#ArcDMs make everything machine
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Ill take a look at it, thanks. Good thing I installed EE
had to split it into three messages
Even with my combinator notes, I dont guarantee the readability (as with anyones code project) ๐
Thats fair lol, its a lot more combinators than mine for now
My design constraints were to not have a second crafting machine like a few others do and to not use the selector combinator as it is unlocked later and uses much more electricity than the other combinators
Gotcha, mine is 1 machine but uses a selector combo to randomly select a recipe to try and make. Not the most efficient but it works for me
Meanwhile mine has over twice as many combinators and still has issues with making 15k extra circuits when I ask it for a rocket silo...
I prefer a more deterministic system, not liking using random
Yeah, I too get extra items, not expecting 15k though
yup, mines a much more rough and dirty style for now. Just wanted to see if mine was simlar at all to yours and its not ๐
Im not happy that I used two memory cells
Well mine produces barely any extras with 1 machine, but I'm trying to make it divide up the workload among several machines, which seems to be the problem at the moment. Along with the weird spike in demand for an item when it's sitting in the output chest but a bot hasn't picked it up yet.
A previous prototype was going to implement a stack memory
Ill leave a multi machine implementation for another day week
Had to use a constant combinator to fake the lubricant count
It assumes one craft results in one item, thus my blue underground test had a bunch of leftovers
๐ my make anything machine uses 11 extra assemblers. 10 for recipe dependency resolution to pick the next recipe to make then 1 more to read ingredients while the worker assembler reads contents.
It made the underground blues, logistic bots, and tanks, but for the rocket silo it somehow failed to make the electric engines when it made a bunch of regular engines
Its the fluid inventory again
this thing is my Make anything machine ๐คฃ so many extra assemblers but almost dead simple operation
This is in no way a simple project. Many kinds of solutions will come of it.
the way it's set up allows for a second to be placed in the top half of the chunk, and then tile it vertically. Later intention is to pulse in build orders across an array of these things
You already have the recipe logic, you now have a concurrency project on your plate
yep
I also want it to sorta load balance. If it has to make everything then the silo takes around 50 minutes to construct :/ In that same amount of time I can make 100 of red to yellow science packs (2.0, not SA). So I'd like to have some way to calculate a "recipe cost" and use that to assign the production node
๐ good luck!
thanks. If I figure it out in a way that isn't soul destroying I'll post it. Impressive getting it working with a single machine. I tried it and the number of combinators I needed to get it working how I wanted was disheartening so I dropped it and went with the above
It involves using a memory cell. As stated above, I toyed with the idea of using a stack memory
Your implementation isnt as bad as you may imply, largly just different
It was very janky about making the silo, not sure why
oh, it's not all that bad it's just a lot of assemblers that I feel are necessary. Feels hard to cut it down to just a single assembler that handles everything. I use 10 'recipe resolution assemblers' because I'm pretty sure nothing has a recipe ingredient tree of 'assemblerables' larger than that. Even 6 is probably good for the general case. It's also almost dead simple. Grab ingredients list, filter out stuff we assume we have, pick one, push to the next assembler, repeat. Eventually grab the last set assembler's recipe and that's the thing we make for a little while. Very little overproduction
I always forget to make snap to grid relative.
same
Much agrivation, despite me trying to black list gears, it trys to request 21k iron plates to make them in the process of making 500 bulk inserters. More revisions to make (another time)