seems like it was a good exercise for yourself as a developer -- though i'm glad you accounted for how the game would work if there was nobody else playing for async multiplayer, since i've tried it a few times and always found i had to wait for the backup offline logistics
the factory game works pretty well -- i suppose you can't fully automate things without futzing with boxes yourself. i'm wondering how you would constrain this system if you were to keep going with the idea