The power generation in "Happy Factory" is developing very fast. After all, the electricity generated by primary power generation equipment cannot meet the power required by later equipment. The power generation facilities need to continue to develop, and the order is still the previous grass → coal → turbine oil, and rocket oil (nitrogen is required, pressurized wells) nuclear power or waste.
How to generate electricity in Xingfu Factory
Power generation and relay
1.0's power changes:
The order is still the previous grass → coal → turbine oil, and another rocket oil (need to nitrogen, pressurized well) nuclear power or waste
Power consumption has been greatly increased, and the power consumption is 433% for full overclocking and then plug in red crystal to increase the output of additional X4. Each portal needs 250~1000MW
Snails can use red crystals to increase their yields, and the total number is doubled. Overclocking fragments can be created infinitely at T9
Power system:
The total power generation capacity must be greater than the current total power consumption before power transmission can be carried out. Otherwise, the power will be lost
If your generator is divided into two batches and is not connected to each other, only the one that is beyond the limit will fall. Now there is a switch that doesn't need to do this.
If the power is lost, go to any wire or generator to pull the gate and turn on the power again. Originally, the total power generation capacity (gray line) of this line is required to be greater than the total power demand (blue line), but now the value is inaccurate. The current power consumption (orange line) when powering on will exceed the maximum value
The current #385279 version powered on the device for the first time is calculated based on the power consumption of full overclocking. So it will exceed the maximum value. So you will give you an alien generator with +10% total power generation first. The problem is that it only needs a computer and T5.
The equipment that is not running (the raw materials are gone or the product is full) actually consumes 0.1MW, so it cannot be said that the orange wire is lower than the gray wire. In short, more power generation + good rescuing, both hands must be strong (the world record speed pass has been powered down for about an hour in ten and a half hours. No matter how familiar you are, you will be able to design it carefully)
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Page 1: Power Generation and Relay
Page 3: Landing period
Page 5: Transition period
Page 7: How to overdo T5 to T8
Page 2: Relay Protection
Page 4: Trim
Page 6: How to get on T5
Relay Protection
The Qinshu in MAM can unlock the priority switch, and there are two interfaces, which can switch whether these two interfaces are connected or disconnected
Can be divided into one of 8 groups, and when there is insufficient power, it will be automatically cut off in order of 87654321 to protect the priority grid with smaller numbers
(In reality, when the current is too high, it prevents burning and tripping. The opposite is true here. There is no low-speed operation ability of undervoltage like aliens)
Unlock 50 plastic but only to make it to the steel beam. You can use the plastic picked up from hard drives and T3 that can make steel and coal power generation.
Those equipment that produce fuel for power generation are pulled together through a priority gate and placed in the first group. Other things are divided into the second group through another priority gate, so that if there is any problem in the future, there will be no fuel to start the generator
Pay attention to where the wires come from. It doesn’t make sense to place a gate and divide it into the first group after passing through the second group. When the second group falls, the gate is equivalent to falling off. After pulling the first group of wires, you can pass the second group of gates to make the second group fall off. The first group is still there
My habit is that the big tower is the bus. The gate connecting the power station is the first group, the gate connecting the pipeline cannon is the second group, the gate connecting the factory is the third group, and there is a gate between the factory and the sink is the fourth group. When expanding the factory, a temporary gate is placed to pull it to the fifth group.
The expansion caused the factory to lose power and wait for the battery to be fully charged. The third group resumed production, but the fourth group was cut off and did not throw anything to exchange tickets. At this moment, most equipment should be full and not consume electricity. There are pipe guns and materials to expand power stations
It is best to add some batteries to the power station. When the electrical equipment is dropped, the generator will charge the battery and provide an infinite buffer to deal with the fluctuations of the first start. A battery with 100MWh (which can allow a 100MW device to run for one hour) has unlimited discharge power, and no matter how large the factory is, it can carry at least one frame. The charging power is up to 100 and it takes one hour to fully charge. There is no solar power generation in this game, and it is too late to unlock the biomass and coal. Just� It only deals with the fluctuations in the startup (or you can put a few if you want a portal). No matter how many batteries are added, they will not trip due to charging (the current unused power generation is distributed equally to each battery, the more it is, the slower it is) * The battery does not need to be used as fuel, so that battery is really useless and does not need to be built
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Page 1: Power Generation and Relay
Page 3: Landing period
Page 5: Transition period
Page 7: How to overdo T5 to T8
Page 2: Relay Protection
Page 4: Trim
Page 6: How to get on T5
Landing period
T3 uses a biomass generator before unlocking coal. It's made by yourself and has a conveyor belt entrance
Can burn leaves, wood, biomass, and solid fuel. Increased calorific value
In the future, fuel will be used to add more calorific value every time it is made (except for the dog shit nuclear fuel)
The cloth can't be burned at the beginning of 1.0, but what do you know why. People who don’t know how to play with dog shit liquid are not allowed to generate electricity automatically? But the polyester required for automatic fabrics also needs to be made of liquid? And this thing is not as hot as possible to make it by itself
——Burnable Fabric: Let the cloth burn again, or 15MJ (120 pieces per minute)
Fuel consumption: Generator power multiplied by 60 divided by fuel calorific value. Fuel calorific value is viewed using TFIT
Power is in seconds, and the rest are in units of sub-units. Remember to multiply by 60
Generator 30*60=1800MW power, solid fuel calorific value 450MJ, 4 per minute
You can directly look at the fuel tank of the generator. Clicking the icon on the corner will show what can be burned and how much can be burned in one minute. But knowing how to calculate the calorific value and time in the future will make it easier to choose "Is this fuel worth it" (nuclear fuel is the most typical unworthy)
How to get on T3: There are usually two or three fall points around the birth point. It will be much more convenient to go to the hard disk to make iron ingots and screws instead of the recipe. Half of the content of this game is exploration and combat. Not just watching conveyor belts at home
Although the material and energy consumption of the miner are calculated in the figure, the handheld miner is fine. You can put countless pieces at one point and do not have electricity when running. Put a box leading to the furnace next to it and dig it into it manually. Anyway, you don’t have to move it as long as the iron ore. Now handheld mining machines can be stacked without taking up space. In the future, mining machines and drones will still be used, and you can throw them into the sink if you are too lazy to store
Original formula 10 machines 86MW
7 machines 76MW in place of recipe
Supplementary energy:
——Early Geothermal: T1's geothermal generator. I think that's where it should be. If you can find it, you don't need to pull the leaves
The total number and position of this thing are fixed, and even if it can be made from the beginning, it will not affect the balance
Although the geothermal generator does not need to be overcomputed, it is just down to the point where it needs a computer, and it is from T6. 100~400MW is a fundamental error in T6, and it will cause the power generation (black and gray lines) to shake. Many factory managers don’t build that thing because they hate this
It is better to say that the factory managers I have met are a few of them. There is a feeling of having a factory built near geothermal heat to use this thing to drive the pipe cannon to prevent it from being tripped and unable to move. But why don't you need a graded switch?
What's more, T6 and Red Crystal can be used anywhere, which is stable and free for 500MW. Geothermal heat can only be used at the beginning
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Page 7: How to overdo T5 to T8
Page 2: Relay Protection
Page 4: Trim
Page 6: How to get on T5
Dividing
The coal power generation starts with a fixed consumption rate. The overflow method is still full of fuel close to the fuel input end. The farthest one has only received one-third of the N power of fuel from 3 to 100% of the fuel. When the power is stopped, it will trip. The raw materials need to be divided into N parts and entered into N machines
[Above picture: Overflow method. The following picture: The balance method]
It is easy to deal with if you can be divided by 2 and 3, but the formula often has ghosts, such as 120 biomass into 1 processing machine to make 60 solid biomass drive 15 generators. You have to get another raw material with 30 generators to get rid of it, but you don’t need that much at all. There are so many materials in the morning T3. 60 biomass on the MK1: 7.5 generators are enough. The question is how do you divide a conveyor belt into 7.5?
The answer is to divide it into the next multiple of 2 or 3 (8), and use a merging device to stuff the more back to where the raw material comes from.
This kind of tripping back is called a trimmer. The general naming rule is AtoB, A is the number of raw materials inlets B is the number of equipment inlets
One N of the conveyor belt capacity will be wasted for every extra return. It doesn’t matter if it’s 30 this time. If he is 60, you have to divide the entrance into two, and the ones who return it will also be divided into two. The future will become very troublesome, and I believe that you won’t remember what you are doing the next day, and it’s useless to insert a lot of brands. The inherent flaw in FPS perspective is that it has low information
[Structural diagram of 1to7 trimmer]
In fact, you can use three-dimensional space to squeeze together and make a blueprint and take it directly when needed
Professional anchors have blueprints for matchmakers for sponsors, which are so complicated that many factory managers think it is worth spending money to buy. I can only make 1, 2, 3toN. The most exaggerated thing I have ever seen is a leveler that occupies 7 blueprints. Just building it requires a six-minute video...
Simplified solution: Modular trimmer MOD
——Modular Load Balancers:
Put a piece first, point it to make it white, and if it continues to make it, it will be put together
As long as it turns white, it's a match, the angle doesn't matter
Can use a conveyor belt to deliver multiple things (of course the speed will be discounted)
You can also stack upright and come with straps from the gaps in the equipment
Although it looks rectangular, the collision box is square and will not be crooked
Output priority: filter port, general port, overflow port
To filter, there must be a non-filtered output port, otherwise it will be blocked
If non-filtering is used to output, then make an overflow port
What is more counterintuitive is that there is no direction here, just like the original large box, although two in and out, it is the same as the one that comes with it
When you make it, you will be together with whom
Not pointing at creating even if the models are touched together is not considered a match.
Create spaces like this and will be matched with the above and given to the exit on the right
But it won't be matched with the exit on the left below
If you want to put together, you have to start with one
The one that was made into pieces is split in the middle and replaced with the other ones.
Although this thing is very useful, it is very expensive
Import and export motors and spaces should be light boxes
There is only one port for screening and overflow, which is three times more expensive
And the objects flowing on the conveyor belt cannot be seen, not enough for the factory
What does the actual matching biomass generator look like:
Use H to fix the projection and then move the arrow keys in one grid to 1 and 2. No matter what shape it is, just put together
And I am very accustomed to this idea of "place where to put functional modules". If you are not used to it, you can choose a plan 2
Solution 2: For people who think it's troublesome or not good-looking to play the thing
——Throughput Counter and Limited: The valve of the conveyor belt will show how many things passed in the last minute, and can set how many things passed in only one minute. Put the required quantity between the separator and the generator and write it to create a balance method using the overflow method.�Effect (the number must be changed every time the fuel is changed or overclocking is changed)
Solution 3: No matter what, use the original valve to limit the flow rate when T5 fuel is generated. Then take a picture of a pile of storage tanks and batteries and pray that you will not lose power
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Transition period
T3 unlocks coal power to T5 unlocks fuel
Nowadays, fuel generators do not require computers, and the power generation is increased to 250MW. Coal power generation is just an oversupply of T3
In the future, coal will be used to compress coal to give turbine oil, and some can be used to make gunpowder to give weapons. Smokeless gunpowder also requires petrochemical products. Find a place where coal and sulfur and oil and water are together
At this time, you will encounter fluid for the first time, which is said to be the place where the most people abandon the pit. Because the liquid calculations of this game are so bad
(The most common abandoned pit point for aliens back then was that petrochemicals didn't understand the by-products, so I did it. The difference is that there is the fun of how to do the research on "parts that need to be assembled in a special order". Here is the pure annoyance of "the tools are too bad")
If the pipe says the angle is too small, you can try switching the angle according to R. Generally, you can find a plugged in.
It is strongly recommended to change liquid to gas mod. Originally, the equipment consumes power unstable now. If you generate power unstable, it will be inexplicable to get lost all day long...
*Pipe capacity 300 and 600 are hard written on the bottom layer, and a larger capacity pipe mod cannot be created
——All Fluids are Gasses: Liquids are algorithmic processing. You can lift and lower it at will without a pump, without a head and no valves required for flow direction. The CPU is low and very stable
Values of coal power stations:
The output of MK1 miner at pure point 120 is the same as that of MK2 belt
120 coal + 360 water = 8 generator = 600MW
Each generator requires 45 water, 6 generators require 270 water
The speed of MK1 tube is 300, and it cannot carry 7 generators
6*75-120=Net 330MW of electricity, 90 coal
MK3 has 270 capacity, divided into three sides and exactly 18 generators, 990MW
The question is: the pump speed is 120, how to make 270 water?
This is the first time I come into contact with overclocking
125% overclocking + 1 default frequency = 150 + 120 = 270 (theoretical value)
In fact, you can get 270 when using gasified MOD, but the original mentally retarded liquid system has a flow rate and direction. The overclocked tube has more water. It is hit into the Mop all day long, and then it is hit back. The right amount of water cannot stably drive the equipment, and can only exceed 225% to allow a machine to output full pipe. If you want one more snail, the power consumption will increase (but the volume will decrease)
Then you have to consider the head problem, the actual capacity problem of each pipe and the water pressure problem, and just use gasification MOD to finish
So the real answer is MOD:
——Automatic Pipeline Color: A tube that automatically changes color according to the liquid, with a capacity of 600. Solved the problem of mental retardation and the problem of the original MK2 pipe being ugly
——Fluid Extras: A store-bought pipe interface, the six-direction one and the trim one are very good. If you think that MK1 tube has 600 cheats, at least a trimmer (the original version cannot create a full trimmer that separates any amount of liquid evenly, and you can only use the valve to set the flow rate to make a half trimmer)
——↑The MOD has two milestones: the small pump and the automatic filling machine, both of which are unfinished abandoned pits (because no one wants it)
MK2 tubes and filling machines are temporary solutions for DEV to start solving the rotten fluid added by UP3. Another temporary solution is the new fluid algorithm for gas. After several versions received feedback, the current formal plan is to "put it on the left without paying attention, and the newly added fluids will be all gases"
By the way, I recommend a few mods that will make this stage more convenient:
——Shallow Water Extractors: Shallow water can make water pumps, and the small puddle next to the grassland can also make four
——The water depth setting in many places is inexplicably set, because the water used to be a mineral planting site, and then it became the current "sea level". Since UP6, every time the beautification environment has changed, the sea level is a land that looks like water.
——Generatorswith more Pipes: Add a water outlet on the generator to the butt, and it will be removed soon and there is no need to carefully sway it. It is a milestone for separate research, and the original version can continue to be used
——Fluid AWESOME Sink Redux: Sink for fluids, unlocking the T2 milestone. Although it is not useful, it is strange that there is no one. Wastewater flows across the early stages of industrialization?
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Page 7: How to overdo T5 to T8
Page 2: Relay Protection
Page 4: Trim
Page 6: How to get on T5
How to get on T5
100 minutes waiting time
It only takes 50 minutes to find 6 red crystal double products
This is the power of alternative recipes
(Iron wire, sewing plate, iron pipe, steel pipe rotor)
The power was too tight in the early stage, and steelmaking and power generation were scrambling for coal again
Steel beams must be steel, and they are used a lot, and T3 belts must also be used
You can save some compressed coal in MAM
Anyway, bombs need gunpowder to pull sulfur and coal together
Future turbine oil, rocket oil, must also compress coal
Leave a hard disk and don't scan it
It is best to leave three pictures, and the research on turbine and rocket oil must also be
Go straight to the T5 and go directly to fuel to generate electricity, no computer is needed now
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Page 4: Trim
Page 6: How to get on T5
How to overdo T5 to T8
New Resource: Oil Well. Plastics, rubber, circuit boards, computers. It's all related to this (there are ways to make electronics without using petrochemicals instead of formula)
Weak original recipe
I have to run two hard disks to study compressed coal and turbine oil
No need to draw, just go directly to the node of the sulfur technology tree
300 crude oil = 4785 net electricity, miserable efficiency
Plastics and rubber can only be said to be "better than nothing"
The advantage is that the equipment investment is low, so do this first
More and more will gradually increase when running on hard drives
Now the jet pack does not need to burn oil, no need to be used as a filling machine
But in the future, power generation needs to be replenished with water and oil, so we have to study which technology
The 75:75 shown in the figure is just a theoretical value, and the actual value depends on what you are doing. It can allow plastics and rubber to have chemical plants that can handle 150 polyester. If there is blockage, it will naturally be built on the other side (these two things are the same material, and they can be arranged together)
You can click the MK2 tube if you have plastic and rubber (you should have found it when running the hard disk with a 50-fold frame)
If you have MK2 tubes, you can expand the power generation and plastic and rubber production capacity first. This is a 20-30-year-old person who can't afford it.
If you haven't run away or picked it up, you have to click the manufacturer first
Excellent alternative recipe
Similarly 300 oil, 3 times electricity, 5 times plastic, 2 times rubber. Coal and sulfur are within the MK4 belt capacity
Go to the hard disk to recycle water and oil (it will only be available after unlocking the can) to recycle plastic, recycle rubber, and heavy residual oil
Of course, the research on compressed coal and turbine oil in MAM is also necessary
Eat at least 2700MW of electricity, if you don’t use the weak original version upstairs to connect it, it will probably lose power.
(Of course, it is also a way to drive a coal mine to generate electricity. It depends on which one has more coal water or crude oil near your home)
It's time to overclock. Otherwise there will be too many equipment to be put into the end. After having a big tower and a flying bag, you are not looking for a snail at all, it is the snail chasing you. I just wanted to drive a sulfur mine 1.2 kilometers away, but it took 4 hours. Every time I picked up a snail, I could see the next one in my field of vision, and I took detours...
Especially those 74 generators require thousands of cement beams and motors, and more than three thousand rubbers (fast wires and copper plates are easy to deal with)
Don't need to make it all, just try to make half of the 150 crude oil. I feel that the speed is enough, so I wait until the T8 unlocks the mixer, so I don't have to mess with this scam-up canning formula...
By the way, click on smokeless powder, explosive steel bars, tracking bullets and so on in MAM. The game starts when you change into a weapon.
Rocket oil needs aluminum to be used to light, and the fuel efficiency is only 1.5 times. Don't worry (this thing is gas, so if you don't need to evaporate mods, you will rely on rocket oil to generate electricity)
Power generation after mixer and rocket oil:
The most sulfur-saving method:
The most efficient practice of equipment:
How to use red crystal (requires 73)
There are only 106 Hongjing pictures, 3 are used for research, and there are still 30 left to make alien generators + 30% in total 365K electricity
There is a refining station with overclocked 1 red crystal, just to save crude oil to 300, consume one well. My obsessive-compulsive disorder. In fact, you can save this and insert extraterrestrial protein into capsules. The machine can change the points.
At least the result I calculated is the maximum power generation when Hongjing uses it to generate electricity. If anyone can calculate the greater power generation, please contact me to update
(If you use mod to make red crystals produce, you can create infinite number of alien generators and you'll be done. What else can you do?)
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Page 1: Power Generation and Relay
Page 3: Landing period
Page 5: Transition period
Page 7: How to overdo T5 to T8
Page 2: Relay Protection
Page 4: Trim
Page 6: How to get on T5