https://factoriobin.com/post/tvqipx (v3)

older-version

Updated; Simplified, and added descriptions above, and grouping.

Take any item in the combinator in the bottom left; If we dont have a full stack of it, add it to a build queue

For each item on the build queue, pick one at random, try to build it, if we don’t have enough ingredients, add them to the build queue

When building a item, build until we have TWO stacks, or run out of ingredients. This is one stack MORE then we use to determine if something goes into the build queue by inventory alone, this prevents thrashing, so we queue at 100, but will build until 200.

I use the H as a hold signal… this could be a lot cleaner and simpler, but it works, and I wanted to share! I’d love to see improvements.

A dependency we can’t build will get stuck in the build queue (like plastic), right now I just have that displayed on the bottom using a manual check, but this isn’t very elegant.

Inspired by https://reddit.com/r/factorio/comments/1gkhehl/behold_the_bogocrafter/ Thank you @Legitimate-Teddy@reddit.com

I don’t have a reddit account to thank the original poster, but I do appreciate them sharing the idea! (If you use their original bogo design, be aware it doesn’t recurse down the dependency tree very efficiently, so you will WANT to make your own build queue)

Issues I’d like to improve:

Too complicated, better alerting, less cycles rechecking recipes we already checked, if we change the original item combinator the build queue doesn’t get reset, if I want MORE then one stack of something that isn’t possible… that really needs to get fixed.

  • jetOPA
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    2 months ago

    https://factoriobin.com/post/rf29ip version 5

    • Will stop when main target is finished
    • Will clear out build queue when main target is finished, and target recipe changed
    • Made some of the logic cleaner
    • Updated Warning Sign to be just one sign and look for more missing materials.