Optimized Steam Engine Setup

Power Plants, Energy Storage and Reliable Energy Supply. All about efficient energy production. Turning parts of your factory off. Reliable and self-repairing energy.
Patric20878
Fast Inserter
Fast Inserter
Posts: 160
Joined: Tue Feb 24, 2015 4:53 pm
Contact:

Re: Optimized Steam Engine Setup

Post by Patric20878 »

What is this landfill madness? What's the tech level needed for landfilling?
And Qon's design produces 37.4 of the 38.8MW it should produce, wonky water simulation/pressure strikes again.

(And why did I sign up to keep updating a design for a game I don't play anymore :D)

Oh and, unless the landfilling thingy is as low tech as small poles and yellow split belts, it'll be made into a variant rather than an upgrade.
Tekkit Classic expert and admin of the Tekkit Classic Wikia specializing in factory and frame gunship engineering, creator of the Optimized Steam Engine Setup, and a huge fan of Touhou. My TC designs may be found at https://imgur.com/a/IT0Ya.

BlakeMW
Filter Inserter
Filter Inserter
Posts: 950
Joined: Thu Jan 21, 2016 9:29 am
Contact:

Re: Optimized Steam Engine Setup

Post by BlakeMW »

Something I dreamed up is kind of "braided" strings of 14 boilers relying on offshore pump stacking:

Image

This layout gets full efficiency and the individual strands stack well both with direct feed and another belt. One problem though is the maximum steam engine string length is about 25, it gets pretty hard to cram in the steam engines as tightly as the boiler strings without the steam engine strings exceeding this maximum length. A possible solution is to use a bypass underground pipe running between rows of steam engines delivering water to the end of the steam engine strings and extending the maximum length of the strings such that 80 or 100 steam engines can be packed into 3 rows of 26.7 or 33.3 steam engines (occupying the same space as 8 or 10 stacked offshore pumps).

I get the feeling this design is too crazy to use in a real game, when straightforward 1/14 designs are well, straightforward. Nevertheless it possibly offers the maximum possible vertical space utilization (while in principle you could probably braid 2 strings of 21 steam engines, you'd be very hard pressed to fit the steam engines into the same vertical space and would also need to make sure each string of 21 boilers feeds into exactly 15 steam engines, which would require some impressive underground pipe wrangling).

Edit: To answer the landfill question, it's a 50 green science tech which no prerequisites and with the new tech costs I believe it is the cheapest early game green science tech (tied with turret damage 1). Landfilling costs 20 stone per tile.

Qon
Smart Inserter
Smart Inserter
Posts: 2149
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: Optimized Steam Engine Setup

Post by Qon »

BlakeMW wrote:Hmm, are you sure that works? I haven't managed to get more than about 24 boilers in a row to contribute at full effectiveness, and in your screenie the steam engines are generating 37.2MW which is consistent with the amount of water which can fit down a boiler string, also 3 offshore pumps are no better than 2 in my testing.

Basically, designs with more than 24 boilers in a row just don't work and they are running very close to the limit, 21 boilers is a more sensible limit which gives a little wiggle room in the fluid simulation.
It works. It provides power. It gives more than 15 steam engines in a row. Yes I'll have to optimise it, but as a proof of concept it is good enough.
Yes the pumps are overkill. I said that in my post. The point is that you can fit a lot more pumps now. You can fit even more pumps if you want for even more power if you use tricks like my first proof of concept of using more than 10 steam engines in a row.
BlakeMW wrote: Something new enabled by landfill pump-packing though, is running a cold water pipe between the two center boiler strings and joining into them not further than 14 boilers from the end, this slightly improves efficiency, up to about 96% of maximum.
Yes, someting like this is what I'll do when I have completed my design. I might get even more steam engines lined up than 19.
Patric20878 wrote:What is this landfill madness? What's the tech level needed for landfilling?
And Qon's design produces 37.4 of the 38.8MW it should produce, wonky water simulation/pressure strikes again.

(And why did I sign up to keep updating a design for a game I don't play anymore :D)

Oh and, unless the landfilling thingy is as low tech as small poles and yellow split belts, it'll be made into a variant rather than an upgrade.
Landfill is green science, 50 red and green packs.

37.4 instead of 38.8 is good enough for a proof of concept. It's not like that 0.8 extra steam engine at the end is too expensive if not utilised at 100%. But it's a proof of concept of using even more pumps. And you can fet even more that that as I described.

And I enjoy that you stay even if you don't play :>

BlakeMW wrote:Something I dreamed up is kind of "braided" strings of 14 boilers relying on offshore pump stacking:
pic
This layout gets full efficiency and the individual strands stack well both with direct feed and another belt. One problem though is the maximum steam engine string length is about 25, it gets pretty hard to cram in the steam engines as tightly as the boiler strings without the steam engine strings exceeding this maximum length. A possible solution is to use a bypass underground pipe running between the steam engines delivering water to the end of the steam engine strings and extending the maximum length of the strings such that 80 or 100 steam engines can be packed into 3 rows (occupying the same space as 8 or 10 stacked offshore pumps).
Yes, that looks kinda similar to what I described. Good idea to interleave them vertically. And yes bypassing the steam engines is what I would do once you get above 15~20 steam engines in a row. I did it before, I can do it again q;
Looks really nice .
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser

Qon
Smart Inserter
Smart Inserter
Posts: 2149
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: Optimized Steam Engine Setup

Post by Qon »

New ratio is 3/42/30! Three times as much as the regular setup. And all steam engines are almost at 100% now with 61.1 MW compared to theoretical 61.2.

A bit long though...

Time to compress it further. Even more water can be drawn from the shore still.
You can probably just merge the pipes towards the end for the last half when pressure is lower.
3/42/30
3/42/30
SuperSteam2.png (1.41 MiB) Viewed 8673 times
Closeup
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser

Patric20878
Fast Inserter
Fast Inserter
Posts: 160
Joined: Tue Feb 24, 2015 4:53 pm
Contact:

Re: Optimized Steam Engine Setup

Post by Patric20878 »

Heh. As much as the 30 engines per row thing works, you're fitting pipes between practically every engine. That's gotta be removed in a real design.

For now I'll let yar experiment with the changes that come with 0.13. Maybe once you're more familiar we'll work further on seeing how much advantage this can give over my current design.

Oh and, 50 red and green packs? Afraid that won't fit in with the emphasis on minimal tech that came with my design after v1.2, so a setup using landfills will probably be a variant rather than an upgrade.
Tekkit Classic expert and admin of the Tekkit Classic Wikia specializing in factory and frame gunship engineering, creator of the Optimized Steam Engine Setup, and a huge fan of Touhou. My TC designs may be found at https://imgur.com/a/IT0Ya.

BlakeMW
Filter Inserter
Filter Inserter
Posts: 950
Joined: Thu Jan 21, 2016 9:29 am
Contact:

Re: Optimized Steam Engine Setup

Post by BlakeMW »

I've been thinking about rocket fuel in boilers. You lose 10% of the fuel value by converting solid fuel to rocket fuel but otoh you can use productivity modules and with 4x Prod3 module in assembler 3 you get 26% more fuel value - a gross profit of 45MJ of electricity. The net profit is trickier, I think the minimum cost to perform the conversion (fully utilized alternating rows assembler/beacon) is about 15MJ leaving a net profit of 30MJ. Of course, if supplementing with solar power the electricity expense can be further discounted.
Rocket Fuel also saves energy on inserts (for all inserter types, not only burner inserter) but actually increases total factory inserts because the 10 solid fuel had to the inserted into the chemical plant to make the rocket fuel - you're not saving energy on inserts, only changing where those inserts happening and causing more inserts.

Patric20878
Fast Inserter
Fast Inserter
Posts: 160
Joined: Tue Feb 24, 2015 4:53 pm
Contact:

Re: Optimized Steam Engine Setup

Post by Patric20878 »

From a practical and teching up standpoint, I have little interest in rocket fuel optimization with a steam engine setup, as if you have modules to upgrade machines, you should be on solar power already.
Tekkit Classic expert and admin of the Tekkit Classic Wikia specializing in factory and frame gunship engineering, creator of the Optimized Steam Engine Setup, and a huge fan of Touhou. My TC designs may be found at https://imgur.com/a/IT0Ya.

BlakeMW
Filter Inserter
Filter Inserter
Posts: 950
Joined: Thu Jan 21, 2016 9:29 am
Contact:

Re: Optimized Steam Engine Setup

Post by BlakeMW »

Patric20878 wrote:From a practical and teching up standpoint, I have little interest in rocket fuel optimization with a steam engine setup, as if you have modules to upgrade machines, you should be on solar power already.
Not necessarily. If you're speed running or something you may not have solar power.

In fact it came up in my game I just played to get the "There is no Spoon" achievement (win game in < 8 hours). The rocket was just being built, and my power quite suddenly dropped to under 50%. I ran over to my larger power plant and discovered the biters had obliterated all the mining drills and the power had gone off once the boilers ran dry. So I had the problem the grid was under full load and I needed the new mining drills to operate at 100% to fuel the powerplant - happily I had a heap of rocket fuel in my inventory (I was saving it for the satellite) which I dumped into the boilers to restore full power immediately.

0.13 does significantly simplify large power plants due to landfill allowing the creation of straight coasts on demand and also specific coast configurations for pump stacking. Additionally the power switch and accumulator logistic connection makes it much simpler to make backup steam - in fact we can now make a fully blueprintable backup steam powerplant - just prepare the coast with landfill and add a fuel supply. This makes solar/accu with steam backup more appealing and the steam side more scalable. Rocket fuel should at least be considered as the backup fuel - although the only real advantage of rocket fuel (besides stretching oil with productivity modules) is with deep boiler stacking, you could stack boilers really really deep, about 5x deeper than was possible with solid fuel in 0.12.

Qon
Smart Inserter
Smart Inserter
Posts: 2149
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: Optimized Steam Engine Setup

Post by Qon »

Patric20878 wrote:From a practical and teching up standpoint, I have little interest in rocket fuel optimization with a steam engine setup, as if you have modules to upgrade machines, you should be on solar power already.
All the things BlakeMW said and...

Steam is much more compact than solar.The size requirements get quite ridiculous when you want tens of GW of power. Steam is now blueprintable, and resources are now getting richer the further away from your base you go so mining replacement ceases to be an issue if you go place your power plant far away from the origin. With big low frequency patches you can get a GW/coal patch that lasts for tens or hundreds of hours. To build really high throughput factories space requirements can be so high that it can be one of the biggest time sinks. With steam you just build a GW powerplant in minutes. The most time consuming part is setting up coal mining + trains.

The reason people think solar is so good is because the energy doesn't suddenly stop (disregarding accumulators running out at night lol). With 0.13 resource generation the richness can potentially be so high that it won't run out for steam either.

Solar is CPU efficient though since it uses a constant and negligable amount of your cpu time.

Steam is definitly a valid alternative for mega factories and shouldn't be dismissed without analysing the situation properly. I would probably do a mix on both solar and steam depending on how many really big and rich coal/oil patches I find.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser

Patric20878
Fast Inserter
Fast Inserter
Posts: 160
Joined: Tue Feb 24, 2015 4:53 pm
Contact:

Re: Optimized Steam Engine Setup

Post by Patric20878 »

The tech rocket fuel requires though, lol.
Not gonna bother. And changing all inserters to burners would require no change in physical layout anyways.

And 0.13 increasing resource patch density by distance, welp, that's new. Guess it would make steam more viable late game then.
Tekkit Classic expert and admin of the Tekkit Classic Wikia specializing in factory and frame gunship engineering, creator of the Optimized Steam Engine Setup, and a huge fan of Touhou. My TC designs may be found at https://imgur.com/a/IT0Ya.

Qon
Smart Inserter
Smart Inserter
Posts: 2149
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: Optimized Steam Engine Setup

Post by Qon »

BlakeMW wrote:I've been thinking about rocket fuel in boilers. You lose 10% of the fuel value by converting solid fuel to rocket fuel but otoh you can use productivity modules and with 4x Prod3 module in assembler 3 you get 26% more fuel value - a gross profit of 45MJ of electricity. The net profit is trickier, I think the minimum cost to perform the conversion (fully utilized alternating rows assembler/beacon) is about 15MJ leaving a net profit of 30MJ. Of course, if supplementing with solar power the electricity expense can be further discounted.
Rocket Fuel also saves energy on inserts (for all inserter types, not only burner inserter) but actually increases total factory inserts because the 10 solid fuel had to the inserted into the chemical plant to make the rocket fuel - you're not saving energy on inserts, only changing where those inserts happening and causing more inserts.
I completely forgot about inserts reuired to make the rocket fuel, thanks.

But the last part, did you account for the inserters used to make rocket fuel will not be burner inserters but stack inserters or fast ones? The number of inserts isn't the only thing that determines how much inserter energy is used since different inserters use different amounts of power. The inserters that are working often are more energy efficient/movement and the ones moving the rocket fuel into boilers have no drain.

Also if inserter energy used goes up from making rocket fuel it doesn't matter that much with how much extra is gained by productivity modules. Burners are still the energy efficient alternative at your boilers with rocket fuel now, so maybe people will stop using electric ones for the tiny energy usage advantage electric ones have for coal. Using electric ones is just a big risk and hassle.

But getting rid of overdraw killing your power plant completely requires burner mining drills, burner inserters at coal train stations for un/loading cargo wagons, no bot transport of fuel. For oil it's not possible to get rid of your electric dependence. The most important part is inserters to boilers though since it requires a pretty short overdraw to activate the death spiral. You should also also use burner inserters from your buffer storage at the power plant to belts. If you place stack inserters higher up on the belt then the burners will idle until the stack inserter lose power, so they will only activate in an emergency anyways.

But ultimately inserters are not a big power drain for your factory anyways.
Last edited by Qon on Fri Jul 01, 2016 2:52 pm, edited 1 time in total.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser

Qon
Smart Inserter
Smart Inserter
Posts: 2149
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: Optimized Steam Engine Setup

Post by Qon »

Patric20878 wrote:The tech rocket fuel requires though, lol.
Not gonna bother. And changing all inserters to burners would require no change in physical layout anyways.

And 0.13 increasing resource patch density by distance, welp, that's new. Guess it would make steam more viable late game then.
Well if you want steam engine plants that give you 30 engines/row then you probably have pretty beefy energy requirements which impies late game tech like rocket fuel and lots of destroyers to clear the land required for such long strings of steam engines.

The 15 engines/row is more than adequate for a base designed for a single launch.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser

Patric20878
Fast Inserter
Fast Inserter
Posts: 160
Joined: Tue Feb 24, 2015 4:53 pm
Contact:

Re: Optimized Steam Engine Setup

Post by Patric20878 »

When you can just landfill to maximize surface area of a body of water, what's the point in continuing to extend steam engines per row again? The whole reason I optimized it to 15 per row in the first place was to be able to stack offshore pumps vertically with no spacing in between, as to not waste shore tiles. There's no reason to do more than 15, the bottleneck is the offshore pumps and you're already maximizing space efficiency of that with 15 engines per row.
Tekkit Classic expert and admin of the Tekkit Classic Wikia specializing in factory and frame gunship engineering, creator of the Optimized Steam Engine Setup, and a huge fan of Touhou. My TC designs may be found at https://imgur.com/a/IT0Ya.

Qon
Smart Inserter
Smart Inserter
Posts: 2149
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: Optimized Steam Engine Setup

Post by Qon »

Patric20878 wrote:When you can just landfill to maximize surface area of a body of water, what's the point in continuing to extend steam engines per row again? The whole reason I optimized it to 15 per row in the first place was to be able to stack offshore pumps vertically with no spacing in between, as to not waste shore tiles. There's no reason to do more than 15, the bottleneck is the offshore pumps and you're already maximizing space efficiency of that with 15 engines per row.
Well you could landfill an entire lake (after placing the offshore pumps) and repeat the 15 steam engine blueprint over and over. And I consider doing just that. Makes sense if you have big lakes and lots of landfill. But it requires way more landfills than just straightening the edge and adding a straight line or 2 of landfill and I don't think you can blueprint landfills either. Can you?

Bigger blocks of steam engines requires simpler material belting also since it's all just one straight bus with however many belts you prefer.

And if your lakes can't fit a whole lot of steam engines then you want as many as possible outside the lake, and then 30 is preferable to 15.

Compacted the length of the 30 on a row setup by about 30 tiles.
Same boiler setup as my earlier 30-on-a-row.
Same boiler setup as my earlier 30-on-a-row.
SuperSteam2.2.png (1.93 MiB) Viewed 8909 times
Boiler setup as before.

Edit:
Patric20878 wrote:Heh. As much as the 30 engines per row thing works, you're fitting pipes between practically every engine. That's gotta be removed in a real design.

For now I'll let yar experiment with the changes that come with 0.13. Maybe once you're more familiar we'll work further on seeing how much advantage this can give over my current design.
Reduced spacing between steam engines by almost 75%. Half as much space between each steam engine and only for half of the steam engines, the second half is your effiecient steam engine layout. And my zig zag interleave used for the first half is fairly compact and somewhat close to your design (about 2 steam engines longer). I think it's good enough and hard to get any better than this if you don't want to landfill entire lakes and deal with all the fuel routing that will be necessary for that. This is blueprintable, which is a must have for any large scale constructions. And twice the power/shore length and almost the same power/square tile (95% as area space effiecient is my guesstimate) makes it an easy choice for big bases. 4 rows (~60MW) is enough to win the game with though so you would probably not use it in base where your goal is to launch a single rocket.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser

Patric20878
Fast Inserter
Fast Inserter
Posts: 160
Joined: Tue Feb 24, 2015 4:53 pm
Contact:

Re: Optimized Steam Engine Setup

Post by Patric20878 »

Well yeah, I wouldn't fill entire lakes. I'd only straighten the edge of them. How many rows would you want post-launch anyways if 4's enough for launch?

And speaking of, are you using Blake's method of underground piping water over to the middle to solve the water pressure problem? I'd need a map save of a working prototype to see, these setups are getting ridiculously long.

If I thought 15 had an increased likelihood to be too long for a continuous stretch of land, 30 is almost certainly too long to be convenient.
Tekkit Classic expert and admin of the Tekkit Classic Wikia specializing in factory and frame gunship engineering, creator of the Optimized Steam Engine Setup, and a huge fan of Touhou. My TC designs may be found at https://imgur.com/a/IT0Ya.

Qon
Smart Inserter
Smart Inserter
Posts: 2149
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: Optimized Steam Engine Setup

Post by Qon »

Patric20878 wrote:Well yeah, I wouldn't fill entire lakes. I'd only straighten the edge of them. How many rows would you want post-launch anyways if 4's enough for launch?
5000.
Patric20878 wrote: And speaking of, are you using Blake's method of underground piping water over to the middle to solve the water pressure problem? I'd need a map save of a working prototype to see, these setups are getting ridiculously long.
I'm using my method. Right click the picture -> view image and then zoom in with ctrl +
Boilers as before with closeups in my earlier post.
What is "Blakes method"? I guess it is fairly similar in some ways to his post but I'm using a lot of tricks I haven't seen anywhere else and it is quite different from his design. I wanted to avoid inserters between boilers, even though the losses are pretty minimal. You could do that and make it a few tiles smaller but with rows this long a few tiles are not a big deal.
Blake should have credit for all that he has taught me about the fluid simulation though. The offshore pump are basically his design + my landfill method to double it up. I did it with only 1 landfill row out in the water too, need to make sure works as well as the one I'm using atm.

The pipes are separate and interleaving all the way until the middle where they merge. Under the electric network view you can see another prototype where the pipes never merge, the wavy interleave extends all the way to the end. It is basically the 1.5/21/15 done twice on the same row. But since the pressure is lower after going through half the steam engines it's safe to merge them to double up the pressure to get the same pressure as earlier. Might be possible to merge a bit more to the left though. I tried to do that earlier but I did other stuff wrong so now that I've managed the merge without efficiency losses I should try again.
Patric20878 wrote:If I thought 15 had an increased likelihood to be too long for a continuous stretch of land, 30 is almost certainly too long to be convenient.
Depends on how much power you need. With enough rows, making each row twice as effective gets more convinient. Should be fairly easy with low terrain segmentation (once they fix the bugs in 0.13) to find big lakes with big landmasses ready for some pollution.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser

Patric20878
Fast Inserter
Fast Inserter
Posts: 160
Joined: Tue Feb 24, 2015 4:53 pm
Contact:

Re: Optimized Steam Engine Setup

Post by Patric20878 »

If you use landfills and underground pipes to carry water to the halfway point, what's stopping me from just pasting a copy of the 1.5/21/15 design right next to the first one? Does the same thing without the extra piping and whatever you need in between to make 30 work.

And lel, 5000
Tekkit Classic expert and admin of the Tekkit Classic Wikia specializing in factory and frame gunship engineering, creator of the Optimized Steam Engine Setup, and a huge fan of Touhou. My TC designs may be found at https://imgur.com/a/IT0Ya.

Qon
Smart Inserter
Smart Inserter
Posts: 2149
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: Optimized Steam Engine Setup

Post by Qon »

Patric20878 wrote:If you use landfills and underground pipes to carry water to the halfway point, what's stopping me from just pasting a copy of the 1.5/21/15 design right next to the first one? Does the same thing without the extra piping and whatever you need in between to make 30 work.
Nothing is stopping you except the limit to the shore length available to you. With 15 steam engines you need twice as many rows as 30. You can use 10 steam engines or 1 in a row if you want to. 30 is just more effective, if you don't want that then use something ineffective all over the place or limit your production.

If you are talking about piping water past all the boilers and steam engines and placing your 15 steam engines to the right of the 15 engines at the shore (assuming shre to the left as in my ss), then you would need some space for the underground pipes. And then each row would use more than 3 tiles or space out your steam engines with 2 spaces between each as I did in one of my earlier prototypes slightly visible at the bottom of last screenshot. If you are aiming for as much power/area and power/shore length then I would chose my 30 on a row design for sufficiently high power needs.

If you don't care about that then the entire thread is a bit pointless :s
Patric20878 wrote:And lel, 5000
You won't be laughing when I show it to you. Eh, what do I know, maybe you will q:
Might have to mix in some solar instead so I dont need 15 km of shore.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser

Patric20878
Fast Inserter
Fast Inserter
Posts: 160
Joined: Tue Feb 24, 2015 4:53 pm
Contact:

Re: Optimized Steam Engine Setup

Post by Patric20878 »

Whatever do you mean, you need the same amount of offshore pumps for x amount of steam engines. Arranging it in 30's isn't going to reduce how much shore you need any more than 15 will. But rearranging it in 15 DOES reduce how much shore you need compared to 10, which was the point.

And I don't need to space the setup out, because I can just put all the underground pipes on a separate row. Or you know, just have like a long 1-wide tile of land and offshore pumps on both sides, which then pipe it over to wherever. I think you're forgetting the original intent of me updating the design to be 15 engines long instead of 10, it has absolutely nothing to do with just making engine rows longer as it does with not wasting any shore tile, which the offshore pumps on a 10 engine row design does.
Last edited by Patric20878 on Sat Jul 02, 2016 12:14 pm, edited 1 time in total.
Tekkit Classic expert and admin of the Tekkit Classic Wikia specializing in factory and frame gunship engineering, creator of the Optimized Steam Engine Setup, and a huge fan of Touhou. My TC designs may be found at https://imgur.com/a/IT0Ya.

Qon
Smart Inserter
Smart Inserter
Posts: 2149
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: Optimized Steam Engine Setup

Post by Qon »

Patric20878 wrote:Whatever do you mean, you need the same amount of offshore pumps for x amount of steam engines. Arranging it in 30's isn't going to reduce how much shore you need any more than 15 will. But rearranging it in 15 DOES reduce how much shore you need compared to 10, which was the point.
I'm using the same shore length with 30 steam engines as 15. It's 3 tiles shore for 30 steam engines. The extra lines in the water gives me the possibility to pump up more than twice as much water.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser

Post Reply

Return to “Energy Production”