Biochamber nutrient consumption discrepancy.

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nononame
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Biochamber nutrient consumption discrepancy.

Post by nononame »

100kw.png
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Biochamber has 1827 recipe finished. With efficiency modules in beacons -80 % nutrient consumption where should be 200kw of nutrients left. 100 of those 200 were spent on almost making nutrients.So somehow 100kw of nutrients dissapeared.I have 2 hypothesis.
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?
Hurkyl
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Re: Biochamber nutrient consumption discrepancy.

Post by Hurkyl »

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.
its a me
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Re: Biochamber nutrient consumption discrepancy.

Post by its a me »

It also might just be floating point imprecision, like in viewtopic.php?p=671543
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