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Instead of making it complicate; Dedicate one oil node for one product. And sink what you don't need.
This can be used in coal generators or sent to awesome sink.
Later down the line petroleum coke can be used in alternate recipes.
You find the recipe when you interact with a refinery.
If you want your refineries to operate full time make sure you deal with all products a recipe provides.
When you research hard drives and unlock more milestones in Tier 5 & 6 you can make more plastic/ rubber from less oil and more fun stuff.
I like to make 100 plastic, 100 rubber and 450 petroleum coke.
This uses exactly a full mk 1 pipe.
This ratio works with any quantity you like as long as rubber and plastic numbers are equal: 1 plastic + 1 rubber = 4,5 petroleum coke.
Note you need 2 mk 3 belts for the petroleum coke.
I found (to my surprise) that if I lead it in some big or small tanks, that it flows to and fro between these tanks and somehow evaporates - in other words: the refinery does NOT stop because of full Heavy Oil Residue tanks and that is lucky because the HOR can't be sinked directly without packaging it.
This effect effect seems to be quite conistent also with other fluids.
This is confusing to me, you are saying an unlimited amount of fluids can be placed into storage tanks without taking any out? If so that sounds like a bug and something I have not encountered.
That's not how it works in my game.
When the tanks and pipes fill up, everything shuts down, and I have to go flush them again.
This surprise is a bug
I would like to get a feedback from you once you tried.
Yes, exactly that. The tanks are "full" but still get all the HOR from the reffinery.
We talked before about this and you commented it with "alien math".
It always works for me.
It could be something simple like little adjust downward errors that sum up. However, it works.
In numbers (from head, Not at the game now) 2 Oil wells, 11 refineries for fuel+resin, 56 generators, 7 refineries for plastic, rubber and fabric, one constructor for empty canisters and one packaging unit. The 7 refineries all go onto 1 belt and smart splitters divide the goods. Since all 3 recipes work with resin and water it's quite easy to adjust production to demands. I normally run 4 plastic and 3 rubber and fabric only when needed, but can simply switch any refinery to any good without having to rethink supply lines. Some wells and refineries are overclocked to match supply and demands, of course.
And I do it so, as I don't like fiddling with heavy oil residue. It may not be the most effizient production, but then it's fairly small, easy to manage and once set up easy to forget about. It will provide lots of power and a steady stream of products.
I'd handle it different at the north coast, Spire Coast: There oil is next to water.
I find recipes, that require water, not comfortable as there is generally not a lot of water on the map and I don't like building long pipelines. I was reading that the early coal generators didn't require water. That was heavenly.
One node for one ressource is a very good start.
EARLY way, first stocks:
1 normal node, 3 slugs, 10 refineries.
You need some plastic and rubber for early quests and some buildings, so 10 refineries (5 for plastic / 5 for rubber) is a great way to begin with, you can then transform the heavy oil residue into petroleum coke and either sink it or save it.
MIDGAME way, fuel production:
1 normal node, 3 slugs, 6 refineries.
At some point, you already know you need fuel.
Personally I like 5 refineries making fuel. This will make fuel and also resine.
Create a 6th refinery to transform a part of the resine to plastic (by adding water).
This plastic will help for the packaged fuel.
Then either create other refineries to create more plastic/rubber with resine+water, or just sink the extra resine.
All extra fuel created will help you in many ways.
LATEGAME factory:
I don't want to spoil anything.
I always start with 10 small tanks until I have enough materials for the big tanks.