0)

  • 第一格矩阵研究站(仓储);第二格起放研究矩阵(6001–6006),第二格可设供应。第二格不能是「产矩阵配方」的产品格。
  • 为 科技树 UI 研究队列队首 科技供料。
  • 纯宇宙矩阵科技:每秒每座研究站消耗 1 个宇宙矩阵(6006),哈希增量按原版比例。
  • 其它矩阵科技:塔内矩阵 ≥ 完成当前等级剩余进度所需 时,扣料并一次完成该等级(数量与科技界面一致)。

科技解锁送塔(1.1.2 起)

  • 每项科技首次解锁送 1 个行星内物流运输塔(2103);电磁学 1001、基础制造 1201、电磁矩阵 1002、自动化冶金 1401、基础物流 1601 送 3 个(不解锁物流科技,每科技每存档一次)。

注意事项

  • 未在多人游戏中测试。
  • 进档完成后会重新识别所有运输塔是否为塔厂。

鸣谢

制作人

  • 流浪法师.悠米
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