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Packagers Rule
COMPLY
At first, I connected them to 3 Refinery making Petroleum Coke and sank them. Not even one issue. After I got the Diluted Packaged Fuel, I deleted the Petroleum Coke and connected them to the Refinery making Packaged Fuel. Still no issue. They work perfectly making 300 m3 Fuel per minute, powering my 15 Fuel Generators.
I think you should try to Flush the whole system. It might help with the pipe issue. But if you still have an issue, try putting in a valve between the Refinery that has an issue and the next one. So it'll prevent the Heavy Oil from getting back to the Refinery thus, backing up the Refinery.
All I do is come off the oil, water, whatever it is and go up 2 4m walls in vertical mode, back down the other side, then into a buffer. I add a valve before the buffer and done.
As long as you don't elevate the pipes above the initial bump, you are good.
Currently designing this:
https://steamcommunity.com/id/Acecool/screenshot/2477632689723700662/
Unslooped 2400 rocket fuel per minute off of 2* normal nodes overclocked with alternative recipes. I'm going to sloop it so I'll need 4 packages per pipeline.
Combining water: https://steamcommunity.com/id/Acecool/screenshot/2477632689723700366/ - works just fine on other systems.
Another shot from above - https://steamcommunity.com/id/Acecool/screenshot/2477632689723699806/ 3x water clocked to 200 each ( slightly less power than 2 at 300 but I can easily overclock 2 and shut 1 off without changing anything )
Crude oil to heavy whatever its called. I was originally going to run the water through that channel but went a different route so it is a walkway.
https://steamcommunity.com/id/Acecool/screenshot/2477632689723699507/
2 normal nodes - combined for 600 m^3 / minute: https://steamcommunity.com/id/Acecool/screenshot/2477632689723699176/
Here is a pure node at 600 m^3 going into 4 refineries using 150 each producing 100 fuel on standard recipes: https://steamcommunity.com/id/Acecool/screenshot/2479883856039447769/
Running 24/7 it hasn't shutdown yet, and it is fully balanced.
Fuel generators connected together, then + joint in middle, run down the line into the buffer
https://steamcommunity.com/id/Acecool/screenshot/2479883856039439673/
other angle: https://steamcommunity.com/id/Acecool/screenshot/2479883856039439514/
the bump from the refineries: https://steamcommunity.com/id/Acecool/screenshot/2479883856039439328/ All connected under catwalk on right going into fluid buffer. On left each one is separate, does the bump and goes into the pipeline.
So if you are setting your pump to produce 300m^3 per minute, and you are only using 60 per minute, that pump will start and stop. When it stops, it will be idle for x amount of time based on if it has drained enough and possibly a delay.
That can cause your factory to go down. Balance the load, do the bump, prime all pipes and buffers first, prime your factories, etc.. then run it. It shouldn't ever go down if you are producing exactly what it needs if you do what I showed.
I see the "slushing" in some pipes, but as soon as the system catches up (because machines are not consuming) with more water in the pipes, my machines never stop even if the pipe connected directly to them have almost no water in them.
I even use some overflow water back into the system, and as long as I calculate that, removing that input from my water pumps, zero problems.
No valves needed or anything.
All I do is build however I want, making sure the headlift is not exceeded AND make sure I input the exact amount I take out.
To find out if headlift is a problem, click on the pipes along the way, if there is one pipe that NEVER gets filled completely but stays at a certain level, it is because the headlift is too high and an extra pump is needed. And that pump has to be placed BELOW the headlift of the last machine or the fluid inside will not reach the pump for it to be able to add its own headlift.
In 99% of the cases I read online, it ends up being a headlift problem somewhere OR the user is missing that t1 pipes have max flow of 300/s.
Are you absolutely sure you placed your pumps so the liquid can actually reach the bottom of the pump for the extra headlift?
I don't see you mention what tier of pipes you use, a t1 pipe will not work here, 150x3 and 180x3 both exceed the max flow of 300/s, you need t2 pipes.
If you are using t2 pipes, are you absolutely sure there is not a tiny segment of t1 pipe that bottlenecks the t2 pipes somewhere?
I dont try to minmax 100% eff fluids and i dont have any problems.
It's not about min/maxing, it's about balance.
When a producer stops because of the output pipe being full, it will stay shut off for a while.
That behavior is something you want to get rid of or it can be the CAUSE of problems.
And it's not very hard.
Consumer1+consumer2+consumer3=producer1+producer2 (or however your setup is).
Not very complicated math.
If thats your problem, use buffers or design with reserves.
Not very complicated.
Moved the valve a bit so that at least one refinery was only getting recycled water and flushed the network. That seems to have taken care of things for now, but I still need to figure out how I want to set up some sort of failsafe to sink any excess water, just in case it gets backed up again. There's no limestone nearby, so wet concrete would require shipping in limestone. I could just bottle it, but that would also require bringing in plastic from somewhere.
I suppose another option is to have the train that's bringing in the copper and silica take it away and drop it off somewhere it can be processed into something that can be sunk. Could even drop it off at either the quartz or copper mines, since both have sinkable recipes that can be used.
Come to think of it, maybe that could solve the OP's issue as well. One extra refinery making petroleum coke or something, with an upside down U bend on the input pipe so that the rest of the network is prioritized first. The basic idea is that only excess residue gets dumped into that extra refinery, which processes it into sinkable material whenever it happens to have enough.
No, that is exactly what I do NOT have to do. I never use buffers, the pipes themselves act as a buffer.
Your comment kinda shows you do not understand the mechanics... xD
Exactly, slushing...
Yeah, I think putting one more (or moving) Refinery beside the one that has a problem and connecting them in a series should at least solve some issues. If the one that has a problem moves from the usual one, it just means your calculation is off somewhere. You should check all the ratios again.
Can't believe that didn't occur to me before spending days to crack fluids.
If you have to have all those 'vanity' bits, hide your actual logistics and show some fake pipes with those fancy pieces. If you must have it functional for the vanity, then run a fake system through it, eventually burning or packaging whatever and sink the reset.
But for the actual factory - is vanity more important than function?
If you actually do want to have full control of fluid and are willing to build a train set up:
At end of "waste output" have a train collect it. Put a timer since if you wait till it's full you'll risk a bottle neck if using more then 1 train OR delays.
Aka periodically a train collect what's in the "waste station". Even if it's water. And the next station will be: A water station (or whatever it is you are working on), aka to top the train up. Then said train goes where said liquid it's needed. And then start again.
This is useful where where you need water (or whatever it is) and you also get said fluid as a waste and are supposed to use valves
And for anyone who doesn't understand why I am doing a A - B - C instead of just dropping it off somewhere and return (A - B), that's because there is no guarantee said "deposit" station is free. Or maybe even in use. Or who know, I want to redesign and want to move it. This train set up, ensures I do a full recycling that never get's interrupted or otherwise. And sure, you can do it via trucks if you add fulling the trucks, packing and unpacking... yeah, I thing I made it clear why I prefer to lay some tracks and call it a day