From The Depths

From The Depths

46 ratings
Emerald Engine Variants
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
118.480 KB
11 Feb, 2017 @ 7:48pm
18 Feb, 2017 @ 4:53pm
5 Change Notes ( view )

Subscribe to download
Emerald Engine Variants

In 1 collection by Mortazel
Mortazel's From the Depths designs
40 items
Description
(v2.16) Introducing the Emerald Engine! Highly efficient fuel usage, and medium power density engines.

5x5x5 Emerald Engine (2400 power):
100% PpF = 1321 (1.8 fps)
50% PpF = 1696 (0.7 fps)
10% PpF = 2160 (0.1 fps)

5x5x10 Double Emerald Engine (4800 power):
100% PpF = 1338 (3.6 fps)
50% PpF = 1782 (1.3 fps)
10% PpF = 2365 (0.2 fps)

5x5x20 Quad Emerald Engine (9600 power):
100% PpF = 1347 (7.1 fps)
50% PpF = 1829 (2.6 fps)
10% PpF = 2483 (0.4 fps)

5x5x2 Emerald Engine End-Cap (+1200 power) available. Extend any of the above engines by 2 blocks, and add 1200 more power.

5x5x7 Emerald Engine with End-Cap (3600 power): <<<<---- Same Size as Blueline, but more Power & Efficiency.
100% PpF = 1310 (2.7 fps)
50% PpF = 1643 (1.1 fps)
10% PpF = 2042 (0.2 fps)


Update - Added more engine variants:

5x5x7 Dark Emerald Engine (4000 power): <<<<---- Same Size & Efficiency as Blueline, but much more Power.
100% PpF = 1288 (3.1 fps)
50% PpF = 1546 (1.3 fps)
10% PpF = 1841 (0.2 fps)

5x5x12 Double Dark Emerald Engine (7200 power):
100% PpF = 1288 (5.6 fps)
50% PpF = 1546 (2.3 fps)
10% PpF = 1841 (0.4 fps)

3x5x5 Half Emerald Engine (1200 power):
100% PpF = 698 (1.7 fps)
50% PpF = 896 (0.7 fps)
10% PpF = 1141 (0.1 fps)

5x5x14 Dark Emerald Spaghetti (9200 power) [Dark Emerald combined with KBC's Spaghetti 5200]:
100% PpF = 757 (12.1 fps)
50% PpF = 908 (5.1 fps)
10% PpF = 1081 (0.9 fps)

The pipes on these engines have been colored to help understand how the engine works. The Green pipes gather gas from cylinders and once enough gas has been gathered to max out turbo bonuses, the Blue pipes route the gas in to the chain of turbos, and Red is the exhaust exit point.

Connect the red exhaust exit point to an externally connected pipe for full performance.

For higher power, but lower efficiency, please see the Ruby Engines: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=874327285

As always, any constructive feedback or questions are welcome. Check out my other uploads at: https://steamhost.cn/steamcommunity_com/id/Mortazel/myworkshopfiles/?appid=268650

A big thank you to the people who liked and/or favorited these engines!

Have fun!
31 Comments
Mortazel  [author] 28 Apr, 2020 @ 9:43pm 
Great info, as usual, from you - Thanks much! Feel free to friend me on Steam if that's easier for you. Have a good one!
SuwinTzi 28 Apr, 2020 @ 5:05pm 
I redid the adaptions and with just the reroute, something like 4447 power at 63ppf for the basic 5x5. Also it seems that the Large Radiator would give better ppf than the efficient end cap.
SuwinTzi 28 Apr, 2020 @ 2:34pm 
@Mortazel not sure, devs might undo some changes but for now the current thing seems to be:

You can be power dense and small, or fuel efficient and huge.

Heat plays a big role in lowering engine power.

Exhaust looks for an exit, and will favor exits over turbos.

Main patch notes have visual examples. Also i was able to adapt your designs by replacing the in-lines with regular turbos and rerouting some exhaust but now it takes up alot of space.

https://forum.fromthedepthsgame.com/showthread.php?tid=39295
Mortazel  [author] 28 Apr, 2020 @ 1:25pm 
Bummer - think that is the final config for this build?
SuwinTzi 27 Apr, 2020 @ 11:03pm 
It looks like the big thing so far is that turbos can't just connect to each other and cylinders, there must be an exhaust out somewhere.

And the benefits of turbos has been turned linear
SuwinTzi 27 Apr, 2020 @ 10:52pm 
@Mortazel new fuel engine changes just hit devtest again, basically broke every single fuel engine design, as everything overheats now.

So far it seems that all the cylinders act as if there's no exhaust venting.
SuwinTzi 23 Mar, 2020 @ 10:11pm 
@Mortazel So i went into devtest to check out the engine changes and give you some numbers to work with.

Using the Emerald engine base with 2400 engine power, at just under 2200 power was about 656 ppf.

The new refinery changes were also implemented. It's basically not worth the resources to get to a 16fuel per mat refinery, but the ratio seems to be that 10 cokers and 1 converter will generate 15.5 fuel per mat. I tried 60 cokers to 1 converter and was still at 15.9fuel/mats.

Keeping that ratio in a big refinery increases the fuel per second of the refinery. However I've found that due to size building multiple small 10:1 refineries are more flexible when converting existing resourcing structures and vessels.

Desalters are not really needed if you keep to that ratio. For a 60 coker/10converter refinery I only needed 5 flare stacks and no desalters.
SuwinTzi 6 Mar, 2020 @ 7:33pm 
They definitely do help, my tetrising skills and math skills aren't great, so people like who are able to figure out power densities, efficiencies and such are a godsend.
Mortazel  [author] 6 Mar, 2020 @ 10:23am 
Thank you for the link!! So, it looks like the changes will make all fuel engines use more fuel. But thankfully also increase the fuel tank capacities. Overall, I think its mostly going to just increase resource costs for running fuel engines. But I'll need to do some testing and possibly revisions of these engines after it comes out.
Thank you again for the info! Hope these engines have helped, and continue to after that update.
SuwinTzi 5 Mar, 2020 @ 7:35pm 
"Final power/fuel values will be ~40-60 for most compact engines, with large very efficient ones reaching ~100."

https://forum.fromthedepthsgame.com/showthread.php?tid=39192&pid=392388&mode=threaded