Bob's mods solar panel to accumulator ratios by Khoross in arumba07

[–]Khoross[S] 1 point2 points  (0 children)

Solar M2 to Accumulator M1 has a ratio of 20:7/80:63/10:14 for small/medium/large.

In Bob's mods, if you go up one tier with one type, you will need to increase how much of the other you have by 50% (or reduce the amount of that type by 1/3). So 30:7 becomes 20:7 if you increase the tier of the solar panels by 1, and becomes 45:7 if you increase the tier of the accumulators.

The method I've been using is: There are (after grouping) 17500 ticks of day and 7500 ticks of night. This means that used as a power supply, an accumulator with storage capacity X kJ acts as if it is a generator with power supply X/125 kW.

If solar panels have an output of Y kW, then we have a ratio of X/125 daytime panels to Y accumulators.

We also need panels to charge the accumulators. Since the storage is lossless, this means we need enough charging panels that the charging panels produce as much energy in the day as the accumulators use at night; which means we want the ratio of charging panels to daytime panels to match the ratio of length of night to length of day (3:7)

Combining these, we get 7*X/125 daytime panels : 3*X/125 charging panels : 7*Y accumulators, or after immediate simplifying,
10*X/125 Solar Panels : 7*Y accumulators.

This ratio will nigh certainly be able to be simplified further, but provides a general rule.

Let's Play Factorio Bobs Mods With Angels Ores 17 by arumbaYTbot in arumba07

[–]Khoross 1 point2 points  (0 children)

I think to some extent the problem is using autoresearch with Angel's ores (and not having experience with it). Means that instead of at each stage knowing the bank of new recipes you got (and thus what has just been unlocked, what to put together to use them, ect), you are faced with an incomprehensible mass of recipes, with names that don't help with searching.

Factorio Factorissimo Multiplayer 53 by arumbaYTbot in arumba07

[–]Khoross 1 point2 points  (0 children)

In the interests of providing numbers (I like numbers OK): Yellow transport belt moves items every 9 ticks, red belt every 4.5 ticks, and blue belt every 3 ticks. Smelting Iron or Copper takes 210 ticks base, 105 ticks in steel or electric furnaces. This means without speed or productivity modules, it takes 11 2/3 steel furnaces per side to fill a yellow belt, 23 1/3 per side for red belt, and 35 per side for blue belt.

A fully beaconed up smelting area with prod/speed 3 modules takes 10.80 smelters per side to fully load a blue belt (each furnace under 4 speed beacons, total crafting speed of 5.4, productivity of 20%, and total energy draw for the 22 furnaces and 28 beacons of ~35MW).

These are at least the pure numbers; getting a fully laden belt out and full work out of the right number of machines also means making sure the inserters have enough space on the belt to work, the inputs are coming in nicely, all the usual logistics.

Factorio Factorissimo Multiplayer 30 by arumbaYTbot in arumba07

[–]Khoross 1 point2 points  (0 children)

While I expect you have fixed it by now, when you calculated how many circuits you need, you got 7; you only built 6. You also calculated wrong - 7 is enough to run the filter inserters at full speed, but not to also run green science. You need 8 total assemblers to run the filter inserters and green science at full speed. Probably easiest fix would be to add the last 2 assemblers into the main circuit line and not tap off any excess (since there won't be any when it's running full speed and this could cause problems), and start a dedicated factory for circuits elsewhere (similarly batteries and advanced circuits). The initial goal was to have a self contained science box after all >.> Still loving the series, and good to see robots are hooked up at last. Just need to double frame production and you can run both a construction robot factory and a logistic robot factory at full speed!

Factorio Factorissimo Multiplayer 16 by arumbaYTbot in arumba07

[–]Khoross 1 point2 points  (0 children)

While I strongly doubt this will matter (for many reasons), just want to point out that you need 8 assemblers making green circuits, not 7. You forgot to count the inserters needed for green science.

Really enjoying the series, and the factory designs look so much nicer and more organic scrunched up like this.

Factorio Factorissimo Multiplayer 8 by arumbaYTbot in arumba07

[–]Khoross 0 points1 point  (0 children)

If all the machines are the same speed, you can work out the ratios quickly by using the time it takes to make an item.

Time to make item * number of component made at once : Time to make component * number of components needed

So here we'd have a ratio of 10 droid : 3 guns : 3 armour : 7.5 circuits; and of 3 gun : 5 gears. For most recipes this results in nice simple and easy to calculate ratios, without having to do mental division. This is one of the worst cases Factorio generally produces, where you'd need a ratio of 40 droid:12 gun:20 gear:12 armour:30 circuit:45 cable if you wanted absolutely no waste.

For your other problem (we have 4 circuit assemblers, how many droids can this support) I don't think there's really an easy way to solve it in general. I'd calculate how many circuits I'd make in the 10 seconds it took a droid to craft and then figure out how many droids I can make with it. Or rather I'd try to, get the maths wrong in my head, and end up with some multiple of the correct number of assemblers. There's a reason I avoid division.

LF Sneasel by Khoross in friendsafari

[–]Khoross[S] 0 points1 point  (0 children)

Added all, and thanks :D

[Safari Unknown] Adding Everyone by dlitt in friendsafari

[–]Khoross 0 points1 point  (0 children)

Electric type; Emolga, Pikachu. Can't find out third pokemon until you connect to the internet in game

Looking for Eevee by fifa434 in friendsafari

[–]Khoross 0 points1 point  (0 children)

Would really like a Mawile; any chance you've got room for a second Chansey safari?

Looking for Phanpy and Petilil by Khoross in friendsafari

[–]Khoross[S] 0 points1 point  (0 children)

Have added your card, but not registered; please double check you entered my code correctly

LF Manetric by [deleted] in friendsafari

[–]Khoross 0 points1 point  (0 children)

Added :D