A 100% Tileable and compact Omni Assembler!

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Smart triggering, counters and sensors, useful circuitry, switching as an art :), computers.
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LewdFish
Manual Inserter
Manual Inserter
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Joined: Sun May 18, 2025 9:16 am
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A 100% Tileable and compact Omni Assembler!

Post by LewdFish »

I've been playing this game for quite some time and have never really dabbled in the automatic assembler realm until recently.

So here I am sharing my beautiful monstrosity!
An example of a large assembler blockImage
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This omni assembler works based on much inspiration from other omni assembler builds, but I felt that some of the builds weren't plug and play enough for my liking.

I mainly use it for malls but if made correctly you can power an entire mega base with this thing!(with smelteries dotted about inside the Omni Assembler block)

It cant build anything that requires fluids, that would be a whole other design and would not be nearly as compact as this design for "dry" components.

This blueprint uses the Bots Bots Bots! and AAI Containers and Warehouses mods, switching the roboport and chests wont break the omni assemblers operation.

Anyway enough disclaimers lets get into how this thing works!
All you have to do to make this thing work is:
- Place the controller blueprint
- Choose what items you wish to build in the constant combinator
- Place the Omni Assembler blueprint (to your hearts content)
- And connect the red and green wires from any pole on the Omni Assembler to any pole on the Controller
And voila! you have a completely automated, priority based, infinitely tileable assembler block!
It comes in two parts, the:
- Omni Assembler Controller
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- The controller can be programmed with any items via the constant combinator, I found that placing higher priority on low level items than higher level items ensures a more efficient operation.
- The controller takes the number of requested items, compares it against what is already in the robot network, creates a priority based on demand in the network, calculates the demand for each requested item against how many assemblers there are in the controller's network, and dispatches a demand based precise number of recipes that can be made available for the assembler network to build.

EG: You are requesting 5000 GREEN CIRCUITS, 3000 RED CIRCUITS, and 1000 WALLS
- The controller will change these values into weighted percentages of the total demand for requested items (9000 items in this case)
- It will then convert those weighted percentages into a numerical value for each item based on how many assemblers are available.
- If there are less assemblers than available recipes the controller will output 1 available recipe to be crafted per in demand item.

All you need is one controller per Omni Assembler Block
- Omni Assembler
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- The Omni Assembler takes the controller's output and chooses one recipe at random, once a recipe has been chosen the Omni Assembler will save the recipe in its own memory and subtract a quantity of ONE of that recipe from the Controllers's output, effectively removing the signal from the network so that another assembler doesn't double up on the same recipe and demand priority is maintained
- The assembler outputs a '#1' to the red circuit making the controller aware of it for the dispatch calculation(red circuit carrying information to be used by the controller, green circuit containing information to be used my the assemblers)
- The assembler will choose a new recipe every time one is finished, its not super efficient because if the inserters have loaded the assembler with items for another recipe it will spit out those items to the active provider chest, haven't really found a way to not make this happen so you just kinda have to deal with it :cry:
- The assembler is able to be tiled above, below, and to the left or right and you can have as many as your power-grid can handle, as far as I know there is no limit to the quantity of assemblers that can be included in one Omni Assembler block
- The assembler has a recipe request multiplier just before the requester chest, i found that a multiplier of 1-3 works the best, any more than that and the bots have allot more work to do to clear the chest once non-requested items are identified.
So there you have it, the culmination of HOURS AND HOURS of modification and refinement to make something that i can say works pretty dang well.

Please, if you have any ideas on how to make this things operation more efficient let me know and discuss it, I'd love to see what y'all do with it :)
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