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If someone else hasn't pointed this out already. Didn't see any guides outline this.
Need:
Advanced Oil Processing
Circuit Network
Fluid Handling
(They all happen around the same time, but some need blue science so you will have make a proto oil plant to get it.)
Things to note:
Chances are you will either have all the tanks full or all tanks empty. In the event of only 1 empty tank chances are it is due to not enough Oil (Get more wells / pumpjacks) or not enough refineries expand the manifold and increase crackers accordingly.
Also you need 2.5 plants making Sulfur for every plant making Sulfuric-Acid. But that would mean you are using a whole lot of sulfur and sulfric acid, doubtful, but... if you find yourself low on Acid bring yourself up the correct ratio before making more acid plants. Again 2.5 Sulfur plants per Acid Plant (and round up)
FYI. My ratio for advanced processing:cracking is
0.25 Heavy Cracking per refinery, and 1.5 Light Cracking per
This is not based on how much each cracking plant produces but how much each cracking plant uses as they will pull from the tanks product you are not using enough of, at the speed that will keep your refineries busy.
Also note if you use Light Oil for Solid Fuel(as you should be), you will probably need alot less Light Cracking. The advantage of this design is that circuit network will figure that out for you on the fly.
Version 2.0
Alright, redesigned the Oil Plant for better Blue Print / Contruction Drone expansion. In so doing I noticed a couple things that where not perfect.
Changes to previous version:
#1 Only one Smart Inserter for sulfur into Acid would only match pace with Sulfur plant with stack size and bucket chain. Using 3 Smart Inserters and belt more electrically demanding then pump, so changed to 3 Blue Inserters and put a pump on output. Then took it off because of #2.
#2.
Pumps are now used to control process output loops rather then input. The Smart Inserter has been moved to Iron input for Acid. (Green Arrows)
The reason is the pumps not only move fluid at a rate of 30 units/sec when active. They also LIMIT natural flow even when on. So the MOST a pump can/will move is 30 units/sec
My old design with pumps on Inputs would limit process loops to:
37.5 Heavy Crackers on loop
50 Light Crackers on loop
With Pumps on loop ouput theoretical limit is 50 Heavy Crackers / 75 Light Crackers
Also having Pumps shut off the loop's output feels more elegant.
For Acid realized 3 Smart Inserters to push the Sulfur per Acid plant costs more then a pump in Electrons . And that the Pump can't keep up with as few as 7 Acid plants. Made the Sulfur inserters Blue, and used the Smart inserter for Iron which needs only a Blue to keep pace.
Lube is a 30 building limit coming or going.
#3.
The reason for the overhaul. Stetched out each building's spacing to allow for easy (if not space efficient) Blue Print / Drone Contrsuction. In the picture you can see the inputs of oil water and Iron. As well as the Oil Facilities output
Lube for Electric Engines and Express Parts
Heavy for Flame Fuel
Light for Flame Fuel, and Solid Fuel
Petrol Gas for Plastic
Sulfur for Explosives
Acid for Batteries and Blue Circuits
For dropping Blueprints, I made the blueprint squares have the same row top and bottom, to make lining them up easier. When your top row has green objects that are already in place you are in the right spot.
Also brought along power and Circuit network automatically for Acid.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=657615828
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