All your space crusher needs with only 3 crushers!

This board is to show, discuss and archive useful combinator- and logic-creations.
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Please provide if possible always a blueprint of your creation.
dragon_gawain
Long Handed Inserter
Long Handed Inserter
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All your space crusher needs with only 3 crushers!

Post by dragon_gawain »

Screenshot 2024-11-14 093237.png
Screenshot 2024-11-14 093237.png (1.53 MiB) Viewed 543 times




EDIT:

I updated the blueprint to rotate the crushers so that there are more inserters pulling out of the crushers. This helps deal with the throughput issues.
Due to some rearranging of stuff, the rotated version also has 1 fewer beacon, but you can change that by moving around the combinators a bit with cut and paste. Also note that if you put prod mods into the crushers, they will eventually be ejected when the crusher switches to reprocessing mode.



So, I made a system to automatically set the recipe of crushers. At first, the idea was to save some space by reusing crushers, but well, the number of combinators kept growing that at this point, it might take up more space than just using multiple crushers... but hey, it's cool and it works and I spent a few hours designing it, so I want to share!

Here's a complete description of everything about it: what it does, how it works, etc.

I would've liked to put this complete description inside the blueprint as well, but I appear to have hit the character cap, so I can't...

The tl dr:
It automatically sets the recipe for the crusher depending on what's needed. For metallic, only advanced crushing is supported, but for carbonic and oxide, it can do advanced or basic depending on whether or not the secondary product is needed.
It also recycles excess chunks into needed ones on an as-needed basis, so it's great for trips out to Aquilo where the concentration of chunks leans very heavily towards oxide.

If anyone's got any suggestions, lemme know! If you want a version that also supports basic crushing for the metallic asteroids, you can either figure out my system (I do have a 'how to edit' bit at the bottom), or you can lemme know what conditions you want and I'd be happy to set it up for you!

Anyway, here's your full description:


Automatically set the recipe of crushers to give desired resources.

Aims to keep around 100 of each resource in the hub at all times.

Metallic is set to always be advanced (I found that too much iron got produced anyway, so I actually end up voiding iron even if it's only on advanced)
Carbonic/oxide produce advanced until their secondary product (sulfur/calcite) hits 100, then will produce basic until the secondary product goes down to 50.

If there is not enough of an asteroid type, it'll automatically switch to recycling.
Recycling begins if there is less than 2 of an asteroid in the system. Only asteroids that have over 11 in the system can be recycled.
Processing resumes once at least 5 of the asteroid are in the system.

Inserters can only insert into the hub if the resources are below desired amount (below 100)

Space left for beacons between the crushers and the main combinator brain.

How to edit:
Top 3 combinators on the left side dictate how many of an asteroid need to be in the system before that asteroid can be recycled.
Bottom 2 on the left side are the conditions that activate advanced processing.

In the second column from the left, there are 6 DCs. There are 3 sets of 2. Top 2 are for metallic, middle 2 for carbonic, bottom 2 for oxide.
The upper of each set of 2 is the condition to activate normal (advanced) processing.
The bottom of each set of two is the condition to activate recycling.

Two rows on the right are the memory control cells. Don't touch these.
Second from the right (third from the left) is the reset line. These combinators wipe the memory cell when a new recipe is set.
The recycling value is generic (it's based on active recipe) whereas the number of chunks is not. That wipe condition stops recycling if the number of chunks gets too low. Feel free to change it.
The constant is used in the last row and is also part of the reset logic.
Last column (farthest right) is the memory cell and and arithmetic. (again, there's 3 sets, so keep that in mind).
The arithmetic is part of the reset logic. Don't touch it.
Lastly, the constant combinator there is the actual memory cell. Don't touch it.

C signal stands for 'control' (it's a reset signal though. R is being used for 'rocket' in a different combinator system of mine though, and I didn't want to use the same signal twice, so I used C for control)


Due to some space constraints on the platform where I put this into practice (this is the most organized it is on any of my ships though..) the inserter activation combinators are a bit all over the place.
At the top of the memory column (far right) is the activator combinator for the metallic crusher.
Off to the up and right (above the beacon lane) are the two combinators for carbonic and oxide. Carbonic control is on the left, oxide control is on the right.
0 signal activates the inserters (inserters activate when 0 signal = 1)

Hooking up to the hub:
This design is meant to be placed directly next to the hub and uses only 3 crushers for the entire ship (hence the space for beacons).
To hook it up to the hub, you need to connect 2 green wires:
* One to the input of any of the inserter control DCs (in the blueprint, it's hooked into the oxide chunk control)
* One to the input of any of the back three columns (not the constant combinators!) (in the blueprint, it's hooked into the metallic reset DC - top of third column from the left)


All settings are made with purpose! Don't mix up the red and green lines! (notice how a lot of things are reading from only 1 line).
Easy ways to break the system:
* crossing the lines
* setting a crusher to read (anything really, don't make the crushers read)


P.S. Remember that cutting and pasting combinators preserves wire connections (assuming that they can reach the new location) so you can move around the combinators if you want to.
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