With 4 component factories feeding a fabricator, block recipes requiring top tier components won't allocate factories (or call for resources) unless a refinery is placed such that it could theoretically feed all of the factory's inputs. Even though all resources are already refined (and the refinery is not then used for crafting when it does start working).
Credit to @DerNiepe for his crafty crafting base I demonstrated (most of) here, and for explaining this bug too.
This isn't limited to the latest unstable, though not sure how old this is.
[R&D save of demonstration attached, with seed AI ready to craft.]
Edit: note that only the refinery's output needs to be connected to a conveyor (on further testing). It only has to be upstream of (any) one of the component factories, and need not be down stream of any of the resource silos.
The above example is with 4 factories, but the same applies to other builds, with 6, etc. Other configurations also tend to have other problems too, like factories requesting extra copies of resources and sub-components that they already have buffered in their input. So above is a kind of best case scenario, for crafting, that let you more clearly see this particular dysfunction.
This isn't limited to the latest unstable, though not sure how old this is.
[R&D save of demonstration attached, with seed AI ready to craft.]
Edit: note that only the refinery's output needs to be connected to a conveyor (on further testing). It only has to be upstream of (any) one of the component factories, and need not be down stream of any of the resource silos.
The above example is with 4 factories, but the same applies to other builds, with 6, etc. Other configurations also tend to have other problems too, like factories requesting extra copies of resources and sub-components that they already have buffered in their input. So above is a kind of best case scenario, for crafting, that let you more clearly see this particular dysfunction.
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