One of the few times I think I made something worth sharing:
A make everything sushi mall using the set recipe feature. It can pretty much make everything from base ingredients and can be fed externally as well. It does currently NOT make everything if you just copy the blueprint but all the white science boxes/inserter settings act as placeholders and you can add whatever you want.
Overview:
Mall Final Items:
Ingredient Buffer:
Production Area:
External Imput:
Main Circuit:
Fluid Input and Cleanup:
The main circuit consists of 3 constant Combinators
1 to set the minimum item count (for each) to have in the system. If anything drops below, the mall puts it in the production list
1 to set the maximum item count (for each). As soon as anything the system exceeds this, it will delete the item from the production list
1 to set the build order/priority. Lower numbers will be pruduced first. Make sure to have every Ingredient as a lower number
In general the circuit is pretty simple:
Any Item that has a lower count than our min will be put out as "1" after the first combinator and it will be stored in a memory cell as active request. Everything higher than our max will be put out as "1" after the first combinator in the second row and then it gets inverted to "-1" to reset the memory cell. After the memory cell I just slap in the build order from the 3rd constant combinator and after that I sort it in ascending order with the new dude and then the machines know what to do. The remaining combinators are just here to split up the signal for the first assembling machine and chemistry from the rest (because the very first assembler is used to put out the ingredients and if they stay on the same wire, the others are confused).
As said the very first assembler throws out what items are needed to be sent to the ingredients section and the corresponding inserters start to work. Before that I have another 2 combinators that just act as limiter - it simply sets the maximum item count to be on the belt. I am not sure if you need this but better safe than sorry.
The smelters are here for stone and Steel. However I had some issues with steel since the smelters cannot be hooked up to the circuits and with 5 iron plates needed it can happen that they end up with 4 or less plates and cannot change their recipe. So I just feed steel externally. But if you really want it to produce everything, then just make it bigger and make designated steel and stone smelters. The circuits next to the smelters just translate the current recipe to their ingredients (stone bricks ---> stone) so the system knows what to feed them.
The fluid system was a bit tricky - The upper section just acts as the ingredient section. You need lubricant? Just enable the corresponding pump. But to clean up the system for the next fluid I build the lower tank/pump/combinator arrangement. The first pump just fills in 1k fluid into the next tank (acts as sample tank). Then we compare the sample with the current requested fluid and if it does not match we start the clean up into the second tank. This tank is needed for the last set of pumps so they know where to feed it back.
Downsides (for now):
Cannot pruduce sulfur since it needs 2 fluids. But you can adapt it - all you need to do is to add a secondary fluid supply for water.
Its slow - I just created that in the editor and need to test myself if it keeps up with my personal building speed. If you play with the layout you might make it more effective. To increase speed you need to create a shorter sushi belt, make less items OR just make more smaller malls dedicated to specific item groups. Throw out the smelters and chem if you want.
I might create a similar bot based mall but i wont post it here. The template (circuit logic) is pretty similar or completely the same for bots I can imagine so just go for it!
Any questions let me know.
Here is the bluprint
Sushi Mall (Set Recipe)
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Re: Sushi Mall (Set Recipe)
This is very cool, how difficult is it to add additional ingredient inputs? For example if I am making green and red circuits elsewhere can I connect it to the input so the mall isn’t wasting time making them onsite?
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Re: Sushi Mall (Set Recipe)
That is pretty easy. Just route an input belt as the other base materials and activate the corresponding inserters if circuits are below your threshold.
On the combinator you can either not define red circuits (so the mall never tries to produce them on its own) or you can simply put them in with a lower threshold so the mall will start making them if the input dries out.
On the combinator you can either not define red circuits (so the mall never tries to produce them on its own) or you can simply put them in with a lower threshold so the mall will start making them if the input dries out.
Re: Sushi Mall (Set Recipe)
Very cool.
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Re: Sushi Mall (Set Recipe)
Does this handle liquid intermediates?
Like, if I'm making something that needs sulfuric acid, do I *have* to supply that, or can it work via Petroleum->Sulfur->Acid (assuming I provide the water)?
Like, if I'm making something that needs sulfuric acid, do I *have* to supply that, or can it work via Petroleum->Sulfur->Acid (assuming I provide the water)?
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Re: Sushi Mall (Set Recipe)
Seems like you found another weakpoint in my setup. So far that is not possible. Solid Input --> fluid output was not considered here. Mby I can adapt this...
Another (probably) solvable weakpoint is that it cannot create steel and stone. The recipe change for the input inserters does work - however since steel requires 5 iron plates it occurs that the smelters still have 1-4 iron plates in them and i do not know how to remove them or fill them up to exactly 5 plates.
Overall i never tested this setup in a real game. The main reason is that it is to slow. So i ended up creating 3 different single assembler setups that have direct access to bulk insertion items like plates, gearwheels etc..
I will post them here as soon as i have some time.
Another (probably) solvable weakpoint is that it cannot create steel and stone. The recipe change for the input inserters does work - however since steel requires 5 iron plates it occurs that the smelters still have 1-4 iron plates in them and i do not know how to remove them or fill them up to exactly 5 plates.
Overall i never tested this setup in a real game. The main reason is that it is to slow. So i ended up creating 3 different single assembler setups that have direct access to bulk insertion items like plates, gearwheels etc..
I will post them here as soon as i have some time.