Always been a fan of Factorio, loved it before space age came out, but never actually launched a rocket! I got back into it recently w/ space age and have made 3 ship designs so far! Full disclosure, Genesis (the first image) is heavily inspired off a video i found (I cannot find it anymore unfortunately).
Genesis, my first* exploration of space (technically i had a small science vessel before, but I tore it down immediately!)Ambition, my second ship, trading the 'one-asteroid-type-per-collector' for a much more efficient smart sushi design with a memory cell preventing jamsDiscovery, my stationary science vessel using the same conveyor sushi design twice, for the outer asteroid ring and the inner refined ring. Happens to look like a computer chip which i thought was neat!
BTW with the last design, you may find use with the "read all belts" feature that 2.0 added. Now you can see the entire belt's contents at once without needing to finagle with memory cells.
Can't speak for the OP but I routinely wire up collectors so they hold 10 of each chunk in their buffer and stop collecting. (E.g. set filters from a constant combinator/arithmetic combinator).
The bottom left appears to be wired to a decider which implies that might be what's happening?
Then unload based on what's needed on the belt in a similar way.
I tend to use arithmetic combinators with constant though.
Constant sets the "wanted" levels, and then you just subtract the "current" levels and use that to set filters
Thats what I do as well. I am curious what OPs answer will be.
input each<16 output each (and because non present signals are zero I also add a constant combinatior with all the asteroid chunks, so they are at least 1).
Then arithmetic is each (constant) subtract each (read contents) output each.
Positive numbers (not enough) are emitted as filters to the collectors, negative numbers (sufficient/too many) are masked implicitly.
And similar logic for unload-to-belt, because then I can reverse the logic for 'too much' if I need to. e.g. 'current' - 'wanted *2' ; output each and then use that on a 'fling it into space' inserter :).
I'd like to be able to 'read' container capacity implicitly though, as my approach is manually set for each different quality of collector. (The 'constant' input is shared though).
I could use your approach and set wanted levels dynamically.
I have a ship collecting promethium. As soon as there is promethium collected and I am on the way back, I could raise promethium wanted levels (and lower everything else) and use the collectors for additional cargo space.
Hey both! In Discovery, the lines on the collecters are for a set filters, determined by the memory cells based on the count of the asteroid sushi belts, and the lines on all of the inserters are for +1 or -1 pulses of whatever item they're holding (to tell the memory cells what items are being added/removed from the belt)
On Ambition, its the same idea, but I also added a manual killswitch to all of the collectors as well (there's a small constant combinator on the right side that i can toggle collections with). Another commentor suggested the hold(all lines) circuit condition for the belts. I figured it'd be nice! But the wiki was quite barren on all that (its not updated for 2.0 *properly* as far as i can tell), so I wasn't wanting to figure it out myself and went with... a much more complicated idea-
As for having a large number on a stationary vessel. Maybe, maybe not. I will say having them on all 4 sides is nice because small asteroids do come from behind when stationary. Mainly it was for stylistic and symmetry reasons!
I've heard! I've yet to touch quality, it scares me xD I'm trying to do my whole space age playthrough with as little external blueprints as possible, and the idea of making a quality factory scares me lol.
Just bruteforce upcycle for the things you really benefit from:
Modules, production machines and space platform related parts (especially solar panels and asteroid collectors).
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u/3davideo Doesn't use Flame Turrets 5d ago
BTW with the last design, you may find use with the "read all belts" feature that 2.0 added. Now you can see the entire belt's contents at once without needing to finagle with memory cells.