Pumpjack: Difference between revisions
m (correction/clarification on minimum pumjack yield.) |
EpicPuppy613 (talk | contribs) m (Add sulfuric acid extraction) |
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{{Languages}} | {{Languages}} | ||
{{:Pumpjack | {{:Infobox:Pumpjack}} | ||
'''Pumpjacks''' extract [[Crude | '''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 | 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 | Pumpjacks cannot be placed on a non-oilfield tile. Furthermore, the output pipe location is fixed relative to the pumpjack's orientation. | ||
== Tips == | == Tips == | ||
If oil fields are depleted ( to the minimum of | 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 * ( | 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 | |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 | |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== | |||
<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| | ||
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== See also == | == See also == | ||
* [[ | * [[Fluid system]] | ||
{{ProductionNav}} | {{ProductionNav}} | ||
{{C|Resource extraction}} | |||
Latest revision as of 23:26, 3 November 2024
Pumpjack |
Recipe |
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+ + + + → | |||||||||||||
Total raw |
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+ + + | |||||||||||||
Map color |
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Fluid storage volume |
1000 |
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Health |
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Stack size |
20 |
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Dimensions |
3×3 |
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Energy consumption |
90 kW (electric) |
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Mining time |
0.5 |
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Mining speed |
1 |
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Mining area |
1 tiles |
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Resource drain |
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Pollution |
10/m |
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Module slots |
2 slots |
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Prototype type |
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Internal name |
pumpjack |
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Required technologies |
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Boosting technologies |
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Produced by |
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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 | |
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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.
- 0.9.0:
- Introduced