Full Overview and Explanation
Generates 1 octuple compressed cobblestone every 13 hours using 0RF/t and 23 microseconds of processor time
This morning I decided to see if Steve's Factory Manager might make a better (lower lag) solution to compressing cobblestone up to octuple compressed. I liked the idea of eliminating cyclic compressors since each one that is continuously crafting cobblestone to compressed cobblestone takes around 600 microseconds on my computer. My old setup used 3 of those feeding a chain that went from double up to octuple. All told it consumed around 40RF/tick and around 3,000 microseconds of processor time to update the tile entities.
The inventory manager crafts at an absolute blistering pace far outpacing even cyclic assemblers. Better, it takes no power and virtually no processor time. I've gotten my cobble-a-tron down to a 3x3x1 blockspace, 0 RF/tick, and 23 microseconds of processor time. Another potentially laggy machine in my end game world trimmed down to almost nothing.
Generates 1 octuple compressed cobblestone every 13 hours using 0RF/t and 23 microseconds of processor time
This morning I decided to see if Steve's Factory Manager might make a better (lower lag) solution to compressing cobblestone up to octuple compressed. I liked the idea of eliminating cyclic compressors since each one that is continuously crafting cobblestone to compressed cobblestone takes around 600 microseconds on my computer. My old setup used 3 of those feeding a chain that went from double up to octuple. All told it consumed around 40RF/tick and around 3,000 microseconds of processor time to update the tile entities.
The inventory manager crafts at an absolute blistering pace far outpacing even cyclic assemblers. Better, it takes no power and virtually no processor time. I've gotten my cobble-a-tron down to a 3x3x1 blockspace, 0 RF/tick, and 23 microseconds of processor time. Another potentially laggy machine in my end game world trimmed down to almost nothing.