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{{Mechanics series}}
{{Mechanics series}}
A '''Factory''' is a special multi-block structure which is the only way to craft [[Experience]], can be used to craft mass quantities of items at a reduced price, and is the only way to craft some advanced items such as [[Bastions]]. There are many different factories, each with a distinct purpose. Factories are managed by the '''FactoryMod''' plugin ([https://github.com/CivMC/FactoryMod source]).
A '''Factory''' is a special multi-block structure which provides recipes that allow for more efficient production of resources. Factories require both an initial creation cost and an upkeep cost as their health decays over time. On some civ servers, Factories are the only way to produce certain advanced items, such as [[Bastion|Bastions]] on [[CivMC]] and [[CivClassic]]. They are often the only way to obtain [[Experience]].

There are different types of Factories, and Factories can often be upgraded into more efficient ones, or into one that unlocks new recipes. This provides a tech tree of sorts, where players pool resources in order to afford building or upgrading Factories, but in return gaining access to more efficient or powerful recipes.

Almost all Factories require a fuel to run any of their recipes, in addition to the recipe's cost. This is usually Coal or Charcoal.


[[File:FactoryMod infographic.png|thumb|350px| Factorymod single image summary]]
[[File:FactoryMod infographic.png|thumb|350px| Factorymod single image summary]]


== Creation ==
== Mechanics ==


=== Creation ===
Create a factory by placing a furnace, a crafting table and a chest (or trapped chest<ref>https://github.com/CivClassic/FactoryMod/pull/24</ref>) side by side. Hitting a factory component with a stick in hand is used to interact with the factory.
To create a Factory, place a furnace, crafting table, and chest side by side. Place the creation cost of the desired factory in the chest, and then left click any of the Factory's blocks with a stick to create it.


Running <code>/fm</code> will show all available Factory types and their creation costs. <code>/fm [factory name]</code> will show a particular factory and its recipes.
* The furnace is used to run the factory. Place charcoal in either or both furnace slots. Hit the furnace with a stick to toggle the factories activation.


=== Usage ===
* The crafting table is used to select which factory recipe to run. Hit the crafting table with a stick to open the 'Select a recipe' GUI. Mouse over an item to see which recipe it corresponds to and the number of times it has been run. Left click an item to switch recipe.
The main method of interacting with a Factory is using a regular stick. Each block in a Factory acts differently when clicked with a stick.


A recipe for a Factory can be selected by clicking its crafting table with a stick. This brings up an in-game interface where the player can select the recipe to run. Each recipe has a different cost of items.
* The chest is where recipe inputs and outputs are deposited. The chest may be a double chest. Hit the chest with a stick to see the factory type and health.


A Factory's chest is where inputs to recipes are taken from, including fuel costs. It is also where a Factory will place output items.
Complete the factory setup by placing exactly the ingredients required for a desired factory in the chest. Use the commands <code>/fm</code> and <code>/fm [factory name]</code> to see all factories and their recipes.


In order to start a Factory, left click its furnace with a stick. This will try to run the Factory's selected recipe. If there aren't enough items for the recipe in the Factory's chest, the Factory will turn off automatically.
== Usage ==


A furnace being active means the Factory is active, and vice versa for inactive furnaces.
* The crafting tables 'Select a recipe' GUI has two settings consistent across all factories. The 'Toggle auto select' setting, symbolized by a redstone block when turned on causes the factory to automatically select any recipe it has the ingredients to run whenever it is activated. Be careful as some factories create an output in one recipe and take it as input in another recipe meaning the two products cycle until charcoal runs out. The 'Open menu' setting symbolized by a painting opens a GUI equivalent to the <code>/fm [factory name]</code> command.


Clicking a Factory's chest with a stick will show the Factory's type and current health.
* If the chest becomes full during a factory run, the factory will stop. <ref>https://github.com/CivClassic/FactoryMod/pull/13</ref> <ref>https://github.com/CivClassic/FactoryMod/pull/27</ref> The only exception might be printing presses which will continue to run and may waste materials in the process (Bug) <ref>https://github.com/CivClassic/FactoryMod/issues/25</ref>.
* Redstone that activated the factory furnace will cause the factory to run


=== Health ===
* Factories can be [[:File:Vertical Factory configuration.png|placed vertically]]
Factory health decays over time, and will need to be periodically repaired with its ''repair'' recipe.


== Health ==
== Tips ==


* The crafting tables 'Select a recipe' GUI has two settings consistent across all factories. The 'Toggle auto select' setting, symbolized by a redstone block when turned on causes the factory to automatically select any recipe it has the ingredients to run whenever it is activated. Be careful as some factories create an output in one recipe and take it as input in another recipe meaning the two products cycle until charcoal runs out. The 'Open menu' setting symbolized by a painting opens a GUI equivalent to the <code>/fm [factory name]</code> command.
Factories have health which degrades over several months{{Clarify}}. When the health reaches zero only the repair factory recipe can be ran. This recipe is found in every factories 'Select a recipe' GUI and is symbolized by the furnace item. The cost to repair a factory ranges from 5 to 15% of setup cost{{Citation needed}}. After 1000 days in a broken state the factory will break permanently and irreparably. If a component (furnace, crafting table and chest) or all components of the factory are physically broken they can be replaced in the same location and the factory can be recreated for half of the initial factory setup creation cost.
* Redstone that activated the factory furnace will cause the factory to run


* Factories can be [[:File:Vertical Factory configuration.png|placed vertically]]
=== Bastion Factory ===
* After 1000 days in a broken state the factory will break permanently and irreparably. If a component (furnace, crafting table and chest) or all components of the factory are physically broken they can be replaced in the same location and the factory can be recreated for half of the initial factory setup creation cost.

== See Also ==


* [[Factories (CivMC)]] - a list of factories and their recipes on [[CivMC]]
The bastion factory is the only way to produce bastions.
* [[Factories (CivClassic 2.0)]] - a list of factories and their recipes on [[CivClassic 2.0]]
* [[Factories (Civcraft 3.0)]] - a list of factories and their recipes on [[Civcraft 3.0]]


== FactoryMod commands ==
== Command Reference ==
{| class="wikitable"
{| class="wikitable"
|+
|+
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|-
|-
|<code>/fm</code>
|<code>/fm</code>
|Brings up the in-game Factory interface.
|Displays the 'Factories' GUI
|-
|-
|<code>/fm [factory_name]</code>
|<code>/fm [factory_name]</code>
|Displays the 'Factories' GUI for the given factory. Provides details on the construction cost and recipes.
|Brings up the in-game Factory interface for the given factory. Provides details on the construction cost and recipes.
|-
|-
|<code>/item [item]</code>
|<code>/item [item]</code>
|Displays the factory receipts that use this item as input, or provide it as output.
|Displays the factory recipes that use this item as input, or provide it as output.
|}
|}

== Factory Lists ==

The recipes and factories available differ between Civ servers. Lists of factories can be found below.

[[Factories (CivClassic 2.0)|List of factories on CivClassic 2.0]]

[[Factories (CivMC)|List of factories on CivMC]]


{{Mechanics}}
{{Mechanics}}
{{Factories (CivMC)|state=collapsed}}
{{Factories (CivClassic 2.0)|state=collapsed}}
{{Factories (CivClassic 2.0)|state=collapsed}}

Latest revision as of 02:27, 14 December 2023

A Factory is a special multi-block structure which provides recipes that allow for more efficient production of resources. Factories require both an initial creation cost and an upkeep cost as their health decays over time. On some civ servers, Factories are the only way to produce certain advanced items, such as Bastions on CivMC and CivClassic. They are often the only way to obtain Experience.

There are different types of Factories, and Factories can often be upgraded into more efficient ones, or into one that unlocks new recipes. This provides a tech tree of sorts, where players pool resources in order to afford building or upgrading Factories, but in return gaining access to more efficient or powerful recipes.

Almost all Factories require a fuel to run any of their recipes, in addition to the recipe's cost. This is usually Coal or Charcoal.

Factorymod single image summary

Mechanics

Creation

To create a Factory, place a furnace, crafting table, and chest side by side. Place the creation cost of the desired factory in the chest, and then left click any of the Factory's blocks with a stick to create it.

Running /fm will show all available Factory types and their creation costs. /fm [factory name] will show a particular factory and its recipes.

Usage

The main method of interacting with a Factory is using a regular stick. Each block in a Factory acts differently when clicked with a stick.

A recipe for a Factory can be selected by clicking its crafting table with a stick. This brings up an in-game interface where the player can select the recipe to run. Each recipe has a different cost of items.

A Factory's chest is where inputs to recipes are taken from, including fuel costs. It is also where a Factory will place output items.

In order to start a Factory, left click its furnace with a stick. This will try to run the Factory's selected recipe. If there aren't enough items for the recipe in the Factory's chest, the Factory will turn off automatically.

A furnace being active means the Factory is active, and vice versa for inactive furnaces.

Clicking a Factory's chest with a stick will show the Factory's type and current health.

Health

Factory health decays over time, and will need to be periodically repaired with its repair recipe.

Tips

  • The crafting tables 'Select a recipe' GUI has two settings consistent across all factories. The 'Toggle auto select' setting, symbolized by a redstone block when turned on causes the factory to automatically select any recipe it has the ingredients to run whenever it is activated. Be careful as some factories create an output in one recipe and take it as input in another recipe meaning the two products cycle until charcoal runs out. The 'Open menu' setting symbolized by a painting opens a GUI equivalent to the /fm [factory name] command.
  • Redstone that activated the factory furnace will cause the factory to run
  • Factories can be placed vertically
  • After 1000 days in a broken state the factory will break permanently and irreparably. If a component (furnace, crafting table and chest) or all components of the factory are physically broken they can be replaced in the same location and the factory can be recreated for half of the initial factory setup creation cost.

See Also

Command Reference

Command Description
/fm Brings up the in-game Factory interface.
/fm [factory_name] Brings up the in-game Factory interface for the given factory. Provides details on the construction cost and recipes.
/item [item] Displays the factory recipes that use this item as input, or provide it as output.