Energy Upgrades not Affecting Oxygen Requirements
Oninaig opened this issue ยท 12 comments
I could've sworn I saw Brady say that in the latest version of Mek that energy upgrades are supposed to reduce the amount of oxygen required for the purification chamber. I ask because even with 9 energy upgrades, my elite factories chew through oxygen like its nothing and not even a set of 6-7 separators can keep up with it.
As a test, I went into a creative world and set up 2 factories. One with 9 energy upgrades and 1 with none. I gave them both the same amount of starting oxygen and gave them each 1 iron ore to process. The results were that they both ended up with the same amount of oxygen after they finished processing.
Here are the screenshots: https://imgur.com/a/53xF6
Is this intentional or did I mishear Brady?
I was considering whether to worsen the effect of speed upgrades on oxygen (and the other secondary gases), and either make energy upgrades affect them or add in a secondary energy upgrade to improve the efficiency of gas use. I haven't added such a feature yet, and as far as I know nor has Aidan.
Actually, the problem I experience with the purification factory is that it doesn't take in oxygen fast enough. I have enough separators that I am accumulating supply, while the purification factory is starving for oxygen.
Using Bevo's Tech Pack (Mekanism-1.7.10-7.1.0.92.jar) and Oxygen usage has gone through the roof, it's completely impracticable to use Mek ore processing.
For example with 4 speed upgrades in the puri chamber you will drain 1 Elect Sep dry of oxygen. Add in a 5th speed upgrade and you drain TWO Elect Sep's dry. It seems the drain on speed upgrades is exponential of the previous one. Hate to think how many ESs you'd need to run an elite factory with 9 speed upgrades.
Please rethink this as it's now pushed Mek out of being a usable mod.
Tested this in creative, 1 Purification Chamber with 9/9 speed/energy upgrades empties 9 Electrolytic Separators completely, this is all creatively powered dumping all hydrogen. I added a 10th ES and it emptied that too of the oxygen but the Puri Chamber seems to be holding full. I suspect it will empty at some point since the ES emptied.
So that's 10 Electrolytic Separators to run 1 Purification Chamber with 9/9 upgrades.
I tried 10 ESs with an elite factory with 9/9 upgrades and it lasted about 10 ore into the 7 stacks before reverting to processing just stack 1 since it burnt through the oxygen faster than I could say "WTF".
At the current rate factories are completely redundant.
Yeah, the reason that fuel usage (per tick) goes exponentially with number of speed upgrades is because the number of ticks required to do something decays exponentially with number of speed upgrades (or speed grows exponentially, however you want to look at it). I changed this so that adding the speed upgrades didn't make the machines more efficient - they should still use (roughly) the same amount of oxygen per item processed. Might add in the effect to energy upgrades to make this more efficient in lieu of a fuel usage upgrade.
Is the gas going through one Gas Tank at any point? As in, all the output of all the separators goes into a Gas Tank, then that outputs to the factory? If so you'll run into the issue that a Gas Tank only outputs at 16mB/t and a fully upgraded Purifying Factory wants 70mB/t. Aidan fixed this in the unstable branch in 98ca231, if it's the issue I'll cherry-pick it into the stable branch. In the meantime it should be possible to work around by wiring 5 or more Gas Tanks in parallel.
dkent59 if you are on the latest Mek you need to take the speed upgrades out of the puri factory, or be prepared to run 70 Electrolytic Separators (for an elite factory).
And the reason we can't seem to get enough oxygen into the factory? I've even tried running three pipes into the factory, but it doesn't seem to make any difference.
I'm still on 92, but with 20 separators supplying 21 tanks in parallel, I can now process a full factory easily. With the tanks in series, I could only barely supply 2 channels in the factory. I'm kinda holding out on the current Mek until the changelog states 'Mouse button binding fixed".
Mouse button bindings are broken in that they just don't work or in that they crash the game still? I thought I fixed the game crashing, but I think mouse bindings are a general problem in 1.7 FML. I'll see if I can get them fixed though.