Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
Posted: Thu Apr 23, 2020 6:52 pm
My design uses some tricks from other designs, clever combinators, heap of wires and my own tricks.
Let me show all the features:
1. It uses 40 pcs U235 as moderator per cycle.
2. It supports any combination of modules, include productivity modules.
3. There is a smart stockpile area. On the start of the process, it stores dark rocks to help quickly find more light rocks in ore processing centriguges. Hoarding satus is ON until all Kovarex machines are up and runing. When achieved, it switches the loading to unloading dark stones back on belt. It is made so, the stockpile has the priority over the fresh resource, so the stockpile is consumed ASAP.
4. It autostarts as soon as first batch of 40 light green rocks are available. First Kovarex machine helps fill second one, and so on. More machines you set, faster they activates.
5. Its compact design with two paralel belts of same orientation. Output belts are one light stones, second dark stones. Easy to enlarge or attach other proceses.
6. Its durable against power outage, overflow/underflow (of Input also output) or the user interference. In case the process is somehow messed up anyway ( the users are cheeky) there is a reset Constant Combinator for each machine (just Off and On again) to fix counting.
7. In the storage area, the Constant Combinator let you set required number of light green stones per machine. (deafult 40) For example, when you have prodced enough but wait time of re-loading lowers your efficiency (or charge your OCD), you can set 80 (instead of default 40) and all the machines auto re-calibrates to your bidding.
8. Power switches can disconnect a section, so power consumption is zero when no production is needed. e.g. no useles beacons power consumption.
9. Use of beacons help to start up the process VERY QUICKLY. Production speed is insane. One Kovarex machine non-beaconed, non-moduled, can support about 65 Nuclear power reactors. With all the beacons and production modules it is about 7 times more. e.g. 455 reactors per machine. So this tiny b-print can suport 1000 reactors continuously runing.
Picture in action:
The added info:
- The stack inserterters need to be set to a stack size which can divide 40 with zero modulo and is higher than 2. e.g. allowed stack sizes are 4,5,8,10. Fastest is obviously 10 (used in blueprint), but you migh use lower number according to your research level. Yellow,Filter inserters are ok, dont change them.
The nerd info:
- In previous version game update 17.x the production module feature produced the bonus item after the standard product, always. So when unloading from machine you always get the bonus piece separate from the rest. This behaviour allowed easyer detection of production bonus. In the version game 18.x the production bonus is sometime released sooner so it mixes with standard product, therfore unloading need different treatment. I had to add one combinator and set as fallows: if box's light rock = 1 then output one light rock. Which fixed the unloading process again. (I dont know exactly when it changed, I know the old system worked last october, but this week it doesnt so I guess its a big change reserved for new game version)
Legend:
Light rock >> U-235
Dark rock >> U-238
Regular cycle for 4 stack size: (credit to :dpacbach)
------------------
1. Cycle finishes with no extra U-235, just 41 output.
2. The stack inserter takes 4 things at a time from the centrifuge, but first does the U-238 (two of them).
3. The two U-238 get taken from the lower box to the upper box (good).
4. Then from that point on, the original stack inserter takes four U-235 from the centrifuge into the lower box, and each time, the second stack inserter takes those into the upper box (good).
5. 40/4 = 8 so after eight cycles. At the very end, there will only be one more U-235 left, and then the filter inserter will detect that and output it onto the middle belt.
6. Third stack inserter inputs the two U-238 into the centrifuge, then that causes the inserter at the very top to turn on and retrieve three U-238 from the top belt, starting the next cycle.
7. Success.
Cycle with extra U-235 that appears due to the productivity bonus:
--------------------------------------------------------------------------------------------------
All steps above are the same, except for step 5:
5. At the very end, there will only be two more U-235 left, and then the filter inserter will detect those and output them on the middle belt.
Picture of BP:
Edit: fixed the output inserter Override stack from 1 to 2 which caused an issue on some computers. thx to dpacbach
Edit2: changed layout to allow 12 beacons per Kovarex machine. Beacons also speed up the basic uranium ore proceessing so the initial looking for first 40 pcs of U-235 is faster. Once production started, the beacons could be deconstructed ( perhaps used somewhere else). Keep in mind, one Kovarex machine non-beaconed, non-moduled, can support about 65 reactors. With all the beacons and production modules it is about 7 times more. e.g. 455 reactors per machine. So this tiny b-print can supply 1000 reactors runing. Never heard of such gigabase.
Edit3: thanks to kjagodka for tips (I used the added combinator in bottom as a solution to my existing setup, but you re-thing it from ground up so you find up other logic for detection)
- changed logic to detection of productivity modules
- changed beacons layout so 2 less beacons are used (more compact too) but 12 beacons still affects a machine
Let me show all the features:
1. It uses 40 pcs U235 as moderator per cycle.
2. It supports any combination of modules, include productivity modules.
3. There is a smart stockpile area. On the start of the process, it stores dark rocks to help quickly find more light rocks in ore processing centriguges. Hoarding satus is ON until all Kovarex machines are up and runing. When achieved, it switches the loading to unloading dark stones back on belt. It is made so, the stockpile has the priority over the fresh resource, so the stockpile is consumed ASAP.
4. It autostarts as soon as first batch of 40 light green rocks are available. First Kovarex machine helps fill second one, and so on. More machines you set, faster they activates.
5. Its compact design with two paralel belts of same orientation. Output belts are one light stones, second dark stones. Easy to enlarge or attach other proceses.
6. Its durable against power outage, overflow/underflow (of Input also output) or the user interference. In case the process is somehow messed up anyway ( the users are cheeky) there is a reset Constant Combinator for each machine (just Off and On again) to fix counting.
7. In the storage area, the Constant Combinator let you set required number of light green stones per machine. (deafult 40) For example, when you have prodced enough but wait time of re-loading lowers your efficiency (or charge your OCD), you can set 80 (instead of default 40) and all the machines auto re-calibrates to your bidding.
8. Power switches can disconnect a section, so power consumption is zero when no production is needed. e.g. no useles beacons power consumption.
9. Use of beacons help to start up the process VERY QUICKLY. Production speed is insane. One Kovarex machine non-beaconed, non-moduled, can support about 65 Nuclear power reactors. With all the beacons and production modules it is about 7 times more. e.g. 455 reactors per machine. So this tiny b-print can suport 1000 reactors continuously runing.
Picture in action:
The added info:
- The stack inserterters need to be set to a stack size which can divide 40 with zero modulo and is higher than 2. e.g. allowed stack sizes are 4,5,8,10. Fastest is obviously 10 (used in blueprint), but you migh use lower number according to your research level. Yellow,Filter inserters are ok, dont change them.
The nerd info:
- In previous version game update 17.x the production module feature produced the bonus item after the standard product, always. So when unloading from machine you always get the bonus piece separate from the rest. This behaviour allowed easyer detection of production bonus. In the version game 18.x the production bonus is sometime released sooner so it mixes with standard product, therfore unloading need different treatment. I had to add one combinator and set as fallows: if box's light rock = 1 then output one light rock. Which fixed the unloading process again. (I dont know exactly when it changed, I know the old system worked last october, but this week it doesnt so I guess its a big change reserved for new game version)
Legend:
Light rock >> U-235
Dark rock >> U-238
Regular cycle for 4 stack size: (credit to :dpacbach)
------------------
1. Cycle finishes with no extra U-235, just 41 output.
2. The stack inserter takes 4 things at a time from the centrifuge, but first does the U-238 (two of them).
3. The two U-238 get taken from the lower box to the upper box (good).
4. Then from that point on, the original stack inserter takes four U-235 from the centrifuge into the lower box, and each time, the second stack inserter takes those into the upper box (good).
5. 40/4 = 8 so after eight cycles. At the very end, there will only be one more U-235 left, and then the filter inserter will detect that and output it onto the middle belt.
6. Third stack inserter inputs the two U-238 into the centrifuge, then that causes the inserter at the very top to turn on and retrieve three U-238 from the top belt, starting the next cycle.
7. Success.
Cycle with extra U-235 that appears due to the productivity bonus:
--------------------------------------------------------------------------------------------------
All steps above are the same, except for step 5:
5. At the very end, there will only be two more U-235 left, and then the filter inserter will detect those and output them on the middle belt.
Picture of BP:
Edit: fixed the output inserter Override stack from 1 to 2 which caused an issue on some computers. thx to dpacbach
Edit2: changed layout to allow 12 beacons per Kovarex machine. Beacons also speed up the basic uranium ore proceessing so the initial looking for first 40 pcs of U-235 is faster. Once production started, the beacons could be deconstructed ( perhaps used somewhere else). Keep in mind, one Kovarex machine non-beaconed, non-moduled, can support about 65 reactors. With all the beacons and production modules it is about 7 times more. e.g. 455 reactors per machine. So this tiny b-print can supply 1000 reactors runing. Never heard of such gigabase.
Edit3: thanks to kjagodka for tips (I used the added combinator in bottom as a solution to my existing setup, but you re-thing it from ground up so you find up other logic for detection)
- changed logic to detection of productivity modules
- changed beacons layout so 2 less beacons are used (more compact too) but 12 beacons still affects a machine