This table shows the results of various module combinations for a single cycle of the chemical plant for either light oil or petroleum. Light oil is not cracked since it takes twice as much petroleum gas to make one solid fuel. Petroleum gas and light oil will be used as-is for producing solid fuel. Light oil and petroleum gas into solid fuel Power cost and power results will be worked out in reverse, with the result that gives the most power being used for each step thereafter. 2 Converting solid fuel into rocket fuel.1.1 Light oil and petroleum gas into solid fuel.This is also why there's no solid fuel from heavy oil - because that's less efficient than first cracking to light oil, but more efficient than first cracking down to petroleum gas. Ideally the petroleum fuel plants won't run most of the time, but they're there as a release valve. :) Even if you're not consuming any plastic for some reason, the flamethrowers and power plants must keep running - that's what this is designed for. And yes, that's the point - to get rid of excess petroleum gas as inefficiently as possible. Now, some may want to object that solid fuel from petroleum gas is less efficient than from light or heavy oil. The important part is that all petroleum solid fuel can be consumed. You may want different conditions for other kinds of maps - for example you could have your power plants prioritize petroleum solid fuel over coal over light solid fuel (if you have separate belts/trains per source of solid fuel). This particular selection of circuit conditions is designed for deathworld conditions, prioritizing light oil for flamethrowers first, then power, then petroleum gas last. Where LOW and HIGH are arbitrary thresholds for tank levels, for example LOW=5k, HIGH=20k.Īs long as you can consume all solid fuel production, this setup will ensure that the oil refineries can always work nonstop, so your heavy/light production will not be blocked by a drop in light/petroleum demand. The ratios I've thus come up with are (double it for perfect ratios):ġ0 oil refineries (produce 50h, 90l, 110p)Ģ.5 heavy oil cracking (consume 50h, produce 37.5l)Ĩ.5 light oil cracking (consume 127.5l, produce 85p)Ģ5.5 solid fuel from light oil (consume 127.5l)ġ9.5 solid fuel from petroleum gas (consume 195p)Įnable heavy cracking if heavy oil is above HIGHĮnable light cracking if light oil is above HIGH and petroleum gas is below LOWĮnable solid fuel from light oil if light oil is above LOW and petroleum gas is below HIGHĮnable solid fuel from petroleum gas if petroleum gas is above HIGH So my usual strategy is to balance ratios so that every product can always be fully consumed, to prevent any other products from backing up. I'm not sure how to read your tables, but as others have pointed out, consumption of each product will vary depending on what else your factory is up to - flamethrowers firing? Building 10,000 blue belts? Mass producing modules? Etc. Ratio per Refinery (Refinery:Chemical Plant) Resources Production on Chemical Plant Ratios Resource Oil Refinement Ratios per Pumpjack Resource It allowed me to calculate these values easily. Note: I converted the amount production to equalize the same time for everything (1 second). So, do you now if someone already have been created a similar sheet, or calculator for this? What do you think about the ratios I found? So now, I created this table using the Factorio wiki, and I wanted some suggestions or corrections. Sometimes the Chemical Plants cant get enought Oil Gas and stop the production of sulfur and plastic. I already created a small oil processing area and didnt calculate anything, so, it is not working very well. So, I wanted to have a good ratio based on the refinaries amout per chemical plant. I need to start thinking to create a big place for oil processing in my factory cause I need to start using the lubricant.
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