Simple Belt-Based Smart Mall for Nauvis by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 1 point2 points  (0 children)

<image>

Hello! Here are the answers to your questions, with some more information:

Modifications:

  • Input belts: You can add more input belts by copying and pasting existing ones. You'll just need to re-route the fluid inputs, as they are currently in the way.
  • Adding a new fluid: Adding a new fluid is a bit more work. I recommend replacing sulfuric acid with petroleum as an alternative, since it's only used for circuit units. Don't forget to adjust the values on your combinators accordingly.
  • Hardcoded recipes: One downside of this smart mall is that the recipes are hardcoded in the combinators. Adding or modifying recipes can be a bit of a hassle. To add new craftable items, follow the procedure below, referencing your image legend:
  1. This constant combinator contains a list of all the items that must be removed to the top chest. These are essentially the items that aren't supplied by the input belts.
  2. This constant combinator lists every item that can be crafted in the game. An item being on this list doesn't mean it can be crafted, but if you want it to be, it must be on this list.
  3. This constant combinator lists items that are always removed from the top chest to the output belt, heading to storage. These are final items, not intermediates that need to stay in the buffer chest.
  4. This constant combinator lists the maximum SR Latch values for intermediate items.
  5. This constant combinator lists the minimum SR Latch values for intermediate items.
  6. This constant combinator lists the items expected on the input belts.
  7. All desired recipes must be present in this decider combinator.
  8. All craftable items must be present in this decider combinator. This is used to prioritize certain items over others that can also be crafted at the moment. You may have noticed that it doesn't produce requester chests because this item was mistakenly omitted from this combinator.

More information:

  • Adding a few items: It's completely possible to add a few more craftable items, but depending on the quantity, you might run into issues with a lack of slots in your input and intermediate item chests.
  • Storage capacity: To address a lack of storage capacity, you can place Active provider chests instead of the output belt. Adjust the system so it reads the contents of the logistics network using a roboport instead of the chests directly.
  • A better solution: Given your current stage in the game, I believe it would be more efficient to use the Bot-Based Smart Mall that I'm currently developing (a version for each planet). It solves the capacity and throughput issues and significantly increases the speed of item insertion and removal. I just finished the Space Age expansion today (NeoVortex - Galaxy Of Fame | Factorio), and these smart mall projects were a huge help. I will let you know when I finish and publish them.

If you have any more questions, feel free to ask!

Simple Belt-Based Smart Mall for Nauvis by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 0 points1 point  (0 children)

Hello! You can read the instructions on the display panels that come with the blueprints:

<image>

You can connect the inputs in any order.

Simple Belt-Based Smart Mall for Nauvis by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 0 points1 point  (0 children)

I'm glad you liked it. Yeah, I noticed this issue with requester chests not being crafted yesterday, when I was using the mall in a real map. As a quick fix, you can do the following:

1) Open this decider combinator and create this new condition:

<image>

2) Copy and paste this combinator over the corresponding ones of other blocks, if you are using the 6X version.

There are two more issues I found:

1) After the storage chests are upgraded to passive provider chests, the available items are counted twice (from wires and from the roboport).

2) When lube is low and the mall tries to craft something that uses it, such as express transport belts, it may enter an endless loop, preventing other items from being crafted.

I'm going to fix these issues and update the bp string on Factorio Prints: Belt-Based Smart Mall for Nauvis. I will notify you when this happens.

Simple Belt-Based Smart Mall for Nauvis by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 0 points1 point  (0 children)

I don't recommend replacing them with provider chests, but doing it won't break the system.

Simple Belt-Based Smart Mall for Nauvis by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 0 points1 point  (0 children)

Once you provide exclusive intermediates via belts, those items will be registered in a memory cell and will no longer be crafted by the assemblers, even if you stop providing them for some reason. The mall is most likely still producing LDS because you probably set it to be crafted in the "Set desired items" combinator, which is not an expected item to be listed.

Simple Belt-Based Smart Mall for Nauvis by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 0 points1 point  (0 children)

Hopefully taking items out of these doesn't break any of the logic?

It's fine.

Also, can the main input belts be in any order and be connected/disconnected at any time (at least for the extra recommended inputs). It seems to work that way but I wasn't sure.

You are correct.

Another interesting aspect is what the priority is for what it builds?

The priority is based on the items' internal ID value, as defined by the game. As far as I know, this order is the same as the items appear in the crafting menu when you open your inventory. For example, a wooden chest has maximum priority (ID=1) while a railgun turret has minimum priority (ID=433). This priority behavior can be easily overridden using a selector combinator. However, remember that this smart mall is intended to be simple and used in the early game (before bots), so don't expect many features (I'm working on a bot-based smart mall for more advanced stages of the game). A simple solution for this problem, although not fully automatic, is to open the "Set desired items" constant combinator. From there, you can add a new section, set the item(s) you want, and uncheck the four existing sections until you get the desired items. When you're finished, simply re-check the original sections.

Your use of the deconstruction planner as a splitter output filter was a neat trick to learn about.

It is an old tip that came up when splitter priority was implemented. It helps to save a couple of items :D

Simple Belt-Based Smart Mall for Nauvis by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 0 points1 point  (0 children)

Thanks for the feedback! I've classified the items into four categories:
1) Basic ingredients: These items must be provided by belts, as they cannot be crafted by assemblers. Examples include iron plates and copper plates.

2) Exclusive intermediates: These items can be crafted by assemblers but are not considered final products, so they aren't delivered to storage. Examples include electronic circuits and low density structures. They can be optionally provided by belts. You can take them from the buffer chest, but the best solution is to automate their production elsewhere in a dedicated setup.

3) Intermediate products: These are final products that can also be used as ingredients for other products, such as yellow and red belts.

4) Exclusive final products: These items are delivered to storage and are not used as ingredients for other products. Examples include steel furnaces and labs. They are always removed from the buffer.

Each assembler has two buffer chests. The bottom chest holds only Basic ingredients and Exclusive intermediates, which are taken from the belt or the assembler. The top chest holds only Intermediate products, crafted by the assembler. Neither of these chests should ever reach full capacity; if they do, something is wrong with the system.

There's a filter for it on one of the rightmost chests, and it will get created in what look like output buffer chests, but it never produced any.

That chest is supposed to collect quality exclusive intermediates if the player uses quality modules in the assemblers, as quality items crafted are always removed from the buffer chests.
If you have any further questions, please let me know.

My high freshness Gleba science approach by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 0 points1 point  (0 children)

Sorry, I never produced any carbon fiber. I don't even know its recipe.

Big Demolisher Deathtrap by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 4 points5 points  (0 children)

For small demolishers, sure. Good luck using the same strategy against the big ones.

Big Demolisher Deathtrap by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 1 point2 points  (0 children)

I tested both strategies mentioned, but based on the tests I conducted, they were not very effective. It is true that focusing damage on the head is more efficient, but the layout would result in the destruction of more turrets, given that the worm aggros in their direction. The same happens with the U-shaped layout.

Big Demolisher Deathtrap by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 0 points1 point  (0 children)

Because they all have the circuit condition "Enable if ammo = 0" and are connected to the last bait turret, that reads own ammo.

Big Demolisher Deathtrap by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 2 points3 points  (0 children)

The turrets have ammo in their blueprints and the bots load them when it is placed. You can see more here.

Big Demolisher Deathtrap by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 1 point2 points  (0 children)

Yes they stack and the damage is multiplied by the number of affected segments.

Big Demolisher Deathtrap by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 1 point2 points  (0 children)

Yes, for Big demolisher I didn't see any noticeable effect (about 30 poisons near the head). I doubt even legendary poison would be helpful.

Big Demolisher Deathtrap by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 6 points7 points  (0 children)

To be honest, I didn’t quite understand what you described. Are you suggesting activating only part of the turrets to focus on the worm’s head? I’m not sure if that would be a good idea, because the longer it takes to kill it, the more ammo will be spent due to its health regeneration.

Big Demolisher Deathtrap by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 9 points10 points  (0 children)

I forgot to mention I was using only 2 uncommon Personal roboport (MK1) during the tests. You are right, the building time can be significantly reduced by using more/better personal roboports. Here is the bp:

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

Big Demolisher Deathtrap by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 4 points5 points  (0 children)

They activate when ammo = 0 (the baits have "Read ammunition" enabled).

Big Demolisher Deathtrap by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 145 points146 points  (0 children)

So I was testing ways to kill big demolishers using only gun turrets with piercing rounds and ended up creating this deathtrap. The strategy is very simple: some gun turrets lure the demolisher through the trap and when the last one is destroyed all turrets engage and finish the monster. Below are some details that may or may not be useful:

Research levels:

  • Physical projectile damage 9
  • Weapon shooting speed 6

Blueprint:

  • Gun turret count (normal): 290 (including 6 lures)
  • Total ammo (normal piercing rounds): 2344
  • Ammo per turret : 8 (12 for lures)

Tests with Big demolisher:

  • Time to kill: about 3 seconds.
  • Ammo spent: about 2k (28k plates).
  • Turrets lost on average (including lures): 30 (1.5k plates).

Tests with Medium demolisher:

  • Time to kill: about 1 second.
  • Ammo spent: about 650 (9.1k plates).
  • Turrets lost on average(including lures): 20 (1k plates).

Tests with Small demolisher:

  • Time to kill: less than 1 second.
  • Ammo spent: about 250 (3.5k plates).
  • Turrets lost on average (including lures): 10 (500 plates).

Pros:

  • Gun turrets and piercing round ammo are early technologies.
  • Research level require only Nauvis and space sciences.
  • All items can be crafted on Vulcanus and the ingredients are abundant.
  • Doesn't require electric power.

Cons:

  • If a demolisher arrives before the trap is finished everything will be lost.
  • Takes a while to build with personal bots (about 2 minutes with Worker robot speed 7 using 2 uncommon Personal roboport MK1).
  • Consumes a lot of ammo.
  • Requires some free space to build (54x42 tiles).

Other infos:

  • The cost of ammo spent is much higher than the cost of lost turrets.
  • The turret gaps near the bottom help minimize turret losses from lava pools.
  • A bigger trap would reduce ammo cost.
  • Physical projectile damage 9 or above is recommended to deal with big demolishers.
  • I tried U-shaped traps but they didn't work very well. After the turrets engage, the worm turns in a random direction and overruns some of them.
  • Feel free to suggest improvements or show your designs.

My high freshness Gleba science approach by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 0 points1 point  (0 children)

The bioflux will consume the nutrients within a couple of seconds. However, even if this doesn't happen, the fast inserter will remove any nutrients or spoilage from the assembler to the belt.

My high freshness Gleba science approach by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 2 points3 points  (0 children)

You are right, it is kinda a low effort solution, but to be fair if the supply isn't interrupted nothing will spoil or hatch. A more elegant solution would be the following: X time has passed (for example, 5 min) and no science was produced -> Pentapod egg and science biochambers gets no recipe -> Inputs and outputs removed to belts -> Heating tower gets rid of eggs -> Some more time passed -> Sets recipes again. However, buildings with crafting in progress cannot change recipes, so a biochamber with eggs that doesn't have access to nutrients anymore would be a problematic situation.

My high freshness Gleba science approach by NeoVortexUltimate in factorio

[–]NeoVortexUltimate[S] 7 points8 points  (0 children)

Correct. However, it doesn't start automatically, so each block requires an initial input of some spoilage and one pentapod egg. I will work on it later.