Robot mall with feedback
Posted: Fri Dec 06, 2024 8:30 pm
I finally got my automated robot mall working close to how I want, something where I could have all the lower quantity items readily available. I wanted a system where I would only have to alter a single unit to indicate what I want produced, in this case the assembler, then it would collect ingredients in sufficient quantity and feed to a chest. But I also wanted easy feedback, so I didn't have to hunt around as to which aren't working, or to why.
In this setup:
- The assembler dictates what's produced
- The requested chest gets 10x the ingredients so the logistics robots deposit enough to produce several items
- The light is Red if there's an ingredient shortage, Yellow if producing, and Green if the provider chest is full*
*Well, actually it's green if the machine is not producing and the conveyer has 3 items on it. I didn't find a way to read the shortage state of the assembler, nor did I want to have to adjust more than one item in the shop. The conveyer always holds at max 3 of something, regardless of stack size, so it's a good buffer to read that the chest is indeed full (it can't accept more).
I put the light in the bottom left, since that's has the least amount of wire overlap, thus easy to see.
What's missing is the reading of shops that are available on the network. I'd ideally have another color for "ingredients on the way". However, I doubt I could that the work without increasing the size of the shop a bit more.
Why current mall is mostly red since I just set it up and depleted my factory of all its raw resources. It stabilizes after a while.
I also have a bunch of buffer chests on the right of the mall for the mass produced raw components. This speeds up delivery to the individual shops, letting me produce them elsewhere.
Here's a close-up of an individual shop.
In this setup:
- The assembler dictates what's produced
- The requested chest gets 10x the ingredients so the logistics robots deposit enough to produce several items
- The light is Red if there's an ingredient shortage, Yellow if producing, and Green if the provider chest is full*
*Well, actually it's green if the machine is not producing and the conveyer has 3 items on it. I didn't find a way to read the shortage state of the assembler, nor did I want to have to adjust more than one item in the shop. The conveyer always holds at max 3 of something, regardless of stack size, so it's a good buffer to read that the chest is indeed full (it can't accept more).
I put the light in the bottom left, since that's has the least amount of wire overlap, thus easy to see.
What's missing is the reading of shops that are available on the network. I'd ideally have another color for "ingredients on the way". However, I doubt I could that the work without increasing the size of the shop a bit more.
Why current mall is mostly red since I just set it up and depleted my factory of all its raw resources. It stabilizes after a while.
I also have a bunch of buffer chests on the right of the mall for the mass produced raw components. This speeds up delivery to the individual shops, letting me produce them elsewhere.
Here's a close-up of an individual shop.