This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/arashidrgn on 2025-10-28 06:55:03+00:00.


https://preview.redd.it/izkxe716wsxf1.png?width=1743&format=png&auto=webp&s=cda6bddcb8b20d0a0a3beab6bb30e23c752156b0

This is a Combinator Asteroid Chunk Balancer. After multiple iterations I stumbled on this setup that just WORKED the first time without wasting tons of chunks on nothing.

The combinator logic sets the recipe for the crushers to reroll the chunks if there’s to much of a certain type. This prevents the ship from running dry on a particular asteroid type if it’s consuming to much of one, or a region of space is mostly one type of asteroid (aquilo).

https://preview.redd.it/uoh5bqo2wsxf1.png?width=831&format=png&auto=webp&s=4e78d3c5a2ed4892576c30dadde9483bf1a25ca0

https://preview.redd.it/ublryrm3wsxf1.png?width=833&format=png&auto=webp&s=d428f10234566aaa9e1d578d705a53375d887a08

Each column of combinators checks each asteroid type individually. The first arithmetic adds the values of the other two types into the dot signal (Checking metallic we add carbon and ice together). The second combinator divides the dot signal by the chunk type (metallic). If the belt is balanced the dot signal would be double the (metallic) chunk value, so we’d get a value of 2 (circle value). If we our chunk is low then the circle value will go much higher. When our checked asteroid chunk is equal to the other two combined we’ll get a circle value of 1. The last decider combinator simply checks if the circle value is less than 2 and sends the reroll recipe.