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You can crack everything to petroleum gas and create solid fuel from that to feed the boilers for steam for liquefaction and let it flow on to create plastic. But you then need to balance it so your plastic doesn't over-consume and causes fuel to under-produce and steam to halt; which would break the production loop.
You can crack heavy oil to light oil and use light oil to solid fuel to feed the boilers for the steam, but that means you have to use circuitry and pumps to balance out how much light oil goes into fuel vs how much goes on into cracking into petroleum gas and is forwarded to plastic.
Or you can take the heavy oil into solid fuel which from the perspective of the refineries feeds the boilers at a near-exact production-to-consumption ratio to keep the loop going; crack all the light oil into petroleum gas; join it with the gas flowing out of the refineries and not have to balance everything with circuitry.
Gee; I wonder which is the better idea here if you're looking to set up a reliable, easy to deploy plastic build based on mass-munging coal. Could it be the one that is in no danger of stalling and doesn't require circuitry to manage?
Not even sure what it's useful for, honestly, but thanks for the idea.
Thousands of players manage oil processing, turning heavy into lubricant, light into rocket fuel and petrol into sulfur and plastic without stalling. It isn't complicated and there's really no secret to it.
And I'm not denying any of that.
What I am denying is that,
Because heavy oil still has a place going into solid fuel (and on into steam) for the coal liquefaction recipe to set up an easy sustainable loop for mass coal -> plastic production.
Can you balance oil products with circuitry? Of course, you can.
Is it more efficient to do so for that particular use-case, than it is to rely on the (uncannily accurate) ratio for heavy oil?
That depends on how you define efficiency. Certainly, it's not more efficient space-wise which can be important if you constrain your builds to a fixed city block pattern. And you can be pretty sure of the fact that it's also not more efficient UPS-wise, as circuitry is relatively expensive. Especially circuitry used for self-balancing, where the conditions flip-flop every frame and no amount of caching evaluations for stable states can be used to optimize it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2285050528
Though even if it was a perfect ratio you have the coal right there, so you might as well feed the boiler with the coal and crack the heavy for more solid fuel and more petroleum, or feed the boiler with rocket fuel, which is probably more coal efficient.
Also the circuitry you might have to control eg the on/off pump for light oil cracking is just a pump connected with a wire to a liquid tank. That is not ups unfriendly. And as fluid systems go it is possible although quite tricky to make the fluid go the way you want without using circuitry: https://steamcommunity.com/sharedfiles/filedetails/?id=2285060077 (disclaimer: I don't know the rules, it seems to have to do with placement order)
Finally by not making any rocket fuel or lubricant you have just pushed the need for controlled fluid flow elsewhere because I assume you still want blue belts? You still want robots and yellow science? You still want to send rockets? If you make all of your plastic in one place and don't save any heavy or light you may have trouble using up your petroleum in another and then you'll have to turn petroleum into solid fuel and it all gets really messy.
His statement is true. If you want to use heavy oil for solid fuel that's fine, you can if you want. You can make petroleum into solid fuel too. His statement did not say you cannot use heavy oil for solid fuel.
If you want a run-down of the full recipe's components, fine:
4 fully beaconed and moduled refineries take ~44 coal/s i.e. one blue belt. They can be fed with steam by 4 boilers and feed their output heavy oil back in.
Using beaconed and moduled chemical plants, the heavy oil flows into 4 heavy-to-light cracking and, iirc, 6 or 7 light-to-petroleum cracking, into which also the light oil from the refineries flows. This leaves exactly enough non-consumed heavy oil to push into one final heavy-to-solid-fuel plant that is capable of keeping up with and fueling the boilers.
Nilaus went crazy with the ratios in that idea and built something out of it with carefully planned fluid flow to prioritize the flow back into the refineries and into the solid fuel so that it balances naturally, without needing pumps or circuitry. And he made it tileable. It's part of his master class videos, if you want to look it up. It proves that the idea is sound and works.
The nice part of such a set-up is that it only requires coal as input; and only produces gas as output. Everything else is part of a closed system which isn't meant for 'outside' consumption. But, coal + gas is what makes plastic so run more lines of coal and you can consume them together with the produced gas to make heaps and heaps of plastic.
This allows you to isolate part of the oil related industry and break it up into distinct units of work, without needing to clump it all together and share a pipe system.
Setting up liquefaction in one way does not preclude you from using a circuit-switched general purpose oil setup elsewhere. You don't have to connected the pipe systems for it together.
And for this you can work out a setup where rocket fuel is produced with both petroleum and light oil, using up excesses.
With cracking of course the ratios are perfect. That's what cracking is for: to balance the imperfect ratios. You use heavy cracking to balance. I use heavy cracking to balance. It's exactly the same. This also means that your entire argument about circuits falls apart too, because if you can balance the flow between cracking and not cracking without circuits then so can I.
Yes, exactly what I said, you have to turn gas into solid fuel, wasting even more potential. This is not an efficient way of doing things, first cracking the light at one location and then having to use gas for rocket fuel at another because you don't have enough light. And just so you can say that you used heavy oil for solid fuel which isn't even efficient to begin with. If you need two locations (which you might super late game) how about using a train?
Since that 40 HO gets you 2 SF, 20 PG gets you 1 SF, while 30 LO gets you 3 SF, why on Nauvis wouldn't you crack ALL the HO to LO and then make just enough SF and crack the rest of the LO to PG for Plastic and just be done with it?????
Even if you add in modules and beacons, it does not change the 20 HO/PG cost per SF and the 10 LO cost per SF. All that does is give you more HO, LO, and PG to play with. Set it up such that you crack all the HO to LO, and en route to cracking Lo to PG your LO goes through the SF makers so that that belt backs up and then crack all the LO to PG for Plastic. Its not hard, no reason to make it sound harder than it is.
Lube was part of the initial question, with Advanced Oil Processing.
I was responding to the later conversation, which seemed to be more about Coal Liquifaction for the express purpose of making Plastic. sorry if I misread the thread.