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{{Languages}}{{:Infobox:Crude oil}}
{{:Crude oil/infobox}}
{{Main|Oil processing}}
'''Crude oil''' is a [[Fluid system|liquid]] extracted by [[pumpjack]]s from oil fields and can be converted to [[petroleum gas]], [[light oil]], and [[heavy oil]] by an [[oil refinery]].  It can be transported either in [[pipe]]s, [[barrel]]s or [[fluid wagon]]s. Crude oil is also found on [[Aquilo]]{{SA}}.


'''Crude Oil''' is a [[liquid]] extracted by [[Pumpjack]]s from [[Oil field]]s and is converted to [[Petroleum gas]], [[Light oil]], and [[Heavy oil]] by an [[Oil refinery]].  It can be transported either in [[pipe]]s or in [[barrel]]s.
It can also be used as ammo in [[flamethrower turret]]s.


It can also be used by [[Flamethrower turret]]s as ammo.
== Oil fields ==
Oil fields can be used indefinitely, but the amount they yield will reduce over time. Each oil field has a yield displayed as x%. Each percent is equal to 300 [[pumpjack]] cycles. Without speed modules one pumpjack cycle takes one second to complete. An oil field with 80% has between 24000 and 24299 cycles left, as yield does not display decimal places.


== Oil field ==
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.


Each oil field has a yield displayed as x%. Each percent is equal to 75 pumpjack cycles. An oil field with 80% has between 6000 and 6074 cycles left, as yield does not display decimal places.
So unless an oil field with less than 20% yield is created by map editor, yield will never drop below 6000 cycles.


While cycles left is greater than 750 (10%), each pumpjack cycle reduces the number of cycles left by one.
The amount of oil a pumpjack extracts per cycle is yield multiplied by 10 (e.g. 115% yield = 1.15, multiplied by 10 = 11.5), and cannot be higher than 1000.
 
So unless an oil field with less than 10% is created by map editor, yield will never drop below 750 cycles.
 
The amount of oil a pumpjack extracts per cycle is 1.0 multiplied by yield or [number of uses left] / 7500, but not greater than 10.0.


== History ==
== History ==
 
{{history|0.15.0|
* Crude oil balancing:
** Halved the resource amount on the map
** Increased the minimum yield from 10% to 20%
** Halved the rate of depletion
** Doubled the starting yield}}
{{history|0.13.0|
* Oil yield drains to 10% two times slower.}}
{{history|0.9.0|
{{history|0.9.0|
* Introduced}}
* Introduced}}


== See also ==
== See also ==
* [[Liquids system]]
* [[Fluid system]]
* [[Oil processing]]
* [[Oil processing]]


{{ProductionNav}}
{{IntermediateNav}}
{{C|Fluids}}

Latest revision as of 00:36, 27 October 2024

Crude oil.png
Crude oil

Crude oil entity.png

Map color

Used as ammunition by

Flamethrower turret.png

Mining time

1

Prototype type

fluid

Internal name

crude-oil

Required technologies

Oil processing (research).png

Produced by

Pumpjack.png

Consumed by

Basic oil processing.png
Advanced oil processing.png
Fill crude oil barrel.png
Flamethrower ammo.png
Main article: Oil processing

Crude oil is a liquid extracted by pumpjacks from oil fields and can be converted to petroleum gas, light oil, and heavy oil by an oil refinery. It can be transported either in pipes, barrels or fluid wagons. Crude oil is also found on Aquilo.

It can also be used as ammo in flamethrower turrets.

Oil fields

Oil fields can be used indefinitely, but the amount they yield will reduce over time. Each oil field has a yield displayed as x%. Each percent is equal to 300 pumpjack cycles. Without speed modules one pumpjack cycle takes one second to complete. An oil field with 80% has between 24000 and 24299 cycles left, as yield does not display decimal places.

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.

So unless an oil field with less than 20% yield is created by map editor, yield will never drop below 6000 cycles.

The amount of oil a pumpjack extracts per cycle is yield multiplied by 10 (e.g. 115% yield = 1.15, multiplied by 10 = 11.5), and cannot be higher than 1000.

History

  • 0.15.0:
    • Crude oil balancing:
      • Halved the resource amount on the map
      • Increased the minimum yield from 10% to 20%
      • Halved the rate of depletion
      • Doubled the starting yield
  • 0.13.0:
    • Oil yield drains to 10% two times slower.

See also