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As for moving it, pipes and pumps. You can take the easy route and build a tower to pump it upwards high enough that you don't have to worry about head lift wherever you run the pipes. You can process the oil on site. You can use packagers and belt it or move it by vehicle to where it needs to go. Fluid trains if you're at that stage.
There is also a bug that prevents a flow of 600 from being fully utilized that there is currently no workaround for.
One normal oil node can only output 300 when fully overclocked, so it can't fully supply production expecting 600.
Pumps help with height, not horizontal distance, but there are some places you would want them even when head lift isn't an issue. Head lift comes from the last point in the system that is producing lift.
You can have a pump that brings the fluid up 50m let's say. Then continue the pipe for 10km only ever decreasing in elevation. You don't need a pump on any other section of pipe to get it where it needs to go.
Lower sections of pipe need to fill before higher ones will, so let's say you have that same pump bringing fluid up 50m. Now you run pipe all over the place down and up again, but never higher than that first 50m, finally ending up at that same 50m rise. The whole pipe system needs to fill up before you see fluid coming out the other end, but you still don't need another pump in this example.
The reason you're not seeing the expected flow rate may be because the pipes haven't filled enough, but it should get there. Check your last pump and see what the head lift is.
Pumps also reset head lift. If you have a mk2 pump pushing fluid up 50m, then come back down 50m, then through a mk1 pump, you can only go up 20m because the mk1 pump reset your lift.
Now a place where you would want a pump when head lift is not an issue is after a junction combining two or more fluid flows. As an example, I combine 2 impure oil and 1 normal oil node, all overclocked to 250%, to one mk2 pipe. This pipe has a pump right after the junction that all 3 are connected to.
I know this is a lot to visualize with words and usually I'll post pictures to help, but I'm unable to at the moment. I can produce some visual examples if you would like though.
- how much you put in
- how much you take out
- the max flow rate allowed by the pipe.
if you see a flow rate of 100 than you are either inputing only 100 or consuming only 100.
You also stated that you have a pure node feeding into the system, so unless it is underclocked, input is not the issue.
that leaves consumption.
What are you doing with the oil?
How many refineries?
Pumps ar only required for vertical lift.
They do not affect flow rate.
removed 70% of the Mk. II pumps i had installed
initially moved the powecores from the normal patch to a pure patch
found and built on an additional pure oil patch.
found and crafted 6 more power cores and used them to over clock the normal and the new pure oil extraction buildings.
Due to a bug (possibly only in experimental version) got rid of the pipe 'hole in the wall' connectors along with the associated wall. for some reason the liquid in the pipe was not making it past the 'hole in the wall' pipe connector. one side would be full and the other side and the pipes connected to it would be completely empty. after removal of the wall and connector, and reconnection of the pipes, flow was restored. I placed the pipes out side of the building going up/down, and the upper 'hole' was the issue. the lower 'hole' still worked fine for whatever reason.
and most importantly:
I scrapped my entire plastic/rubber/fuel assembly lines. plastic output was abominably slow using normal recipes. I redesigned the setup to incorporate the use of the by products of each step of the products of the creation steps in making plastic. - Oil > fuel &polymer resin > residual rubber > Alternate : Recycled Plastic. this put the number of plastic produced per machine at 12 plastic per cycle or 60 per minute, instead of the normal 2 per cycle. putting in 3 of these building runs both cut down on oil usage probably by more than half, but also reduced the number of buildings needed to satisify both plastic container production needed for production of packaged fuel, but also plastic needed for use in circuit boards and computers there is even a surplus manufacturing capability for future expansion needs. I also have. the redesign cut oil need by more than half, but it still needed the two pure nodes and the normal nodes to be fully overclocked. after adjusting the locations of some valves and putting pumps where they belonged (and removing the ones that were unneeded) my flow of oil was actually reading slightly higher than 600, it was reading at 602. again, not sure if that's due to a bug in experimental or not. elbows and changes in direction of the pipes seems to dramatically reduce the flow rate. not sure if this is by design or what.