![]() I suspect Nuclear is going to become the norm for powering megabases because of how compact it is and the nice efficiency boosting properties of the adjacency mechanics it has. Here is the link that will take you to the Factorio Calculator Bob’s Mods tap here. This one is the tool that will help you to make efficient factories in the game called Factorio by letting you know the amount of machines that you need to craft items. But yes, solar farms are nice for their 0 unit costs, of course you pay for that in fixed costs and space used. Factorio Calculator Bob’s Mod is also known as Factorio Assembly Calculator. It's not actually too hard to feed a 1GW+ Steam setup with a few patches of Coal mines and trains, and it's not like Coal had very many other uses in 0.14 anyways (main one was Plastic bars, followed by certain military items, which were never needed in huge quantities). I am inclined to believe that people who use lots of beacons and modules are also using massive solar farms. Since I prefer to go all steam, power consumption has a tangible cost, and hence should be kept low where possible. Very true! I bet the saved power gained by the higher energy efficiency of steel furnaces would help offset the cost of the larger factory needed to maintain speed with lots of production modules too!Īssuming, of course, that you think solar is lazy and to be avoided (with solar, power is basically free in the long term). In particular, yellow science benefits from having a lot of cumulative 40% productivity steps. Milo christiansen wrote:The opportunity cost of those red circuits is extremely high given they could go toward higher tier prod modules in downstream products. Unlike copying, shoring, and rendering the blueprint, favoring it will require you to sign in to the website.
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