In the case of your "Grinning Devil" example, 1.8M RF / (10 RF/tick) / (20 tick/second) / (23 Gen's) = 391 seconds, or about 6.5 minutes. Got a little Warp, but nothing exploded.) Without an external RF mod to provide wires, I'm still limited to 23 Generators - and those Generators can still only output 10 RF/tick. (Not Dangerously Unstable, just Unstable. For starters, I observed that with 23 Stabilizers+Generators and 60 fully-charged Vis Batteries, carrying out a "Moderate" infusion (Sounding II on a pickaxe) seemed to barely deplete the Batteries - while still becoming Unstable for about the second half. more quartz won't help me, as it turns out. If Azanor is making Stabilizers able to accept power on five sides, that should increase the amount of stability they're able to output (without RF mod wires) - requiring fewer Stabilizers using more Generators 180?!?. Maybe try installing four Cost Stones my calculations, that should just barely keep a "Moderate" infusion stable with your Thanks for linking that - I was just thinking of looking that up myself. If you don't want to test my theory and just want your infusion to not-explode, my first recommendation would be to remove those speed boosters, and only use them for "Negligible" instability infusions.Īctually, this suggests a possible further improvement: the Infusion Cost Stones slow down the infusion, which might indirectly "amplify" the effect of Stabilizers by reducing the speed at which infusions inherently lose stability. If you're brave enough to try this infusion again under the same conditions and measure how long it takes to go unstable to the nearest second, I'd be curious to know how close my estimates are. This seems to line up with your description of the infusion going "dangerously unstable within a few seconds". Total stability delta: 0.15-(0.8.1.0)+0.3 = -0.35 to -0.55 stability/3 ticks, which would consume a 12.5 unit buffer in 3.4 to 5.4 seconds, and reach "Dangerous" in another 6.8 to 10.7 seconds. Re-doing the math: your candles add 0.15 stability/3 ticks, the recipe loses 0.8 to 1.0 stability/3 ticks, and five stabilizers at max power provide 5 x 0.02 x 3=0.3 stability/3 ticks. This speeds up the stability loss from the recipe and the stability gain from candles, but does not affect Stabilizers. You have four.Įach speed booster reduces the time for each "crafting cycle" by 0.5 ticks (rounded down). that is, if you have no Infusion Speed Stones. The most "buffer" stabilizers can provide before infusion starts is 12.5 units, which would be used up in 9 to 21 seconds, after which the infusion would become unstable, and "Dangerously Unstable" (-25 stability) in 18 to 42 seconds. 0.8 to 1.0 stability per 5 ticks, for a shortfall of 0.15 to 0.35 stability/5 ticks. In your setup, with max candles + 5 Stabilizers at max power, you should gain 0.15+(5 x 0.1)=0.65 stability/5 ticks.Ī "Moderate" instability infusion loses. Candles and other passive stabilizers provide 0.015 stability/5 ticks, to a maximum of 0.15 stability/5 ticks. This is enough to provide 0.02 stability/tick, or 0.1 stability/5 ticks. It looks like Stabilizers are also capped in the amount of energy they can receive per tick, at 100 RF/t.
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