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The beacons can then be filled with speed modules to negate the speed penalty.
The orange modules only work for intermediate items. Or don't work for intermediate items. I cant remember. But they don't work for the widgets I was experimenting with. But the combo you suggest is now I set up my mines.
- A module in a beacon has a 50% effect on every machine in its catchment area.
Taking into account a beacon can have more than one machine in its catchment area you should perhaps, instead of building a single machine surrounded by beacons, build a row of beacons followed by a row of machines followed by a row of beacons and so on ... that's where the power of beacons pays off bigly. ;)
like this:
^^^
p = powerpole
m = machine
b = beacon
Nothing stops you filling both machines and beacons with modules of various kinds of course.
ps: I did not bother displaying the belts and inserters needed in the 'quote' above.
pps : To squeeze in more effect your beacons should not be aligned with the machines.
Also, PM's *slow the machine's output down*, to the point where they actually produce less per minute with the PM's in them, than they do without any Modules at all.
Gears, for example : 2 Iron Plate, 0.5 seconds. An Assembly Machine 3 (AM3) has a 1.25 Crafting Speed. 0.5 / 1.25 = 0.4 second crafting time, or 2.5 Gears/second. This machine consumes 5 Iron Plate per second.
Four PM3's would give it a 40% Productivity bonus, but reduce the speed by 60%. This brings the speed down to 0.5 (same as an AM1). Thus, the machine would craft Gears at 1/sec before the Productivity Bonus is applied, 1.4/sec after it is applied. It would only use 2 Iron Plate per second.
Speed Beacons would dramatically counter this. One Beacon with two Speed Module 3's (SM3's) in it would increase nearby machine speeds by 50%. More Beacons thus set up would further increase the machine's speed.
8 Beacons affecting the AM3, a typical scenario when using the "beacon sandwich" approach to Beacon usage, would raise the machine speed 400%. Combined with the -60% from the four PM3's, you are looking at an increase of 340%. That's 4.4 times the base speed! 4.4 * 1.25 = 5.5 speed. (100% base speed + 340% increase = 440%; this is where the 4.4 comes from.)
0.5 / 5.5 = 0.9090909 second craft time. That means this AM3 would produce 11 Gears/sec before the Productivity Bonus, or about 15.4 Gears/sec in total. This AM3 would consume 22 Iron Plate/second, more than a Yellow belt could bring it.
That beaconed/moduled AM3 produces a little bit more than the output of 6 plain AM3's. Those 6 plain AM3's would consume 5 iron Plate/sec each, or 30 Iron Plate/sec in total. The AM3 with 4 PM3's and 8 SM3 Beacons around it, however, only consumes 22 Iron Plate/sec, about 25% fewer plates, for a slightly higher output.
All of this is ignoring the energy increase, and the concurrent pollution increase. I'm ignoring them because by the time you are ready to start serious use of PM3's in machines, and SM3's in Beacons, you should have plenty of power available (huge solar farms, or a sizeable nuclear power plant) and your defenses should be more than up to the job of keeping your factory safe.
becons are amazingly useful when youre pushing the limits of your hardware
But you're going to need a lot of nuclear power to keep up with the ever-increasing power demand.
One productivity module with +10% productivity.
And another productivity module with +10% productivity.
Gives +20% productivity for a total of 120% productivity.
It does not give a total of 100 * 1.1 * 1.1 = 121% productivity.
This bank produces all the green circuits required by the red circuit banks and enough to load a train for other sub factories in the base.
https://steamcommunity.com/sharedfiles/filedetails/?id=2726500611
In a typical green circuit production set up it takes 3 copper plates to 2 iron plates to produce the circuits. With beacons and modules the ratio of required materials is down to almost (but not quite) 1:1.
These 2 banks produce all the red circuits required by the blue circuits banks and enough to load a train for other sub factories in the base.
https://steamcommunity.com/sharedfiles/filedetails/?id=2726500556
These 2 banks of green circuit machines produce all the green circuits required to make the blue circuits.
https://steamcommunity.com/sharedfiles/filedetails/?id=2726500435
This final bank produces 30 blue circuits per second per belt row of machines for a total of 120 blue circuits per second for this single sub factory.
https://steamcommunity.com/sharedfiles/filedetails/?id=2726500386
It takes 2 of these sub factories, 2 additional red circuit only sub factories, and 2 additional green circuit only sub factories. To keep the base going at 100% production.
If I weren't using beacons and modules these sub factories would be 3 times their size and a huge amount of space (and resources) would be wasted just for belts, assemblers, and inserters.
This final screen shot shows the sub factory on the minimap and the minimap still isn't large enough to hold the entire sub factory in its view field.
https://steamcommunity.com/sharedfiles/filedetails/?id=2726500315
You don't need beacons and modules if you are only going to launch 1 rocket and call it good. Once you get your base set up to the point that you can launch a rocket pollution production is moot. You have all the tools to keep your base completely protected. The beacons and modules, when you combine production and speed modules, actually cost you less power and raw resources per item produced than just adding machines.
Machine produces 1 item per second base.
Machine with 100% bonus speed produces 2 items per second.
Machine with 40% bonus productivity produces 1.4 items/sec.
Machine with both produces 2.8 items/sec.
Productivity is additive with itself. It is additive whether it comes from mining productivity tech, or productivity modules (which is why PM's are not recommended for Miners or Pumpjacks).
Speed is additive with itself. Two SM3's in a machine increase its speed 100%, not 125% (1.5 * 1.5 = 2.25).
Combined, however, the effect is multiplicative. This is why Speed Beacons are so powerful when using Productivity Modules in the machines making things.
If the metric in question is items per minute, and the items are not intermediary, then it is less power just lining up assemblers. 9 assemblers unmoduled produced 50 items per minute, same as one assembler with 12 beacons. 9 assemblers was about 1/3 the energy draw of the beacons for the same output per minute.