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	<updated>2026-08-21T09:36:29Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=213172</id>
		<title>Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=213172"/>
		<updated>2025-04-01T21:10:59Z</updated>

		<summary type="html">&lt;p&gt;Industrious beaver: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Pumpjack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pumpjacks&#039;&#039;&#039; extract [[fluid system|fluid]]s from resource fields. Each field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of fluid equal to 10 multiplied by the field&#039;s yield per second. For example, a field with 538% yield will generate 54 fluid per second. Without [[speed module]]s, one pumpjack cycle takes one second to complete.&lt;br /&gt;
&lt;br /&gt;
Extracting fluid lowers the field&#039;s yield by 1% per 300 pumpjack cycles, to a minimum of 20% of the initial yield or 2 fluid per second, whichever is larger.&lt;br /&gt;
&lt;br /&gt;
They are limited to a maximum output of 1000 fluid per cycle, achieved by a field with more than 9999% yield. However, such a high yield is rare with standard [[map generator]] settings.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks can only be placed on fluid resource field tiles. Furthermore, the output pipe location is fixed relative to the pumpjack&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
In the base game, the only kind of resource field yields [[crude oil]]. In [[Space Age]]{{SA}}, the pumpjack can also extract [[sulfuric acid]] from [[Vulcanus]]{{SA}}, as well as [[fluorine]]{{SA}} and [[lithium brine]]{{SA}} from [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Lithium brine resource fields are special; unlike the other resource fields, these can run out. These patches do not display a percentage; they instead report the total amount of fluid in the field. They also do not produce less fluid over time. A pumpjack will always produce the same amount of fluid per second on any lithium brine field until it is exhausted: 60 fluid per cycle.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
A resource field that has depleted (to the minimum of 20%) can still make use of [[speed module]]s, which are thus a good option for raising the pumpjack&#039;s output. With two [[speed module 3]]s, the output doubles from 2 to 4 fluid per second. With two [[quality|legendary]]{{SA}} speed module 3s, the output increases by a factor of 3.5 from 2 to 7 fluid per second.&lt;br /&gt;
&lt;br /&gt;
The formula to determine the modified output is:&lt;br /&gt;
&lt;br /&gt;
Output of unmodified pumpjack x (1 + number of modules in pumpjack x average module bonus + transmission strength x number of modules in each beacon x average module bonus)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
For a pumpjack on a depleted resource field with two level 3 speed modules and 4 beacons with each two level 3 speed modules:&lt;br /&gt;
2 x (1 + 2 x 0.5 + SQRT(4) x 1.5 x 2 x 0.5) = 10 fluid per second.&lt;br /&gt;
&lt;br /&gt;
Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 4 beacons can be shortened:&lt;br /&gt;
2 x (2 + SQRT(4) x 1.5) = 10 fluid per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, on an infinite resource well (such as oil) and barring the use of beacons, the best modules to place in a pumpjack are [[speed module]]s. This does not depend on yield.&lt;br /&gt;
As an example: be two oil wells, W1 and W2, both with an initial yield of 1 000%. The first one is slotted with two normal [[quality]]{{SA}} [[productivity module 3]]s, the second one with two normal quality [[speed module 3]]s. Below is a table summing up the production of each well (amount produced per cycle is rounded up based on the first few lines of this page).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time (minutes) !! Produced (W1) !! Yield (W1) !! Produced (W2) !! Yield (W2)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1000 || 0 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5040 || 1000 || 12000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 40 320 || 999 || 96 000 || 997&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 362 830 || 990 || 855 480 || 972&lt;br /&gt;
|-&lt;br /&gt;
| 715 || 3 440 959 || 900 || 7 392 240 || 714&lt;br /&gt;
|-&lt;br /&gt;
| 2000 || 8 718 394  || 720 || 14 510 400 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5715 || 17 422 423 || 200 || 23 426 400 || 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
How to read (e.g. line 3): after both wells have been active for 8 minutes, W1 has produced 40 320 units of oil and its yield has decreased to 999%; W2 has produced 96 000 units of oil and its yield has decreased to 997%.&lt;br /&gt;
&lt;br /&gt;
W2 has produced more oil than W1 at every point in time. When W1 finally depletes to the minimum 20% of its original yield, it produces (yield x (1+productivity) x speed) oil per second, so 20 x 1.2 x 0.7 = 16.8 oil per second, while W2 produces 20 x 1 x 2 = 40 oil per second, so W2 also produces more when the well is depleted.&lt;br /&gt;
Speed modules are thus better from start to finish, even on a well with high initial yield. While there is a period when W1 produces more than W2 (because W2 depletes quicker), from ~1475 minutes to ~4428 minutes, W2 still has produced more in total than W1 at every point in this period. The closest they come is near minute 4428 (~74h), when W1 has produced 19 386 927 and W2 20 337 600. Then the gap increases again in favour of W2.&lt;br /&gt;
Yet higher yields do not change this figure, and e.g. a 5 000 starting yield has W1 and W2 come closest around 369h of operation, with W2 still 5% ahead in terms of total produced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The difference is exacerbated by an increase in the quality of the modules: with legendary quality modules, the moment W1 depletes, it has produced 21 778 029 units of oil, while W2 has produced 33 713 400 (55% more). The difference in production from there onward is (W1) 20 x 1.5 x 0.7 = 21 to (W2) 20 x 1 x 3.5 = 70.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In conclusion: to maximize production of oil and in the absence of beacons, pumpjacks should be equipped with [[speed module]]s. However, if at least two beacons are present that are slotted with tier 3 speed modules, some quick calculations seem to make tier 3 productivity modules best for the pumpjack.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;235px&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
pumpjack_different_speeds.gif|Animation of different speeds of pumpjacks: one with two speed modules, one with no modules and one with two production modules. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Industrious beaver</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=213171</id>
		<title>Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=213171"/>
		<updated>2025-04-01T21:05:12Z</updated>

		<summary type="html">&lt;p&gt;Industrious beaver: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Pumpjack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pumpjacks&#039;&#039;&#039; extract [[fluid system|fluid]]s from resource fields. Each field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of fluid equal to 10 multiplied by the field&#039;s yield per second. For example, a field with 538% yield will generate 54 fluid per second. Without [[speed module]]s, one pumpjack cycle takes one second to complete.&lt;br /&gt;
&lt;br /&gt;
Extracting fluid lowers the field&#039;s yield by 1% per 300 pumpjack cycles, to a minimum of 20% of the initial yield or 2 fluid per second, whichever is larger.&lt;br /&gt;
&lt;br /&gt;
They are limited to a maximum output of 1000 fluid per cycle, achieved by a field with more than 9999% yield. However, such a high yield is rare with standard [[map generator]] settings.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks can only be placed on fluid resource field tiles. Furthermore, the output pipe location is fixed relative to the pumpjack&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
In the base game, the only kind of resource field yields [[crude oil]]. In [[Space Age]]{{SA}}, the pumpjack can also extract [[sulfuric acid]] from [[Vulcanus]]{{SA}}, as well as [[fluorine]]{{SA}} and [[lithium brine]]{{SA}} from [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Lithium brine resource fields are special; unlike the other resource fields, these can run out. These patches do not display a percentage; they instead report the total amount of fluid in the field. They also do not produce less fluid over time. A pumpjack will always produce the same amount of fluid per second on any lithium brine field until it is exhausted: 60 fluid per cycle.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
A resource field that has depleted (to the minimum of 20%) can still make use of [[speed module]]s, which are thus a good option for raising the pumpjack&#039;s output. With two [[speed module 3]]s, the output doubles from 2 to 4 fluid per second. With two [[quality|legendary]]{{SA}} speed module 3s, the output increases by a factor of 3.5 from 2 to 7 fluid per second.&lt;br /&gt;
&lt;br /&gt;
The formula to determine the modified output is:&lt;br /&gt;
&lt;br /&gt;
Output of unmodified pumpjack x (1 + number of modules in pumpjack x average module bonus + transmission strength x number of modules in each beacon x average module bonus)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
For a pumpjack on a depleted resource field with two level 3 speed modules and 4 beacons with each two level 3 speed modules:&lt;br /&gt;
2 x (1 + 2 x 0.5 + SQRT(4) x 1.5 x 2 x 0.5) = 10 fluid per second.&lt;br /&gt;
&lt;br /&gt;
Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 4 beacons can be shortened:&lt;br /&gt;
2 x (2 + SQRT(4) x 1.5) = 10 fluid per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, on an infinite resource well (such as oil) and barring the use of beacons, the best modules to place in a pumpjack are [[speed module]]s. This does not depend on yield.&lt;br /&gt;
As an example: be two oil wells, W1 and W2, both with an initial yield of 1 000%. The first one is slotted with two normal [[quality]]{{SA}} [[productivity module 3]]s, the second one with two normal quality [[speed module 3]]s. Below is a table summing up the production of each well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time (minutes) !! Produced (W1) !! Yield (W1) !! Produced (W2) !! Yield (W2)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1000 || 0 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5040 || 1000 || 12000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 40 320 || 999 || 96 000 || 997&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 362 830 || 990 || 855 480 || 972&lt;br /&gt;
|-&lt;br /&gt;
| 715 || 3 440 959 || 900 || 7 392 240 || 714&lt;br /&gt;
|-&lt;br /&gt;
| 2000 || 8 718 394  || 720 || 14 510 400 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5715 || 17 422 423 || 200 || 23 426 400 || 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
How to read (e.g. line 3): after both wells have been active for 8 minutes, W1 has produced 40 320 units of oil and its yield has decreased to 999%; W2 has produced 96 000 units of oil and its yield has decreased to 997%.&lt;br /&gt;
&lt;br /&gt;
W2 has produced more oil than W1 at every point in time. When W1 finally depletes to the minimum 20% of its original yield, it produces (yield x (1+productivity) x speed) oil per second, so 20 x 1.2 x 0.7 = 16.8 oil per second, while W2 produces 20 x 1 x 2 = 40 oil per second, so W2 also produces more when the well is depleted.&lt;br /&gt;
Speed modules are thus better from start to finish, even on a well with high initial yield. While there is a period when W1 produces more than W2 (because W2 depletes quicker), from ~1475 minutes to ~4428 minutes, W2 still has produced more in total than W1 at every point in this period. The closest they come is near minute 4428 (~74h), when W1 has produced 19 386 927 and W2 20 337 600. Then the gap increases again in favour of W2.&lt;br /&gt;
Yet higher yields do not change this figure, and e.g. a 5 000 starting yield has W1 and W2 come closest around 369h of operation, with W2 still 5% ahead in terms of total produced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The difference is exacerbated by an increase in the quality of the modules: with legendary quality modules, the moment W1 depletes, it has produced 21 778 029 units of oil, while W2 has produced 33 713 400 (55% more). The difference in production from there onward is (W1) 20 x 1.5 x 0.7 = 21 to (W2) 20 x 1 x 3.5 = 70.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In conclusion: to maximize production of oil and in the absence of beacons, pumpjacks should be equipped with [[speed module]]s. However, if at least two beacons are present that are slotted with tier 3 speed modules, some quick calculations seem to make tier 3 productivity modules best for the pumpjack.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;235px&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
pumpjack_different_speeds.gif|Animation of different speeds of pumpjacks: one with two speed modules, one with no modules and one with two production modules. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Industrious beaver</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=213170</id>
		<title>Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=213170"/>
		<updated>2025-04-01T20:37:36Z</updated>

		<summary type="html">&lt;p&gt;Industrious beaver: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Pumpjack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pumpjacks&#039;&#039;&#039; extract [[fluid system|fluid]]s from resource fields. Each field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of fluid equal to 10 multiplied by the field&#039;s yield per second. For example, a field with 538% yield will generate 54 fluid per second. Without [[speed module]]s, one pumpjack cycle takes one second to complete.&lt;br /&gt;
&lt;br /&gt;
Extracting fluid lowers the field&#039;s yield by 1% per 300 pumpjack cycles, to a minimum of 20% of the initial yield or 2 fluid per second, whichever is larger.&lt;br /&gt;
&lt;br /&gt;
They are limited to a maximum output of 1000 fluid per cycle, achieved by a field with more than 9999% yield. However, such a high yield is rare with standard [[map generator]] settings.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks can only be placed on fluid resource field tiles. Furthermore, the output pipe location is fixed relative to the pumpjack&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
In the base game, the only kind of resource field yields [[crude oil]]. In [[Space Age]]{{SA}}, the pumpjack can also extract [[sulfuric acid]] from [[Vulcanus]]{{SA}}, as well as [[fluorine]]{{SA}} and [[lithium brine]]{{SA}} from [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Lithium brine resource fields are special; unlike the other resource fields, these can run out. These patches do not display a percentage; they instead report the total amount of fluid in the field. They also do not produce less fluid over time. A pumpjack will always produce the same amount of fluid per second on any lithium brine field until it is exhausted: 60 fluid per cycle.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
A resource field that has depleted (to the minimum of 20%) can still make use of [[speed module]]s, which are thus a good option for raising the pumpjack&#039;s output. With two [[speed module 3]]s, the output doubles from 2 to 4 fluid per second. With two [[quality|legendary]]{{SA}} speed module 3s, the output increases by a factor of 3.5 from 2 to 7 fluid per second.&lt;br /&gt;
&lt;br /&gt;
The formula to determine the modified output is:&lt;br /&gt;
&lt;br /&gt;
Output of unmodified pumpjack x (1 + number of modules in pumpjack x average module bonus + transmission strength x number of modules in each beacon x average module bonus)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
For a pumpjack on a depleted resource field with two level 3 speed modules and 4 beacons with each two level 3 speed modules:&lt;br /&gt;
2 x (1 + 2 x 0.5 + SQRT(4) x 1.5 x 2 x 0.5) = 10 fluid per second.&lt;br /&gt;
&lt;br /&gt;
Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 4 beacons can be shortened:&lt;br /&gt;
2 x (2 + SQRT(4) x 1.5) = 10 fluid per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, on an infinite resource well (such as oil) and barring the use of beacons, the best modules to place in a pumpjack are [[speed module]]s. This does not depend on yield.&lt;br /&gt;
As an example: be two oil wells, W1 and W2, both with an initial yield of 1 000%. The first one is slotted with two normal [[quality]]{{SA}} [[productivity module 3]]s, the second one with two normal quality [[speed module 3]]s. Below is a table summing up the production of each well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time (minutes) !! Produced (W1) !! Yield (W1) !! Produced (W2) !! Yield (W2)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1000 || 0 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5040 || 1000 || 12000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 40 320 || 999 || 96 000 || 997&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 362 830 || 990 || 855 480 || 972&lt;br /&gt;
|-&lt;br /&gt;
| 715 || 3 440 959 || 900 || 7 392 240 || 714&lt;br /&gt;
|-&lt;br /&gt;
| 2000 || 8 718 394  || 720 || 14 510 400 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5715 || 17 422 423 || 200 || 23 426 400 || 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
How to read (e.g. line 3): after both wells have been active for 8 minutes, W1 has produced 40 320 units of oil and its yield has decreased to 999%; W2 has produced 96 000 units of oil and its yield has decreased to 997%.&lt;br /&gt;
&lt;br /&gt;
W2 has produced more oil than W1 at every point in time. When W1 finally depletes to the minimum 20% of its original yield, it produces (yield x (1+productivity) x speed) oil per second, so 20 x 1.2 x 0.7 = 16.8 oil per second, while W2 produces 20 x 1 x 2 = 40 oil per second, so W2 also produces more when the well is depleted.&lt;br /&gt;
Speed modules are thus better from start to finish, even on a well with high initial yield. While there is a period when W1 produces more than W2 (because W2 depletes quicker), from ~1475 minutes to ~4428 minutes, W2 still has produced more in total than W1 at every point in this period. The closest they come is near minute 4428, when W1 has produced 19 386 927 and W2 20 337 600. Then the gap increases again in favour of W2.&lt;br /&gt;
&lt;br /&gt;
The difference is exacerbated by an increase in the quality of the modules: with legendary quality modules, the moment W1 depletes, it has produced 21 778 029 units of oil, while W2 has produced 33 713 400 (55% more). The difference in production from there onward is (W1) 20 x 1.5 x 0.7 = 21 to (W2) 20 x 1 x 3.5 = 70.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In conclusion: to maximize production of oil and in the absence of beacons, pumpjacks should be equipped with [[speed module]]s. However, if at least two beacons are present that are slotted with tier 3 speed modules, some quick calculations seem to make tier 3 productivity modules best for the pumpjack.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;235px&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
pumpjack_different_speeds.gif|Animation of different speeds of pumpjacks: one with two speed modules, one with no modules and one with two production modules. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Industrious beaver</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=213166</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=213166"/>
		<updated>2025-04-01T14:54:42Z</updated>

		<summary type="html">&lt;p&gt;Industrious beaver: /* Transmission strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby non-burner machines, in a 9×9 square, while also boosting the effects of said modules. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. &amp;lt;!-- Pumpjacks were previously used as an example here. I removed the example because the stats were outdated. Could be re-added with post-2.0 stats. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills present an example of this usefulness. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
* Currently, only [[Module#Speed_module|speed]] and [[Module#Efficiency_module|efficiency]] modules can be used in beacons, and [[Module#Productivity module|productivity]] and [[Module#Quality_module|quality]]{{SA}} modules cannot.&lt;br /&gt;
&lt;br /&gt;
* Multiple beacons overlapping the same machine will have diminishing returns, so it&#039;s more efficient to surround buildings around beacons than surround beacons around buildings.&lt;br /&gt;
&lt;br /&gt;
== Transmission strength ==&lt;br /&gt;
The effect of modules placed in beacons is not equal to those placed in the machines themselves. Rather, it is multiplied by a factor called &amp;quot;transmission strength&amp;quot;. This factor is applied to all stats affected by the module, both good and bad.&lt;br /&gt;
&lt;br /&gt;
The transmission strength itself depends on two factors. One is the distribution efficiency stat of the beacon; For normal beacons, this is always 1.5, but quality can increase it up to 2.5 for legendary beacons. The second factor is the reciprocal square root of the number of beacons affecting each machine. Therefore, in total, &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; normal quality beacons affecting the same machine will have a combined transmission strength of &amp;lt;code&amp;gt;1.5 x n^0.5&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that there are diminishing returns on increasing the number of beacons affecting the same machine, as the effect per beacon decreases when more are added.&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;, with an effect of 3.46 times that of a single beacon.&lt;br /&gt;
* Buildings from 5×5 to 7x7 size: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;, with an effect of 4 times that of a single beacon.&lt;br /&gt;
* Buildings from 8x8 to 10x10 size: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;, with an effect of 4.47 times that of a single beacon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, because the space between a beacon and a machine can not be greater than two tiles without putting the machine outside of the beacon&#039;s range, belt routing can become a challenge. In some situations, use of the logistic network may be required in order to supply the machines.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;, with an effect of 2.83 times that of a single beacon.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;, with an effect of 3.16 times that of a single beacon.&lt;br /&gt;
Note that when buildings and beacons are arranged in parallel rows like this, the offset between buildings and beacons along the direction of the rows is important. For example, imagine placing a row of [[assembling machine 3]]s between two rows of beacons. If the sides of the beacons and the assembling machines line up, every assembling machine is affected by six beacons in total. Howevever, if either the beacons or the assembling machines are shifted by one tile relative to the other, then each assembling machine is affected by eight beacons in total.&lt;br /&gt;
&lt;br /&gt;
[[File:Beacon alignment (3 wide).jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
In general, depending on the width of the machines modulo 3:&lt;br /&gt;
* If the width of the machines is divisible by three, then the arrangement is optimal when the sides of a machine do not align with the sides of a beacon on the axis perpendicular to the direction of the rows.&lt;br /&gt;
* If the width of the machines modulo 3 is 1 (such as a width of 4), then any offset leads to an optimal layout.&lt;br /&gt;
* If the width of the machines modulo 3 is 2 (such as a width of 5), then the arrangement is optimal when the center of a machine aligns with the center of a beacon on the axis perpendicular to the direction of the rows. Note that this requires a one-tile gap between the machines.&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* Diminishing return of beacons effect. ([https://factorio.com/blog/post/fff-409 FFF-409 - Diminishing beacons])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Industrious beaver</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=213165</id>
		<title>Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=213165"/>
		<updated>2025-04-01T14:52:33Z</updated>

		<summary type="html">&lt;p&gt;Industrious beaver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Pumpjack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pumpjacks&#039;&#039;&#039; extract [[fluid system|fluid]]s from resource fields. Each field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of fluid equal to 10 multiplied by the field&#039;s yield per second. For example, a field with 538% yield will generate 54 fluid per second. Without [[speed module]]s, one pumpjack cycle takes one second to complete.&lt;br /&gt;
&lt;br /&gt;
Extracting fluid lowers the field&#039;s yield by 1% per 300 pumpjack cycles, to a minimum of 20% of the initial yield or 2 fluid per second, whichever is larger.&lt;br /&gt;
&lt;br /&gt;
They are limited to a maximum output of 1000 fluid per cycle, achieved by a field with more than 9999% yield. However, such a high yield is rare with standard [[map generator]] settings.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks can only be placed on fluid resource field tiles. Furthermore, the output pipe location is fixed relative to the pumpjack&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
In the base game, the only kind of resource field yields [[crude oil]]. In [[Space Age]]{{SA}}, the pumpjack can also extract [[sulfuric acid]] from [[Vulcanus]]{{SA}}, as well as [[fluorine]]{{SA}} and [[lithium brine]]{{SA}} from [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Lithium brine resource fields are special; unlike the other resource fields, these can run out. These patches do not display a percentage; they instead report the total amount of fluid in the field. They also do not produce less fluid over time. A pumpjack will always produce the same amount of fluid per second on any lithium brine field until it is exhausted: 60 fluid per cycle.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
A resource field that has depleted (to the minimum of 20%) can still make use of [[speed module]]s, which are thus a good option for raising the pumpjack&#039;s output. With two [[speed module 3]]s, the output doubles from 2 to 4 fluid per second. With two [[quality|legendary]]{{SA}} speed module 3s, the output increases by a factor of 3.5 from 2 to 7 fluid per second.&lt;br /&gt;
&lt;br /&gt;
The formula to determine the modified output is:&lt;br /&gt;
&lt;br /&gt;
Output of unmodified pumpjack x (1 + number of modules in pumpjack x average module bonus + transmission strength x number of modules in each beacon x average module bonus)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
For a pumpjack on a depleted resource field with two level 3 speed modules and 4 beacons with each two level 3 speed modules:&lt;br /&gt;
2 x (1 + 2 x 0.5 + SQRT(4) x 1.5 x 2 x 0.5) = 10 fluid per second.&lt;br /&gt;
&lt;br /&gt;
Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 4 beacons can be shortened:&lt;br /&gt;
2 x (2 + SQRT(4) x 1.5) = 10 fluid per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, on an infinite resource well (such as oil) and barring the use of beacons, the best modules to place in a pumpjack are [[speed module]]s. This does not depend on yield.&lt;br /&gt;
As an example: be two oil wells, W1 and W2, both with an initial yield of 1 000%. The first one is slotted with two normal [[quality]]{{SA}} [[productivity module 3]]s, the second one with two normal quality [[speed module 3]]s. Below is a table summing up the production of each well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time (minutes) !! Produced (W1) !! Yield (W1) !! Produced (W2) !! Yield (W2)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1000 || 0 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5040 || 1000 || 12000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 40 320 || 999 || 96 000 || 997&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 362 830 || 990 || 855 480 || 972&lt;br /&gt;
|-&lt;br /&gt;
| 715 || 3 440 959 || 900 || 7 392 240 || 714&lt;br /&gt;
|-&lt;br /&gt;
| 2000 || 8 718 394  || 720 || 14 510 400 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5715 || 17 422 423 || 200 || 23 426 400 || 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
How to read (e.g. line 3): after both wells have been active for 8 minutes, W1 has produced 40 320 units of oil and its yield has decreased to 999%; W2 has produced 96 000 units of oil and its yield has decreased to 997%.&lt;br /&gt;
&lt;br /&gt;
W2 has produced more oil than W1 at every point in time. When W1 finally depletes to the minimum 20% of its original yield, it produces (yield x (1+productivity) x speed) oil per second, so 20 x 1.2 x 0.7 = 16.8 oil per second, while W2 produces 20 x 1 x 2 = 40 oil per second, so W2 produces more when the well is depleted.&lt;br /&gt;
Speed modules are thus better from start to finish, even on a well with high initial yield. The difference is exacerbated by an increase in the quality of the modules: with legendary quality modules, the moment W1 depletes, it has produced 21 778 029 units of oil, while W2 has produced 33 713 400 (55% more). The difference in production from there onward is (W1) 20 x 1.5 x 0.7 = 21 to (W2) 20 x 1 x 3.5 = 70.&lt;br /&gt;
While there is a period when W1 produces more than W2 (because W2 depletes quicker), from ~1475 minutes to ~4428 minutes, W2 still has produced more in total than W1 at every point in this period. The closest they come is near minute 4428, when W1 has produced 19 386 927 and W2 20 337 600. Then the gap increases again in favour of W2.&lt;br /&gt;
&lt;br /&gt;
In conclusion: to maximize production of oil and in the absence of beacons, pumpjacks should be equipped with [[speed module]]s. If at least two beacons are present that are slotted with tier 3 speed modules, some quick calculations seem to make tier 3 productivity modules best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;235px&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
pumpjack_different_speeds.gif|Animation of different speeds of pumpjacks: one with two speed modules, one with no modules and one with two production modules. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Industrious beaver</name></author>
	</entry>
</feed>