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tiny bootstrap factory: dynamic mall

Posted: Tue Jan 14, 2025 3:50 pm
by __init__
Features / upsides:
  • Compact, thus requires less material for logistics and defence walls.
  • Available very early in the game: Requires only the first two science packs for its relevant technologies.
  • Uses a sushi belt and optionally passive provider chests, so it can work with or without a logistics network and robots.
  • Supports remote operation and configuration and can not get clogged because all items on all belts are sorted into chests again.
  • Reduces wait times by buffering all ingredients and products.
  • Allocates production requests to production blocks automatically and does not unnecessarily reassign them.
  • You can configure how many of which items you want it to produce or supply externally.
Shortcomings / downsides:
  • It can not craft any recipes which involve fluids or more than 4 ingredients. These have to be supplied externally.
  • Throughput is heavily limited by the inner sushi belt ring.
  • Intervention might be required if too many production requests are active simultaneously.
Basic configuration (it is modular and can be expanded or shrunken):
  • 4 groups of 4 belts for basic ingredient ingestion from the main bus
  • 40 banks of sorted chests, each holding up to 5 different kinds of items
  • 10 production blocks of 4 assemblers each
Circuit networks:
  • Available items: Current chest and belt contents
  • Production target: Where we want the above to be at
  • Production requests: What the production blocks should produce
  • Left over production requests: Production requests which were not assigned to any production block
  • Ingredient requests: What the production blocks currently need
General combinators:
  • Constant combinator: Configures the production target.
  • Decider combinator: Computes the production requests.
  • Row of decider combinators: Configure the inserter filters according to the ingredient requests.
Production block combinators:
  • Arithmetic combinator: Inverts the ingredients to counter them in the recipe setting.
  • Upper half: Selects an ingredient as filter for each inserter.
  • Lower half right top: Removes the currently selected recipe from the production requests in a daisy-chain.
  • Lower half right middle: Stores the currently selected recipe as long as it continues to be among the production requests.
  • Lower half right bottom: Prevents a new recipe from being selected before all items of the previous recipe are purged from the belts.
  • Lower half bottom right: Selects a new recipe from the left over production requests if there is currently no selected recipe.
  • Lower half bottom left: Computes the unsatisfied ingredients and accumulates them into the ingredient requests.
v1 - Proof of concept, don't use this in production:


v2 - Use this instead:

Re: tiny bootstrap factory: dynamic mall

Posted: Tue Jan 14, 2025 4:01 pm
by cmdmbox
I believe you need to switch from 'passive provider chest' to 'steel chest' to keep it 'Available very early in the game'

Re: tiny bootstrap factory: dynamic mall

Posted: Tue Jan 14, 2025 6:01 pm
by __init__
I believe you need to switch from 'passive provider chest' to 'steel chest' to keep it 'Available very early in the game'
That is why it says "optionally passive provider chests". Meaning you can upgrade to passive provider chests later when you have robots.

Re: tiny bootstrap factory: dynamic mall

Posted: Wed Jan 15, 2025 1:03 am
by cmdmbox
Got it, I looked for something like this. Thank you for sharing your blueprint. I will definitely give it a try