Factorio

Factorio

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Oil Problems. Ready To Quit?
Hello my fellow Factory workers. I am really hoping someone could give me a solution to the very slow game killing oil processing. I have 6 oil pumps going to 10 oil refineries which are supplying only 3 chemical factories for plastic production and they are all from the oil refineries to the chemical plants very slowly stuttering to produce. I finally ran into the only thing I hate in this game. Oil Processing. I seen a bunch of YouTube videos and followed their tips to little improvement. Is there a easy way to get more and faster oil production? Is there a mod that can help? At this point I don't care if the oil process is dumbed down. It seems in ever other resource, as long as you have the ore patches, production is constant and steady. If you want more of the resource and want it to go faster just upgrade to faster belts and/or add more belts. 6 oil pumps on 6 oil patches going to 10 oil refineries to supply just 3 plastic chemical factories seem ridiculous and the fact that they are working very slowly makes it worse. Any advice from my fellow Expert Factory workers is greatly appreciated. Otherwise this noob Factory worker is just going to have to go work in another Factory. And that kind of stings after putting over 90 hours here and not seeing my guy leave this hellish biter infested world. And without my own ship I hope there is a Spaceship Uber here.
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Showing 1-15 of 16 comments
Fel Feb 19, 2024 @ 2:55pm 
10 refineries would make 450 (basic oil processing) or 550 (advanced oil processing) from 1000 crude oil, with a cycle length of 5 seconds.
So basically you are making either 90 or 110 petroleum gas per second.
Of course, if you are using advanced oil processing you would need to handle light and heavy oil outputs as well.

3 chemical plants making plastic would take 60 per second, so you should be making a bit of surplus over what you are consuming.

That is assuming that you are providing enough crude oil to the refineries of course but 200 per second shouldn't really be hard to get from 6 pumpjacks.

So what remains would be the piping, since pipes get worse as the "distance" grows (calculated in entities used so underground pipes are much better).
Even then, 200 per second would require a very lengthy pipe (over 1000 entities) before throughput being an issue.

You might want to include some screenshots of your setup because on paper what you described should work just fine.
knighttemplar1960 Feb 19, 2024 @ 3:07pm 
You have coal liquefaction researched and lots of untapped coal? You can just siphon off enough heavy oil from your advanced oil processing refinery (an assembler and barrels work perfectly well for this) to jump start coal liquefaction and just ship coal in, convert it into all 3 types of oil, break all of the heavy oil except what it takes for the next cycle into light oil, break all the light oil into petroleum gas, and use some of the coal coming in to produce plastic. All that comes in is coal. All that goes out is plastic.
shadain597 Feb 19, 2024 @ 3:11pm 
First, if you haven't already, make sure ALT-mode is on. It really helps to visualize everything you are doing. Next, start going down the line of machines. Mouse over them or click on them to see more info. The chem plants making plastic, are they running at full speed or are they not getting enough resources? If there's a shortage, trace its route and figure out why the shortage exists.

Fluids aren't as intuitive as solids, both because the visual indication of a supply shortage is less obvious on pipes than it is on belts, but also because flow rate does not remain constant. Essentially, the more non-pump entities that the fluid has to pass though, the slower it will move. So if you have a very long line of pipes, especially regular pipes instead of max distance undergrounds, the flow rate through the pipes will slow to a crawl.

Also, some napkin math:
3 chem plants making plastic use ~60 petroleum per second.
Each refinery, using basic processing** produces 9 petroleum/s, meaning you need ~7 refineries just to supply those chem plants. In turn, they need 20 crude/s per refinery, or ~140 crude/s total.
Pumpjack output of crude oil per second is highly variable, so you need to look at your crude production to get an idea. Worst case scenario, 6 jumpjacks could be producing ~12 crude per second.

The other odd thing about pumpjacks/oil patches is that while it will never fully deplete, production will slow down to a trickle--often, about 2/s per pumpjack. So, much like an ore patch that has shrunk significantly, even if it is still producing raw materials, the output per second can drop below what your factory needs. And just like ore, the solution is to find another patch to supplement your supply. Though, switching to advanced oil processing ASAP helps, because even though it is more complicated you get far more resources out of the same amount of crude oil/refineries.


**I'm making the assumption that you are using basic. Please correct me if I'm wrong.
AlexMBrennan Feb 19, 2024 @ 3:42pm 
Is there a mod that can help?

It seems like this mod[mods.factorio.com] is what you are looking for.
Khagan Feb 19, 2024 @ 4:41pm 
Originally posted by Fel:
That is assuming that you are providing enough crude oil to the refineries of course but 200 per second shouldn't really be hard to get from 6 pumpjacks.

I doubt that 6 pumpjacks would be providing anything like that much crude. Oil wells near the spawning point (which is where I presume these are) rarely provide much over 10/s. A little further out, and you might get 15/s-20/s in the core of a deposit.

So 60/s is likely, 90/s-100/s is possible. That is almost certainly the bottleneck, and it's only going to get worse as the wells deplete.
Fel Feb 19, 2024 @ 4:45pm 
Ah, I forgot pumpjacks give so little by default since I often go way overboard with them (through trains and maxing them out in the map settings).
Glyph Feb 19, 2024 @ 6:43pm 
10 refineries will need way more than 6 patches to sustain themselves. Why do you need so much so soon? I usually open up the oil phase with like 2 or 3 refineries which is enough to supply a decent amount of sulfur and plastic until scaling becomes necessary. And by that point it shouldn't be an issue to tap more oil patches to meet demand.
knighttemplar1960 Feb 19, 2024 @ 7:22pm 
Originally posted by Glyph:
10 refineries will need way more than 6 patches to sustain themselves. Why do you need so much so soon? I usually open up the oil phase with like 2 or 3 refineries which is enough to supply a decent amount of sulfur and plastic until scaling becomes necessary. And by that point it shouldn't be an issue to tap more oil patches to meet demand.
It depends on how much science per minute Angels_Rising has been producing thus far. If you want to maintain the same amount when adding blue science you'll need red circuits and sulfur to maintain your research, sulfur for explosives to make rockets, you'll need red circuits for your modular armor, stack inserters, efficiency module Is, and electric furnaces, and sulfuric acid for batteries.

Once I get basic oil I need 24 refineries right away just to keep up with science and expansion.
POWER WITHIN USER Feb 19, 2024 @ 7:27pm 
As oil wells run dry, you need to use a car to find more oil sources then to use rails and trains to connect those to your refineries.
puschit Feb 20, 2024 @ 3:13am 
In my older save where I am way past the first couple of rockets I still run the same 5 or six pumpjacks latched to a single refinery and they fuel 3 plants producing plastic (granted, I don't always use that up). Advanced oil procressing, proper cracking and using the right modules helps. Productivity modules in the chemical plants grants more plastic for the same amount of oil and slows processing down, so you have more time for oil pumping and cracking. Speed and/or productivity modules in the refinery and pumpjacks as well es the cracking plants will get you more oil out of wells that ran dry (25%).
[EDIT]I have to add, though, that global bonusses add into this, in this case extra productivity for mines and to my knowledge, pumpjacks also benefit from this[/edit]

You should also check if your refineries and plants get enough water, sometimes that's the bottleneck and all you need is an aditiona pump have the way. Or maybe you do have a pump but it lost connection to power. There could be a lot of things that slow you down without even noticing, so hwat shadain said is probably the best approach: Check everything in altmode and identify the bottlenecks. You don't need 10 refineries for 6 jacks, something is definately off.
Last edited by puschit; Feb 20, 2024 @ 3:16am
Angels_Rising Feb 20, 2024 @ 3:17pm 
Hey guys I just want to thank you for being such a awesome helpful community of Factory Workers ; ) I am new to Steam and is super cool how helpful and responsive the Steam community is here. It's really refreshing. So I looked into all the advice here. I made many tweaks and experiments. Shadain mentioned the use of underground pipes and the how the above ground pipes are slower. Yes I was not using underground pipes. But here is the weird thing, when I changed to underground pipes my production went up but like 15 minutes later it went down again. I spent around 7 hours watching YouTube videos and trying to solve my oil problem and it was just killing my love for being a Factory Worker. And I have not even gotten to heavy and light oil yet and according other Factorio YouTubers the heavy oil and light oil processing has it's own headaches. Well I am happy to say that AlexMBrennan's mod suggestion saved the day (thanks a million Alex.) This mod rocks. It changes how you get oil based resources and it's completely headache and hassle free. No more shortages. My blue science pack production almost dead for hours. Now it's up and running again and better than ever. Thanks a million to you all for your input. You guys are the best Factory Workers in the world and you guys need a raise ; ) Now I don't have to quit and The Factory can continue to grow. May you guys have a very happy Factory and sweet dreams of conveyor belts : )
Fel Feb 20, 2024 @ 3:27pm 
Just a detail, try to add a line break after the dot at the end of a phrase, it makes it significantly easier to read what you write instead of a big wall of text.
Not a huge deal since you are using punctuation properly but I know some people just directly skip big blocks of text so it's a bit detrimental when asking for help.
Angels_Rising Feb 20, 2024 @ 3:46pm 
Hey Fel, I honestly really appreciate your grammar tips on a gaming site. You got me smiling and chuckling. I was not expecting that. I honestly am always trying to improve myself in every way. Grammar is no exception. Thanks. I see you are from France. I never been to Europe but I adore Europe and you happen to live in my favorite European countrry. In fact I literally plan to go live there some day. And for not being a sociable person, I think you are still definitely a cool person. Thanks for taking the time to correct my writing : ) Have a awesome gaming day Fel.
shadain597 Feb 20, 2024 @ 4:47pm 
Shadain mentioned the use of underground pipes and the how the above ground pipes are slower. Yes I was not using underground pipes. But here is the weird thing, when I changed to underground pipes my production went up but like 15 minutes later it went down again.
I just want to clarify something for the future regarding the pipes. If you have a straight line of underground pipes with zero tile space in between them the flow rate would be the same as using the regular above ground pipes. What makes underground pipes "faster" is that you can use less pipe entities to cover the same distance--essentially, the fluid jumps from one pipe to the next without crossing the distance between them.

Example: Let's say there's an 11 tile gap between two structures containing fluid. Say, a pump pushing fluid into an assembler or chem plant. If you connect them using normal pipes, there's 11 pipe entities in between the structures, so the flow rate is ~1300 fluid per second. If you connect them with max distance underground pipes, you only need 2 pipe entities, meaning the max flow rate is ~3000 fluid per second. In this example, the undergrounds are about 3x faster, but either setup should have a high enough flow rate for the task at hand. But sometimes you need a very high flow rate, or to cross hundreds of tiles.
https://wiki.factorio.com/Fluid_system

As for why your production temporarily spiked, it's hard to say for certain, but most likely the act of switching out the pipes allowed a fluid buffer to build up, which slowly drained as it was consumed faster than it was produced, eventually leaving you with the same shortage as before.

Also, if you really aren't a fan of fluids in Factorio and want to look at other mod options, especially for future playthroughs, there's always this:
https://mods.factorio.com/mod/omnimatter_fluid
IMO, its a little better balanced than the one Fel linked, though I probably wouldn't try adding it to an existing run. It may actually be a bit harder than playing vanilla, especially at the start when you are trying to keep your boilers topped off.
Angels_Rising Feb 20, 2024 @ 6:55pm 
Hey thanks Shadain. That mod sounds really cool. I am definitely going to check it out. I adore mods. I been a console gamer for the most part of my gaming life. Just recently started doing PC gaming on Steam. I always knew about mods and always was bothered about consoles not having them. I been a subscriber to PC Gamer magazine for years. Mods literally make a world of difference. I just started playing games on Steam last month and my gaming experience and enjoyment has greatly increased. And now mods have allowed me to continue to enjoy one of my all time favorite games, Factorio. Thanks for sharing your knowledge. I really appreciate it. It’s ironic how we are working so hard to build our ship to leave this God forsaken planet, yet in reality we really love working in this ugly bitter infested world LOL. Take care my fellow Factory Worker.
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Date Posted: Feb 19, 2024 @ 2:43pm
Posts: 16