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{{Languages}}
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{{:Pumpjack/infobox}}
{{:Infobox:Pumpjack}}


'''Pumpjacks''' extract [[Crude Oil|crude oil]] from [[Oil field|oil fields]]. Each 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 10 multiplied by the field's yield (e.g. 54 crude oil for 538% yield) per second. Without speed modules one pumpjack cycle takes one second to complete.  
'''Pumpjacks''' extract [[Crude oil|crude oil]] from oil fields, [[sulfuric acid]] from [[Vulcanus]]{{SA}}, as well as [[lithium brine]]{{SA}} and [[fluorine]]{{SA}} from the planet [[Aquilo]]{{SA}}. Each 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 10 multiplied by the field's yield (e.g. 54 crude oil for 538% yield) 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%, or 1 oil unit per sec.
Extracting oil lowers the field's yield by 1% per 300 pumpjack cycles to a minimum of 20% of the initial yield or 2 oil per second, whichever is larger. They are limited to a maximum output of 1000 crude oil per cycle, achieved by an oil field with more than 9999% yield. However, such a high yield is rare with standard [[map generator]] settings.


Pumpjacks are limited to a maximum output of 100 crude oil per cycle, achieved by an oil field with more than 999% yield. However, such a high yield is fairly rare.
Pumpjacks cannot be placed on a non-oilfield tile. Furthermore, the output pipe location is fixed relative to the pumpjack's orientation.
 
Pumpjacks output tile location is fixed relative to its orientation.
 
Pumpjacks cannot be placed on a non-oilfield tile.


== 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 1 to 2 crude oil per second and even more when using additional [[Basic beacon]]s ( + another 0.5 oil per beacon per second ).  
If oil fields are depleted (to the minimum of 20%) speed [[module]]s are a good option to raise the pumpjacks output. With two speed module 3's the output doubles from 2 to 4 crude oil per second, plus another 1 oil per beacon per second.  
 


The formula to determine the modified output is:
The formula to determine the modified output is:


Output of unmodified oil field * ( Number of modules in pumpjack * bonus from module ) + output of unmodified oil field * ( number of Beacons * ( number of modules * distribution efficiency ) * bonus from module + 1 )
Output of unmodified oil field * [1 + (number of modules in pumpjack * bonus from module) + (number of beacons * distribution efficiency * (number of modules in each beacon * bonus from module))].


{| class="wikitable"
{| class="wikitable"
!colspan="2" | Example
!colspan="2" | Example
|-
|-
|For 1 pumpjack on a depleted oil field with two lvl 3 speed modules and 6 beacons with each two lvl 3 speed modules:
|For 1 pumpjack on a depleted oil field with two level 3 speed modules and 6 beacons with each two level 3 speed modules:
|0,1 * ( 2 * 0,5 ) + 0,1 * ( 6 * ( 2 * 0,5 ) 0,5 + 1 ) = 0,5 Crude oil per 1 second.  
|2 * [1 + (2 * 0.5) + (6 * 0.5 * (2 * 0.5)) ] = 10 Crude oil per 1 second.  
|-
|-
|Assuming that there will be always 2 modules equipped in pumpjack and beacons, formula can be shortened :
|Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 6 beacons can be shortened:
|0,1  + 0,1 * ( 6 * 0,5 + 1 ) = 0,5 Crude oil per 1 second.
|4 + 2 * (6 * 0.5) = 10 crude oil 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 ==


{{history|0.15.0|Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}}
{{history|0.15.0|
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}}


{{history|0.9.0|
{{history|0.9.0|
Line 38: Line 39:


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


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

Latest revision as of 23:26, 3 November 2024

Pumpjack.png
Pumpjack

Pumpjack entity.png

Recipe

Time.png
5
+
Electronic circuit.png
5
+
Iron gear wheel.png
10
+
Pipe.png
10
+
Steel plate.png
5
Pumpjack.png
1

Total raw

Time.png
21.25
+
Copper plate.png
7.5
+
Iron plate.png
35
+
Steel plate.png
5

Map color

Fluid storage volume

1000

Health

Quality normal.png 200
Quality uncommon.png 260 Quality rare.png 320
Quality epic.png 380 Quality legendary.png 500

Stack size

20

Dimensions

3×3

Energy consumption

90 kW (electric)

Mining time

0.5

Mining speed

1

Mining area

1 tiles

Resource drain

Quality normal.png 100%
Quality uncommon.png 83% Quality rare.png 66%
Quality epic.png 50% Quality legendary.png 16%

Pollution

10/m

Module slots

2 slots

Prototype type

mining-drill

Internal name

pumpjack

Required technologies

Oil gathering (research).png

Boosting technologies

Mining productivity (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Pumpjacks extract crude oil from oil fields, sulfuric acid from Vulcanus, as well as lithium brine and fluorine from the planet Aquilo. Each 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 10 multiplied by the field's yield (e.g. 54 crude oil for 538% yield) per second. Without speed modules, one pumpjack cycle takes one second to complete.

Extracting oil lowers the field's yield by 1% per 300 pumpjack cycles to a minimum of 20% of the initial yield or 2 oil per second, whichever is larger. They are limited to a maximum output of 1000 crude oil per cycle, achieved by an oil field with more than 9999% yield. However, such a high yield is rare with standard map generator settings.

Pumpjacks cannot be placed on a non-oilfield tile. Furthermore, the output pipe location is fixed relative to the pumpjack's orientation.

Tips

If oil fields are depleted (to the minimum of 20%) speed modules are a good option to raise the pumpjacks output. With two speed module 3's the output doubles from 2 to 4 crude oil per second, plus another 1 oil per beacon per second.

The formula to determine the modified output is:

Output of unmodified oil field * [1 + (number of modules in pumpjack * bonus from module) + (number of beacons * distribution efficiency * (number of modules in each beacon * bonus from module))].

Example
For 1 pumpjack on a depleted oil field with two level 3 speed modules and 6 beacons with each two level 3 speed modules: 2 * [1 + (2 * 0.5) + (6 * 0.5 * (2 * 0.5)) ] = 10 Crude oil per 1 second.
Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 6 beacons can be shortened: 4 + 2 * (6 * 0.5) = 10 crude oil 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