BicycleEater wrote: Thu Oct 12, 2023 8:30 pm
Almost,
but if you're using quality on a given layer, you can't use speed - since that reduces quality.
Hence prod will probably work out both cheaper (fewer modules as the assemblers with the modules will run faster), smaller, and higher throughput.
It's also usable with the rest of your base, so you can just tap mass produced products and use them.
Argh i had forgotten that, my argument was not correct, speed module in beacon + prod module would be more space efficient then just quality module in assembly. Maybe also more cost efficient on the long run , I suppose it depend on the exact cost of speed module & beacon as they make the initial investment higher. It'd be nice to have a spreadsheet to find out the exact cost to produce those high quality beacon and speed modules
BicycleEater wrote: Thu Oct 12, 2023 8:28 pm
If anyone sees any problems with the spreadsheet, please point them out - its a bit of a jumble.
I don't know if it's a problem but i found something puzzling :
1)change module quality to 1.5 ( cell T6)
2) change L1 assembly prod module from 0 to 4 alternatively(cell L8:O8)
3) Look at the cost (R17) not changing
4) change L1 assembly prod module from 0 or 4 to instead 2 or 3 alternatively(cell L8:P8)
5) Look ath the cost (R17) changing
0 or 4 module (L8 or M8 or N8 or O8 ) gives the same cost(R17) and 2(L8:O8) or 3(L8:O8) are giving a different cost(R17), that seem really weird no ? It would describe a situation in game where you either go full prod or full quality in one step is equally good but mixing them is bad because you have prod module at the end ? I would have expected that either quality or prod would be "best" and then going from 4 3 2 1 would be a unidirectionnal increase or decrease.
That oddity doesn't happen exactly the same if you don't use :
BicycleEater wrote: Thu Oct 12, 2023 8:28 pm
I'm proposing using 4 L5 MK3 prod modules on the assemblers making the L5 results from the L5 ingredients
If put less than 4 here. Then using 0 or 4 prod module (L8) doesn't yield the exact same result cost(R17), but i still find it weird that the worst (R17) cost is when using 2 prod module in (L8). It's not doing 01234 or 43210.
I choose some values and added a column "sum" to the layer on input to see the divisor of the right most column. To make it easier to see how much material is generated i thought and make a difference in the situations where the cost is the same.
Now changing the previous figures shows a difference between them even if it's not the cost. I think it show the additionnal volume/quantity of material that one needs to shove into the recycling loop when using productivity early in the chain vs "normal". That would be 512 times if you have 9 layers of input and production everywhere since it's doubling everywhere. 2^9 = 512. It shows only 8,8170263313 if you only have 4 productivity module at the end and quality everywhere else. So the ratio between the 2 would be 64 times more material before the recycling loop ?
I wasn't able to find the 56 the devs announced from the spreadsheet. But i think that's because it doesn't model exactly the setup shown in the FFF where the input is green circuit of low quality, and the output is green circuit of high quality L5 but also L3 and L4 ( those are kept in a chest) AND low quality copper wire and iron plate ( those are seem discarded north) .
Whereas in the spreadsheet all material from the recycler are reused when not L5.( also in the FFF there is no L1 assembly ! ). Also in the FFF setup, the bottom recycler are having as input a mix of L1 and L2 quality whereas the top one only L1 not sure how that would play out if there are some different quality stacking allowed in the FFF's setup, or if not because of how inserter put item in recycler and their receipe.
There is a lot to take into account to try to find the 56 if that is the number from the setup or hinting at a rate calculator in game x)
BicycleEater wrote: Thu Oct 12, 2023 8:30 pm
It's also usable with the rest of your base, so you can just tap mass produced products and use them.
Yes that's a big positive for ease-of-use.
However, if your factory is multiplanetary, things may change. Extreme worst case, you can only ship 1 stack per travel, and the spaceship used is not re-usable and cost around 200 circuit L2 to be made. Doesn't feel good to use that spaceship to carry less than L2 circuits, as the cost of delivery would already be equal to payload. So 50% loss ? So much math x)