Surviving Mars

Surviving Mars

Automated Factorys (No Colonists) - English
47 Comments
♛ Xenon- Jul 23, 2022 @ 7:28am 
Unsubscribed. Not compatible anymore
Sqweloookle Mar 25, 2021 @ 12:46am 
Hey all, if you go into mod editor you can click on automated factorys then a new window will open. Go to Workplace category and find where there is 0 in both Workplace automation and Workplace auto performance. Add 3 before the 0 and save and the factory is fixed. *wink*
IchWillDenMistNicht Jul 24, 2019 @ 4:49am 
Ähm, da stimmt was ganz gewaltig nicht. Ich produziere nur 3,4 Polymere mit Upgrades. Geh grad voll vor die Hunde!
Dex Jun 25, 2019 @ 7:58am 
your mod is awesome :)
many many many thanks
RATFINK KUSTOMZ May 21, 2019 @ 10:52am 
fix the electronics factory says it needs colonists everything else works
The Juice Jan 21, 2019 @ 6:21am 
Yeah, same problem, automated electronics factory has no workers, but machine parts works fine.
Alaskan Glitch Jan 7, 2019 @ 8:03pm 
I'm having the same issue as Bluemage. The Automated Electronics Factory does not produce. It shows that workers are needed, but there are no worker slots for any of the shifts.

On the plus side, the Automated Machine Parts Factory appears to function just fine.
Bluemage Dec 4, 2018 @ 5:22am 
Built automated electronics factory ... no production b/c "no workers".....
cealicu_ca Nov 19, 2018 @ 1:01pm 
update please :)
[WPS] Lonesamurai Oct 21, 2018 @ 4:26am 
And just noticed the Auto Drone Assembler is missing too
[WPS] Lonesamurai Sep 27, 2018 @ 8:34am 
Also just noticed, the Amplify for the Electronics Factory is also in German, might wanna switch that to english, the others are all fine
[WPS] Lonesamurai Sep 26, 2018 @ 2:50pm 
Yup, even after Sagan update today, icons missing and Electronics Factory doesn't work (says it needs workers)
akarnokd Sep 20, 2018 @ 2:07am 
The building icons are missing for this and the mines mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1517627796
busyend Sep 17, 2018 @ 2:22am 
same here, the auto electronics factory doesnt work.
dyer331 Sep 15, 2018 @ 5:03pm 
Electronic factory isn't working. Once built it has a "not enough workers" icon above it and it doesnt produce any electronics.
dyer331 Sep 15, 2018 @ 3:15pm 
Working great, thanks so much!
Porter  [author] Sep 12, 2018 @ 12:08pm 
Should be working now. Please report if there is a mistake and sorry in advanced, it
s late and in the middle of a working day :-D
Jinnghis Sep 12, 2018 @ 8:00am 
would be nice if you would update.
Porter  [author] Aug 21, 2018 @ 11:06am 
no more working? hmm i will take a look
dyer331 Aug 19, 2018 @ 5:53am 
Any chance of an update? Sad to see one of the most useful mods no longer working
Emmote Apr 5, 2018 @ 10:54am 
This needs a relook at balance. The electronics factories barely make enough for their own maintenance.
RoYaL_Salus3 Mar 23, 2018 @ 6:36pm 
can you make it less of a large repair i have a feeling my drones will repair other things instead
Ridesdragons Mar 21, 2018 @ 2:42am 
hey I have a modding question (that may also solve the issue). is it possible to add an upgrade to existing buildings without making a new building? it looks like each building has its own built-in upgrades. if it's possible to add an upgrade3 to a building that doesn't have a third upgrade, it should be possible to use existing buildings, upgrade them to the "no workers" variant (like the fusion reactors with the eternal fusion upgrade), and modify their maintenance, turning them into no-worker variants.
Travin Mar 20, 2018 @ 9:23pm 
I took the liberty of re-modded all the configs (including the automated extractors) to just take metals as upkeep. Not sure if thats the right approch but it does feel better overal. maybe something to consider Porter
CaptainRAVE Mar 20, 2018 @ 1:48pm 
They appear as blank white buildings for me?
Ridesdragons Mar 19, 2018 @ 10:36pm 
yea I have been setting it to 3x a day. if you check the performance of a staffed vs an auto building, a fully staffed building produces 9 a day with all 3 shifts open, plus some depending on worker stats (one of mine isn't fully staffed and still has an operational efficiency of ~130%, so I actually get ~12 a day from that one. stats say .6 per hour). the auto one has an efficiency of 30%, which results in only getting 3 a day even with all shifts on (if you don't have all shifts on you'll get even less). stats say .1 per hour.
HinanawiTenko Mar 19, 2018 @ 6:13pm 
Even with all 3 shifts open, the auto variants dont even come CLOSE to a staffed building, and its mainly because it gains production benefits per worker.
zacktracks Mar 19, 2018 @ 3:55pm 
@ridesdragons are you setting the work shifts of the factories to 3x a day?
Ridesdragons Mar 19, 2018 @ 3:23pm 
@doomwarrior from what I've seen, rather than a cheat, it actually feels -extremely- underpowered. although the buildings state they produce the same as regular buildings, they actually only produce 30%. so electronics factories only make 3 electronics per day. considering they also take 3 electronics as maintenance...

even if you were to set efficiency to 100%, a regular building staffed with people will still be better than the auto building (though not by much). assuming, of course, you have it staffed by engineers. you'll be stuck not really producing electronics for a long time with this mod's buildings
Doomwarrior Mar 19, 2018 @ 2:59pm 
This mod sadly feels unbalanced and like a cheat, i know the power costs are intended to keep it balanced but its just too much of a production boost. Also electronics factories should not require electronics but rather polymere or machineparts :) just saying. You should really balance out those values a bit more...but thats just my 2 cents
Droidhacker Mar 19, 2018 @ 2:25pm 
Hey I had a really good Idea to solve some of the issues people have had with auto factories, instead of making new buildings I am going to test an idea of mine. Have a dome building that has an upgrade that makes all factory and or service buildings reduce workers by 100% in that dome. Then that building and or upgrade can be expensive and you can make the building have a consumption of electronics+machine parts, then you dont have to make ten new buildings and deal with research+texture problems
Porter  [author] Mar 19, 2018 @ 10:12am 
http://steamcommunity.com/sharedfiles/filedetails/?id=1336143819

Deutsch ist da uns sollte funktionieren. Eine Idee für die Dronenfabrik habe ich auch schon. Da muss ich aber Trick 17 anwenden. Das kann ich erst am Wochenende machen. Haben die Menschen halt noch ein wenig was zu tun. Ich hoffe Ihr gebt mir die Zeit :-D

//

German is there and should work. I already have an idea for the dron factory. I'll have to use Trick 17. I can't do that until the weekend. People still have a little work to do. I hope you give me the time:-D

Porter  [author] Mar 19, 2018 @ 9:38am 
So Mukke läuft und wir fangen dann mal an. Step 1) Bug Fix. Step 2) Deutsche Version // So music runs and we start then times. Step 1) Bug fix. Step 2) German version //
Manolo Mar 19, 2018 @ 9:28am 
@ Porter, achso jetzt hats klick gemacht, ich hatte es so verstanden, das es schon draussen ist; nur keine Panik, mein Fehler; du bzw. alle die Mods anbieten, macht gute arbeit, danke das ihr euch die zeit nehmt und so etwas anbietet
Porter  [author] Mar 19, 2018 @ 9:25am 
ich sagte ja, nen Stündchen. Ich muss erstmal zuhause ankommen und mich dann aufraffen weiter zu programmieren. Deutsch ist nicht so einfach, wie englisch, da hier einige Anpassungen im Code notwendig sind. Der Aufwand pro Sprache ist einfach nicht zu unterschätzen
Manolo Mar 19, 2018 @ 9:13am 
@ Porter, hmm also ich finde nur die englische Version
Porter  [author] Mar 19, 2018 @ 9:08am 
@Redliink: thx. Just what i said. It was lait :-D
@Manolo: Nen Stündchen, nachdem ich den Bug gefunden und behoben habe
@Ridesdragons & Skine: Thx i'll take a look for it
R E D L I N K Mar 19, 2018 @ 8:43am 
hey, just letting you know that the plural form is factories and not factorys.
Manolo Mar 19, 2018 @ 7:08am 
gibt es die deutsche Version schon?
Ridesdragons Mar 19, 2018 @ 1:02am 
did a test of my own by making a custom shuttle hub. like the drone factory, it has a unique UI button, and also has extra information other buildings don't have. made it have 10 drones and 100 max, only requires 1 metal to build, and tested it out. the result is that the building cannot make any additional shuttles and you don't even see how many shuttles you have and where they are. I think it's their side that's the problem. potentially you could make code for tying the UI onto the hub/factory, but honestly I don't know how to do that, and since unpacking is SNAFU right now, I can't find an example of how they did it
Ridesdragons Mar 19, 2018 @ 12:38am 
tried unpacking to see how the original drone assembler works and uh... hpk unpacker's still WIP lol. I think it -might- be haermimont-side. maybe they tied the button to the drone assembler and not the drone assembler class.

but don't take what I'm saying as fact, I'm not a modder and only fiddle with other people's code lol
Ridesdragons Mar 18, 2018 @ 11:45pm 
was actually about to say what skine said. normally there's a button inside the building to build a prefab, like with the shuttle hub's shuttles, but there isn't one in the auto-drone factory
Skine Mar 18, 2018 @ 8:25pm 
I dont think the auto drone prefab is working. Havent got any prefabs from it in a couple sols
Porter  [author] Mar 18, 2018 @ 3:31pm 
Theoretically. The Mod Editor offers the possibility to create new researches as well as to make buildings or the possibility of construction through events possible.

The idea of a Skynet mod as a homarche to the Terminator series is born :-D But I only have time for that next weekend. I hope there is patience until then.
Kazeck Mar 18, 2018 @ 3:29pm 
Could these be linked to the techs for building them? It's not really that big of a balance issue, but I am curious.
Porter  [author] Mar 18, 2018 @ 3:23pm 
It's late at night, and I hope I did everything right. If anyone finds a bug, please let me know. I'll take care of it in about 20 hours, after work in the evening.

Thank you