Factorio pumpjack setup. Factorio Mod Portal — Browse & download mods.

  • Factorio pumpjack setup. com/AmericanPatriot6f0/F ceec23989b. Five chemical plants cracking heavy oil to light oil. The pumpjack will then output an amount of crude oil per cycle equal to 10 multiplied by the field's yield (e. May 14, 2017 · Hi, after setting infinite=false for oil patches the amount for expected resources is shown 10 times higher in the pumpjack as on the patch: 255. Load them Each oil field can be covered by only one pumpjack at a fixed spot. Copy blueprint. Now works Natural Gas! Now works with Bob's Mods and Krastorio 2! Factorio version: 0. 40 and 10/11 kJ for pump jack (only 10/11 of crude needed) and 20 kJ 1/21 of the cost output of an oil refinery for 60 and 10/11 kJ . tv/bokusa A <b>Pump</b> is a multipurpose fluid handling device which can be used to move fluids, perform flow control, prevent back-flow and load/unload trains. Pumpjacks produce a certain amount of Crude oil per second, shown on the right, at the bottom of the information panel. A mod that replace the terrain with belts, just belts everywhere upvotes Jun 30, 2017 · How to Set Up Oil Processing in Factorio. Also, I have set up advanced oil processing a short ways away from the crude oil processing area. Les puits de pétroles sont infinie, par contre la vitesse de pompage se réduit avec le temps, en atteignant un minimum à 0. Set up your train and train stop, pumps into the tanker car, then connect a tank directly to the pump inlet. 3 sec feeding my refinery. Aug 22, 2020 · Welcome to my Factorio 1. The water pumpjack becomes available with the "Fluid handling" technology (this technology is part of the base game, this mod doesn't introduce any additional technologies) It looks like a normal pumpjack, but it's blue (graphics by BrutusMaximus) New graph to help decide train length in regard to throughput! One for networks with normal intersections and one for networks with ramps/buffered intersections. I currently have an area with 21 oil spots which means I have access to 21 pump jacks. My Pumpjacks keep working even though the adjacent pipe is 100% full. Hook up a pipe there and you can send it to either a chemical plant or assembler for further use depending on what you're making. 25 + pumpjack Required technologies 3 days ago · Factorio Website — The official website. Once the pumpjack is placed Space Age expansion exclusive feature. Should I link them all together and have them constantly filling a few tanks at the train station for travel? Community-run subreddit for the game Factorio made by Wube Software. the animation never stops) then you have insufficient production and need to find more oil fields :). It prefers the blueprint with the most beacon effects (highest oil field output), then fewest beacons (minimizing power consumption), then fewest pipes (maximizing pipe throughput). The main purpose of heavy oil is for lubricant. 1. Factorio Forums — Help make the game better! Factorio Blog — Unreleased features & news. . The oil pumps produce little oil, but over time it gets quite large. Oct 26, 2024 · It attempts to find the best arrangement for pipes, beacons, and electric poles and returns the plan in the form of a Factorio blueprint. I calculate the distance from each pump jack to every other pump jack. Chemical plants will pull the liquids through the pipes up to the max throughput of the pipes. "All of them" is exactly the right reply, I would say 😂 Generally speaking, I personally just hook up all my pumpjacks, and if I need more later (i. 5 MJ of energy every 50 seconds (25MJ solid fuel * 50% efficiency of boilers) powering the 90kW pump jack and minor (let's say 30kW) drain from the refinery and chem plant. 0 oil per second. However, a single pumpjack is limited to a maximum of 100 crude oil per second. What he said was true. 6 per second. The train that delivers fuel there is often 1-1-1 because it simplifies and minimizes the station size, regardless of what my other trains are. 500. These are what is used to extract crude oil from the oil fields. So, you've landed on the alien planet of Factorio. Nov 5, 2024 · Connect each pumpjack with an underground pipe to keep the flow uninterrupted. Don't use more than tank per fluid wagon. May 28, 2014 · Yes the speed module would grant you more oil per second due to the fact oil is an infinite resource. This setup includes the following: 20 oil refineries. e. Reddit — Lots of helpful users. Suddenly, the plastic & battery production slows to a crawl, and I go down to the oil field and see that, as far as I can tell, the pumpjacks are barely producing anything. Fill those “loading” tanks however you see fit. Unofficial. 3 productivity modules here instead would be a lot slower a lot slower, but would give you 1000 + 80x3 = 1240 ore Aug 6, 2014 · Like in my current setup i have a pump at 0. Factorio Mod Portal — Browse & download mods. It has a unique feature of only consuming half of the science packs needed for any given technology. An oil field with 80% has between 24000 and 24299 cycles left, as yield does not display decimal places. Since pipes reach so far, it's probably safe to assume you just need to account for the 1x1 pipe entrance attached to the pumpjack. The input blueprint should contain at least one pumpjack. Hi guys, do you use pipe or barrel in your pumpjack setup ? I mean when you have 20+ oil field, do you use spaghetti pipe or do you setup proper barrel setup, even if you use fluid wagon to get to the oil refinery ? Because in my New railworld game, i've next to my starting base, 21 oil fields. Not necessarily true. Feb 7, 2019 · Other than that, production had been working properly (though obviously my setup is very small so far) and I'd been getting plenty of the things I need. Pumpjack: Edit: Recipe 5 + 5 + 10 + 10 + 5. Above 6%, either use nothing or you can use PMs. 5 seconds if there is not a pipe involved. What is the ideal set up for processing oil? 1 pumpjack per refinery? Or Can I send crude oil from 2 pumpjacks to a single refinery for increased production? I have the tier 2 oil refining perk, so I'm trying to produce as much petroleum gas as possible. Posts: 1133. my refineries are consuming everything and need more crude oil to keep up with consumption downline) then I go find more oil patches and ship the oil in on trains. The problem I encounter is that my consumption of the oil products varies and generally grows as I play. Each oil field can be covered by only one pumpjack at a fixed spot. The Biolab is an upgraded, biological version of the lab which can be unlocked on Gleba. 7 per second, or a node at 36% would create 3. Another question: I just learned from the wiki that you can use "oil cracking" to turn heavy oil into petroleum gas. Wanted to find out what the best setup is for pump jacks and storage tanks preparing to travel long distance via train. For example, building cost, size, etc. The 6:2:6 produces enough light oil to make enough rocket fuel to maintain a 60SPM pace with white science once you start launching rockets. jpg. Without speed modules, one pumpjack cycle takes one second to complete. → . For easy placement of pumpjacks. Automatically layout pumpjack fields. 762 2. Jul 27, 2023 · https://discord. 5 gas, but only after 2 cracking steps Light Oil 10/11 (advanced oil processing takes 100 crude and produces 110 crude oil products) Steam Community: Factorio. Jump to navigation Jump to search. 1 ↳ Discover Tools Around For longer games, I keep that initial setup at my main base for convenient lube/light oil production and then supplement it with petroleum tanked in from a larger offsite refinery. are things that players can care or not care about. In this tutorial we explore how to get the most out of your oil fields!Factorio Guides on Steam:Factorio Observations, Tips, Feb 11, 2021 · Smart Inserter. Factorio Wiki — More in depth info. I have a small oil pumping setup and I was wondering what the maximum number of pump jacks that can be piped to a refinery for the most efficient (get the most refined fuel out without over-pumping a refinery) setup. TL;DR: If the tank is empty on your field and the pumpjacks are continuously pumping (i. So if you have your production near to your refineries then pumps are not as useful to near redundant unless you want to control flow in some manner. I was thinking about connecting the secondary (storage; 50 tanks for crude oil alone, 55 for petroleum) tank yard to the primary (plastic/sulfur production; 15-20 tanks for crude, 10 for petroleum) tank yard Apr 14, 2018 · it might be possible to change the output fluid box pipe connection to input-output type to allow fluids from a neighbouring pumpjack to flow into it, however since the "height" of the output fluid box is raised to try and FORCE fluids to flow out of it, as well as the entity's fluid box being designed to be an output only, it might not function as expected. Rather than deal with making a perfectly balanced setup that will eventually be unbalanced, I plop down 5 to 10 chemical plants making all the recipes (5 heavy oil cracking, 5 light oil cracking, 10 plastic, etc. 1. But it seems like a massive waste of time. Given a blueprint containing ≥ 1 pumpjack, it makes a blueprint with pipes, beacons, and poles. The output arrangement should have the maximum number of beacon effects along with adequate placement of power poles and pipes. However if you cannot be bothered switching it's probably better to just use speed as wells deplete pretty quickly and speed provides a benefit to a depleted well while productivity is detrimental - if you let a productivity pumpjack suck on a depleted well you're just losing oil (even over a moduleless pumpjack), also bear in mind productivity Dec 7, 2020 · The PC game Factorio presents an interesting optimisation problem which I’ve been using to improve my python-thinking: how to optimally lay down structures in the game, with a series of overlapping constraints. Right Mar 21, 2020 · ↳ Discover Tools Around Factorio; ↳ Technical Help; ↳ Bug Reports; ↳ Resolved for the next release; ↳ Assigned; ↳ Not a bug; ↳ Pending; ↳ 1 / 0 magic; ↳ Duplicates; ↳ Minor issues; ↳ Desyncs with mods; ↳ Won't fix. If your blueprint contains modded pumpjacks, specify the internal name of the pumpjack (use underscores, not dashes) Train Station Side. You are able to make them after you have researched the initial oil processing technology. Members Online PSA: You can use R to change which rail you want to attach a signal to A few points on making a better setup: Instead of using a bunch of pumps to force liquid through a single pipe, just use more pipes. All other entities will be ignored and excluded from the output blueprint. I do not think this is intended as it did not do that in the past, and when I google searched for it to doublecheck I did not imagine something, I saw people on reddit saying "you dont need to stop your oil rig with circuits, they do it all by themselves without wasting the oil spots". 3/sec and one at 1. 1 Downloaded by: 26. Pumpjack La pompe à pétrole permet de pomper le pétrole dans les zones ou il est présent. Afterwards I only need to place the pipes and replace straight sections longer than 2 with underground pipes. Pumpjacks need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Set up train routes that connect remote oil fields to your main base for efficient transport. gg/vsmAb3shttps://www. Factorio Youtube — Trailers & demos. As the well gets depleted, the modifier shrinks Oct 7, 2014 · Fluids in Factorio have a speed limit. The pump can be seen as the inserter for fluids. You've got smelting set up, you've dabbled in laboratory research, and you maybe even have some trains running. A train can take a lot of oil, but the pumps will take a long time to fill it. 0 Tutorial Lets Play series! Throughout the gameplay in this series, I will strive to guide new players through all aspects of the g Adds a water pumpjack to provide an alternative source of water. In rare cases where the output of a Pumpjack is listed as being less than 10, I'll just count it as 10. twitch. 54 crude oil for 538% yield) per second. Oct 21, 2024 · Following the upgrade I'm facing 2 major issues which I can't find in the release notes as "features": 1) Radar recipe got lost - can't build on my own nor set it as a recipe for an automatic production Jun 5, 2017 · (altough to be fair, before doing a major expansionist campaign into biter territory and claiming a large oil field together with more iron, I did set up coal liq to make up a petroleum shortfall, also I am using prod3 extensively in the refining and cracking, whereas I'm not using prod3 in furnaces - so I'm getting about a 40% boost to my A <b>beacon</b> is a device that transmits module effects to nearby machines, in a 9×9 square, while also boosting the effects of said modules. Community-run subreddit for the game Factorio made by Wube Software. Feb 25, 2024 · Adds a water pumpjack to provide an alternative source of water. I understand what you're saying, but Factorio is not at all like chess and the analogy is mis-placed. 00… Nov 17, 2018 · The field on the map i'm currently on has between 9/s and 31/s for each pumpjack (though they often pause). by NotRexButCaesar » Thu Feb 11, 2021 6:37 am. BOOM: fully self-contained deadlock-free coal-to-plastic conversion. g. Fist all Pumpjack will work down to 0. Crude oil must be refined in an oil refinery. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. Background Without speed modules one pumpjack cycle takes one second to complete. Total raw 21. Utilize Trucks: Trucks serve as another option for transporting oil over land. 18 - 1. Only 0. The first thing you need to look at doing is making some Pumpjacks. Pumpjacks extract crude oil from oil fields, as well as lithium brine from the planet Aquilo. Alt-F4 Blog — FFF inspired fan blog. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. It has significantly faster research speed. From Official Factorio Wiki. If you actually analyze the coal liquefaction recipe you will find that it does not net consume heavy oil. You can put a pumpjack on that oil well and it will start pumping - the percentage divided by 100 is how quick, so in this case it would pump 1. Members Online. Nov 15, 2017 · Pre 0. 1 oil/s! What to do??? In this tutorial we explore how to get the most out of your oil fields! Tutorial Playlist: https://www As far as i am aware, the reason its a percentage is because its a modifier on how much a pumpjack produces - the base rate is 10/s, but then gets modified by the node's percentage- a 517% node with a pump jack produces 51. pumpjack Required technologies Boosting 17 hours ago · For this following setup, you can process up to 400 oil per second, in which case you can set up a train system that will deliver the oil back to your factory from an oil spot somewhere in the world. ) and have circuits turn on/off the cracking plants to keep up with petroleum Initial setup should be pumpjack(s) -> pipes -> crude oil input to a refinery running basic processing and then the indicated output of the refinery building will produce petroleum gas. Sep 28, 2020 · The gas and a few more lines of coal can then be used to set up plastic production. A pump can fill a train car in about 2. Once a pumpjack is depleted to <6%, use Speed modules to increase the rate at which it extracts the (infinite) crude. When you pump oil from a well, the percentage will slowly drain, until it hits 10%, at which it will stay forever. ↳ Resolved Problems and Bugs; Factorio Direction; ↳ Ideas and Suggestions; ↳ Outdated/Not implemented Jan 30, 2017 · And depending on your combat preference, that would be a good rate in the long term. For example, if you have an oil well with a yield of 350%, it will provide 35 oil per second ( 3. Feb 4, 2021 · When I go to set up a new oil field, I take out my calculator and, as I am putting the Pumpjacks down, I add up the listed oil amounts from each one. Pumpjack placement blueprint. 1 . The water pumpjack becomes available with the "Fluid handling" technology (this technology is part of the base game, this mod doesn't introduce any additional technologies) It looks like a normal pumpjack, but it's blue (graphics by BrutusMaximus) For example, I have refueling set up so that trains can refuel at one end of their trip (for example, ore trains refuel at smelter drop-off). The exact value depends on the distance between the full pipe (attached to a pump, chemical plant, or merging pipes) and the empty pipe (attached to a chemical plant or steam engine). 15, it used to be pretty normal to do so in mega bases both to reduce the rate at which you needed to construct new mines, and to increase amount mined from each deposit, but this came at the cost of it taking longer and much more energy, hence you needed more simultaneous mines active and the correspondingly much larger amount of power (and train logistics) to handle that. A chess player can't 'not care' about losing a rook if they want to win. Below is the recipe you need to make them. Compared to an orefield with eg 1000 iron ore: The speedmodule would you let mine also 20% faster, but the resource field is also depleted 20% faster, granting 1000 ore in total. as for the steam engine, it's 12. I add up all the pump jack crude oil/sec then set up my refineries>processing chem plants>cracking chem plants ratios based on that. A pumpjack produces 10 * % yield oil per second. Build Tankers: Rail tankers can carry large amounts of oil across long distances. 6K users. Joined: Sun Feb 16, 2020 12:47 am. I will be keeping my blueprints here: https://github. This is often close, but not an exact match, to the percentage given on the map. 5*10). While cycles left is greater than 6000 (20% yield) and greater than 20% of the initially available cycles, each pumpjack cycle reduces the number of cycles left by one. Usually, I end up with a small village of refineries and chem plants. Then I create a clique and run a MST algorithm on that. cirteik hyldlp fskej tioucuo fiwkcpl skb uxigex mvie jsxcq kuixr