Oil processing: Difference between revisions
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=== Petroleum gas production === | === Petroleum gas production === | ||
For producing petroleum gas, the optimal advanced oil processing ratio is 25:3:21 (advanced oil processing : heavy oil cracking : light oil cracking). Simpler ratios are possible that are most likely close enough, such as 8:1:7. | For producing petroleum gas, the optimal advanced oil processing ratio is 25:3:21 (advanced oil processing : heavy oil cracking : light oil cracking). Simpler ratios are possible that are most likely close enough, such as 8:1:7. Using coal liquefaction, the ratio is 25:3:9 (coal liquefaction : heavy oil cracking : light oil cracking), and 8:1:3 is close enough. | ||
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses). | The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses). |
Revision as of 05:16, 3 March 2018
Oil processing is a large part of Factorio. Oil processing may refer to the researched technology, the recipe used in the oil refinery, or the overall workings of oil.
Overview
There are various recipes that can be used to process crude oil into its fractions. Its fraction (heavy oil, light oil and petroleum gas) can also be cracked into each other. Their recipes and technology requirements can be seen below.
Process | Input | Output | Machine | Required technology |
---|---|---|---|---|
Basic oil processing | + | + + | Oil processing | |
Advanced oil processing | + + | + + | Advanced oil processing | |
Heavy oil cracking | + + | Advanced oil processing | ||
Light oil cracking | + + | Advanced oil processing | ||
Coal liquefaction | + + + | + + | Coal liquefaction |
Setting up oil processing
Pumpjacks need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of Crude oil per second, shown on the right, at the bottom of the information panel. Over time this value will decrease down to a minimum of 2 oil/s, so a pumpjack will provide unlimited oil but eventually at a very low rate.
Crude oil must be refined in an oil refinery. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a storage tank.
Once the process finishes, the player will be left with 3 products: heavy oil, light oil and petroleum gas. Both heavy oil and light oil can be cracked to the next lower type in a chemical plant (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).
Tips
- The circuit network can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the circuit-network cookbook.
- If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.
- Solid fuel is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.
Transporting fluids
There are many ways to move fluids in Factorio, they are listed below:
- Pipes
- Fluid wagons
- Loading the fluids into Barrels and transporting them by Railway or the Logistic network
Optimal Ratios
The optimal ratio is the ratio of production that ensures no waste of time or materials.
Petroleum gas production
For producing petroleum gas, the optimal advanced oil processing ratio is 25:3:21 (advanced oil processing : heavy oil cracking : light oil cracking). Simpler ratios are possible that are most likely close enough, such as 8:1:7. Using coal liquefaction, the ratio is 25:3:9 (coal liquefaction : heavy oil cracking : light oil cracking), and 8:1:3 is close enough.
The refining can be sped up with modules; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using productivity modules) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).
Calculating the optimal ratios is relatively challenging, since not all of the durations of the processes are the same (the crafting speed of a chemical plant is 1.25, but the refinery's is 1.0). If this were not taken into account, it would lead to (temporarily) inactive buildings, which is not optimal. The table below shows examples of these calculations for various module configurations.
Petroleum production output with modules | ||||
---|---|---|---|---|
Module configuration | None | Config 1 (*) | Config 2 | Units |
Oil refinery | ||||
Crude oil consumption | 100 | 100 | 100 | |
Water consumption | 50 | 50 | 50 | |
Crafting speed | 5 | 5 | 5 | s / final item |
Heavy oil output | 10 | 10 | 10 | |
Light oil output | 45 | 45 | 45 | |
Petroleum output | 55 | 55 | 55 | |
Base machine crafting speed | 1 | 1 | 1 | crafts / s |
Crafting speed multiplier | 100% | 455% | 855% | |
Output multiplier | 100% | 130% | 130% | final items |
Total Crude oil consumption | 20 | 91 | 171 | per second |
Total Water consumption | 10 | 45.5 | 85.5 | per second |
Total Heavy oil output | 2 | 11.83 | 22.23 | per second |
Total Light oil output | 9 | 53.235 | 100.035 | per second |
Total Petroleum output | 11 | 65.065 | 122.265 | per second |
Heavy oil cracking | ||||
Heavy oil consumption | 40 | 40 | 40 | |
Water consumption | 30 | 30 | 30 | |
Crafting speed | 3 | 3 | 3 | s / final item |
Light oil output | 30 | 30 | 30 | |
Base machine crafting speed | 1.25 | 1.25 | 1.25 | crafts / s |
Crafting speed multiplier | 100% | 455% | 655% | |
Output multiplier | 100% | 130% | 130% | final items |
Total Heavy oil consumption | 16.67 | 75.83 | 109.17 | per second |
Total Water consumption | 12.5 | 56.88 | 81.88 | per second |
Total Light oil output | 12.5 | 73.94 | 106.44 | per second |
Light oil cracking | ||||
Light oil consumption | 30 | 30 | 30 | |
Water consumption | 30 | 30 | 30 | |
Crafting speed | 3 | 3 | 3 | s / final item |
Petroleum output | 20 | 20 | 20 | |
Base machine crafting speed | 1.25 | 1.25 | 1.25 | crafts / s |
Crafting speed multiplier | 100% | 455% | 655% | |
Output multiplier | 100% | 130% | 130% | final items |
Total Light oil consumption | 12.5 | 56.875 | 81.875 | per second |
Total Water consumption | 12.5 | 56.875 | 81.875 | per second |
Total Petroleum output | 8.33 | 49.29 | 70.96 | per second |
Ratio | ||||
Heavy oil cracking | 0.12 | 0.156 | 0.204 | |
Light oil cracking | 0.84 | 1.139 | 1.487 | |
Output | 18 | 121.198 | 227.746 | per second |
* Notes to table: Config 1 is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. Config 2 is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building. |