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I made an updated version 10, please do check it out, its way better than this one :D
s btw you should also add geocorp collectors to make dropping off quicker. Another will it use the geocorp TB threshers.
Also I can't build omnirange base so thank you for building this.
x= max storage
y= amount of stored items
first off,the machine would count the number of collecters on it,and calculate x.
if y=x,return to the nearest receiver.
also,the machine would essentially have a sort of aoe scan for objects that can give resources,then,it would calculate which one is closest by using the formula
z= distance between tech and resource
the machine would find the z value for all the resources in the area,then choose out the closest one,then repeat until y=x. then the cycle would repeat again,also,the receive would be calculated using the same formula as the resource.
Awesome! Please give us a nice fat link to it, above, once it's ready.
VVVV
just wow. I can barely make a fabricator work. let alone something like this.
Of course it's fairly slow, due to it's size, FPS heavy and prone to those annoying 2 second analysis hangs (each time your start crafting), due to having so many Component Factories on the main Fabricator loop.
Of course you can't really use multiple Fabricators at once with this setup, either, as they mess each other up in various ways (more so, for higher tier blocks). Game bugs, of course, not your fault. But they may still be quite some time fixing them.
The selling section is the most inefficiently designed part; you could have just 2 or 3 Filters pulling off the refill conveyor loop, straight into a (Lotsa) Silo, then you wouldn't have any chunks getting past. And you only need the 1 refinery to cope with max flow (provided it also outputs to a silo).