Biochamber fuel usage
Biochamber fuel usage
comparing a steel furnace and a stone furnace, they both have 90kw power usage, but steel is more efficient than stone
why does the same not apply to biochambers
why does the same not apply to biochambers
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- Inserter
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Re: Biochamber fuel usage
The 50% productivity bonus counts for nothing to you?? The biochamber is OP as is. Its fuel is nearly free anyway.
- BlueTemplar
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Re: Biochamber fuel usage
Biochamber might share some of the same fuels with furnaces, but none of the recipes, and there's no «Biochamber Mk2», so I don't understand the question ?
BobDiggity (mod-scenario-pack)
Re: Biochamber fuel usage
Its about the principle of higher crafting speeds being more efficient than whats shown as their energy consumption, hence the comparison to the furnaces
Or are the furnaces the problem here?
Should the steel furnace's tooltip show 45kw instead of 90kw ?
Is it a bug ?
Or are the furnaces the problem here?
Should the steel furnace's tooltip show 45kw instead of 90kw ?
Is it a bug ?
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Re: Biochamber fuel usage
But they're crafting speeds of specific recipes. The rocket silo has a crafting speed of only 1 work/s, for a whopping ~4MW of power usage, should that be an issue too ?
BobDiggity (mod-scenario-pack)
Re: Biochamber fuel usage
No, 90 kW is correct. The steel furnace is twice as efficient as the stone one because it crafts twice as fast for the same power draw.
4 MW is the power draw for the launch sequence. Rocket construction only uses about 250 kW (before modules).BlueTemplar wrote: ↑Sun Nov 17, 2024 5:19 pm The rocket silo has a crafting speed of only 1 work/s, for a whopping ~4MW of power usage
Re: Biochamber fuel usage
Hmm.
Assembling machine 1 - 0.5 crafting speed, 75.5 kW, 151 kW per 1 crafting speed
Assembling machine 2 - 0.75 crafting speed, 150 kW, 200 kW per 1 crafting speed
Assembling machine 3 - 1.25 crafting speed, 375 kW, 300 kW per 1 crafting speed
Electric furnace - Crafting speed 2, 180 kW, 90 kW per crafting speed
More advanced buildings aren't, as a general rule, more energy efficient than their lower tier equivalents. But the whole premise of the thread seems weird to begin with, since there's no equivalent of a "stone biochamber". There's biochamber and that's it.
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Re: Biochamber fuel usage
Thanks, I didn't know that about the silo.
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After some more thought, I think I see what you're aiming at, and if I'm not mistaken, that's something that I discussed recently :
(And power usage would be displayed in Watts, for clarity, even if technically it's the same unit.)
And still keep things simple, like 1MJ/s of crafting speed for a stone furnace,
and easy multiples/fractions of 1MJ of crafting cost for the most common ingredients.
(Wait, if those were indeed in the files, was that what the pre-release version of Factorio already did, but changed later to '''seconds''' for crafting costs ?!?)
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After some more thought, I think I see what you're aiming at, and if I'm not mistaken, that's something that I discussed recently :
So you could normalize crafting speed to be in Joules/seconds, and then you would try to usually have 100% efficiency (or maybe 50% efficiency ?) in power conversion (whether from burning or electric or food or heat or...), but sometimes balance would require you to have a different efficiency.BlueTemplar wrote: ↑Wed Nov 13, 2024 12:52 pm [...]
And Factorio, after all these years still, is wrong/bugged/misleading on recipes, and confuses work units with time units :
you need X work units per recipe, and an assembler has a working speed of Y work units / second.
(IRL work units are called Joules, but it might not be the best unit for Factorio, because of efficiency considerations, and Factorio already decided to simplify things by for instance making boilers and/or steam engines 100% efficient in vanilla ?
Not to mention that the current balance might result in very non-round work units if directly in (k)J ?
I think there used to be references to this in how these work units or assembler's working speed are defined in Factorio's Lua scripts ?)
(And power usage would be displayed in Watts, for clarity, even if technically it's the same unit.)
And still keep things simple, like 1MJ/s of crafting speed for a stone furnace,
and easy multiples/fractions of 1MJ of crafting cost for the most common ingredients.
(Wait, if those were indeed in the files, was that what the pre-release version of Factorio already did, but changed later to '''seconds''' for crafting costs ?!?)
BobDiggity (mod-scenario-pack)
Re: Biochamber fuel usage
So the problem seems to be furnaces not being labeled correctly among a few other things
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Re: Biochamber fuel usage
In which way ? What would be the correct labeling ?
BobDiggity (mod-scenario-pack)
Re: Biochamber fuel usage
I don't see any logics in a question which boils down to "why two completely different crafting processes don't follow same progression pattern".
In furnaces fuel does its job relatively directly by converting some mass to some energy with some losses.
In biochamber """fuel""" uses VERY indirect methods of achieving crafting result.
In furnaces fuel does its job relatively directly by converting some mass to some energy with some losses.
In biochamber """fuel""" uses VERY indirect methods of achieving crafting result.