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NxLabs / Factorio

Quantum Fabricator

TBy Tename

Makes construction bots and malls mostly obsolete by automatically crafting and building ghosts for you. Will handle most things construction bots are doing, like deconstruction, upgrades, placing/removing tiles, inserting modules and repairs.

Description

>*"Do you even know what the word 'quantum' means?"* > >*"It's like a sci-fi synonym for magic, right?"* > >*"Exactly!"*

Quantum Fabricator


As the short description says, this mod basically replaces both construction bots and malls - it will craft, build and deconstruct things (if you can afford the material costs). To aid with storing various building materials it will also provide a "cloud" storage function. And to tie it all together there is a nice GUI that shows things like currently craftable buildings and how much stuff is stored.

Overall the mod removes some of the biggest annoyances I have with the game. It's so powerful it can be considered cheating, but it makes you pay for building materials so I say it's okay enough for now. Additional costs might get introduced later.

Now for a overly long description of the mod's features:


The Constructor

Pretty much everything construction bots do, but usually better:

  • Construction. All placed ghosts will be automatically built at a rate of 180 entities per second. Of course you'll still need to supply the materials.
  • Deconstruction. All entities marked for deconstruction will be automatically destroyed at a rate of 180 entities per second. This includes things like trees, rocks and cliffs, which will be destroyed instantly. You'll get all items you'd expect to get. Cliff demolition will obviously require cliff explosives.
  • Upgrade. All entities marked for upgrades will be automatically upgraded at a rate of 180 entities per second. And you got it: you'll need to provide the materials and you'll get the old buildings back.
  • Item requests. If items are available and the building is asking for them (for example, modules), they will be inserted at a rate of about ~13 entities per second. This one cannot track newly created requests, read more at the bottom.
  • Repair. Not during the combat, but few seconds after your entities stop taking damage (this means *all* entities on *all* surfaces) it will repair all buildings that were damaged. Naturally it will consume repair packs at about the same rate as bots (but slightly smaller).
  • Reconstruction. Destroyed buildings will be automatically rebuilt after combat is over. This function requires destroyed entities leaving ghosts after death (in vanilla it's unlocked after researching construction bots, that's your reason to research it).
  • Tile placement and deconstruction. Tile placing logic is slightly different, read more at the bottom.

The Fabricator

It handles crafting and decrafting of *buildable* items that are requested by the Constructor. I repeat, only buildings will get crafted/decrafted. Circuits, gears, pipes, etc you'll need to make by yourself.

  • All buildings requested by the Constructor will be automatically and instantly crafted. Of course you'll still need to supply the materials.
  • All deconstructed buildings will be automatically and instantly decrafted, refunding their full cost in materials.
  • If multiple recipes for an item are available (vanilla example - pipes can be crafted either from plates or from molten iron), then the recipe will be chosen according to a hidden priority that should theoretically choose the most "basic" recipe. You can override the priority via GUI -> Preferences or even outright blacklist the recipe.

What it cannot do:

  • It will not craft/decraft items that aren't buildings. I’ll stress it once more - all intermediates you'll need to craft normally, the Fabricator will only craft final buildings. Tiles won't be crafted either, since they aren't buildings. Tiles are a special case in general.

The Storage

A near bottomless additional storage for items required / provided by the Constructor and the Fabricator. Note that this isn't a regular infinite storage. It exists *mainly* for the Constructor and the Fabricator, meaning while it's really easy to put items there, it's not that fast and easy to get them back.

  • All items requested by the Constructor and the Fabricator will be first checked in the Storage and then in the inventory of a player who placed the order.
  • Deconstruction: all buildings, building ingredients and modules will go directly to the Storage, everything else (such as ammo, fuel, ingredients for intermediaries...) will first attempt to get inserted in the inventory of a player who placed the order, and if it's full it will get sent in the Storage.
  • All items can be freely removed from the Storage via it GUI at a rate of 1 stack per click. To remove items automatically you'll need to build one of new buildings.

Currently the Storage doesn't simulate spoilables, they'll be fresh forever. I might implement this feature later.


#### New buildings

The mod provides two new buildings to help interacting with the Storage. Used to be three, but then 2.0 removed set_signal and the alternative is slow, so yeah, you won't get to have the contents of your storage as circuit signals anymore. (but if someone knows a way to implement it in a non-laggy way I'll be happy to add it)

##### Digitizing chest

  • Unlocked at logistic science.
  • All items and fluids placed inside will be sent to the Storage.
  • You can limit the intake by sending L signal to a chest via circuits, the value of the signal will determine the stopping point. Alternatively, you can use it GUI.

##### Dedigitizing reactor

  • Unlocked at chem science.
  • It can bring items and fluids from the Storage to the real world for a small price of many nuclear fuel cells.
  • Transfer rate is 4 items / 80 liquid per second. Can transfer both at the same time, which will double the costs. (Rates can be adjusted via map settings)
  • It won't work until heated to 5000 degrees. It will also passively cool down by 4 degrees per second and even faster while working. Like regular vanilla reactors it will get neightbour bonuses to heat production.
  • It's

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