Factorio

Factorio

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IAN Oct 21, 2016 @ 6:07am
Slow oil production?
I need help, I am playing a map with all normal settings, now I am stuck at slow oil production, the next oil patch is to the west of my base and its pretty far, and also pretty small, I can build a train just to barrel and unbarrel it, but it's still going to be slow.. gg

http://images.akamai.steamusercontent.com/ugc/242458830515708404/2E8C43F07E7BA431FF45404002EC683116295331/
Last edited by IAN; Oct 21, 2016 @ 6:08am
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Showing 1-15 of 20 comments
KatherineOfSky Oct 21, 2016 @ 6:10am 
Oil depletes over time to 0.1/second. Add speed modules to the pumps & beacons around the pumps.
IAN Oct 21, 2016 @ 6:13am 
Originally posted by KatherineOfSky:
Oil depletes over time to 0.1/second. Add speed modules to the pumps & beacons around the pumps.

Ok, one question. Speed or productivity better? I heard oil pumps is better for productivity
KatherineOfSky Oct 21, 2016 @ 6:36am 
Originally posted by METAL IS THE LAW:
Originally posted by KatherineOfSky:
Oil depletes over time to 0.1/second. Add speed modules to the pumps & beacons around the pumps.

Ok, one question. Speed or productivity better? I heard oil pumps is better for productivity
Speed is superior.

All you need to do is the math...
Pumpjack with two Speed 3 Modules = +100% production = ~ 0.2 oil/s
Pumpjack with two Productivity 3 Modules = +20% production, -30% Speed = ~0.084 oil/s

So using Productivity modules is worse than no modules at all.

(Note that you can use productivity modules in refineries, and other processing buildings... just don't use them in pumpjacks).
Acarin Oct 21, 2016 @ 6:59am 
Someone actually did lots of complicated math in another thread (on Reddit, I think), showing that PMs are useful on pumpjacks down to about 0.8 oil/s, after which SMs outperform them.

To answer the original question, however, just keep looking. Sometimes, you do need to go a LONG way from home to find a decent oil deposit, but in the meantime you can drop radars around the explored edges of your map to extend the visible areas (although you will need to string power poles out to them, of course). They will eventually succumb to biter attack, but it shouldn't happen for a while :-)
IAN Oct 21, 2016 @ 7:45am 
So am I right to say SMs is better in the long run?

Guess I have been playing it wrong in my whole 120+ hours.. Thing is the there's that 4 patches going a long way, I probably have to barrel or pipe the whole thing which is going to be tedious and I'm getting lazy just for a little kick in the oil.
Last edited by IAN; Oct 21, 2016 @ 7:45am
KatherineOfSky Oct 21, 2016 @ 8:03am 
Originally posted by Acarin:
Someone actually did lots of complicated math in another thread (on Reddit, I think), showing that PMs are useful on pumpjacks down to about 0.8 oil/s, after which SMs outperform them.

Considering that the non-depleted life of a well is *extremely* short, (probably less than half an hour at fully pumping speed, I'm guessing), I'd still rather put speed modules in, since I can't be bothered to time them then go out and change them all. :P



Originally posted by METAL IS THE LAW:
So am I right to say SMs is better in the long run?

Guess I have been playing it wrong in my whole 120+ hours.. Thing is the there's that 4 patches going a long way, I probably have to barrel or pipe the whole thing which is going to be tedious and I'm getting lazy just for a little kick in the oil.

Yep, SMs are better in the long run. And that's what forums are for -- we all share our ideas and learn from others' experiemnts! :-)

You could always start a new map. I like to have oil patches "Big" size, and very low frequency on the map.
IAN Oct 21, 2016 @ 9:03am 
Originally posted by KatherineOfSky:
Originally posted by Acarin:
Someone actually did lots of complicated math in another thread (on Reddit, I think), showing that PMs are useful on pumpjacks down to about 0.8 oil/s, after which SMs outperform them.

Considering that the non-depleted life of a well is *extremely* short, (probably less than half an hour at fully pumping speed, I'm guessing), I'd still rather put speed modules in, since I can't be bothered to time them then go out and change them all. :P



Originally posted by METAL IS THE LAW:
So am I right to say SMs is better in the long run?

Guess I have been playing it wrong in my whole 120+ hours.. Thing is the there's that 4 patches going a long way, I probably have to barrel or pipe the whole thing which is going to be tedious and I'm getting lazy just for a little kick in the oil.

Yep, SMs are better in the long run. And that's what forums are for -- we all share our ideas and learn from others' experiemnts! :-)

You could always start a new map. I like to have oil patches "Big" size, and very low frequency on the map.

Yes I love the forums here. Thing is, setting the oil patches to big gives it too many oil , setting to medium gives it little. My last map I had about 10+ patches in a group. This one only 1-4 patches.
KatherineOfSky Oct 21, 2016 @ 9:06am 
Originally posted by METAL IS THE LAW:
Yes I love the forums here. Thing is, setting the oil patches to big gives it too many oil , setting to medium gives it little. My last map I had about 10+ patches in a group. This one only 1-4 patches.

I guess it just depends on your preferences. In my current (large) game, I have 3 oil areas with 60+ patches each, and it still isn't enough...
Originally posted by KatherineOfSky:
Oil depletes over time to 0.1/second.
wait, so does this mean, that oil patches are actually infinite and they just get slowed to the point where pump jacks only yield 0,1/s of oil?
KatherineOfSky Oct 21, 2016 @ 9:25am 
Originally posted by That guy with the Spoon:
Originally posted by KatherineOfSky:
Oil depletes over time to 0.1/second.
wait, so does this mean, that oil patches are actually infinite and they just get slowed to the point where pump jacks only yield 0,1/s of oil?
Correct. That's the reason for the Speed modules -- they add production to depleted wells.
Originally posted by KatherineOfSky:
Originally posted by That guy with the Spoon:
wait, so does this mean, that oil patches are actually infinite and they just get slowed to the point where pump jacks only yield 0,1/s of oil?
Correct. That's the reason for the Speed modules -- they add production to depleted wells.
wow that's something i didn't expect. other resources such as copper or iron force you after some time to import the resources by using trains or robots and oil you setup once and produce indiffinatly.
that's nice to know thanks. :D
Acarin Oct 21, 2016 @ 10:19am 
Which is why big, dense patches of oil are ideal. Once they deplete (which happens at a rate of 1% per 75 'cycles' of the arm), you have all of these wells producing 0.1 crude/second. 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. It is possible to get up to about 350% speed bonus that way (although 200-250% is more common) which, for a sufficiently large number of pumpjacks, is enough to fuel your refineries indefinitely.
Gamer Oct 21, 2016 @ 10:35am 
Suggestion, do this in 2 steps, 5-8 rafinery moduls max at begin, boost all pumpjack whit TII SM and put some becaons (2-3+ pumpjack per beacon). Then put TII productiviti moduuls in evriting what "eat" oil. Start top on chain, blue-reds-plastic-battery-etc.... soon you will have enought oil for normal prodaction for TIII moduls and few more rafinery moduls.
KatherineOfSky Oct 21, 2016 @ 11:22am 
Originally posted by Acarin:
It is possible to get up to about 350% speed bonus that way (although 200-250% is more common) which, for a sufficiently large number of pumpjacks, is enough to fuel your refineries indefinitely.

I commonly get around +350 to +400%, and the limit, I discovered, is +700%.
http://steamcommunity.com/sharedfiles/filedetails/?id=784675172

(To get more beacons around my PJs, I put in the beacons first, THEN connect the pipes around).

Also, the pic I posted -- that is the *only* case of a depleted well getting a tiny itty bitty bit more oil if you swap out a single speed 3 for a productivity 3 inside the pumpjack. (It really is a very tiny percentage -- I forget what it is). But the well has to literally have 12 beacons around it for that to apply.
Acarin Oct 21, 2016 @ 1:19pm 
The theoretical limit may be 700%, but I would assert that the power and resource requirements to run a beacon boosting a single pumpjack is insufficient return on investment. Which is why I said "anywhere they can affect at least 2 wells" :-)
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Date Posted: Oct 21, 2016 @ 6:07am
Posts: 20