Military Science ENG/DEU

Circuit-free solutions of basic factory-design to achieve optimal item-throughput.
Involving: Belts (balancers, crossings), Inserters, Chests, Furnaces, Assembling Devices ...
Optimized production chains. Compact design.
Please provide blueprints!
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Circuit-free solutions of basic factory-design to achieve optimal item-throughput
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skillabstinenz
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Military Science ENG/DEU

Post by skillabstinenz »

Easy, power efficient, 'one per second' and open setup for military science: https://www.youtube.com/watch?v=zZ3FPH6UIJ4
Einfacher, Stormsparender, 'eins pro Sekunde' und offener Setup für Militär Science: https://www.youtube.com/watch?v=0fD_tfd0_rM

Blueprint:

Code: Select all

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T-A-R
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Re: Military Science ENG/DEU

Post by T-A-R »

All those red inserters in double layers, never seen those

quyxkh
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Re: Military Science ENG/DEU

Post by quyxkh »

I've always dismissed the ganged-longhand designs, but you're right, they're a good bit cheaper to build than the fast ones so if they're enough and basic ones aren't, use them. Plus they look imposing in operation, which seems to me Always Good. I like this thing.

1/sec mil needs 2 second cycles, but turrets and grenades are an 8 second recipe, 8/.75=10⅔,/2=5⅓ A2's to produce that, and you've only got four there, ¾ of what you need. My math says this should produce 22.5/min of the 30 needed, testing says yup. If it's kept fed an A2 can produce exactly 4/min AP so that's the pod that needs to be kept fed. Milsci itself is 10 seconds, A2's need 10/.75/2 = 6⅔ of those to keep up. Adding the extra three A2 pairs to hit the output target and prioritizing the AP pod got me this, only problem is it leaves backpressure as the way to keep turret production fed, i.e. stalling AP production until the turrets catch ip. This reduces total throughput a little, it settles out at about 55/min mil, that's >90% theoretical peak, enough to keep me happy.


snap@T11342547=2512x3552-50.5+84.75,z2.jpg
snap@T11342547=2512x3552-50.5+84.75,z2.jpg (505.33 KiB) Viewed 3600 times
p.s. your outer-lane-only choice is clever, it helps noticeably.

ruchika
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Re: Military Science ENG/DEU

Post by ruchika »

I've constantly rejected the ganged-longhand structures, however, you're correct, they're a decent piece less expensive to work than the quick ones so on the off chance that they're sufficient and fundamental ones aren't, use them. Also, they look forcing inactivity, which appears to me In every case Great. I like this thing.

1/sec mil needs 2-second cycles, yet turrets and projectiles are an 8-second formula, 8/.75=10⅔,/2=5⅓ A2's to create that, and you've just got four there, ¾ of what you need. My math says this should deliver 22.5/min of the 30 required, testing says that is correct. On the off chance that it's kept bolstered an A2 can create precisely 4/min AP with the goal that's the case that should be kept nourished. Milici itself is 10 seconds, A2's need 10/.75/2 = 6⅔ of those to keep up. Including the additional three A2 sets to hit the yield target and organizing the AP unit got me this, just issue is it leaves backpressure as the best approach to keep turret generation bolstered, for example slowing down AP generation until the turrets get it. This lessens complete throughput a bit, it settles out at around 55/min mil, that is >90% hypothetical pinnacle, enough to keep me upbeat.

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