Steam-generator output is dependent on steam temperature and fluid consumption alone. Turbines unfortunately can't output more energy than steam engines when boiler steam is input. Vice-versa, steam engines waste the extra energy from nuclear steam, as they're only permitted to use 165-15 degrees of steam energy, compared to the 500-15 of turbines.
Interesting on the efficiency modules. Never considered it. I know solar panels are expensive and have poor power density, and can't even be used at night, but never thought about the cost compared to efficiency modules. 27.5 copper, 15 iron, 5 steel (25 more plates) vs 32.5 copper, 15 iron, and 10 plastic bars (who cares about coal). That's 67.5 plates for 42 kW over the day, vs 47.5 for 30% (26.66% average for 3 modules). Took a few tries for the math so hopefully it was done right, but I think if a machine uses more than 98 kW, it's more efficient to use 1-2 modules, not even accounting for accumulators, and even with three modules, if the machine uses over 110 kW it saves more power per ore. Great observation! Fewer finished products are required for science now (gun turrets and drills *cough*) but this is still very useful, especially in biter-heavy games (significantly fewer resources, less space, and even less pollution/item). I want to take this the nearly full way, comparing production chain costs (miners, furnaces, refineries, chem plants, assemblers) and maybe pollution but can't muster the focus at the moment.Cribbit wrote: βFri Oct 18, 2019 12:44 am I put eff1 modules in almost everything until it's ready for prod3 + beacons. Miners to reduce pollution in addition to electrical burden. Anything over 90kw gets 2, and over 120kw or so gets 3, since they're cheaper than a solar panel.
I sphaget until it's time for prod3 + beacons.
I space my miners so that patches last longer and then colonize more patches.