[MOD 0.13.x] Angel's Ores - Bobs Ores Spreadsheet

Infinite Ores, Refining, Ore Processing ...

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binarygamer
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[MOD 0.13.x] Angel's Ores - Bobs Ores Spreadsheet

Post by binarygamer »

This is my basic analysis of ore throughput.

Hopefully it gives insight into how efficient each refining stage is, which facilities you need to build, and what to do with all the slag/stone/gems.

Google docs: https://docs.google.com/spreadsheets/d/ ... F8JUdQQ-ZQ

Work in progress; let me know what features you want added :ugeek:
Last edited by binarygamer on Mon Sep 19, 2016 12:43 pm, edited 1 time in total.

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Re: [MOD 0.13.x] Angel's Ores - Bobs Ores Spreadsheet

Post by steinio »

I'm currently building a test setup for an totally clean red belt test.

Ore crushing with MK1 crushers needs 9 crushers to clear a red belt (i built a 10th which seems to get no ore.

Hydro refining needs 36 Hydro plants to clean a red belt.

Each 4 hydro plants needs one water treatment facility MK 1 for sulphuric water.

The timings of the floatation cells seems to be the same as the hydro plants so i will probably need 36 of them to clean a red belt again.

Greestings steinio
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Re: [MOD 0.13.x] Angel's Ores - Bobs Ores Spreadsheet

Post by binarygamer »

All your ratios are correct so far, steinio!

crusher : floatation = 1:4
hydro : floatation = 1:4
floatation : chem refinery = 1 : 1 (next step)

If you want your red belt to be 100% consumed by Mk1 equipment, you'll have to up the production capacity, but I'm sure you are planning for the Mk3 equipment.

red belt : 26.66 items / sec
Mk1 crushers: 1.0 assembly speed @ 2 ore / sec (13 required)
Mk3 crushers: 1.5 assembly speed @ 3 ore / sec (9 required)
Last edited by binarygamer on Mon Sep 19, 2016 12:44 pm, edited 1 time in total.

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Re: [MOD 0.13.x] Angel's Ores - Bobs Ores Spreadsheet

Post by steinio »

But currently 9 Mk1 Crushers consume all ore on a red belt.
Did you consider stack bonus or is it just not compressed enough?

Greetings steinio
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Re: [MOD 0.13.x] Angel's Ores - Bobs Ores Spreadsheet

Post by Exasperation »

In the version I'm using, MK1 crushers are speed 1.5, and MK3 are speed 3 (which would match steinio's observations). Maybe binarygamer is using a different version of the mod?

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Re: [MOD 0.13.x] Angel's Ores - Bobs Ores Spreadsheet

Post by binarygamer »

My mistake! Exasperation is right; crushers' speeds range from 1.5 to 3. In fact, it seems each refinery building type behaves differently with speed.

Yellow belt speed: 13.33/sec
Red belt speed: 26.66/sec
Blue belt speed: 40/sec

Crusher base speed: 2/sec
Crusher multipliers: Mk1=1.5, Mk2=2.0, Mk3=3.0

Floatation base speed: 1/sec
Floatation multipliers: Mk1=0.75, Mk2=1.0, Mk3=1.5

Leaching base speed: 1/sec
Leaching multipliers: Mk1=0.75, Mk2=1.0, Mk3=1.5

Thermal base speed: 2/sec
Thermal multipliers: Mk1=0.75, Mk2=1.5

Sorting base speed: 4/sec
Sorting multipliers: Mk1=0.75, Mk2=1, Mk3=1.5

===============================================

Here's a table of how many facilities to build, for each combination of input belt & 'upgrade level'.
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Last edited by binarygamer on Mon Sep 19, 2016 4:35 pm, edited 1 time in total.

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Re: [MOD 0.13.x] Angel's Ores - Bobs Ores Spreadsheet

Post by Exasperation »

Another minor correction; sorting facilities have speeds of .75, 1, and 1.5. Crushers to sorters operate in a 1:1 ratio (crushers are twice as fast, but two crushing operations provide the input for one sorting operation).

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Re: [MOD 0.13.x] Angel's Ores - Bobs Ores Spreadsheet

Post by binarygamer »

Fixed

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