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A T3 assembler with 4 T3 productivity modules and surrounded by eight beacons with 2 T3 speed modules will produce 46.2 per minute while consuming 2 mW. Of course, we need to factor in the beacons; in my typical tiled setup, there's around a 1.6 ratio of beacons to assemblers (too lazy to calculate the actual convergence), so we'll add an additional 480 * 1.6 kW per assembler, for a total of ~160 mJ spent per minute. So, that comes down to about 3.46 mJ per item. We've eaten less than twice the energy for more than 6 times the items per minute.
Of course, there are initial setup costs and concerns about return on investment, but usually once I'm considering building like this, I'm at the point where the 130 R, 100 G, 30 B chips needed to make a module is not a large hit from my production. And sure, it spews pollution like no one's business, but biters stop being a threat once you have a nuclear arsenal that would rival the USSR.
And while you could just ignore beacons completely and just build more assemblers (around 6.16x more if you wanted to match), but that means more belts or travel time for your bots, and though space is infinite, keeping things compact is important if you want to reduce latency and keep your bots happy.
Seriously, though, this seems to be the single most common mistake I see made when discussing this game.
SI prefixes are case-sensitive.
m = milli- = 10^-3
M = mega- = 10^6
When you make this mistake, you are out by a factor of a billion. You are being more inaccurate than a creationist who thinks the Earth is only 6000 years old (they're only out by a factor of 750,000).
Yeah, beaconed setups are a BIG power drain.
What I do is have them operating in pulse mode: A belt counter on each output linked to the power switch connecting that assembly/furnace line to main power grid. If the belt is not full it powers them up, & if it is full they go to power-save mode.
Might be worth a try to see if it helps.
Just to check: you are running 4x prod3 in assemblers, 2x in furnaces, with speed3 in the beacons nearby [as Synical advised]? Not just speed3 in everything, as your first post indicated.
Example: I have a train-bus factory, so my main iron smelter often has 5+ trains arrive at once all wanting plates, instead of at regularly spaced intervals, as they deliver to different destinations that take different times to use up those plates.
The smelter must be beefy enough to supply such a burst in demand, but then what does it do during a lull in the outbound trains?
I simply have each smelting line go to sleep once it fills its belt, as calculating the average required plates /sec to build exactly the right number of furnaces, and calculating the exact size of the train buffer to allow for burst-loading but not require burst-crafting is a lot of rather dull math I would prefer not to do. [& gets even more complex when you factor in different research flasks that may or may not be needed, eg; military].
I have the same power controls at the green & red chip assemblers too. As each smelting line / chip line is power-controlled separately, it rarely has everything running at the same time.
A few temporary hits to the UPS due to spikes in demand, is an acceptable compromise in my book. ;)
The burst runs are due to the plate output trains arriving at random times, often in groups, whereas the ore dropoff is silky smooth clockwork.
Idk how to "fix" it without some complex combinator train scheduling &/or drowning in the math.