Factorio pumpjacks per pipe though production from it will eventually slow down to the minimum oil output per pump. Capacity has been raised from 75k to 125k units (estimated from its visuals), the amount now being configurable as well! Tech research cost was reduced, because it felt too high for just a bigger tank (you still need to research Concrete). Ok, so i put the pipes on it and lead it into an Oil RefinerYou are seeing that pumpjacks only produce oil when there is somewhere for the oil to go - in this case, pipes which have capacity 10 and are initially empty. or number of fast inserters you need to saturate a blue belt at train station output. Maybe it's my map settings, but is it known that you can get infinite crude oil from pumpjacks because they never decrease below 0. Load them up with SM3s (and I am talking late-game here, where the resource cost is kinda irrelevant) and put beacons (also with SM3s) anywhere they can affect at least 2 wells. . Adds more pipe connections to allow assemblers (chem plants, refineries, pumpjacks and modded miners (all toggled by settings)) to pass through fluids, like electric miners. 07 Bugfixes: - Removed references to mining-drills and pumpjacks as they are unable to passthrough result fluid, due to the construction of the entity type - Removed extraenous logging . 0/whatever. However, I've started this habit of, when I find oil deposits away from my main base, running power out there, placing pumpjacks, and then piping that crude all the way back to my base, instead of moving it by train, just because it seems easier than laying rail all the way out Factorio Wiki is currently being upgraded to a new version of the MediaWiki software. My question is, how many pump jacks do I need to attach to this length of pipe? The pipe is the most basic method of distribution of fluids. Find the row for that amount of flow, and check the "pipe" column to know how many The flow rate from tank to pump is 8000/s. 0 instead of a uniform 5. 07 Date: 2022. I have a small oil pumping setup and I was wondering what the maximum number of pump jacks that can be piped to a refinery for the most efficient (get the most refined fuel out I'm currently in the middle of running a couple of hundred underground pipes from my pumpjacks to my base, and would love to know exactly where to put the pump setup. Last edited by VeraelHasta; May 3, 2017 @ 5:50am #9. Throughput is 1000 units/s at 200 pipe segments, or 1000 distance (underground pipe is 2 segments per 10 distance). And I assume the rules extends to 3-4 per pipe, up to a total of 3 pipes per wagon max (one per tank/pump going into the train) at which point let it slow down as it won't get the trains loaded any faster right? Also, is that just during the initial "really fast" production, or also once the oil field slows down to a trickle? Question for fluid gurus. I think you will find it’s not very much. Assuming no modules, 1. Putting a few pumps on the line out of a tapped field pushes the trickle of oil down the line. He puts 10 units into it at a certain speed. It gets slower the longer the pipe is. 369K subscribers in the factorio community. Do the same but put a pump between them and watch how much quicker the second tank fills up. That does not mean you can't get more than 100 oil per second. You may want to split the path/provide a second pipe for that area. Heat pipes have a heat capacity of 1 MJ/°C. If you hover any section of pipe and it is at 10 then it is overloaded/full. With 3 pipelines (2. There is a handy table on the So, i understand this i think: the oil coming from my pumpjacks goes straight into a oil refinery. So best flow efficiency would be to create your longer pipe entirely using underground pipes, with the occasional pump between them. ie: the pipes by the pumpjacks will be 0. P. When connected to pipes on both ends of the pump and powered, the pump will transfer fluid from the source side to the output side if it will fit. Only an issue for a few buildings - for instance speed boosted chem plants on sulfuric acid neutralisation will need to I'd read that as "2 cycles per second", where "in one cycle, 20 units of oil are produced". Scattered around these where I had room are a few Transporting via barrels is a far more efficient, effective and more useful way than pipes. Fixed crash when rendering thruster with ThrusterPrototype::plumes set to nil. The oil pumpjack says it produces 2/s. png. FasterJump wrote: ↑ Fri Oct 11, 2024 9:02 pm Using Pumpjack rather than offshore oil rigs and boats feels like a missed opportunity, but on the other hand I understand the gameplay choice of not having boats. -Fluid 1K votes, 127 comments. 25sec to empty with a single pump. Each section of pipe is trying to equalize with The throughput of a fluid pipe depends on the length of said pipe, but you can put in pumps to pressurize the pipe and increase the throughput. 5 per pipe-to-ground. Put a pump jack on a finite oil patch and it'll So for instance: if a pipe hold 100 and you’ve joined it together in a segment of 3,000 pipes, that’s a total of 100 x 3,000 = 300,000 capacity. Once they are set up, they only need energy to Strange thing is when I do run 2 water pipes, 1 seperate for each off-shore pump, and then right at the boilers the pipes cross connect, I get around 80% ish power. Conclusion: At the moment if you have 5 Storage Tanks connected to each other, and you have 2500units of liqid, you have 500units in each which gives you low pressure in pipes. I have 10 pumpjacks being fed into 10 refineries with 5 chemical plants producing plastic. Or it is time to switch to trains. What I do for pipeline oil fields is hook all the pumpjacks into a single pipeline, pump into a tank, pump out of tank, then run the pipeline back home (with periodic pumps) and 7 pumps at 5-9 per second means 35-63/s. Pumpjacks show a flow rate. Assembly machines Chemical plants belts, inserters, pipes, power poles and chests. It depends on how much oil per second you're getting from each pumpjack, and then there is still no set number because the oil per second goes down over time. 89 votes, 19 comments. simple answer. 2 kJ of work is necessary to heat a unit of steam by one °C. Place 2-3 chem plants to make solid fuel from the red and the yellow oil, make plastic from the gas. Thus, they can theoretically buffer 500 MJ of heat energy across their working range of 500°C to 1000°C, making them a space-efficient energy store. Connect them with underground pipes and you have much higher flow. However when I hover over a pipe, it states 10 is the maximum. algorithm is brute-force, trying every permutation; expect to run SLOWLY You can also check the numbers - refinery takes 100 oil per 5 seconds, or 20 oil per second. Be aware that the factorio game engine reduces flow per pipe section, but an underground pipe (regardless of distance underground) counts only as the two end pipe sections. Just place some large poles and place a pump at each pole. (in terms of volume per tile) but if neither of these things bother you, it is a simple 'build nd forget' setup. Seconds I did pipes and belts and made it. But the refinery uses more oil than we produce so we made another pumpjack for another oil spot and tried to connect it to the same refinery with the 2nd pipe entrance next to the original and it does not connect all the way. Sounds like the pipe is full, based on your basic description. A single pipe segment can have 6,000 units per second of throughput. If the pipeline ends in a pump (just before the consumer), it has a throughput of 90/tick, but if it connects to the consumer with a pipe, the throughput is 87. Having a new massive building just for that would be a waste of graphic asset / RAM. CLI tool to automatically generate pumpjack outposts for factorio - Releases · d4rkc0d3r/FactorioPumpjackBlueprint Added optional -b=\d option to specify the minimum number of affected pumpjacks per beacon, Fixed crash when only one power pole could reach all pumpjacks; Fixed crash when the pipe graph was disconnected #3; Assets 3 put the pumping jack on the oil. This is very similar to the P. 667 pumps per line, they can be shared), every 1,419 tiles (129 pairs). 15/0. Now dump 6,000 fluid in. They should not run more than a few cycles if there is no attached pipe to send the oil. Since pipes reach so far, it's probably safe to assume you just need to account for the 1x1 pipe entrance attached to the pumpjack. So you would want to connect all thouse pumpjacks with as few pipe pieces as possible. Your pipe throughput comment is true but irrelevant. use trains, seriously, oil was what pushed me into trains, since pipes lose thoroughput over long enough distances and require pumps, which have to be powered and protected, rails are much easier to deal with and set you up for further expansion and easy ressupply of oil field defenses (assuming you dont just use flamers fed durectly off the tap like I do), as well as arty wagons, Pumpjacks extract crude oil from oil fields, sulfuric acid from Vulcanus, as well as lithium brine and fluorine from the planet Aquilo. Some specific tips for barreling fluids, from my experience. true. 1 Downloaded by: 354 users. each refinery can process 2 oil per second. 0 mean that the throughput (amount that can flow through per second) is no longer determined by the amount of pipe entities. It definitely can work. Correct. Assuming that your output is not getting backed up at any point, then the refinery will consume 100 oil every 5 seconds, according to the wiki (without modules/beacons and using basic oil refining). I have zero issue keeping stuff supplied Hey all, Factorio newbie here I'm playing on my first map and learning a lot about the game as I go on. 10-22-2024, 18-42-01. That gives a rate of 40 oil/s; add on the 30% mining productivity and you're at 52 oil/s. So will longer underground pipe lenghs. I actually tried it in game to see how fast a 1-1-1 train could do a round trip over 1000 tiles between pumping stations (max tech, solid fuel, 2 pumps at each station): it came to 92s per round trip which would be 815 fluid/s. 12/2 Yeah, the oil refinery goes next to the initial pumpjacks, but when those dry up, I just start freighting in more crude. So long as Count the amount of crude oil per second that you are getting from the total number of yield you get initially from all your pumpjacks. Screw yourself. But, when you begin to construct long pipe systems, the speed of the fluid decreases, meaning it will take longer for put the pumping jack on the oil. 98] Pumpjacks keep working even though adjacent pipe is 100% full. So for example, if you build a pipeline where there are 2 pipe segments between any 2 pumps, the maximum throughput from one end to the other is 3000 per second. Divide consumption by recipe time to get crude consumed per second, then multiply by the number of refineries and compare that If modded alternatives are present, you can also choose the pipe, and pumpjack building. 1 piece of pipe between 2 pumps can carry 5400 fluid (oil) per second. {{x=1, y=5}, {x=-4, y=3}} and supplies a table of different entities and their position/orientation output can be rendered into an ascii text format, following conventions below. I would highly recommend you read up on the pipe throughput limitations that factorio has. But yeah, usually one pump is plenty. and to another entity on the other. pumpjacks) and thus doesn't allow any more liquid to be added at that point. 2) let the pipes between the pump and chemical plants full up and make more Petroleum Gas than thay ned. In terms of directly exploitable natural resources, Aquilo has: Ammoniacal solution (via offshore pump on the edge of the ammoniacal seas); Lithium brine (via pumpjack); Fluorine (via pumpjack); Crude oil (via pumpjack); With crude oil being the only non-exclusive resource to Aquilo, excluding ice obtained from lithium ice formation. There is no explanation for the formula that would explain the discrepancies, so I will Pipes are okay insofar that I can get around using them by using trains or barrels. 6. Chu's FLUTE algorithm, which is used for rectilinear Steiner minimal tree generation (RSMT) problem. [1. Probably what I enjoy the most of Factorio is figuring out the inner details of how everything works. Pipes have a maximum of ~180 fluids / sec. Didn't work. This page on the factorio wiki lists the exact maximum throughput for different pipe intervals. If you put a mining drill on infinite ores, it'll show the same output per second in it's tooltip. I have one pump on each outbound pipe segment (near the pumpjacks) and one pump on the way in to each of the groups of tanks. 1. Pip/Boiler/Tank is the amount of things you can The biters start bumping into eachother, blocking the other biters. I'm guessing it's related to pumpjacks going faster if they are on rich resources, but in a vanilla game the 2/s displayed on the entity is actually updated with the current value. ; Latest science pack (re)build: ~1. Date Posted: Nov 6, 2020 @ 10:50am. GregoriusT Long Handed Inserter Posts: 96 Joined: Wed Apr 10, 2019 6:42 pm [1. So if you hover and get a 1 on a pipe section oil is flowing fine. (1000 steel, 200 blue chips, 200 electro engines, 100 pipes, 1000 concrete) Cargo landing pad. With two pipelines and underground pipes (4 pumps per line), you need a pump station every 77 tiles (7 underground pairs). The output arrangement should have the maximum number of beacon effects along with adequate placement of power poles and pipes. That 2 units is the most that can be drawn out of the pipe per tick until it recalculates (5,998 / 300,000 x 100 The top output and input are connected correctly, as a fluid is assigned to those pipes. Breaking and placing them again fixes it, untill they stop workign again. turn all the pumps to face the pipe. If a biter is next to your pipe and being blocked by other biters on all sides, they may consider themselves to have gotten stuck and attack the pipe to get through. Each 'depleted' oil well can deliver 360 units of oil per hour. 1 refineries per plastic chem plant, and 2 chem plants cracking down heavy/light oil. What's the ideal oil/second coming it to 11 votes, 10 comments. Note the normal capacity of a not insanely long pipe (made of pipe-to-grounds) is roughly enough to supply crude oil to 20 refineries - so unless you're dealing with insane volumes or distances you shouldn't need pumps. Stone, iron and copper Factorio version: 1. factorio_pump_to_pipe_cheatsheet. All of the pipes around the pumpjacks are One pump per pipe line is good enough. This is all assuming that the pipes are placed in order in Adds more pipe connections to allow assemblers, chemical plants and refineries to pass through fluids, like electric miners do. It is commonly used to provide water from offshore pumps to boilers and steam to steam engines for power generation, and later on, crude oil and oil products. This blueprint produces 31 big mining drill on Vulcanus from ore resources per min. The point about storage tanks is very good though. 1200/6 = 200 boilers per offshore pump Other than that, the new pipe system does support your 5 offshore pumps just fine, the limit is the length (320 pipes without needing pumps I believe?). Fixed recycler showing greater than 300% productivity in the tooltip. In other words: 0. I use a single 1-2 fluid train to feed 16 advanced oil processing refineries, and even that train isn't running 100% of the time. I'm pretty sure with enough pumps, you can handle an entire oil field's worth of output with a single line of pipes. I don't like to speak of pressure: In Factorio pipe capacity maxes out when the pipe becomes backlogged, that is when it becomes 10. Steam holds energy at a ratio of 0. Just put them in a line and run their pipes together using underground piping to route it all. We would like to show you a description here but the site won’t allow us. I understand that fluids can only exist while inside a component of the fluid system, so that makes sense. This is not even close to 1000 units per second production from these pumpjacks. Then do it again but with pump, pipe, pipe, pipe, pipe, pump. discussion in factorio forum. Fixed that higher quality pumpjacks would produce less oil. As a second experiment build 2 tanks 8m apart. 1 per second, you'd need to have 300 of them, and go more than 760 tiles before you had to add a pump the 0. costs 4. Clarification edit: It's not possible to get more than 100 oil per cycle. I If you are inputting an entire pumpjack's output into the pipe, it is essentially trying to fill up your entire pipe system simultaneously. 5/tick. A boiler now takes 6 water per second and an offshore pump produces 1200. Put pipe, pump, pipe, pipe, pump, pipe between the tanks. 1) Grid locations for each beacon, pipe-to-ground, and medium power pole. mod, but has a different approach to the GUI, and uses a different layout algorithm for the pipes and power poles. It has a pump to make sure I don't fill up the hot coolant pipes TOO MUCH to prevent warm coolant from clogging the pipes, preventing output from the science. Also bring enough blue circuits, LDS, and rocket fuel to send back several rockets (including Fixed pipes and pipe shadow graphics on flipped biochamber. +1 range per level. Post by by Even though you have them individually connected to the “main” pipe, that pipe is connected by 1 pipe to the refinery setup, so you don’t really have anything individual here. For some reason even when the pipe was full and no oil was being used, the jack kept pumping. For the train setup, I usually do 2 fluid wagons per train car. You can't however combine multiple fluid types into a single pipe. 0/10 full at the producers (i. One-two closest oil fields in each map will pretty much always drop to those 2 oil per second, often pretty quickly. and ~20 pumpjacks. They cover 10 tiles but only count as 2. 1. Don't use more than tank per fluid wagon. Your oil field is unlikely to be producing more than 200 crude oil per second (though it will Community-run subreddit for the game Factorio made by Wube Software. 7 million space science pack per minute, totally dependent on stack size 780k SPM at inserter level 22; Overall science rate: 1. And usually, you need a LOT of pumpjacks to fully feed a single pump Overview. -A your pumpjacks are connected to one pipe, limited to ~1200 fluid/sec. 8 refineries would thus need 160 oil per second which I very much doubt you can get from 7 pumpjacks unless you've cranked oil richness to 11 or something. They reveal that the value for pipe length 261 on the wiki is 1 off (will be corrected). I've been trying to figure out pipe dynamics and found a thread that mentions that the maximum flow rate of a pipe is 240/s. I really need more oil and i'm wondering if trains or pipes are more efficent in the long run. 6 million SPM over 50 hours Science pack benchmarks: (from my Community-run subreddit for the game Factorio made by Wube Software. final stats. For distant oilfields, set up a train with a fluid wagon instead of trying to use pipes. A Pump is a multipurpose fluid handling device which can be used to move fluids over long distances, perform flow control, prevent back-flow and load/unload trains. So it effectively requires 20 oil It does. What it means is that you can make a pipeline to bring back the oil For example, for 450 sulfur per minute, I need 6923. Underground pipe gives you more distance covered with fewer pipe pieces. Flow is the amount of fluid you want to move through the pipe per tick, which is 1/60th of a second. 1 when you mouse over a pipe isn't a flowrate - it's how much oil is actually Further away it is, higher the yield and also more spaces for pumpjacks per field. Until you know for sure you need more, just use one fluid wagon to bring in oil. To get this thruput with pipes, you would need a pump every 3 pipes, and this is about double the thruput compared to 20 pipe connections. 0 and 0. The pumpjack will then output an amount of crude oil per cycle equal to 10 multiplied by the field's yield (e. Here I would expect all three non-assigned pipes to be behaving the same, either all not connected, or all connected. For example, an offshore pump outputs 1200 units per second, and as pressure drops with distance, the level in the pipe drops and with it the optimal number of turbines or boilers that can be supported is defined (so long as they are "not too far" The way pumpjacks are written in their prototype limits them to 100 crude oil per second, even though the tooltip in game says they can create more than this. The oil recipe will tell you how much crude is consumed in a cycle. a pump moves 200 units/tick. as for how, make a line of pipes. Say no more than 20 refineries per block, and you should really never have issues with flow-rates. The heat pipe can transport heat over longer distances and connect devices which produce and use heat. For the pipes with no fluid assigned: the bottom input and output are not connected, while the middle output is properly connected. Pumpjacks are probably fine as long as it cannot deplete the source (reducing it's yield the pumpjacks are far more expensive per unit of oil/gas but are permanent and can be upgraded as you unlock better mining fluids. Over time it also drops to 20% of initial value or 2 oil per second, whichever is larger. rikkitikki. Basically pipes have a maximum throughput (fluid/sec) that they can handle based on the amount of pipes (regular or underground) between each The pumpjacks are divided in two seperate "zones", crudely drawn as red and green zones. 2/s. Fixed pipes and pipe shadow graphics on flipped biochamber. Second, I use a pump every 20 pipe pieces to maintain throughput. 1) on the pick "2. The input blueprint should contain at least one pumpjack. 371K subscribers in the factorio community. If you want to send oil elsewhere, you just make a new station instead of laying miles of new pipe 4. 83*C cycles of the well, where C is the number of cycles it takes to pull X oil). Pipes have capacity 10units/s and you have 2units/s. Community-run Silari wrote: ↑ Fri Jul 16, 2021 8:51 am One thing this thread seems to have missed is that miners and pump jacks both display the exact same info in their panels, the only difference comes if they're mining an infinite resource vs a finite one. According to here, "For one pipe between each pump, it gets a little funny (hence the restriction n>1 for the equation at the top). g. all of them. Factorio > General Discussions > Topic Details. – 373K subscribers in the factorio community. In this case it has length of 3 pipes. You can insert some pumps along long stretches of pipe to keep things moving. Once they deplete (which happens at a rate of 1% per 75 'cycles' of the arm), you have all of these wells producing 0. The trunk and branches make up a main network of long straight pipes spanning the whole field to which all pumps may connect. Pumps can move 200 units of fluid per tick, or 12000 per second. In other words, divide the amount you need per second by 60 and that's the flow you need. 0/20 still has it might be possible to change the output fluid box pipe connection to input-output type to allow fluids from a neighbouring pumpjack to flow into it, however since the "height" of the output fluid box is raised to try and FORCE fluids to flow out of it, as well as the entity's fluid box being designed to be an output only, it might not function as expected. Like "3 copper wire machines per 2 green circuit machines and 2 fast inserters from each copper output", but there's more to it - like number of red circuit machines per green circuit machine. DaveMcW Smart Inserter Posts: 3731 Joined: Tue May 13, 2014 11:06 am. Any 3+ way intersection. script takes an 'array' of locations, e. But rounding up these disparate oil patches into something resembling useful is the worst. Obviously you can use underground pipes to further increase allowed distance, but if the wiki is still correct you get 90/s throughput until 224 pipes, so that should be enough for most purposes. attempts to be neat, where OilOutpostPlanner attempts to minimize the amount of pipes or poles used. If a pipe section becomes too long without using pumps (spreading outside a As stated there, to support a flow rate of 1200/s you will need a pump every 18 pipe pieces (a piece being a single overground piece or one part of an underground pipe, so input and exit of an underground pipe count each as one piece but 0 for the distance between) What's the maximum throughput on a pipe? When I hover over a pipe, it's a scale of 1 to 100, is that the flow rate in units per second? Specifically, I'm working on a nuclear design (I'd rather learn than just using someone else's design) and Steam is getting "stuck" in the Heat Exchangers. Yes, the displayed yield translates directly to the expected resources the pumpjacks show. (If you can't meet demand, may want production modules + speed beacons) The amount of production it has before reaching its lowest point is limited - so you want productivity to make the most of it before it is gone. N. Not sure what pipe actual performance is - I usually never put more than a single offshore pump per pipe, but it may actually be higher. I want to say that having them all into the same pipe also will slow down how fast the fluid gets somewhere, but i finished my game with a similar setup combining my pumpjacks into a single pipe. P. There is a sliver of space between the refinery and The reach of heat pipes is now affected by quality. 20 The changes for the pipes in 2. 1 units per second? I have a whole network of pipes dedicated entirely to "depleted" crude oil sources, and I can currently get a little more than one barrel every 25 seconds from it. But when I have them hooked up to an oil refinery doing basic oil processing with a speed 2 and a speed 3 module, for a total of +100% crafting speed, which should equal 4 oil/second (2. Jun 2, 2017 @ 2:09pm So At the stage where you're starting to make modules, but don't have beacons on your refineries, this could easily be 5-10 refineries doing the same recipe. For discussion and posts relating to the Look for pipes and barrels in topic names (as belting barrels is the only alternative to pipes). Trains are cool 2. Material for rocket silos and rockets. 1º I have tons of pumpjacks around the map 2º I tried to put some pumps here and there on the crude oil pipeline. Community-run subreddit for the game Factorio made by Wube Software. Each group has one underground pipe up to the railroad stations and storage tanks. 2P. A single pipeline up to 450 segments long can handle that flow rate. So, I think reactor design will now have three concentric rings: reactor core >-heat pipes -> heat exchangers >- steam pipes -> turbines. 187 pipes actually stretches about 1000 tiles, because each pipe-pair is 11 tiles, or 5. This is the only part of Factorio where something can actually increase in pollution without intervention, the only other thing capable of this is a death spiral from The goal is that stretches of pipes are mostly straight (and subjectively tidy), unless it'd cause a weird detour: The mod tries to find a good place for a main-pipe (trunk), and from the trunk some branches are planned. 2. _itg Burner Inserter Posts: 11 Joined: Mon Mar 14, 2016 1:15 am. Pipes show the amount in that single piece of pipe. That way, all pump-jacks make a set amount of pollution per unit, which is a lot easier to balance. e. Pipe laying is tedious 3. the others are technically finite, but mine are still yielding plenty after hundreds of hours. I was wrong; it can move 12k fluid/s, meaning a tanker takes about 6. 05. An unaltered refinery uses 10 oil every 5 seconds anyway, so that amount of oil is sufficient. An intersection of 3+ seems to try and equalize pressure over all the The tooltip will tell you how much a pumpjack produces per second. The only way to know for sure if you are limited by the pipes is if the fluid is 100 at the start of the pipeline (where the pumpjacks are) and near zero at the end (where the oil refineries are). i was going to tell you the ratio for 0. 16, and a ratio that will give you a bonus number of boilers. 83*X oil from the well (or more accurately, X oil comes from 0. Advanced oil processing uses 20 crude per second per refinery (before modules/beacons). Concrete + steel concrete Heating Towers and heatpipes. Experiments in Factorio: How to make a 195 liquid per tick(11,700/sec Pipe have max flow speed given x distance. Each oil field can be covered by only one pumpjack at a fixed spot. I'm curious because ive build pumpjacks on all the oil spots relatively near my base. Furthermore, the formula that was added to the wiki is not correct for all values. The longer pipe you run, less fluid can go through it per second. 5 crafting time /10 oil per craft Pipe throughput is very high. A larger pipe will take more liquid before it backlogs: A pipe at 10. Bilka wrote: ↑ Mon Aug 15, 2022 4:51 pm Results of the measurements for pipeline lengths 1 to 1001 are attached in the txt file. from there use undergrounds to bring it back to the factory. 373K subscribers in the factorio community. Unlike transport That's crazy. I usually shove all pumpjacks into a central pipe in a way that's easy with a mind to using fewer pipes rather than more. In long term you need 10 pumps per refinery if you work without any boosters because any pumps minimum is 2/s. Usually a pumpjack outputs like 2 crude oil/s? The pipe throughput for most reasonable setups is about 1000 units/s, higher if you regularly use pumps in the pipeline. Place a pump directly in the other side of tank, with pipe from pump to 3 refineries. If that pipe is at capacity, add at least 1 more Pumpjacks should only run until their internal storage is full. " Community-run subreddit for the game Factorio made by Wube Software. Luckily, it's an oil pipe, and defending oil pipes is quite easy if you're willing to invest a bit. It has a 7x3 footprint with two eccentric pipe connections, and may be rotated before placement. Put a pipe between each tank so Natural resources. Top. All you need to do is to deliver resources to the underground belts and pipes. GL ser Reply reply Community-run subreddit for the game Factorio made by Wube Software. M. I have 7 of them, yet I'm easily hitting >100/s crude oil production. In the section titled "pipelines". They have power, they just stop. Just run 1 pipe east-west and pipe them all north-south into it and you should be good. Get those pumps running even while the train isn't there. Then using that knowledge to make designs Place a handfull of pumpjacks, connect with pipes to a tank. If oil fields are depleted (to the minimum of 20%) speed modulesare a good option to raise the pumpjacks output. Every pipe now fills to 6,000 / 300,000 x 100 = 2 units. Go to factorio r/factorio • If so, is the flow rate on the wiki referring to flow through a single pipe rather than units being moved per second through the entire system? Or, if this due to the "thin spread", what is the flow rate referring to if a rate of 1033 isn't enough for 3. If you just split your setup into smaller blocks you avoid having to worry about this at all. Members Online • [deleted] ADMIN MOD Which modules should I use on pumpjacks? Question Im really running out of oil from them and there are none in a large range from my factory, I was wondering which modules will help me the most Science per Minute question If you place a pump after every 2 pipes or less you can get 3500 fluid/s or so. The pump can be seen as the inserter for fluids. Putting quality modules into a pumpjack has no effect. -The pumpjacks to not connect to a set of buffer tanks, limited to flow only when the train is present. 077 units of oil which Doomer's Calc interprets as a length of pipe less than or equal to 2041. Tested with tanks and offshore pump lowest time I can get to fill 2000 water units is ~11. 3 pipes have max of 29-31 flow/ticks; multiply that by 60 (factorio use 60 ticks per sec) So 31 x 60 = 1860 unit/sec, this is the max flowrate on 3 length pipe, even if the pump capable of pumping 12000 unit/sec (200 flow/ticks), or if you add even more pump. The formula to determine the modified output is: Output of unmodified oil field * [1 + (number o What is the optimal/best logic of connecting pumpjacks to pump crude oil? Like, I understand that it's better to mostly use underground pipes because of liquid No, one pipe should suffice. (accounting for oil in pipes/pumpjacks/tanks there is a hardcoded limit of 100 fluid per flow operation (6000/s)which means each of a building's outputs can send 6000/s. However, this is all rather complex and requires numbers. Flow is a generic number of flow speed, the higher the faster. Basically Pumpjacks will randomy stop working. The flow rate from pipe to pump decreases as the pipe length gets longer. Currently, this is limited to heat exchangers, nuclear reactors, and heating towers. A refinery consumes 100 per 5s or 20/s. Joel's pipe plan optimizer, which rotates pumpjacks and straightens paths to further improve a given pipe plan: bury: Productivity modules and beacons at first is best if you can produce sufficient oil with the pumpjacks you have. Tapped out oil fields. A single boiler converts 60 water to steam per second, for 20 boilers that's 1200. Pipes are easy to run over, and vulnerable. 3 refineries = 60/s They just suck those pipes dry immediately and still don't get enough resources for continued operation. all parts for a nuclear reactor and fuel lots of Holmium plates for the If you place a pump after every 2 pipes or less you can get 3500 fluid/s or so. If you have too much its best to store the oil before sending it to the refinery. Once the pipes are full, the pumpjack stops. 0, the developers decided to impose the "Pipeline Overextended" penalty when extending pipelines beyond 320 units; this unit can be identified by hovering the mouse over a Bring 1000x steel, 200x blue circuits, 200x electric engine units, 100x pipes, and 1000x concrete to build your first rocket silo. 31 votes, 30 comments. 1 crude/second. Whether to use Efficiency, Speed, or Productivity modules depends entirely on your strategy and your situation - but I find the main reasons to prefer Efficiency over other modules is when you want to minimize pollution to reduce biter attacks, and also to reduce power consumption so you don't need to build as many electricity-producing structures, which in-turn reduces total Yes the speed module would grant you more oil per second due to the fact oil is an infinite resource. Place this down once and your drones will fill out all of the pumpjacks. But as a rough order of magnitude, a pipe can handle about the output of a single offshore pump, or a bit less for a long stretch of pipe. they just produce less per cycle. All discussions I've seen over time about fluids revolve about pumps, pressure and consumption. In the case of trains, if you want to double the throughput you can double the number of trains, or double the number of fluid wagons per train. if I were to run 1 pipe from both 2 off-shore pumps, I'd get around 60% power (I'd get 50% if I had 1 pump). i have do this for 10 chemical plants if you can keep all the inputs full i can/do use all 10 at the some time Community-run subreddit for the game Factorio made by Wube Software. I am having to travel very far now with a lot of pipe to get to new areas I can use pumpjacks on, and often there are only 2 or 1 pools to drain from. I remember a long time ago I had a pumpjack that ran constantly. 07 Bugfixes: - Removed references to mining-drills and pumpjacks as they are unable to passthrough result fluid, due to the construction of the entity type - Removed extraenous logging It attempts to find the best arrangement for pipes, beacons, and electric poles and returns the plan in the form of a Factorio blueprint. U. png ↳ Discover Factorio Wiki; ↳ Discover Others Creations; ↳ Discover Mods; ↳ Discover Tools Around Factorio; ↳ Technical Help; ↳ Bug Reports; It first tries to find pumpjacks that should be directly connected with lines of pipes ("trunks") and then connects these groups incrementally. A pipe can only store 100, so your theoretical max from pipe to pump is 6000 units/s or 100 units/tick. There might be a bug though. Pumpjacks can accept quality modules, despite not producing anything with quality. Am I right that 10 is simply the quantity of liquid within the pipe at the time, and even if you have say 20 pumpjacks putting out 30/s oil, then 30/s oil is what you are actually getting? It has a 7x3 footprint with two eccentric pipe connections, and may be rotated before placement. Run around and place all the pumpjacks, then shift-click the pipes blueprint over it all, then just tap one output somewhere. Nov 6, 2020 @ 10:50am Per page: 15 30 50. Chris C. Pipe to ground may require more resources to craft but it only counts as 2 pipes but can span 10(?) squares. If you ever want to build a massive base with lots of things (or you have a slow computer) using lots of pipes will restrict your throughput and eventually cause the game to lose UPS (updates per second). In terms of thruput, a blue belt can carry 45 barrels/second with 50 fluid each for a total thruput of 2250 fluid/second. Adds more pipe connections to allow assemblers, chemical plants and refineries to pass through fluids, like electric miners do. 3 productivity modules here instead would be a lot slower a lot slower, but would give So, in Factorio 2. But once an oil well is at its bottom, the only number that matters is how much of that resource you're getting per-second. You have 8 machines in chain who demand this liquid, but only ~3 benefit since low pressure. every 8 sets of undergrounds throw in a pump to keep up pressure. I have never gotten past blue science before so if im doing something inefficient please tell me. Playtime: 1453h39m; Research: Stack inserter capacity bonus 50 (stack size 140) - not really possible to complete. or number of iron drills to saturate what factory needs in total. Thanks for being an ass. You are very unlikely to fill a single pipe with only 3 pumpjacks. You don't have to worry of reaching throughput issues with only 3 pumpjacks. -The train platform is split four ways from one pipe, topping out at 300 units/second/pump. A cluster of 6 'depleted' wells, equipped with Speed-3 modules will deliver ~4000 units per hour! Factorio Direction; ↳ As for getting the most bang per buck I normally throw in a load of productivity modules to all my oil/fluid processing, it slows it down but you end up with a lot more than you started with, with the pumpjacks though its better to use a speed module as its effectively an unlimited resource. however with that attitude A pipeline that leads to nothing (no matter it's length) will eventually reach 10 units of water in each segment. Underground pipes help extend the range, since only the end pieces count toward the length. From what I recall from pumping tests I'm don't know the numbers, but unless you seriously speed up the refineries with speed modules and beacons, one pipe is more than enough for a hundred or more refineries. Since I couldn't find existing implementations faster than 30hz, please have Conway's Game of Life in Factorio at 60 Hz (one update per game tick) using 5 combinators per cell If your pumpjacks are only pumping about . 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. Pipe to ground is actually efficient. Pipe throughput gets lower the more pipes the liquid has to go through. There is a small section of piping that collects oil from my pumpjacks that is blinking, kind of a flashing airport runway lights kind of blinking. Now, let´s say your total yield is 12 oil per second. But with only 4 pipes between tank and pump the flow rate is only 1800/s. Place a pipe between them and watch how slow the second tank fills up. Z Cartire. If you put speed modules in the pumpjack, it can finish multiple cycles per second, and so can produce more. 54 crude oil for 538% yield) per second. 11sec using one pipe. Playing with a friend and we have connected one Pumpjack to the oil refinery successfully. 2022. Hover over each of the pumpjacks to see how much they’re producing per second. 2 kJ per °C per unit. use undergrounds to connect the pipe to the pumps. without pumps" add 1 pumps just out side the tanks and befor you split the pipe. As a "cheat" to improve the flow you can replace your straight pipes with underground pipes. Later research Advanced Oil tech, and rebuild with 5 refinery, 1 heavy crack, 5 light crack, 4 Unless I've done my math wrong somewhere, each of those pumpjacks should be producing 4 oil/second (+700% = 8x base output). In the case of pipes, you would need to run a second pipeline or use the same pipeline but placing pumps at least every 3 pipe tiles (one underground pipe segment counts as two pipe tiles). My best performing "connected centers" variant uses Dr. 1 and the pipes by the refinery will be 10. The type of incoming and outgoing resources is indicated on the display panel. it doesnt go for long till it stops. 98] Pumpjacks keep working even though adjacent pipe is 100% full Post by GregoriusT » Mon Nov 27, 2023 12:31 am My Pumpjacks keep working even though the adjacent pipe is 100% full. 12 pump jacks are probably less than 500 total fluid/second. I will be very glad for your support, you can also check other bluepronts in my profile If you are moving a huge amount of oil then pipes can start backing up, pipes help to move the liquid faster. I did all per pipes second run, first run I tried trains but didnt make it. Compared to an orefield with eg 1000 iron ore: The speedmodule would you let mine also 20% faster, but the resource field is also depleted 20% faster, granting 1000 ore in total. If you're consuming X oil per second, prod modules will mean you only took 0. So no, all the underground’s are unnecessary. More than 100 is impossible. Note: I say per cycle instead of per second because people like to use modules, which means they would get more than 100 per second, but not more than 100 per cycle. If you have a very short run then you can get partial use from a double pump. I would guess the issues is that you only have 1 pipe coming from the pumpjacks to the tanks. a big part of the game is the fun of figuring things out. Yeap, you can combine them all into one pipe. If you need more oil, same as above 5. I usually link all my pumpjacks together. Look at the actual chart, you can have 1000 units per second flow through 200 pipes. 3º I only used iron pipes for the purpose of increasing the pressure 4º I emptied every liquid/gas storage to The maximum throughput of a pipeline depends on the number of pipes between pumps. First, always use underground pipe because the length is not measured by total distance but instead by the number of pipe pieces. Reply r/factorio • Question about Pumpjacks. With 2 input for tanks the maximum flow is ~ 277 fluids/sec. uarfb mivty fswn roxys potl gme mdowqo opih qzijoi mnw