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My example uses 2 resources, but the pattern is the same for three. You set up the following using gates, let's call the resources A and B to make C.
Pick up A and take it to factory.
At factory:
If you still have A, it means factory didn't need it, so put it into a stockpile for A.
Get B and take it to factory.
If you are still carrying B, it means factory didn't need it, so put it into a stockpile for B.
If you are carrying nothing, then the factory needs something but we don't know what - so go to a divider and alternate between A and B as above. One WILL work eventually as at least one of each becomes available. This loop will hold indefinitely if A or B runs out, and the ant will keep trying until the missing one becomes available.
If you have product C, put it in stockpile C
Start over.
I can make a video if that's hard to follow. This also works for things like diodes that take 2 of A and 1 of B.
The other method is to just use more ants, making each responsible for one resource, and this is also waste-free in terms of resources, and way simpler for paths, but you double/triple/quadruple the number of needed ants.
Edit: You HAVE to use smart dispensers because they'll take from the nearest stockpile, which will be the one you are using to hold the resource the factory didn't need. Make sure you assign specifically what each one can hold IN ADVANCE.
Also, there is a scenario with waste, but it's very rare. If the ant somehow dies while waiting in the STOP position for the factory, the resource being made will pop out onto the ground when there's a new ant.
Thank you for the reply. I think I can see a way to use that with the little resource flingers, too. They'll only work if the target stockpile is already "keyed" to a resource, and they're smaller than the stockpiles. The ant can just run past two or three of them as needed, without needing to do something complicated with alternate paths or carry gates. In fact since they have pretty decent range, it seems like multiple factories could share the same "oops" stockpiles. So for LEDs, the ant could just run in a loop, with the correct dispenser just before each pad and a flinger just after.
The facilities... yeah just try, then dump in storage... I use splitter paths so like if its two items just a simple split. If it's two and one item then split two and one... so when there's plenty of materials it works fine. Its really inefficient when you have to go in to "trial and error" mode. Having said that I hardly bother with that design, depending on the urgency. Eventually works itself out when ants leave lol
Its also really annoying when an ant gets stuck waiting on another ant sitting waiting for product to build... I could encorporate counter gates but yeah... with no blueprints then all design decisions are bsaed on care factor :D What is really really annoying is how if there are two paths going to a facility or a grinder or whatever and one ant waiting for product to build, a second ant on a second path will ALSO wait...