Is it possible to quantize the relative ups cost in transferred items/second, when either using pairs of loaders or single inserters to interface between inventories or machines?
I'm doing a PoC run in Space Age where I involve many linked chests. Common patterns are:
- [Chest] -> [Chest]
- [Chest] -> [Entity] -> [Chest]
How might I best prove that one transfer type over the other results in better overall i/s per required unit of available update budget?
The rub is:
- each transfer requires a pair of loaders.
- inserters never transfer as much as a loader, thus requiring multiple sets, countering any savings.
-# Unless hand size is modded to a crazy amount.
-# Increasing swing rate is a double edged sword, each individual swing's UPS cost remains proportional to the i/s rate.