Biochamber nutrient consumption discrepancy.
Biochamber nutrient consumption discrepancy.
1) Increased power draw reduced effiency of beakons.
2) Threre was a floating point error accumulation.
I've checked power stats and the power consumption was below production.
The production scheme worked for more than 20 hours without trouble and there was nothing suspicious before it broke.
So, i suspect some cumultive interaction.
Does anyone has any ideas what happened?
Re: Biochamber nutrient consumption discrepancy.
I just did a test. A single biochamber making nutrients without any modules, a fast inserter removing nutrients.
Drop in bioflux. Drop in one nutrients.
This setup is consistently unable to complete four crafting cycles; the machine goes dead when the fourth one is at 99%.
Change the fast inserter to a stack inserter and it has no problem.
So I posit that crafting machines will consume a hair extra power if a craft is blocked due to the output being full.
Drop in bioflux. Drop in one nutrients.
This setup is consistently unable to complete four crafting cycles; the machine goes dead when the fourth one is at 99%.
Change the fast inserter to a stack inserter and it has no problem.
So I posit that crafting machines will consume a hair extra power if a craft is blocked due to the output being full.
Re: Biochamber nutrient consumption discrepancy.
It also might just be floating point imprecision, like in viewtopic.php?p=671543