Factorio
Lothos 2016년 11월 14일 오후 3시 14분
perfect oil?
is there a perfect ratio for oil that takes crude straight to petroleum with no byproducts?
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KatherineOfSky 2016년 11월 16일 오전 11시 21분 
Piggy님이 먼저 게시:
What i want to know is why the hell you can fit a train in your pocket, screw all your tech talk im talking about basic logic.
You've never played video games before? In RPGs, you can reasonably hold tons of armor, weapons, food, materials, etc. in your pack.
Lothos 2016년 11월 16일 오후 12시 40분 
wtf does the train nonsense have to do with my oil production thread? seriously, people that derail out of the blue are annoying.
Acarin 2016년 11월 16일 오후 1시 01분 
lothos님이 먼저 게시:
wtf does the train nonsense have to do with my oil production thread? seriously, people that derail out of the blue are annoying.

I see what you did there... *applause*
Lothos 2016년 11월 16일 오후 1시 08분 
Acarin님이 먼저 게시:
lothos님이 먼저 게시:
wtf does the train nonsense have to do with my oil production thread? seriously, people that derail out of the blue are annoying.

I see what you did there... *applause*

*evil grin*
ShadouFireborn 2016년 11월 16일 오후 3시 28분 
I have to do a small correction to your math here.

Oil refineries have a crafting speed of 1, while chemical plants have a crafting speed of 1.25. Therefore, to get the accurate numbers you need to divide the processing time by the crafting speed of the chemical plant.

Advanced oil processing:
1 H : 4.5 L : 5.5 P / 5 seconds gives us the previously stated rates per second of :

0.2H/s : 0.9 L/s : 1.1 P/s

Cracking takes 5 seconds with a crafting speed of 1.25. The crafting speed modifier changes the processing time from 5 to 4 (5 / 1.25 = 4). So to keep a chemical plant running, you need:
4H / 4s = 1/s demand
3L / 4s = 0.75/s demand

If we want to keep that heavy oil cracking plant running full time, at 0.2H/s provided by a refinery, you need 5 oil refineries. This provides the obvious 1H/s : 4.5L/s : 5.5P/s.

One heavy oil cracking plant provides 3 light oil per 4 seconds (again, crafting speed modifier of 1.25 bringing the cycle time down from 5 to 4), so we add that 0.75L/s to the supply. So we need enough light oil plants to crack 5.25 L/s to P. Each Light Oil cracking plant can handle 0.75/s, so...

5.25 / 0.75 = 7

So this gives us a nice clean ratio of:

5 : 1 : 7 Refinery : Heavy Oil Cracking : Light Oil Cracking

This will give us a total of 5.5P/s from the refineries and 3.5P/s from the Cracking, for a grand total of 9P/s from the whole thing.


ShadouFireborn 님이 마지막으로 수정; 2016년 11월 16일 오후 3시 32분
Acarin 2016년 11월 16일 오후 3시 38분 
5:7:1 is correct for unmodified production. If, however, you use Production Modules in your refineries and crackers, it changes the ratios (IIRC it becomes 4:7:1 with PM3s, but it's been a while since I last looked at the maths)
ShadouFireborn 2016년 11월 16일 오후 3시 41분 
If you're going to put modules on it, of course it's going to throw off the ratios. I provided the maths for the ratio of the base production to at least give us an accurate starting point for what's needed. If you want to add the math for the addition of modules (please show your work!) you can go ahead and do that.
Acarin 2016년 11월 16일 오후 3시 42분 
Then again, it may be 4:8:1, judging by my only screenshot of a fully-modded refinery complex:

http://steamcommunity.com/sharedfiles/filedetails/?id=771135838
Lothos 2016년 11월 16일 오후 4시 08분 
I prefer to use efficiency modules myself to keep power/pollution down. And yes, I forgot that the plastic production was on a 5 sec cycle so I pasted more of the oil/cracking into the lead up.
ShadouFireborn 2016년 11월 16일 오후 4시 34분 
Productivity is -complicated-. It adds another layer of difficulty to mathing things out. Productivity adds an extra production of resources every (cycle time * production%) seconds, but it slows down the machine and reduces its total output. The benefit to Productivity modules is being able to do more with less; You might be making less petroleum, but you're making more from the same amount of oil. Refineries normally produce 1H:4.5L:5.5P. To math out how many chemical plants we need for the modified supply, we need to first figure out how much Refineries are making with the productivity modules.

Let's start by taking the best productivity modifier we can, provided by two p3 modules. This will give a productivity of +20%, while giving a speed of -30%. Note that this also increases the energy consumption of the machine by 160%!!!

This changes the normal crafting speed of the machine to 0.7 (1 - (1 * 0.3)). So the new cycle time is going to be (5 / 0.7 = 7.14285...). For ease of math, let's round that to 7.15.

The new production for each oil refinery becomes 0.14H/s:0.63L/s:0.77P/s

The bonus production for each oil refinery would be a flat 20% of the normal production, so 0.04H/s:0.18L/s:0.22P/s

So adding these two figures together, we get a total production of:

0.18H/s:0.81L/s:0.99P/s

Again, it's worth noting that productivity units actually reduce the total output of whatever they're attached to, while increasing the resource efficiency of the recipe.

To get up to 1H/s, we're going to need 6 refineries. This will produce 1.08H/s, so we've got a small bit of extra Heavy production that's going to jam up the pipes every so often. Personally, I'd siphon that extra 0.08H/s production into a tank and feed it to a Lubricant factory, if I could figure out how to do so without taking too much and slowing down Light cracking. Might be able to do something about that with circuits...

6 refineries will produce 4.86L/s, and that heavy oil cracker is producing another 0.75, so we need to crack 5.61L/s. This requires 7.48 Light Oil cracking, so round that up to 8.

So with the productivity modules, the new ratio is 6:1:8, and it's not a perfect ratio.

Personally, if I'm going to put any module on my refineries and chemical plants, I'd do Speed on all of them. The speed module, at least, doesn't throw off any ratios if you use the same number of them on each machine.
ShadouFireborn 님이 마지막으로 수정; 2016년 11월 16일 오후 4시 48분
KatherineOfSky 2016년 11월 16일 오후 4시 56분 
OP, the short answer is -- just plonk down an extra cracking plant... why search for a "perfect" ratio?
ShadouFireborn 2016년 11월 16일 오후 5시 01분 
KatherineOfSky님이 먼저 게시:
why search for a "perfect" ratio?
Because it's there. :D
Lothos 2016년 11월 16일 오후 5시 01분 
because oil is a pain in the ass. production ceases once any one thing backs up :/ I could say go 5/1/7 to get just a touch more crude processed, but it will be more than the heavy/light cracking can manage over time and thus the whole operation would stop at some point.

this is why i have gone with the 4/1/7 setup x5 to feed 12 plastic making plants.
KatherineOfSky 2016년 11월 16일 오후 5시 03분 
The_Idiot님이 먼저 게시:
KatherineOfSky님이 먼저 게시:
why search for a "perfect" ratio?
Because it's there. :D
Yeah, but it's pointless. Everyone is wasting so much of their precious lifetime calculating things that are superbly unimportant...

And then what happens if you add productivity modules, and speed modules? More minutes/hours wasted...
KatherineOfSky 님이 마지막으로 수정; 2016년 11월 16일 오후 5시 03분
still__alive 2016년 11월 16일 오후 5시 05분 
KatherineOfSky님이 먼저 게시:
The_Idiot님이 먼저 게시:
Because it's there. :D
Yeah, but it's pointless. Everyone is wasting so much of their precious lifetime calculating things that are superbly unimportant...

And then what happens if you add productivity modules, and speed modules? More minutes/hours wasted...

Is it a waste of time if one is having fun trying to work out the ratios? :P
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