“机械动力机器数值分析”的版本间的差异
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上面是搅拌机工作代码,每个从头开始处理的配方配方需要log2(int(512/转速))*15 tick 的时间 | 上面是搅拌机工作代码,每个从头开始处理的配方配方需要log2(int(512/转速))*15 tick 的时间 | ||
由于这里有个int,因此搅拌机也是阶跃的,这时就可以用excel处理了 | |||
==== 人话 ==== | ==== 人话 ==== | ||
第341行: | 第341行: | ||
|0.492093662 | |0.492093662 | ||
|} | |} | ||
=== 6 动力锯 === | |||
==== 分析 ==== | |||
int time = 50; | |||
time = ((CuttingRecipe) recipe).getProcessingDuration(); | |||
inventory.remainingTime = time * Math.max(1, (inserted.getCount() / 5)); | |||
float processingSpeed = Mth.clamp(Math.abs(getSpeed()) / 24, 1, 128); | |||
inventory.remainingTime -= processingSpeed; | |||
任意单个物品处理时间50,处理速度为 转速/24,转速低于24按24算 | |||
由于时间与处理速度相差小,阶跃影响大,因此使用excel分析阶跃 | |||
{| class="wikitable" | |||
|转速 | |||
|产量 | |||
|应力性价比 | |||
|筛选 | |||
|- | |||
|1 | |||
|0.02 | |||
|2 | |||
|#VALUE! | |||
|- | |||
|25 | |||
|0.020833 | |||
|0.083 | |||
|0.000833 | |||
|- | |||
|26 | |||
|0.021277 | |||
|0.082 | |||
|0.000443 | |||
|- | |||
|27 | |||
|0.022222 | |||
|0.082 | |||
|0.000946 | |||
|- | |||
|28 | |||
|0.023256 | |||
|0.083 | |||
|0.001034 | |||
|- | |||
|29 | |||
|0.02381 | |||
|0.082 | |||
|0.000554 | |||
|- | |||
|30 | |||
|0.025 | |||
|0.083 | |||
|0.00119 | |||
|- | |||
|31 | |||
|0.025641 | |||
|0.083 | |||
|0.000641 | |||
|- | |||
|32 | |||
|0.026316 | |||
|0.082 | |||
|0.000675 | |||
|- | |||
|33 | |||
|0.027027 | |||
|0.082 | |||
|0.000711 | |||
|- | |||
|34 | |||
|0.027778 | |||
|0.082 | |||
|0.000751 | |||
|- | |||
|35 | |||
|0.028571 | |||
|0.082 | |||
|0.000794 | |||
|- | |||
|36 | |||
|0.029412 | |||
|0.082 | |||
|0.00084 | |||
|- | |||
|37 | |||
|0.030303 | |||
|0.082 | |||
|0.000891 | |||
|- | |||
|38 | |||
|0.03125 | |||
|0.082 | |||
|0.000947 | |||
|- | |||
|39 | |||
|0.032258 | |||
|0.083 | |||
|0.001008 | |||
|- | |||
|40 | |||
|0.033333 | |||
|0.083 | |||
|0.001075 | |||
|- | |||
|42 | |||
|0.034483 | |||
|0.082 | |||
|0.001149 | |||
|- | |||
|43 | |||
|0.035714 | |||
|0.083 | |||
|0.001232 | |||
|- | |||
|45 | |||
|0.037037 | |||
|0.082 | |||
|0.001323 | |||
|- | |||
|47 | |||
|0.038462 | |||
|0.082 | |||
|0.001425 | |||
|- | |||
|48 | |||
|0.04 | |||
|0.083 | |||
|0.001538 | |||
|- | |||
|50 | |||
|0.041667 | |||
|0.083 | |||
|0.001667 | |||
|- | |||
|53 | |||
|0.043478 | |||
|0.082 | |||
|0.001812 | |||
|- | |||
|55 | |||
|0.045455 | |||
|0.083 | |||
|0.001976 | |||
|- | |||
|58 | |||
|0.047619 | |||
|0.082 | |||
|0.002165 | |||
|- | |||
|60 | |||
|0.05 | |||
|0.083 | |||
|0.002381 | |||
|- | |||
|64 | |||
|0.052632 | |||
|0.082 | |||
|0.002632 | |||
|- | |||
|67 | |||
|0.055556 | |||
|0.083 | |||
|0.002924 | |||
|- | |||
|71 | |||
|0.058824 | |||
|0.083 | |||
|0.003268 | |||
|- | |||
|75 | |||
|0.0625 | |||
|0.083 | |||
|0.003676 | |||
|- | |||
|80 | |||
|0.066667 | |||
|0.083 | |||
|0.004167 | |||
|- | |||
|86 | |||
|0.071429 | |||
|0.083 | |||
|0.004762 | |||
|- | |||
|93 | |||
|0.076923 | |||
|0.083 | |||
|0.005495 | |||
|- | |||
|100 | |||
|0.083333 | |||
|0.083 | |||
|0.00641 | |||
|- | |||
|110 | |||
|0.090909 | |||
|0.083 | |||
|0.007576 | |||
|- | |||
|120 | |||
|0.1 | |||
|0.083 | |||
|0.009091 | |||
|- | |||
|134 | |||
|0.111111 | |||
|0.083 | |||
|0.011111 | |||
|- | |||
|150 | |||
|0.125 | |||
|0.083 | |||
|0.013889 | |||
|- | |||
|172 | |||
|0.142857 | |||
|0.083 | |||
|0.017857 | |||
|- | |||
|200 | |||
|0.166667 | |||
|0.083 | |||
|0.02381 | |||
|- | |||
|240 | |||
|0.2 | |||
|0.083 | |||
|0.033333 | |||
|} | |||
PS:恕我能力低下,实在看不懂这个max有啥屁用,这不是只能输入一个么,那就只能是1啊,盲猜屎山代码 | |||
==== 人话 ==== | |||
锯子锯东西一速就行 |
2023年1月29日 (日) 00:16的版本
冬季救援整合包里面的应力相对来说获取困难。为了极致地利用应力以及做好机器匹配,我查阅了相关代码并对其进行了分析。由于本人代码水平也不是很好,也没有编写java的经验,难免有解读错误的地方,望大佬继续补充。
开始
1 基础
1秒是20gametick(20t)
2 粉碎轮
分析
粉碎轮速度相关的代码为
inventory.remainingTime = recipe.isPresent() ? recipe.get().getProcessingDuration() : 100;
crushingspeed = compound.getFloat("Speed");
float speed = crushingspeed * 4;
float processingSpeed =Mth.clamp((speed) / (!inventory.appliedRecipe ? Mth.log2(inventory.getStackInSlot(0).getCount()) : 1), .25f, 20);
inventory.remainingTime -= processingSpeed;
其中crushingspeed就是我们给的转速/12.5,这个速度取速度慢的轮,所以我们统一按两轮等速讨论
每次处理所需要的总进度如果配方有写就按配方,没有就是100(一般都是100)
首先看条件,假如已经吸入了物品(即不是掉落物形态),除数为log2(物品数量),否则按1
但实际上这个没啥用,因为我们都采用溜槽等方式直接跳过了吸入过程,去除了吸入所需时间,因此我们直接按着已吸入计算即可
clamp的作用是限定范围,高于最大值就等于最大值,小于最小值就等于最小值,这里的上下限是0.25和20
为了方便讨论,我们提出一个问题,假设我要总共处理a个物品,可用应力为定值b,单个机器单次处理y个,转速x,求处理总用时t
已知单个机器(两个粉碎轮)rpm为16,由此可以得可用机器数量k=b/16x
我们先假设clamp函数不起作用,不难列出如下公式
其中a,b,T=100为问题一开始就确立的定值,可操作变量为x,y
易得处理总时在一定的总应力下与转速无关,单个机器单次处理量越大处理总需时越小
在这个结论的基础上我们再讨论clamp函数的影响
易知单个机器处理初始速度为
另v分别等于0.25与20,我们可以得出,上方公式的适用范围
高于红线则降速到红线,低于蓝线则加速到蓝线
人话
在确定总应力下,处理耗时只与单次处理量有关
直接用智能溜槽喂64是最佳选择
粉碎轮转速调成1即可
单位时间产量与转速成正比,1速64堆叠下粉碎轮每秒可处理3.2个物品
3 辊压机
分析
public static final int CYCLE = 240;
prevRunningTicks = runningTicks;
runningTicks += (int) Mth.lerp(Mth.clamp(Math.abs(speed) / 512f, 0, 1), 1, 60);
if (prevRunningTicks < CYCLE / 2 && runningTicks >= CYCLE / 2)
runningTicks = CYCLE / 2;
if(runningTicks > CYCLE)
完成()
这里的speed就直接是转速了
lerp函数作用是将0-1小数等比放大到一定范围内
由于cycle很小,mc又按t计算,因此处理速度是阶跃的
观察易得其为两个120的阶跃进度,因此处理速度需要为120的因数才最好,用excel可轻松求出阶跃转速
人话
下表转速为最佳转速,自行选取即可
转速 | 增速 | 需时(tick) | 筛选 | 产量(每秒) |
1 | 1 | 120 | 120 | 0.166666667 |
9 | 2 | 60 | -60 | 0.333333333 |
18 | 3 | 40 | -20 | 0.5 |
27 | 4 | 30 | -10 | 0.666666667 |
35 | 5 | 24 | -6 | 0.833333333 |
44 | 6 | 20 | -4 | 1 |
53 | 7 | 18 | -2 | 1.111111111 |
61 | 8 | 15 | -3 | 1.333333333 |
70 | 9 | 14 | -1 | 1.428571429 |
79 | 10 | 12 | -2 | 1.666666667 |
87 | 11 | 11 | -1 | 1.818181818 |
96 | 12 | 10 | -1 | 2 |
113 | 14 | 9 | -1 | 2.222222222 |
122 | 15 | 8 | -1 | 2.5 |
148 | 18 | 7 | -1 | 2.857142857 |
165 | 20 | 6 | -1 | 3.333333333 |
200 | 24 | 5 | -1 | 4 |
252 | 30 | 4 | -1 | 5 |
4 鼓风机
分析
public final ConfigInt fanPushDistance = i(20, 5, "fanPushDistance", Comments.fanPushDistance);
public final ConfigInt fanRotationArgmax = i(256, 64, "fanRotationArgmax", Comments.rpm, Comments.fanRotationArgmax);
float distanceFactor = Math.min(speed / config.fanRotationArgmax.get(), 1);
float pushDistance = Mth.lerp(distanceFactor, 3, config.fanPushDistance.get());
这上面4是控制距离的,阅读易得距离k=speed/256*17+3
.
float sneakModifier = entity.isShiftKeyDown() ? 4096f : 512f;
float speed = Math.abs(source.getSpeed());
float acceleration = (float) (speed / sneakModifier / (entityDistance / maxDistance));
这3控制吹生物速度,没啥用
.
public final ConfigInt inWorldProcessingTime = i(150, 0, "inWorldProcessingTime", Comments.inWorldProcessingTime);
int timeModifierForStackSize = ((entity.getItem().getCount() - 1) / 16) + 1;
int processingTime = (int) (AllConfigs.SERVER.kinetics.inWorldProcessingTime.get() * timeModifierForStackSize) + 1;
int value = processing.getInt("Time") - 1;
processing.putInt("Time", value);
这堆是控制处理时间的,一叠物品的总处理时间是... ((数量-1)/16+1)*150... tick
将处理时间乘处理数量即为处理效率,使用excel轻松得
可见单堆物品数量越多,处理越快,最快速度为每秒1.73个物品
人话
鼓风机速度只影响吹风距离,一速够了
吹炼的物品堆满64一组,这样最快
5 搅拌器
分析
if (runningTicks != 20)
runningTicks++;
if ((!level.isClientSide || isVirtual()) && runningTicks == 20) {
上面说明搅拌机从睡觉转换到工作需要预热一秒
.
float recipeSpeed = 1;
int t = ((ProcessingRecipe<?>) currentRecipe).getProcessingDuration();
recipeSpeed = t / 100f;
processingTicks = Mth.clamp((Mth.log2((int) (512 / speed))) * Mth.ceil(recipeSpeed * 15) + 1, 1, 512);
processingTicks--;
上面是搅拌机工作代码,每个从头开始处理的配方配方需要log2(int(512/转速))*15 tick 的时间
由于这里有个int,因此搅拌机也是阶跃的,这时就可以用excel处理了
人话
下表为最佳转速,自行选取
转速 | 产量(每秒) | 筛选 |
32 | 0.333333333 | #VALUE! |
33 | 0.341277366 | 0.007944033 |
35 | 0.35019938 | 0.008922014 |
37 | 0.360317539 | 0.010118159 |
40 | 0.371923928 | 0.011606388 |
43 | 0.385419768 | 0.013495841 |
47 | 0.401373328 | 0.015953559 |
52 | 0.420619836 | 0.019246508 |
57 | 0.444444444 | 0.023824609 |
65 | 0.474942916 | 0.030498472 |
74 | 0.515803743 | 0.040860827 |
86 | 0.574235411 | 0.058431668 |
103 | 0.666666667 | 0.092431256 |
129 | 0.841239671 | 0.174573005 |
171 | 1.333333333 | 0.492093662 |
6 动力锯
分析
int time = 50;
time = ((CuttingRecipe) recipe).getProcessingDuration();
inventory.remainingTime = time * Math.max(1, (inserted.getCount() / 5));
float processingSpeed = Mth.clamp(Math.abs(getSpeed()) / 24, 1, 128);
inventory.remainingTime -= processingSpeed;
任意单个物品处理时间50,处理速度为 转速/24,转速低于24按24算
由于时间与处理速度相差小,阶跃影响大,因此使用excel分析阶跃
转速 | 产量 | 应力性价比 | 筛选 |
1 | 0.02 | 2 | #VALUE! |
25 | 0.020833 | 0.083 | 0.000833 |
26 | 0.021277 | 0.082 | 0.000443 |
27 | 0.022222 | 0.082 | 0.000946 |
28 | 0.023256 | 0.083 | 0.001034 |
29 | 0.02381 | 0.082 | 0.000554 |
30 | 0.025 | 0.083 | 0.00119 |
31 | 0.025641 | 0.083 | 0.000641 |
32 | 0.026316 | 0.082 | 0.000675 |
33 | 0.027027 | 0.082 | 0.000711 |
34 | 0.027778 | 0.082 | 0.000751 |
35 | 0.028571 | 0.082 | 0.000794 |
36 | 0.029412 | 0.082 | 0.00084 |
37 | 0.030303 | 0.082 | 0.000891 |
38 | 0.03125 | 0.082 | 0.000947 |
39 | 0.032258 | 0.083 | 0.001008 |
40 | 0.033333 | 0.083 | 0.001075 |
42 | 0.034483 | 0.082 | 0.001149 |
43 | 0.035714 | 0.083 | 0.001232 |
45 | 0.037037 | 0.082 | 0.001323 |
47 | 0.038462 | 0.082 | 0.001425 |
48 | 0.04 | 0.083 | 0.001538 |
50 | 0.041667 | 0.083 | 0.001667 |
53 | 0.043478 | 0.082 | 0.001812 |
55 | 0.045455 | 0.083 | 0.001976 |
58 | 0.047619 | 0.082 | 0.002165 |
60 | 0.05 | 0.083 | 0.002381 |
64 | 0.052632 | 0.082 | 0.002632 |
67 | 0.055556 | 0.083 | 0.002924 |
71 | 0.058824 | 0.083 | 0.003268 |
75 | 0.0625 | 0.083 | 0.003676 |
80 | 0.066667 | 0.083 | 0.004167 |
86 | 0.071429 | 0.083 | 0.004762 |
93 | 0.076923 | 0.083 | 0.005495 |
100 | 0.083333 | 0.083 | 0.00641 |
110 | 0.090909 | 0.083 | 0.007576 |
120 | 0.1 | 0.083 | 0.009091 |
134 | 0.111111 | 0.083 | 0.011111 |
150 | 0.125 | 0.083 | 0.013889 |
172 | 0.142857 | 0.083 | 0.017857 |
200 | 0.166667 | 0.083 | 0.02381 |
240 | 0.2 | 0.083 | 0.033333 |
PS:恕我能力低下,实在看不懂这个max有啥屁用,这不是只能输入一个么,那就只能是1啊,盲猜屎山代码
人话
锯子锯东西一速就行