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Early to Late Game Oil Setup (optionally beaconed)

Posted: Thu Sep 21, 2017 10:43 am
by Engimage
I have designed a blueprint for such a setup that you can deploy it early game and seamlessly transition to late game when you get access to beacons.
This design has wired pumps to handle proper cracking when you get Advanced Oil Processing. It also has outputs for Light/Heavy oil to connect them before this point to tanks which can be safely removed after this.
I have also included Flamethrower Ammo production so this design would already include all you might need early game.

This design is optionally tilable both vertically and horizontally. Horizontally if you remove the output tanks for Lubricant and Gas. However this will work only in early game as in late game with beacons this option won't work as intended as the installation reaches throughput limits for pipes - both input and output. So you should probably leave some space if you tile this horizontally so you can disconnect tiles later and provide them with separate inputs/outputs.
Note: This design's intended output is to the left. Right side connections are listed only for tiling purposes if you decide to do it.
Another note: Constant combinators are there just for information purposes to mark inputs/outputs.

Ofcourse the number of chemical plants is a bit off for early game (you have 1 extra Heavy->Light Oil cracker and a few Light->Gas) but this is a small downside for scalability.

You can also see output pumps for both Lubricant and Gas. This is something many people forget to do but it really matters for high throughput. You should also always connect a pump input to a tank and "push" liquid to a pipe if you want to transport liquid for some distance. If you try to "pull" liquid from a pipe this will work much worse. And you literally fail to do so if you need to "pull" from a tank and you place a pipe or several between a pump and a tank.
Screenshot
Production statistics beaconed
Blueprint