![]() For each 100% neighbor bonus, the reactor needs 4 more heat exchangers. The heat can be used to convert water to steam using a heat exchanger and the steam can be consumed by steam turbines to produce power.Ī reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. These fuel cells are then burned in a nuclear reactor to create heat. In general, nuclear power is produced by the following production chain: Uranium ore is mined and processed to uranium-235 and uranium-238, then uranium fuel cells are created from the two. This tutorial covers solar panel arrangements to use at various stages of the game, including the building of the massive, ratio-perfect array from this foru. Nuclear power See also: Tutorial:Nuclear power 1 solar panel produces 42KW after factoring in the night (Factorio forums).Perfectly optimal solar network (Factorio forums).Where game_day is the number of seconds in the game day which is 25000/60 s by default. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified asĪccumulators / Solar_panels = 0.002016 /s × game_day This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but not the length of days, a simplified version of this equation can be used.Īccumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy Which, given the default time lengths of: day = 12500/60 s dawn or dusk = 5000/60 s night = 2500/60 s, and the default: Solar_power = 60 kW Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. (day + dawn) × (night + dawn × (day + dawn) / game_day) / game_day In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. There are also times between day and night called dusk and dawn which complicate the calculations. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a day, and the length of a night. The optimal ratio of accumulators per solar panel relies on many values in the game. This is taken from Accumulator / Solar Panel Ratio (which calculates this in an impressive mathematical way!) and another post in that thread (which calculates the solar panel to megawatt ratio in a different way).Ī small 9x9 setup demonstrating the 20:24 "close enough" ratio above. This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.Ī "close enough" ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 20 extra solar panels, which is negligible but remember that the difference between the "close enough" ratio and the optimal ratio increases as you add more solar panels). The optimal ratio is 0.84 (21:25) accumulators per solar panel, and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). Power production increased by a factor of 100.A possible setup Solar panels and accumulators Optimal ratio.Power production increased by a factor of 10.Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.Portable solar panels have Modular armor as pre-requisite.The more advanced armors should almost always use portable fusion reactors instead. (It could store one, but there would be no room for anything to use the power.) Portable solar panels are 1×1 in size and are therefore primarily used in modular armor, which has a 5×5 grid that cannot usefully hold a much more powerful 4×4 portable fusion reactor. Portable solar panels can be used to slowly recharge energy shields out of combat, but are nearly useless for personal laser defense or exoskeleton, even with a large number of batteries. ![]() They provide only a small amount of power, and only during the daytime. Portable solar panels are the basic power generating units for modular armor and the spidertron. ![]()
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