UPS Wars 2 - Steel Smelting
Posted: Tue Mar 20, 2018 11:56 pm
THE DATA: https://docs.google.com/spreadsheets/d/ ... sp=sharing
It's time for round 2 of the smelting UPS wars, and this time, the challenge is steel.
Going from ore -> steel is significantly different than just smelting to plates, so I thought it was deserving of its own thread.
Changes from UPS Wars 1:
Void chest mod has been removed in favor of the vanilla infinity-chest.
Submissions will now be handled only as replies to this thread. So called idea stealing is more of idea collaboration in my book. Though I do encourage you to try it yourself before peeking.
Your production target is now 20,000 steel plates per minute. Entries exceeding 20,000 plates per minute will not be awarded additional score. A separate category for 50,000 plates per minute will also be accepted.
Alternate download v1.1: https://drive.google.com/open?id=191N2w ... PcrRdz1UdP
The Basics (shameless copypasta):
Challenge
The concept is simple. The map consists of a giant iron ore patch 300 tiles east of spawn, and a set of void chests 300 tiles west of spawn. You must mine some ore, turn it into plate, then into steel and dump it in the void chest and you need to do it using as little UPS as possible.
Rules
You may not move the ore patch (although you are expected to build on it, its only so big so people can set up multiple outputs if they wish)
you may move the void chests, but not past the hazard concrete at -300 X
avoid using infinity chests inserted straight from smelters, think of them as part of the plate pickup system (they work well as the requesters for a plate pickup station if your doing smelt at base, or plate dropoff if your doing smelt at patch)
You may use as much space as you like (custom mapgen means the unexplored map area will all be empty usable space)
You may use any mods you want to make it, but it must run in vanilla.
The map already has all non infinite research, mining productivity 201 and robot speed 16. you may not increase this further
Your design must be stable for at least 10 hours on the production graph
Changelog:
v1.0: initial
v1.1: disabled pollution
It's time for round 2 of the smelting UPS wars, and this time, the challenge is steel.
Going from ore -> steel is significantly different than just smelting to plates, so I thought it was deserving of its own thread.
Changes from UPS Wars 1:
Void chest mod has been removed in favor of the vanilla infinity-chest.
Submissions will now be handled only as replies to this thread. So called idea stealing is more of idea collaboration in my book. Though I do encourage you to try it yourself before peeking.
Your production target is now 20,000 steel plates per minute. Entries exceeding 20,000 plates per minute will not be awarded additional score. A separate category for 50,000 plates per minute will also be accepted.
Alternate download v1.1: https://drive.google.com/open?id=191N2w ... PcrRdz1UdP
The Basics (shameless copypasta):
Challenge
The concept is simple. The map consists of a giant iron ore patch 300 tiles east of spawn, and a set of void chests 300 tiles west of spawn. You must mine some ore, turn it into plate, then into steel and dump it in the void chest and you need to do it using as little UPS as possible.
Rules
You may not move the ore patch (although you are expected to build on it, its only so big so people can set up multiple outputs if they wish)
you may move the void chests, but not past the hazard concrete at -300 X
avoid using infinity chests inserted straight from smelters, think of them as part of the plate pickup system (they work well as the requesters for a plate pickup station if your doing smelt at base, or plate dropoff if your doing smelt at patch)
You may use as much space as you like (custom mapgen means the unexplored map area will all be empty usable space)
You may use any mods you want to make it, but it must run in vanilla.
The map already has all non infinite research, mining productivity 201 and robot speed 16. you may not increase this further
Your design must be stable for at least 10 hours on the production graph
Changelog:
v1.0: initial
v1.1: disabled pollution