![]() ![]() To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an assembling machine and barrels to manually insert a small amount of heavy oil into the system to initiate production. 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. Solid fuel is most efficient when created from light oil.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.For examples on how to do this, see the circuit-network cookbook. 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.This is useful if the player has an abundance of one product, but is lacking another (a common problem). Furthermore, both heavy oil and light oil can be cracked to the next lower type in a chemical plant (recipe above). 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. The locations of these cannot be changed, only the entire machine can be rotated.Īdvanced oil processing and coal liquefaction produce multiple fluids: heavy oil, light oil and petroleum gas. Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The oil refinery needs to have a recipe set (see above for available recipes). Pumpjacks produce a certain amount of Crude oil per second, shown on the right, at the bottom of the information panel.Ĭrude oil must be refined in an oil refinery. Oil yield drains to 10% two times slower.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.Increased the minimum yield from 10% to 20%.The amount of oil a pumpjack extracts per cycle is yield multiplied by 10 (e.g. 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 6000 (20% yield) and greater than 20% of the initially available cycles, each pumpjack cycle reduces the number of cycles left by one. An oil field with 80% has between 2409 cycles left, as yield does not display decimal places. Without speed modules one pumpjack cycle takes one second to complete. Each percent is equal to 300 pumpjack cycles. Each oil field has a yield displayed as x%. Oil fields can be used indefinitely, but the amount they yield will reduce over time. ![]() It can also be used as ammo in flamethrower turrets. It can be transported either in pipes, barrels or fluid wagons. 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. ![]()
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