What it does
This automation selects the recipe for the most needed material. Each crusher completes a set number of production cycles to avoid losing any productivity progress. For instance, at asteroid productivity level 4, setting queue to 7 means each crusher completes 7 productions before the combinator allows a recipe swap.This is an upgraded version from this ship design viewtopic.php?f=193&t=118296
Setup
- White Square: Combinators here select the most demanded material, need them once for whole system.
- Yellow Rectangle: Tracks completed cycles per crusher, need it also once for whole system.
- Blue Rectangle: Dedicated setup per crusher. To expand, ensure consistent signal settings: "1" for the left crusher, "2" for the right. For additional crushers, use "3" in the blue rectangle. Click through the components and ensure the signals are set correctly. You need to change the signal in the crusher and match it with the two signals in the combinators according to the crusher number.
- Set parameters inside constant combinator according to description of the combinator (see screenshot below). On this example, it will try to keep 250 iron ores, 200 ice cubes, 100 carbons and 100 calcite within plarform hub. Combinator never swaps until 9 productions is done (this example suits to research level 8). Please take into consider that Q is the amount of finished cycles with extra from productivity included.
- Make sure to connect the hub with a green cable. I didn’t include this in the blueprint to avoid overwriting your hub settings. The hub must have "Read Contents" enabled.
Possible problems
- Material Overproduction: Material quantities may exceed the set values. This is not a bug but intended to preserve the defined cycle count. For instance, producing a set amount of copper might result in excess iron ore from the advanced crushing recipe.
- High Q Value: High Q values can cause logistics issues. If you choose a high Q to preserve productivity, ensure material demands are set high (>400), especially for iron ore. Rare materials like calcite don’t need such adjustments. If you have productivity on not very nice level like 9, consider setting Q to a lower number than 19, even if it means losing a small amount of productivity progress.
- If the difference between demanding material is too high, it may happen that something that is not reached its higher bar will be prioritised over something which is completely missing. To avoid this as much as possible, try to demand materials in ratio of total number that is finished in usual recipe.
- Demand Discrepancy: If demand differs greatly among materials, materials with high demand may be produced over entirely missing ones. To avoid this, set material demands proportionally based on typical recipe output.
- In the constant combinator screenshot above, sulfur may occasionally be produced even if it’s not in the parameters. If this happens, you can remove the sulfur signal from the constants to hard-ban its production. This has never happened to me in real scenarios—only during testing when I intentionally tried to break the system by faking material counts, etc.
Blueprint
Code: Select all
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