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Pumpjack: Difference between revisions

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What is best is subjective because it depends on what you measure by/what your goal is. The wiki aims to be objective and not prescribe player behaviour. Removed speed prod module section. This may fit better in a forum or reddit post.
 
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{{Languages}}
{{Languages}}
{{Machinery
{{:Infobox:Pumpjack}}
|health      =100
|energy      =90 kW electric
|miningpower  =2
|miningspeed  =1
|miningarea  =1
|pollution    =9
|modules      =2
|input        =Time, 20 + Steel Plate, 15 + Iron Gear Wheel, 10 + Electronic Circuit, 10 + Pipe, 10
|raw          =Time, 42.5 + Iron Plate, 40 + Copper Plate, 15 + Steel Plate, 15
|technologies =Oil processing
|producers    =Manual + Assembling machine 2 + Assembling machine 3
}}


'''Pumpjacks''' extract [[Crude Oil|crude oil]] from [[Oil field|oil fields]]. Each [[oil field|oil field]] can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of crude oil per cycle equal to 1.0 multiplied by the field's yield (e.g. 5.4 crude oil for 538% yield) per second. Without speed modules one pumpjack cycle takes one second to complete.  
'''Pumpjacks''' 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'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.


Extracting oil lowers the field's yield by 1% per 75 pumpjack cycles to a minimum of 10%.
Extracting fluid lowers the field'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.


Pumpjacks are limited to an maximum output of 10.0 crude oil per cycle, achieved by an oil field with more than 999% yield.
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.


Pumpjacks output tile location is fixed relative to its orientation.
Pumpjacks can only be placed on fluid resource field tiles. Furthermore, the output pipe location is fixed relative to the pumpjack's orientation.
 
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}}.
 
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.


== Tips ==
== Tips ==
If oil fields are depleted ( to the minimum of 10% ) speed [[Module]]s are a good option to raise the pumpjacks output. With two [[Speed module 3]]'s the output doubles from 0.1 to 0.2 crude oil per second and even more when using additional [[Basic beacon]]s ( 0.25 oil per second ).
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'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.
 
The formula to determine the modified output is:


== See also ==
  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)
* [[Liquid network]]
 
Example:
 
For a pumpjack on a depleted resource field with two level 3 speed modules and 4 beacons with each two level 3 speed modules:
 
  2 x (1 + 2 x 0.5 + √4 x 1.5 x 2 x 0.5) = 10 fluid per second.
 
Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 4 beacons can be shortened:
 
  2 x (2 + √4 x 1.5) = 10 fluid per second.
 
==Gallery==
<gallery widths="235px" heights="180px">
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. <small>''(Click to see GIF animation)''</small>
</gallery>
 
== History ==
 
{{history|0.15.0|
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}}


{{MachineNav}}
{{history|0.9.0|
* Introduced}}


== See also ==
* [[Fluid system]]


[[Category:Items]]
{{ProductionNav}}
[[Category:Liquid network]]
{{C|Resource extraction}}

Latest revision as of 11:56, 30 May 2025

Pumpjack

Recipe

5
+
5
+
10
+
10
+
5
1

Total raw

21.25
+
7.5
+
35
+
5

Map color

Fluid storage volume

1000

Health

200
260 320
380 500

Stack size

20

Rocket capacity

20

Dimensions

3×3

Energy consumption

90 kW (electric)

Mining time

0.5

Mining speed

1

Mining area

1 tiles

Resource drain

100%
83% 66%
50% 16%

Pollution

10/m

Module slots

2 slots

Prototype type

mining-drill

Internal name

pumpjack

Required technologies

Boosting technologies

Produced by

Pumpjacks extract fluids 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's yield per second. For example, a field with 538% yield will generate 54 fluid per second. Without speed modules, one pumpjack cycle takes one second to complete.

Extracting fluid lowers the field'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.

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.

Pumpjacks can only be placed on fluid resource field tiles. Furthermore, the output pipe location is fixed relative to the pumpjack's orientation.

In the base game, the only kind of resource field yields crude oil. In Space Age, the pumpjack can also extract sulfuric acid from Vulcanus, as well as fluorine and lithium brine from Aquilo.

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.

Tips

A resource field that has depleted (to the minimum of 20%) can still make use of speed modules, which are thus a good option for raising the pumpjack's output. With two speed module 3s, the output doubles from 2 to 4 fluid per second. With two legendary speed module 3s, the output increases by a factor of 3.5 from 2 to 7 fluid per second.

The formula to determine the modified output is:

 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)

Example:

For a pumpjack on a depleted resource field with two level 3 speed modules and 4 beacons with each two level 3 speed modules:

 2 x (1 + 2 x 0.5 + √4 x 1.5 x 2 x 0.5) = 10 fluid per second.

Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 4 beacons can be shortened:

 2 x (2 + √4 x 1.5) = 10 fluid per second.

Gallery

History

  • 0.15.0:
    • Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.

See also