Mastering logistics without belts can make or break your post-apocalyptic industrial empire. If your automated factories suddenly stall because an assembler sits jammed with one component while starving for another, you are likely suffering from Brave New Wonders uneven delivery. Solving Brave New Wonders uneven delivery early is critical because every stalled production loop wastes precious automaton compute cores and bottlenecks your technology progress.

Unlike traditional automation games that rely on fixed conveyor belts and mechanical splitters, City From Naught Inc.'s simulation replaces physical transit with programmable robot units. While typing plain-text instructions into the behavior editor provides immense freedom, handling asymmetric recipes—such as crafting crystal compound with two metal plates and one refined crystal—frequently trips up standard transport routines. This comprehensive guide breaks down why these supply imbalances happen, how to overcome the game's behavior graph limitations, and the exact setups required to achieve balanced throughput across your facilities.

Why Uneven Delivery Stalls Automaton Production Lines

In standard factory simulations, uneven resource consumption is managed by belt splitters or circuit networks. In this game, your workforce consists entirely of individual worker units deployed from compute cores. When you assign an automaton a simple merge behavior or a cyclical round-robin task between two resource warehouses, the default logic assumes an equal 1:1 item delivery schedule.

This structure fails when components require unequal input ratios. When supplying a facility crafting recipes that require a 2:1 or 3:1 balance, a single automaton running an alternating pickup loop will deliver one unit of item A, then one unit of item B. Because the consumer consumes item A twice as fast, the machine's buffer for item B completely fills up. Once item B hits its input cap, the robot cannot drop off its cargo, holding the surplus item in its inventory and halting the entire delivery loop.

Players frequently encounter another hidden hurdle: the behavior editor cannot natively process integer counters. As highlighted in Steam community discussions regarding automation programming, attempting to prompt an automaton to repeat an action a specific number of times—such as telling a mover to fetch an item five times before switching tasks—causes the compiler to fail or flag an unsupported state loop. Because the behavior graph lacks a dedicated iteration variable, players must rely on clever structural workarounds and reactive logic rather than simple numerical scripts.

Proven Strategies to Resolve Uneven Delivery

Fixing delivery imbalances requires tailoring your logistics architecture to match production rates. Below are the most reliable methods verified by player experience and community testing.

Strategy 1: Dedicated Single-Resource Mover Bots

The most straightforward method to fix uneven delivery in early-game setups is assigning dedicated mover units to individual materials. Instead of tasking one bot with alternating between two separate supply boxes, assign one mover to transfer metal plates and a second mover to transport refined crystals.

Because each mover only carries a single item type, an input bottleneck will never paralyze your supply chain. If the machine's storage for refined crystals fills up, the crystal mover simply waits at the destination without holding any metal plates hostage. Meanwhile, the metal plate mover continues operating uninterrupted. While this approach consumes more compute cores, it guarantees continuous operation until advanced logic systems are unlocked.

Strategy 2: Reactive Signal-Driven Logistics

The most elegant and scalable fix for delivery imbalances is using the game's dynamic signal system. Facilities and storage containers can broadcast color-coded signals based on their live inventory levels, allowing mover bots to respond purely to real-time deficits rather than rigid, blind cycles.

  1. Configure the receiving factory or warehouse to monitor its input slots. Set the facility to broadcast a RED signal when its primary ingredient drops below a specific threshold (for example, fewer than 5 units), and a BLUE signal when its secondary ingredient drops below the threshold.
  2. Program a single mover automaton with conditional logic: instruct the bot to fetch the primary resource when a RED signal is detected, and fetch the secondary resource when a BLUE signal is detected.
  3. Add a fallback state commanding the automaton to stand by or return to a neutral staging position when neither signal is active.

This reactive method automatically balances uneven delivery rates. If a recipe consumes twice as many thermal plates as gunpowder, the thermal plate threshold will trigger twice as frequently, prompting the delivery bot to prioritize the depleted component without manual micromanagement.

Strategy 3: Multi-Input Sequential Merger Graphing

If you need a single automaton to supply multiple resources without dynamic signals, you can manually sequence delivery steps within the behavior graph. While the prompt compiler cannot interpret numerical counters like "repeat three times," it fully supports explicit sequential chains.

To supply an uneven recipe requiring two units of resource A and one unit of resource B, build an instruction path in the visual behavior editor that explicitly orders: Move to Warehouse A, Pick Up Resource A, Deposit at Factory, Move to Warehouse A, Pick Up Resource A, Deposit at Factory, Move to Warehouse B, Pick Up Resource B, Deposit at Factory. By manually linking each step sequentially rather than using a loop counter, the automaton executes the exact delivery ratio required by the consumer.

Strategy 4: Central Warehousing with Multi-Building Balancing

When expanding your industrial footprint, balancing uneven ratios across multiple identical machines becomes easier than micromanaging individual factories. According to veteran player strategies, if a single facility requires two units of item A and one unit of item B, grouping two identical facilities creates an aggregate demand of four units of item A and two units of item B.

By routing base materials into a central warehouse and deploying a three-way splitter behavior across multiple destination factories, mover travel times naturally normalize inventory levels. Using centralized buffers prevents localized machine stalls and smooths out delivery spikes across your assembly lines.

Comparing Automaton Delivery Methods for Uneven Recipes

Choosing the right approach depends on your available compute cores, tech tree progress, and factory layout. The table below outlines how each method performs when managing uneven ratios.

Logistics MethodCore RequirementSetup ComplexitySignal DependencyJam RiskRecommended Stage
Dedicated MoversHigh (1 bot per item)Very LowNoneZeroEarly Game / Americas
Sequential GraphingLow (1 bot per line)MediumNoneLowEarly-to-Mid Game
Reactive SignalsLow (1 bot per line)HighRequiredVery LowMid-to-Late Game
Warehouse BalancingMedium (Splitter bots)MediumOptionalLowScaling Multi-Factory Hubs

Step-by-Step Guide: Configuring a Signal-Based Delivery Loop

Setting up a signal-reactive delivery line eliminates ratio headaches entirely. Follow these exact steps to configure a self-regulating supply loop for your advanced production facilities.

  1. Position your supply warehouses and target production facility within the operational radius of an active power extension pylon.
  2. Open the inspector panel for the consuming production facility. In the communication settings, configure the building to monitor its internal material buffers. Set it to broadcast a RED signal when ingredient A falls below 5 units, and a BLUE signal when ingredient B falls below 5 units.
  3. Access your automaton factory, construct an automation core, and deploy a mover automaton near the target facility.
  4. Open the behavior editor. Input your conditional instruction using clear location identifiers: If target facility signals RED, pick up ingredient A from Warehouse A and deliver to target facility. If target facility signals BLUE, pick up ingredient B from Warehouse B and deliver to target facility.
  5. Review the visual behavior graph generated by the system. Verify that the condition branches diverge correctly based on detected signal colors and merge cleanly back into a standby node when no signal is present.
  6. Save the instruction set and assign it to the mover automaton. Select the specific world buildings for each designated variable bracket to begin automated delivery.

Troubleshooting Common Logistics Bottlenecks

Even well-planned setups can run into throughput snags as your industrial footprint expands across new islands. If your supply lines experience delivery delays, check these common failure points:

  • Inventory Deadlocks: If an automaton's internal carrying slot becomes filled with the wrong resource due to a misconfigured conditional rule, it will stop working entirely. Clear the unit's inventory manually or adjust the condition node to ensure it only visits a supply warehouse when its hands are empty.
  • Power Grid Fluctuations: Automaton dispatchers and factory broadcasting nodes require steady electrical power. If your solar collectors or thermal power generators fail to meet grid demand, production buildings will shut off their signal broadcasts, leaving reactive movers stuck in idle states.
  • Excessive Travel Distance: Long distances between storage boxes and manufacturing facilities slow down bot delivery cycles, causing rapid recipe consumers to run out of materials before a mover can complete its round trip. Keep input warehouses immediately adjacent to their respective factory clusters.
  • Movement Speed Limitations: Early-game automatons move slowly across rough terrain. Completing map trials and gathering relics—such as the speed booster component found along the abandoned highway wreckage—improves transport speeds, directly increasing overall supply throughput.

For the latest official patch notes, community behavior templates, and game announcements, visit the official Brave New Wonders Steam store page.

Frequently Asked Questions About Brave New Wonders Uneven Delivery

What causes Brave New Wonders uneven delivery when using merge commands?

In Brave New Wonders uneven delivery usually occurs because standard merge instructions alternate item pickups in a strict 1:1 sequence. When a crafting recipe consumes components at unequal ratios (such as two metal plates for every one refined crystal), the slower-consumed material fills the machine's buffer, leaving the automaton holding an undeliverable item and halting further transport.

Can I command an automaton to repeat a delivery a specific number of times?

No. Community testing and developer feedback confirm that the behavior compiler cannot process loop counters or prompts like "cycle five times then switch." To repeat an action without signals, you must manually chain duplicate action nodes sequentially within the behavior editor graph.

How do signals prevent uneven delivery bottlenecks?

Signals turn static delivery loops into reactive supply networks. By configuring a production building to emit specific color alerts only when a component drops below a set threshold, movers only collect and deliver the exact resource that is currently running low, preventing inventory overflow.

Are dedicated movers better than signal-based automatons for uneven recipes?

Dedicated single-resource movers are easier to set up during the early game because they require zero programming logic and carry no risk of inventory lockups. However, signal-based automatons are far more efficient in the mid-to-late game because a single worker unit can dynamically balance multiple incoming resource streams, saving valuable compute cores.