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More information from the assembler

Posted: Fri Jan 23, 2026 12:58 pm
by FaXiR
TL;DR
The assembler will be able to provide more information about the craft item.
What?
There are properties that cannot be known using combinators (or they are not reliable enough or too cumbersome), but it is possible to add functionality to assemblers.

Bonus productivity. The productivity of the assembler + the productivity of the modules + the productivity of the research, these are all unknown variables for the logic.
And also the items themselves. It is unknown whether they support productivity (it can be known by the fact that the modules drop, but this is a one-time event).
If we take the idea (which I like): viewtopic.php?p=682269&hilit=module#p682269 (ignoring modules instead of dropping them), then the "productivity of the modules" will be ignored in the calculations.

Bonus quality. Why not?

Item creation speed/time. In the previous example, the assembler calculated the productivity, so it is also worth calculating the speed of item creation (taking into account the modules and beacons that surround it). The result is expected to be in seconds, but at high speeds and for the logic, the result in ticks will be more convenient. If the speed is too fast, then 0 ticks will also be suitable. Both options would be good.

Expected result. For example, concrete is crafted in batches of 10, and the assembler knows this and could inform the player. However, what about products with a percentage? I believe that if the chance of obtaining 10 items is 10%, the number should be 1 (since the result will be 1 when working with a resource flow). If the chance (when calculated as a flow) of obtaining an item is less than 1 per craft, then the number should be 0.
Why?
In my first attempt at a large and smart autocraft, I saved the player from entering a lot of values manually. https://www.factorio.school/view/-OVt5uKsQF2XwtMGW9Dy
This autocraft generates the correct crafting order (it remembers it so that it can correctly calculate the productivity and quickly arrange the recipe, you can also connect the mod assembler), works with liquids, can replace the recipe (you can use solid fuel instead of diesel), and takes into account the amount of the crafting item and the productivity to avoid creating any unnecessary items. If desired, it can be taught to smelt ore into ingots, but I considered this unnecessary. I finished Krastorio 2 on it, periodically editing combinators for new research packages.

But in order to work effectively, you need to determine which items support performance and how many items are created in 1 crafting. The speed of crafting would allow to distribute the task to the minimum downtime of assemblers. (I have a lot of ideas and developments to improve it, but I decided to wait for 2.1)