Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

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
lotzik
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Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by lotzik »

This ugly but compact & stackable beast will make the most out of one assembly machine. It's designed for endgame plants, using blue belts, green assembly, stack inserters, beacons and speed module 3's.

The limitation solved from previous designs was the inserter speed, which was not feeding it fast enough. I used chests for bigger inputs to the assembly machines (which act as small buffers using combinators to keep their cargo size small). I added the maximum ammount of beacons and speed modules to the inserting speed of the machine. The result is as the title describes, to piss out 750 electronic circuits per minute.

The full speed module 3's on the copper wire production are not needed once the buffer settles so you can take half of them out, but I just used them for better accelaration.

When stacking, keep in mind that each 6 need:
4 x full blue belts of copper (might be 3,7 to 4,3)
2 x full blue belts of iron (might be 1,7 or 2,2)
3 x 75% full belts of electronic circuit output (make sure that you use a new belt for output every 2)

The output I got was 4.3k/m with 6 of them, the reason I am losing 0,05k/m I believe it to be that the output belt of every second one in the stack, is not allowing it to unload so fast as it would one a clean belt. Takes a few seconds to fill the buffers and reach the maximum speed.

If you test it in bigger stacks and can feed it, let me know how much output you could make and of course, if you think something can be better. Also, let me know if you fine tune and can calculate the ammount of full belts that it needs.

Image
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Last edited by lotzik on Mon Jan 16, 2017 12:45 pm, edited 3 times in total.
vanatteveldt
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Re: Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by vanatteveldt »

If you have a single cable plant and a single green plant with full prod3 modules surrounded by beacons, you get around 600 green per minute... surely you can do better than 750 with pure speed modules!
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Re: Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by lotzik »

vanatteveldt wrote:If you have a single cable plant and a single green plant with full prod3 modules surrounded by beacons, you get around 600 green per minute... surely you can do better than 750 with pure speed modules!
yes I tried that, but realized that I was not fully efficient on the beacons, as the inserting speed to the machine would not be enough for a steady flow (you would get mini pauses). Well let me know if you can top 750 using your idea.
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Re: Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by vanatteveldt »

Sorry what I meant was: if productivity is not your goal, more than 750/m should be doable, I think...

Edit: here's a setup that does 1.1k/min, if you can squeeze in another beacon for the copper plants (or add a copper plant somewhere) it should be able to get 1.2k/min

Image
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Re: Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by lotzik »

you are right, I'm scrapping the last one, cleaner design too
Last edited by lotzik on Mon Jan 16, 2017 2:47 pm, edited 1 time in total.
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Re: Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by vanatteveldt »

You don't need 3 cable assemblers, 2 cable assemblers can feed the circuit plant even if they are boosted less. The challenge is getting the cable to the circuit plant :)

This is my final entry: circuit plant with crafting speed 11.25 producing between 1.2 and 1.3k/min.

I don't think you can add more boosters to a single plant, so this should be quite close to optimum. Theoretical maximum for the plant would be 1350, so there is some gain possible, bottleneck still seems to be getting enough cables to the green plant...

Image
lotzik
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Re: Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by lotzik »

perfect! I'm gonna use that one instead :D Thanks buddy!
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Re: Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by vanatteveldt »

:-)

Note that for any 'real' work I would much prefer the productivity-module based setup quoted above, that fills a blue belt in about the same space while consuming 40% less iron and fully 64% less copper...
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Re: Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by lotzik »

I see, I will try that one too
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Re: Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by huliosh »

You can compare it with this. 2.4k per min(full blue belt), 12.5MW.
Image
production graph
750 x 3.2 = 2400

Edit: I don't like boosting speed to max either, although my prefered choice is efficiency modules with speed modules(from [2 x efficiency2] to [1 x speed3, 3 x efficiency3] ). And all the way to productivity for oil processing.
The difference between efficiency based and productivity based is huge. For example -80% efficient Oil refinery consumes 83.9kW, but with productivity (+160% energy consumption) would be 1MW, although it's necessary.
Actually that build is slightly an overkill as well. It produces more than 2.4k in theory. Could be tweaked the ending part of assemblers.
screenshot
And smelters for 4 belts
Last edited by huliosh on Wed Jan 18, 2017 5:46 pm, edited 6 times in total.
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Re: Electronic Circuit Machine Gun! 0.75k/m (0.7k/m in stacks)

Post by vanatteveldt »

huliosh wrote:You can compare it with this. 2.4k per min(full blue belt), 12.5MW.
Compared to my (+d4rkpl4y3r)'s build posted at viewtopic.php?f=202&t=33355#p210326, you use slightly fewer lvl3 modules* (58 vs 68) and less power (according to helmod my prod3+beacon setup costs 18.5MW, that actually surpises me, I thought it would be much higher than a setup without beacons).

However, I use much less iron and copper in production, meaning fewer outposts, smelters, etc. If you figure in smelting (assuming electric smeting with efficiency2 modules, to be conservative) my total setup uses 22.3MW, while yours would be 17.5MW. Adding in the miners, I think power use will actually be equal, so the prod3 setup comes ahead by depleting outposts later (and being slightly more compact, but who really cares)

(The super-boosted speed3 assembler I posted above is totally silly, it was meant to see how much production you can get from a single circuit plant, it will never be the best design in any rational comparison)

*) these are the only real setup costs, all other items are basically free compared to lvl3 modules
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