- Collect and distribute resources(including ammo) automatically, just like playing RTS game!
- If you play sandbox mode, please create character first or it will lead script error. Open console, execute "/c game.player.create_character()"
- If you find a bug feel free commit issue with details
- Do not support Multiplayer, never tested.
- In Wave Defense the system give you some turret and a rocket-silo at first, these can not be recognized by mod, you need click them open the GUI such the mod can get the event notify.
- Do not support previous save because game don't give a API to read all entities. The script only can get notify event by player building or robot building. If you load a previous save, game will run but the mod will not able to recognize all entities you built, you need rebuild them.
- May not work with some Mod.
- When you build a furnace/chest/machine/... the mod will remember it and collect production, add ingredients preiodicty. Because the lua API don't give such a "production complete" event notify, the script check this every XX ms.
The entity number will affect the efficiency but I tested it with about 10000 entities it works well, CPU load <10%, 60 FPS stable
- Supported resources: all items needed by all science pack + artillery shell. To avoid waste I set a max value for each type. Check code for details. If the resource reach the limit the script will not collect it from machine, you can still use belt+inserter+chest to collect.
local store100M={
"iron-ore",
"copper-ore",
"uranium-ore",
"stone",
"coal",
"water",
}
local store1K={
"iron-plate",
"copper-plate",
"steel-plate",
"stone-brick",
}
local store25K={
"crude-oil",
"heavy-oil",
"light-oil",
"lubricant",
"petroleum-gas",
"sulfuric-acid",
}
local store200={
"transport-belt",
"pipe",
"inserter",
"copper-cable",
"iron-gear-wheel",
"electronic-circuit",
"stone-wall",
"firearm-magazine",
"piercing-rounds-magazine",
"grenade",
"plastic-bar",
"sulfur",
"advanced-circuit",
"engine-unit",
"iron-stick",
"rail",
"electric-furnace",
"productivity-module",
"processing-unit",
"battery",
"electric-engine-unit",
"flying-robot-frame",
"speed-module",
"rocket-control-unit",
"low-density-structure",
"rocket-fuel",
"solid-fuel",
"automation-science-pack",
"logistic-science-pack",
"military-science-pack",
"chemical-science-pack",
"production-science-pack",
"utility-science-pack",
"space-science-pack",
"solar-panel",
"accumulator",
"radar",
"explosives",
"explosive-cannon-shell",
"artillery-shell",
}
- Supported "machine" types: chest/furnace/assemblemachine/oilrefine/chemicalplant/turret are all "machine" that will be managed by mod. Check code for details
local Kchest={}
Kchest["wooden-chest"]=true
Kchest["iron-chest"]=true
Kchest["steel-chest"]=true
Kchest["storage-tank"]=true
Kchest["pumpjack"]=true
local Kmachine={
["assembling-machine-1"]=true,
["assembling-machine-2"]=true,
["assembling-machine-3"]=true,
["stone-furnace"]=true,
["steel-furnace"]=true,
["electric-furnace"]=true,
["oil-refinery"]=true,
["chemical-plant"]=true,
["stone-furnace"]=true,
["steel-furnace"]=true,
["electric-furnace"]=true,
["rocket-silo"]=true,
}
- specific ingredient:
local _fuel={"coal","solid-fuel"}
local _fuel_list={
["gun-turret"]={{"piercing-rounds-magazine","firearm-magazine"}},
["artillery-turret"]={{"artillery-shell"}},
["flamethrower-turret"]={{"light-oil","heavy-oil","crude-oil"}},
["boiler"]={_fuel,{"water"}},
["burner-mining-drill"]={_fuel},
["stone-furnace"]={_fuel},
["steel-furnace"]={_fuel},
["heat-exchanger"]={{"water"}},
}
-
Max fuel: default value is 3, it means if a machine has 1 fuel, script will add 2 fuel; if it has 4 fuel, the script will take 1 fuel away.
-
"steam" will not be managed, because different temperature works different(nuclear power)
-
Furnace batch mode: Click the FT button to select type and put furnace. If you don't like this select "none"
-
Resources exchange: Click the button, follow the tips. Fluid types are not supported. If want give back the resource, put the resource to chest.