
This set up keeps my bot network from growing too far past my needs, but still keeps a generous buffer against large requests. The chest is also wired to a light to show green if the # of bots available are greater than 400, red if <= 400. The input inserters on the first assemblers in the factory are wired to only run if the bots in the chest are < 480. The inserters from the last assembler in each factory is wired against the same chest to only insert into the chest if the chest has < 500 bots. If available construction bots < 500, insert construction bots. If available logistics bots < 500, insert logistics bots. If available logistics bots < available construction bots, insert logistics bots. The inserters from chests to roboport are circuited thus: This is because I occasionally accidentally pick up logistic bots, and this lets me autotrash them back into the pool. The chests are both request chests for their respective bot type, set to request all bots. I have tow separate bot factories that both output into chests adjacent to separate roboports. These are significantly more complex, but pretty neat when you get things working.Īnother useful thing is inserting bots to roboports: Then the train goes back to the train yard and waits until the smelter calls for iron ore. So Iron ore train sits in the yard until the mines are ready to fill it up. A more complex approach with trains is to send all trains to a train yard and have them wait until needed. If you have 2 iron smelting stations named the same, and one has 40k iron ore, but the other only has 500 iron ore, disabling the 40k iron ore station will cause the trains to route to the other one, and it's a simple decider if iron ore > n units, or if iron ore < n units (I forget if it's enable by default or disable by default). If you have 2 iron processing stations, and 1 has an iron ore inventory of 40k - trains might wait or worse block rail traffic while they're unloading.

Train control can be simple, such as enabling/disabling stations. (*it should be noted that these are less efficient than pre-sorted train unloading solutions, but cool none-the-less) Mixed belts are where you dump everything on to a belt, ignoring the location, and a circuit network decides what should be put on the belt next based on desired inventory levels. More complex uses include mixed belts and train control. (*the trouble is you need different inserters for different items, or a more complex circuit.) By using filter inserters and a wire to the chest, a filter insert can insert n amount of that item, say 500 iron plates and then stop.

This seems counter intuitive, why not just let the chest fill up? But what if you need 3 separate items in the chest equally. Simple things include enabling/disabling inserters based on chest inventory levels. The latter lets you do things without any wires required!

When you click an item, there are 2 network tabs: Circuit Network and Logistic Network. You can wire up roboports to read how many bots you have, as well as the resources currently in logistics range That's all I can think of off the top of my head.Īnd by the way, 2 things you may not have known: Perfect belt compression (once they fix the belt decompression bugs)Ĭreate a Just-in-Time factory instead of just filling up belts with massive buffersīuild a perfect/smart Kovarex setup (because we haven't see enough of those already!)Ĭreate a display for resource count and battery levelsĬreate perfect sushi belts to supply multiple resources on a single belt Produce things in a perfect ratio (usually oil cracking, but sometimes assembler stuff too) Prevent rockets from being launched if you have too much space science
FACTORIO CIRCUIT NETWORK GENERATOR
Turn your coal-burning power generation into a backup generator instead of removing it. Turn off sections of your base that aren't producing anyways.
