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factory_constants.tpt2
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factory_constants.tpt2
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:import factory macros
#version v3.2.3
; Everything in the list below is a valid target for automation, and can be
; assigned to the "target_type" variable in "lanuch factory craft".
; For example, "make(oven, 10, "machine.oven")" indicates that "oven" is a valid
; item, usable from tiers 1-10, with the internal game name of "machine.oven"
; (which you don't need to worry about.)
; Thus you can enter "oven" in the box in the in-game editor (without the quotes).
; If you add or change this list, mind this constraint:
; * All the crafted items have to come before the rest of the items.
; * All the item-groups must be in a single block.
; * Prefer keeping things in alphabetical order within categories, because
; they are ordered the same way when presented in-game.
; ===== VALID IDS =====
; *** To reiterate, just use the name part (i.e. "white_producer"), not the whole thing! ***
; ----- CRAFTED ITEMS -----
; Producers, named by building, tiers 1-5
{make(arcade_producer, 5, "producer.arcade")}
{make(construction_firm_producer, 5, "producer.constructionFirm")}
{make(exotic_producer, 1, "producer.exoticgems")}
{make(factory_producer, 5, "producer.factory")}
{make(gem_producer, 1, "producer.gems")}
{make(headquarters_producer, 5, "producer.headquarters")}
{make(laboratory_producer, 5, "producer.laboratory")}
{make(mine_producer, 5, "producer.mine")}
{make(museum_producer, 5, "producer.museum")}
{make(powerplant_producer, 5, "producer.powerplant")}
{make(pumpkin_producer, 1, "pumpkin.producer")}
{make(shipyard_producer, 5, "producer.shipyard")}
{make(statue_of_cubos_producer, 5, "producer.statueofcubos")}
{make(town_producer, 5, "producer.town")}
{make(tradingpost_producer, 5, "producer.tradingpost")}
{make(workshop_producer, 5, "producer.workshop")}
; Boosters, tiers 1-3
{make(acceleration_booster, 3, "booster.acceleration")}
{make(machine_booster, 3, "booster.machines")}
{make(production_booster, 3, "booster.production.regular")}
{make(resource_booster, 3, "booster.resource.drops")}
{category(prod, town_producer, arcade_producer, resource_booster)}
; Machines, tiers 1-10
{make(assembly, 10, "machine.assembler")}
{make(belt, 10, "machine.transportbelt")}
{make(boiler, 10, "machine.boiler")}
{make(crusher, 10, "machine.crusher")}
{make(cutter, 10, "machine.cutter")}
{make(mixer, 10, "machine.mixer")}
{make(oven, 10, "machine.oven")}
{make(presser, 10, "machine.presser")}
{make(refiner, 10, "machine.refinery")}
{make(shaper, 10, "machine.shaper")}
{category(mach, belt, assembly, shaper)}
; Various crafted parts
{make(block, 10, "block")}
{make(chip, 5, "chip")}
{make(hammer, 1, "hammer")}
{make(insul_cable, 10, "cable.insulated")}
{make(motor, 10, "motor")}
{make(pump, 10, "pump")}
{make(rainbow_dust, 1, "dust.rainbow")}
{make(rubber_sapling, 1, "sapling.rubber")}
{make(stacked_plate, 10, "plate.stack")}
{make(stacked_pumpkin, 1, "pumpkin.stack")}
{make(void_sapling, 1, "sapling.void")}
{category(crft, chip, block, void_sapling)}
; Transforms ore into dust, tiers 1-10
; Because of an implementation detail, this must come before any
; scannable items.
; This doesn't show up in any category in the UI.
{special(ore, 10, "ore")}
; ----- SCANNABLE ITEM GROUPS -----
; These are not real items, but rather groups of items that will be made together
; if you select one of these names. They are meant for use with the Crafter, to
; crank out sets of items to scan quickly. You will want to set the quantity to 1000.
; Notes on using item groups:
; * SCAN YOUR ORES FIRST! The factory can and will consume your ore to make stuff,
; and it takes a long time to get 1000 T10 ore.
; * The quantity works a little differently than normal items. Instead of making
; 1000 items each time, running it again will top off everything to be
; *at* the quantity of 1000 items.
; * If you craft a higher tier after a lower tier, it will consume the results
; of the first craft to make the higher tier. Scan all the items first, before
; moving on to the next tier!
; * None of these groups include Gem Producers or Exotic Producers. They are too
; expensive in comparison to other things, craft them on your own when you
; judge the time is right.
; Makes *everything* (expect special producers and lumps) of the given tier.
; This is the combination of "chips_and_prods", "machines", and "parts".
; Requires x10 and high processing speed to have a hope of completing in a
; reasonable amount of time for T5 and T10.
; You need Quantum Warehouse to have enough space for this at higher tiers!
{group(all, 10)}
; All the tiers of chips. Warning: Expensive. Input this as tier 1.
{group(chips, 1)}
; Producers + the chip of the corresponding tier. This is everything that
; exists in tier range 1-5, for convenience.
{group(chip_and_prods, 5)}
; All machines. Tiers 1-10
{group(machines, 10)}
; All ingredients and parts. Tiers 1-10. Doesn't include ore (scan that before
; starting) or lumps (due to technical limitations). Lumps aren't required
; for anything currently though.
; Includes rubber plates at tier 1 and hammers at tier *2*.
; Rubber trees are at tier 9 because of their ore.
{group(parts, 10)}
; All producers, except for special producers. Tiers 1-5
{group(producers, 5)}
{category(grup, all, all, producers)}
; ----- INGREDIENTS AND PRODUCED PARTS -----
; Parts, tiers 1-10
{item(anti_pumpkin, 1, "pumpkin.anti")}
{item(board, 10, "plate.circuit")}
{item(cable, 10, "cable")}
{item(carved_pumpkin, 1, "pumpkin.carved")}
{item(circuit, 10, "circuit")}
{item(dense_block, 10, "block.dense")}
{item(dense_plate, 10, "plate.dense")}
{item(ingot, 10, "ingot")}
{item(pipe, 10, "pipe")}
{item(plate, 10, "plate")}
{item(pumpkin_plate, 1, "pumpkin.plate")}
{item(rainbow_ingot, 1, "ingot.rainbow")}
{item(rainbow_plate, 1, "plate.rainbow")}
{item(ring, 10, "ring")}
{item(rod, 10, "rod")}
{item(rubber_plate, 1, "plate.rubber")}
{item(screw, 10, "screw")}
{item(wire, 10, "wire")}
{category(part, circuit, anti_pumpkin, wire)}
;Tries to make dust from ores and lower-tier dusts, tiers 1-10
; Doesn't appear in the UI
{item(dust, 10, "dust")}
; Tiers up dust, tiers 1-9
; These are ore lumps, plus putting them into the mixer.
; There is no "only make ore lumps, without mixing them" option right now.
; Doesn't appear in the UI
{special(lump, 9, "lump")}
; Can only be made from saplings
; Doesn't appear in the UI
{item(void_essence, 1, "essence.void")}
; Can only be gotten through the Halloween event
; Doesn't appear in the UI
{item(pumpkin, 1, "pumpkin")}
; Rubber, tier 1 only
; Doesn't appear in the UI
{item(rubber, 1, "rubber")}
; ===== END OF VALID IDS =====