My Make Anything Abomonation
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UhntissUhntiss
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My Make Anything Abomonation
This was way harder than it looks—after tons of trial and error, I finally built my ultimate "Make Everything Machine"! It's super scalable, so in theory, I could just spam hundreds of these bad boys and turn them into my entire mega-factory. What do you guys think?
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Re: My Make Anything Abomonation
Nice, it works! However, I see the main point of this forum section not only to simply post an image or a video of your creation but to do a presentation of your creation. A presentation will include information about how it works, so your readers will understand how it works and are able to include your concepts into their own creations.
A blueprint should be included, and an explanation of the concepts and the goal you try to achieve, and how the creation is built to achieve this goal. You advertise your mall as scalable, but you don't explain what exactly you can scale and how to achieve this [it might not be so scalable as you thought, because the sushi belt approach has a throughput limit].
In the current state of your presentation, we can see "well, yes, it's producing things. Looks good." but that's all and we don't see why and how it's producing things, and that's usually the most interesting thing about a auto-mall. You have a large block of combinators on the left, but without blueprint and explanation it's as useful as posting a screenshot of a forest, while actually it's the most interesting part of a auto-mall.
What I can see from the screenshot and the video is just the core design decisions:
A blueprint should be included, and an explanation of the concepts and the goal you try to achieve, and how the creation is built to achieve this goal. You advertise your mall as scalable, but you don't explain what exactly you can scale and how to achieve this [it might not be so scalable as you thought, because the sushi belt approach has a throughput limit].
In the current state of your presentation, we can see "well, yes, it's producing things. Looks good." but that's all and we don't see why and how it's producing things, and that's usually the most interesting thing about a auto-mall. You have a large block of combinators on the left, but without blueprint and explanation it's as useful as posting a screenshot of a forest, while actually it's the most interesting part of a auto-mall.
What I can see from the screenshot and the video is just the core design decisions:
- will determine and recursively build dependent ingredients (alternative: rely on them being supplied from elsewhere)
- uses dummy machines to read recipes (alternative: read the machines that actually do crafting)
- a single item will be crafted at a time (alternative: multiple different in parallel)
- ingredients supplied by sushi belts (alternative: supplied by dedicated belts; supplied by bots)
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UhntissUhntiss
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Re: My Make Anything Abomonation
Thank you for your feedback; you are correct, my explanation is lacking.
The main part I jumped to share was the logic, I should probably have resolved the distribution before posting
I can set a constant combinator to create as many of any product as I want, and it will recursively drill down to produce everything an assembler can produce. Once completed, it loops through all of the science packs. You can use 100% of your factories to do whatever you're currently busy with or to push whatever science pack is outstanding
-The scalability comes from the fact that it only needs raw resources and chemical plant items and can output anything that factories can produce. this distributor is basically just a cache; I'm still balancing the amounts to make it efficient.
-In order to drill down, it needs to convert the signal "2 splitters" into "2*10 circuits" and then into "20*3 copper wires" so that it orders the correct amount of copper wires to produce. Once it picks up the 60 copper wires, it resets and drills down to the circuits.
-If it uses dedicated belts, it would not be able to craft every item.
-That is a very good tip on the wires.
-the reason for not posting the blueprint is that I want to make sure it is balanced and 100% correct before sharing
The main part I jumped to share was the logic, I should probably have resolved the distribution before posting
I can set a constant combinator to create as many of any product as I want, and it will recursively drill down to produce everything an assembler can produce. Once completed, it loops through all of the science packs. You can use 100% of your factories to do whatever you're currently busy with or to push whatever science pack is outstanding
-The scalability comes from the fact that it only needs raw resources and chemical plant items and can output anything that factories can produce. this distributor is basically just a cache; I'm still balancing the amounts to make it efficient.
-In order to drill down, it needs to convert the signal "2 splitters" into "2*10 circuits" and then into "20*3 copper wires" so that it orders the correct amount of copper wires to produce. Once it picks up the 60 copper wires, it resets and drills down to the circuits.
-If it uses dedicated belts, it would not be able to craft every item.
-That is a very good tip on the wires.
-the reason for not posting the blueprint is that I want to make sure it is balanced and 100% correct before sharing
Re: My Make Anything Abomonation
Where is the blueprint then?
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SaboteurKiev
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Re: My Make Anything Abomonation
I think that multi-mall should be built using drones and simple logic.
Why I think so? Because
1. The main production of Factorio - science packs, so all the rest can be built without high level of performance, so not need to create a huge factory. Maybe a separate production point for things like belts which are required a lot.
2. Drones allows you to minimize logistic from thousands of belts to a single chest
3. Maybe some complicated (multi-steps) recipes required separate production line, like modules assembling machine 3.
But the rest can be build with a small mall like this one:
* two assemblers, so i can put two-step recipes here, distribute them between left and right assembler
* static combinator allows you to specify what to build and amount, and it is very easy to manage with a single clicks: * Additional logic for components, so your red chest will contains only the production, all "component" items will be moved back to blue "source" chest - one static combinator to request components, the second - which components should be moved from red to blue chest. And you can control amount.
Why I think so? Because
1. The main production of Factorio - science packs, so all the rest can be built without high level of performance, so not need to create a huge factory. Maybe a separate production point for things like belts which are required a lot.
2. Drones allows you to minimize logistic from thousands of belts to a single chest
3. Maybe some complicated (multi-steps) recipes required separate production line, like modules assembling machine 3.
But the rest can be build with a small mall like this one:
* two assemblers, so i can put two-step recipes here, distribute them between left and right assembler
* static combinator allows you to specify what to build and amount, and it is very easy to manage with a single clicks: * Additional logic for components, so your red chest will contains only the production, all "component" items will be moved back to blue "source" chest - one static combinator to request components, the second - which components should be moved from red to blue chest. And you can control amount.

