Best oil for flame towers?
Posted: Sat Feb 19, 2022 9:41 pm
hi, which is the best oil to be used in flame towers?
Crude oil + water makes more units of light oil from a unit of crude. i.e. assume water is endless cheap resource, then usage of light oil is not only more deadly, but also more efficient.Pascali wrote: Sun Feb 20, 2022 10:13 am Isn´t heav oil more effective then light oil even if the damge would be same? Because you nee less crude oil for it?
In practice light oil is the most efficient, but in fact you can get at most 0.901875 light oil per crude oil, using 3x productivity module 3 for advanced oil processing and heavy oil cracking (but you also get 0.715 petroleum gas).gGeorg wrote: Sun Feb 20, 2022 8:46 pmCrude oil + water makes more units of light oil from a unit of crude. i.e. assume water is endless cheap resource, then usage of light oil is not only more deadly, but also more efficient.Pascali wrote: Sun Feb 20, 2022 10:13 am Isn´t heav oil more effective then light oil even if the damge would be same? Because you nee less crude oil for it?
But you are missing out on petroleum and heavy oil that way. It's wasteful to run crude on them, since crude could be reprocessed into something more useful.astroshak wrote: Sun Feb 20, 2022 3:22 am Flamethrower Towers are deadly enough with Crude Oil, that I find it wasteful to use Light Oil on them. Go for it if you want to through.
Yes, heavy oil gives the best damage per real cost. The main downside is that it is produced in a (comparatively small) steady stream, but consumed in occasional tank loads whenever you construct a new line of flame turrets. On average there is plenty, but you do need to cache it to make sure there's enough when you want it.Pascali wrote: Sun Feb 20, 2022 10:13 am Isn´t heav oil more effective then light oil even if the damge would be same? Because you nee less crude oil for it?
Indeed.aka13 wrote: Mon Feb 21, 2022 6:59 amBut you are missing out on petroleum and heavy oil that way. It's wasteful to run crude on them, since crude could be reprocessed into something more useful.astroshak wrote: Sun Feb 20, 2022 3:22 am Flamethrower Towers are deadly enough with Crude Oil, that I find it wasteful to use Light Oil on them. Go for it if you want to through.![]()
Productivity 3 is overkill for oil cracking. The capital cost is way more than the value of the crude oil you save. (Remember, crude oil is an infinite resource.)SoShootMe wrote: Sun Feb 20, 2022 9:11 pm Heavy oil is the only one I can't see a reason to use, as you will likely need the same amount of heavy oil cracking even if you use some for flamethrower turrets, and with 3x productivity module 3 for heavy oil cracking you get almost as much light oil out as heavy oil in (39/40), which is slightly more than made up for by the higher damage.
On what basis (genuine question)? Level 3 modules are costly, but you don't need many for oil cracking, so both capital cost (resources) and "payback time" (when you start saving crude oil) are fairly modest as far as I can see.Khagan wrote: Mon Feb 21, 2022 7:21 am Productivity 3 is overkill for oil cracking. The capital cost is way more than the value of the crude oil you save.
The question for me is, is it more wasteful to use a crude oil pipe for flamethrowers, which is needed anyway for transportation from the oil well (unless you have trains). Or is it to pump a lot of heavy/light oil into a seperate crazy long pipe, which needs a lot to be filled.aka13 wrote: Mon Feb 21, 2022 6:59 amBut you are missing out on petroleum and heavy oil that way. It's wasteful to run crude on them, since crude could be reprocessed into something more useful.astroshak wrote: Sun Feb 20, 2022 3:22 am Flamethrower Towers are deadly enough with Crude Oil, that I find it wasteful to use Light Oil on them. Go for it if you want to through.![]()
If you start to distribute modules in the factory, you always put them in places, where it matters the most. labs, science packs, green circuits, gears. At some point you might put them into cracking. But when is the point? Fairly late game i would say.SoShootMe wrote: Mon Feb 21, 2022 8:59 amOn what basis (genuine question)? Level 3 modules are costly, but you don't need many for oil cracking, so both capital cost (resources) and "payback time" (when you start saving crude oil) are fairly modest as far as I can see.Khagan wrote: Mon Feb 21, 2022 7:21 am Productivity 3 is overkill for oil cracking. The capital cost is way more than the value of the crude oil you save.
My Crude Oil trains eventually have “three” stops on their schedule :aka13 wrote: Mon Feb 21, 2022 6:59 amBut you are missing out on petroleum and heavy oil that way. It's wasteful to run crude on them, since crude could be reprocessed into something more useful.astroshak wrote: Sun Feb 20, 2022 3:22 am Flamethrower Towers are deadly enough with Crude Oil, that I find it wasteful to use Light Oil on them. Go for it if you want to through.![]()
Isn´t it light oil? ->
SoShootMe wrote: Sun Feb 20, 2022 9:11 pm In practice light oil is the most efficient, but in fact you can get at most 0.901875 light oil per crude oil, using 3x productivity module 3 for advanced oil processing and heavy oil cracking (but you also get 0.715 petroleum gas).
If you have overproduced modules. Which oil is most effective one? Light?jodokus31 wrote: Mon Feb 21, 2022 10:30 am If you start to distribute modules in the factory, you always put them in places, where it matters the most. labs, science packs, green circuits, gears. At some point you might put them into cracking. But when is the point? Fairly late game i would say.
If you are at the point that late do you even care about oil savings in flamethrowers? Its probably better to build some spidertrons and clear the pollution cloud to save oil on flamethrower turrets. Its also better for UPS, which is the real enemy
BTW: I'm exaggerating a bit. I think, its a matter of personal preference and playstyle.
I would say, put modules in this order:Pascali wrote: Mon Feb 21, 2022 11:49 amIf you have overproduced modules. Which oil is most effective one? Light?jodokus31 wrote: Mon Feb 21, 2022 10:30 am If you start to distribute modules in the factory, you always put them in places, where it matters the most. labs, science packs, green circuits, gears. At some point you might put them into cracking. But when is the point? Fairly late game i would say.
If you are at the point that late do you even care about oil savings in flamethrowers? Its probably better to build some spidertrons and clear the pollution cloud to save oil on flamethrower turrets. Its also better for UPS, which is the real enemy
BTW: I'm exaggerating a bit. I think, its a matter of personal preference and playstyle.
Oil amout is going down over the time, right? Is there a time, wehre you switch from effective-modules to speed-modules in the pump-jacks?
You give yourself an answear without noticing it.jodokus31 wrote: Mon Feb 21, 2022 10:30 am
is it more wasteful to use a crude oil pipe for flamethrowers, which is needed anyway for transportation from the oil well (unless you have trains). Or is it to pump a lot of heavy/light oil into a seperate crazy long pipe, which needs a lot to be filled.
, but flamethrowers are consuming such a small amount of oil, that it takes really long to be profitable IMO.
To 1. That's smart. I wondered it myself how high the level has to be, but didn't test.gGeorg wrote: Mon Feb 21, 2022 1:52 pmYou give yourself an answear without noticing it.jodokus31 wrote: Mon Feb 21, 2022 10:30 am
is it more wasteful to use a crude oil pipe for flamethrowers, which is needed anyway for transportation from the oil well (unless you have trains). Or is it to pump a lot of heavy/light oil into a seperate crazy long pipe, which needs a lot to be filled.
, but flamethrowers are consuming such a small amount of oil, that it takes really long to be profitable IMO.
1. flamers consume small amount of oil, so it is wise to use a pump and tank to conntrol level of oil in the whole wall section. Based on my experience it is enough to set level of tank for 900 units which makes 4 units per pipe. This simple tool cut expense for transportantion.
2. Combine crude oil transport pipe with defence structure means, you created a single point of failure. Any designer of reliable systems avoid such setup.