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https://steamcommunity.com/sharedfiles/filedetails/?id=1810994466
The main use for pumps is for trains or for circuit network on/off logic.
For example, you are direclty making heavy oil into solid fuel, but the "best practices" more or less go along these lines:
Store petroleum gas, heavy and light oil (send a line of heavy oil and petroleum gas where it is needed of course), and put pumps on a different output of your storage tanks for heavy and light oil with network logic only turning them on when the storage is over a certain percentage.
From the output of those pumps you can send heavy oil purely to cracking (before that it would be solid fuel, but heavy oil to solid fuel after cracking is unlocked isn't that good) and light oil to cracking and/or solid fuel.
That way you are making sure you are never stopping your refineries but also making the best use of your heavy and light oil as much as possible.
Of course you would adapt ratios to your needs.
For the usage of pumps for normal pipes the problem is that you need them at frequent intervals if you want the flow to remain consistent from one end to the other, without pumps or after a certain amount of pipes the flow has a (somewhat low) cap on the amount it can transfer per second, so bigger factories will need multiple pipes bringing water and multiple pipes for petroleum gas (although reaching that amount of petroleum gas does require a fairly big factory).
Thanks for your response. I had read earlier today somewhere that converting oil to fuel is more efficient with one route of petro/heavy/light. I will bear that in mind in future. Your comments confirm my approximate understanding.
So... it doesn't look like pumps is my issue here. Though putting a storage+pump on my plastic making area has assured my plastic output at least --- but I guess I'm just redirecting it from elsewhere.
So even though I have like 20 Refineries, given that their inputs show full but the output network is low, it looks like I should just try building more refineries, does that sound right?
Especially after you unlocked cracking, oil also follows that rule.
That doesn't mean you shouldn't spend some time to understand each recipe and their benefits at some point but at least until you reach a point where you have too little input or too much output you don't need to worry too much about that.
Also another use for pumps that I forgot above is that it only allows liquid in one direction, meaning that it's a good way to make sure the oil goes towards your refineries (or your petroleum gas towards your plastic like you did).
I see some refineries that are not operating (no flame). At least in the latest version, hovering a refinery will tell you why (right hand panel). It will probably be low fluid ingredient or fluid production overload.
At a certain point, pumps won't help and you need more dedicated pipelines from pumpjacks and water pumps or tank reserves.
What is probably going on is they are water-starved. I see a bunch of boilers and refineries all fed from the same water pipeline which I suspect has a single lonely water pump on the other end of it. That just won't do for the number of water consumers you have.
I'm a fan of pump directly connected going into tank (or a bank of them) and pump directly coming out of tank. Generally, 'fill' the tanks/banks with more pumps/pipes than you have outgoing. No fuss, stuff just works, if a fluid is low you immediately see which it is and so what you need more of.
Thanks for replying. I can't recall the exact situation I was in when I took that screenshot.
I have been checking the input levels to the refineries and they do seem to maintain 100 water + 200 oil without much/any lag for producing the next set of output. There are more than one water pump dotted around, somewhere.
If you want to bother about ratios and math, an offshore pump outputs 1200 units of water per second, you need a pump every 17 pipes (underground pipes each count as 1 pipes worth for that math, so every 8 "couple" undergound pipe) to maintain that 1200/s ratio, but even at 200 pipes it only falls to 1000 units per second.
There is a great wiki page about fluids (it has a table in the "pipeline" section about pipe length and pumps):
https://wiki.factorio.com/Fluid_system
I think you were right. I built a new Offshore pump to service the network connected to the Refineries, that brought in more water. Built pump & storage tank too.Pressure is right back up, though I don't think I'm actually producing more gas/oil, the Refineries were already at 100 water. Perhaps elsewhere in the network benefited.
@Fel
Thanks, I had read that stuff. Complicated tables!
> but even at 200 pipes it only falls to 1000 units per second.
That is good to know.
Somewhere in more official docs like the wiki it will tell you that a pump directly off of a full tank is an ideal way to start a pipeline so that it maintains maximum throughput.
I don't worry much about the transfer rates falling off with pipe lengths, at least not directly. Filling/pumping from tanks I just worry about having full water/oil tanks and add more to the filling side if it isn't full. This is almost a requirement for big nuclear setups with stuff like ~50+ heat exchangers.
Yeah though, being able to easily see what's lacking by looking at what tanks are not full is a great reason to do it.
Another thing you'll find handy if you haven't heard of it is the factorio cheat sheet (just google) it's not so much an actual cheat as a list of buildings and ratios since other people have done the math.
Tanks aren't a total silver bullet (unless you have tank->pump to every input) because one thing you'll hit sooner or later is similar to the same thing as belt capacity.
For the same reason you can't really put 100 smelters in a row fed off the same belt, refineries and chem plants have a cap to being fed off the same pipeline.
I don't go gaga for all the calculations involved in pipe lengths under/over ground. Rather just keep in mind you may need to run another dedicated pipe/pump line to feed a large chain of liquid consumers. 1000 units/second sounds like a bunch, but with modules or even just enough stuff 'drinking' you can consume all a single pipeline can carry fairly easy.
1. speed up flow
2. stop flow (on demand)
3. provide one way flow (pump do not allow flow upstream)
There is whole magic box about fluid system. SOme of important informations,
Use pump connected to a tank or other device. Flow (and preasure) is better. Before or after is ok. Difference is forgetable.
17 ground pipes per pump flow 1200 u/s
200 ground pipes per pump flow 1000 u/s
more pipes than 200 means flow goes down qickly. You dont want do that.
e.g. pair of underground paips count as 2 regardless range.
Use light to solid fuel only. Others two options are far more less eficient. Altho usefull for unlock your system, they are only emergency. Standard process iis use cracking.
Make yourself a scheme for usage.
for example, Heavy oil is needed for lube and firethrower ammo. Thats all scheme :-)
Lets take a pipe from refineries with HO.
Make yourself a tank for HO then pump attach by wire. Tank leads to a branch for lube production.
Then place a pump before the tank, attach wire and say pump up to 20k.
Then make other branch of Oil process. for HO cracking. From refinery, before lube branch pump.
Set a pump there. set wire again, say - pump HO only if the HO tank (yes it is still the same tank) is mmore than 19k.
That way, you made two branches on Heavy oil, One is preffered for Lube rest of it goes to cracking.
This way you need to make care other liquids too.
After few tests, you get self balancing system. Use just wires, tanks and pumps. No combinator required.
Also, you can use productivity modules for any oil bilding to highly increase output.
It was the FFF #274 that talked about a 2nd fluid update and I remember login in and reading that in the patch note.. oh well, It was a while ago.. I guess I will do some testing then.
source: https://factorio.com/blog/post/fff-283