Mini-mall for colonies

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Hares
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Mini-mall for colonies

Post by Hares »

Hybrid version of mall which shares commonalities with classical Bot mall (i.e., 123893: Robot mall with feedback) and auto-mall (i.e., 121326: My take on a later game Auto Mall). Like the first, it has a set set of recipes it can craft, but like second, each assembler can craft any recipe from the same category, determined by the demand of the logistical network.
12-22-2024, 20-36-57.png
12-22-2024, 20-36-57.png (663.79 KiB) Viewed 670 times
Click to watch it working
Pros:
  • Minimalistic (fits within the reach on one substation)
  • Cheap (2 roboports, 4 assemblers, 4 selector & 14 decider combinators)
  • Fast (all ingredients are already loaded to chests)
  • Smart (respects intermediates)
Cons:
  • Limited by a set set of recipes
  • Requires logistical network
Designed for :space-age: Space Age.
Will work in vanilla.
Should work in any other overhaul with minor adjustments.
Usage
  1. Deploy
  2. (Optional) Use higher-tier inserters & assemblers, modules, quality, etc.
  3. Enable by activating the Master Control Switch
Mini-mall v1.0.1


What can it craft?
The mini-mall will craft the following items, until both all requests of that item are satisfied and the listed quantities of that item are reached.
  • 250 of each circuit network item (except speaker) and rail signals
  • 150 of each logistical chest
  • 25 of each wagon (except artillery)
  • 150 of each inserter (except stacking)
Crafts only items of Normal quality.
How it works?
  1. It pulls data from the network, removing items that are not satisfied.
  2. Then, it uses periodic memory snapshot cel to store that data for 2 seconds (configurable) to prevent recipe flickering
  3. Then, for each group, the system selects the least-available item, and tries to craft it
  4. Within each group, items that are prerequisites for other items in the group (i.e., yellow inserter) are crafted first
  5. Requester chests near assemblers are set to request fixed items, no dynamic logic there is present
Within the mini-mall, there's Master Control Switch (constant combinator with ✔️) and colored lamp near it displaying the status:
  • Master Control Switch can disable the setup, preventing any crafts. This is the default behaviour for the mini-mall.
  • Lamp == green: The mini-mall is correctly connected to the network; it is ready to craft
  • Lamp == red: Either Master Control Switch is turned off, or there's error in connecting to the network.
Crafting limits can be adjusted on the decider combinator directly next to the assembling machine of that group.
Groups can be adjusted on the constant combinator of that group:
  • Combined value of 0 will disable crafting of item
  • Higher combined value will signal this item requires any lower-value item as prerequisites.
  • Negative combined value is undefined behaviour
Attachments
2024-12-22 19-56-25.mp4
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Koub
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Re: Mini-mall for colonies

Post by Koub »

[Koub] Moved to Combinator Creations subforum.
Koub - Please consider English is not my native language.
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