New rocket fuel
Posted: Thu Aug 01, 2019 5:01 pm
Since we have the issue with oil changes, assuming they will remain, I've had to redo my rocket fuel lines for rocket production.
My setup doesn't fill the lines, but I'm not intending to. This is at my 2ndary site for rocket parts production. I have 3 trains that deliver parts to the rocket launching site. They fill at another site and generally by the time they make it to this site there isn't much space left to fill. It's the computer modules that I'm having trouble keeping up (1 speed mod, and 1 processing unit). Keeping up with the speed mods is my problem now.
maybe it is just me but I would check and use single red long inserter instead of two blue inserters and a chest between solid fuel and rocket fuel. with inserter stack upgrades it should be fine I believe. rocket fuel is 30 sec and even with beacons it shall not be less than a few seconds so single red inserter can handle this perhaps (it should swing four times). energy wise it is cheaper too, minimal but still something if you have thousands of inserters on map.Serenity wrote: ↑Thu Aug 01, 2019 7:26 pmWith productivity modules and speed beacons the ratio almost becomes 2:1 (2 rocket fuel to 1 solid fuel). 12 beacons for solid fuel and 10 beacons for rocket fuel is about 1:0.53
That results in something like this (just for demonstration, but it should be tileable):
RocketFuel.jpg
I tried and thought it didn't keep up, but maybe that was a different beacon arrangement. Seems to be the about same.
Long inserters can keep up, its the chemical plants that are just shy of keeping the assemblers running without slight stuttering.