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Question about solar panels
Agora
Vyndicu
Originalmente postado por NocheLuz:
Yeah, I do understand it now. It's just that I misunderstood your previous reply and somehow thought that you'd use only productivity modules. This will increase the power consumption very high, and since no efficiency module, it would mean no power consumption reduction. So it is very confusing to me that productivity would lower the power usage.

But now I understand that you didn't mean to use only productivity modules. But the efficiency module is still what makes the factory retain/lower the power consumption.

Well, it is not quite as simple as that.

See, in my previous post, I picked one of the worst examples possible while using only electric miners mining coal to account for a small % of the entire sub-factory setup's total power demand.

Suppose I go back and use regular electric miners instead of Lava Processing. The reduction is much more noticeable—same setup and restriction as before. The only difference is that it is happening on Nauvis with regular electric miners on both iron and copper—the same goal as before: 100 processing units per minute.

  • No modules / No beacon - total of 222 electric miners needed - total power draw ~20 MW.
  • Tier 3 Productivity (no modules in miners) / No beacon - total of 75 electric miners needed - total power draw ~ 6.8 MW.
  • Tier 3 Efficiency in electric miners only / No beacon - total of 222 electric miners need - total power draw ~4 MW.
  • Tier 3 Productivity in main factory and -80% less power needed in electric miners / No beacon - total of 75 electric miners need - total power draw ~1.3 MW; Note: less than a single boiler can provide.
  • Tier 3 Productivity in main factory and -80% less power needed in electric miners / Two tier 3 speed for each two beacon affecting a machine - total of 25 electric miners - total power draw ~30.7 MW

Take a moment to look at the total power needed in the first case and compare that against the last case. The last case requires a total of 134 beacons (134 * 480 kW = ~64.3 MW for the beacons themselves alone), with some beacons covering the miners and the rest covering the processing unit production line.

Remember when I said that switching to beaconated mega base was the only thing that forced me to add non-solar energy sources? I had at least six beacons per machine in my factory, and they consistently ranked as the top #1 on the power demand chart by a large margin. Even the roboport with thousands of active logistic drones couldn't come close to match the insatiable beacon power demand.

Given the trade-off for more power, which solar panels provide for free, and considering that I have multi-GW solar power infrastructure, that meant there was no reason not to mass-produce productivity modules to be placed in every machine except for electric miners.

Suppose I had non-solar energy and was looking at decreasing the pollution footprint of my outlying mining outposts. Efficiency modules in every machine would accomplish no real changes, as the number of needed miners would remain constant. The power infrastructure might be somewhat smaller, but not as much as the fourth case, where a single boiler is more than enough for all of the mining needs.

Another factor is that by this point, most engineers have a thick pollution cloud centralized at a very defensive location, so the extra pollution generated by adding productivity modules is not as much of a drawback as it would have been. It is even better on other worlds, Vulcanis - demolishers do not care for pollution, Fulgora - nothing is going to pay any attention to pollution, Gleba - pentapods only react to spores and not pollution, and Space Platform has no pollution. It is only on Nauvis that extra pollution generated by using productivity modules has any effect.

Electric miners usually outnumber the assemblers in the main factory by a significant factor. The third case requires hundreds of tier 1 modules. Despite using tier 3 productivity modules, the second case needs at least a hundred fewer individual modules than the third case.

The total number of modules needed is substantially reduced with speed beacons in the last case. However, the total raw material costs and amount of necessary infrastructure to support the last case skyrocket by a large margin, due to, but not limited to, the following: beacon build cost, the higher material needed per item to obtain higher quality versions, and the ongoing constant power demand.


I found that striking a balance between productivity bonuses (from modules and technologies both) and low-tier efficiency modules in miners is the best way forward, considering all of the trade-offs and opportunity costs. I place a higher emphasis on productivity modules because they significantly reduce the number of miners I would need; they have gotten even better with higher quality tier 3 productivity modules in Space Age.

On the other side of the same coin, what is the point of investing in higher quality-level efficiency modules for miners when three Q1 tier 1 efficiencies are more than enough to hit the maximum 80% reduction in power needed? Perhaps it makes sense when there are beacons or non-efficiency modules in the miner, but I don't do that.


Returning to the original topic at hand, how many solar panels does an engineer need to power their machines?

The true answer is that it depends on how the engineer designs their base, their goals, and how they plan to achieve them, as well as numerous other factors.

It just happens that productivity modules have one of the most underrated features for reducing energy needed in a particular location over another location, which helps immensely when it comes to the power required for mining outposts, especially when those outposts may not have a connection to the primary power grid. That helps reduce the number of solar panels needed to power an isolated mining outpost.

The trade-off is that the centralized production lines with productivity modules need approximately twice as much energy. Getting twice as much energy from solar panels is not that hard to do in the Space Age with higher-quality solar panels or relocating some of the production lines to Vulcanis to take full advantage of the bonus to solar energy generation (400% to solar panels).
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