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http://steamcommunity.com/sharedfiles/filedetails/?id=913885142
That way 235 is in closed loop system , and exes is removed into logistic network
you have to hand feed initial amount of 235 in che chest , and then it should stay there forever
and excuse my terrible english , its late and not slept too well today
That's what my system does, except all of the centrifuges share a common loop and the extra is syphoned off.
I am producing 430 U-235 a minute with this setup. It is consuming way more U-238 that I am making, luckily I had backstocked over 10K of the stuff. I am working on increasing its production and finishing the research to reclaim the used uranium fuel cell.
http://steamcommunity.com/sharedfiles/filedetails/?id=913899106
i know about memory cells (arithmetic combinator [*each +0 each] self wired), and counting +/- of items via pulse. even S-R latches for steam power, and oil management. but GD, all i managed to do so far with this is give myself a stress head ache.
I can't do it either. If we could only count how many items an inserter has touched.
However, once you have robots and a few hundred U-235 to feed the centrifuges, the process to automate them is trivial. I would like to do it without robots but I just cannot.
wire an inserter set to read/pulse to a arithmetic combinator. wire the combinator output back to the input of the combinator. set the cominator to *each +0 *each. the combinator will keep track of how many items the inserter has passed.
i really want to do this without bots.
Honestly, though, this stuff refines so quickly and is so slow to "burn", I cannot see us needing huge arrays of them like we did with solar. Even once you are into the megabase arena, I think these will be easy to keep running.
Here's another attempt, just trying to stop the bots from looping forever.
http://steamcommunity.com/sharedfiles/filedetails/?id=913916637
The basic principle is a standard feedback-based counter: an arithmetic combinator which adds zero to (the sum of) its inputs, with its output being one of the inputs. The other inputs are the contents of a belt cell (pulse mode), and the hand contents of an inserter (again, pulse mode) multipled by -41.
So each item on the belt adds one, each item removed by the inserter subtracts 41. The inserter is enabled when the running total exceeds 20.
The thing that tripped me up initially is that the inserter is both a producer (hand contents are written to the network) and a consumer (running total is used to enable/disable the inserter). The connections need to be made with different wire colours to avoid an extra feedback loop.
It's just the time taken to get the initial 40x U-235 to use as catalyst, at 0.5% (or worse) . That's 8000 crafts and 80k ore. Which is why I went for a circuit network solution, as you're up and running the moment you get the 40th U-235.
From that perspective, it's worth putting down miners on every available patch of uranium, carrying barrels of sulphuric acid out to the patches and emptying the chests into the car. Use all of your centrifuges (including the ones earkmarked for enrichment and reprocessing) to refine ore. Once you have 40x U-235, you can rip everything up and build a stable, automated production line served from a single patch (each fuel cell is basically 22x U-238 = 220 ore).
here[forums.factorio.com] is a solution that uses 3 chests with just some inserter setting (stack size) and a couple of wires.
[edit] i tweaked it again. my U-238 was jamming. new blueprint string
http://steamcommunity.com/sharedfiles/filedetails/?id=913981078
i'm going to work on getting a few of them in a row automated.
blueprint string [UPDATED] removed super speed module (creative mode mod)
Yes. The blueprint in the thread I linked has been running all day.
a fuel cell costs 1,9 U238 and 0,1 U235. You get something lake 30% back. Its actually 40% because there are productivity modules in the assembler.
Because you have a infinite stack of that effect (its a geometric series) this multiply your effective number of fuel by 1,6