before you put a pumpjack down, look at your sidebar while hovering over an oil pocket. but you never really explained the idea of how fluids in pipes are just balancing themselves out and how the more pipes there are between pumps is what causes the throughput to be slower. It works in practice, but the traffic generated is so horrendous that I will likely never do it in actual game, knowing none of the specifics, i imagine its bad in every way. You could run parallel pipes, but it's not necessary if you can get the steam out earlier. They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites. However, steam is the main cause of most people's problems. Simply attach a red or green wire to the circle on the top of the container. I just need to figure out which version is actually the one I'm using in production. Valve Corporation. This item is a proxy for all the fluids that used to be in the fluid unit. The satisfaction on the pole will equal the consumption of the unit. One lane carries fresh fuel cells and the other disposes of spent ones. Checking if two categorical variables are independent can be done with Chi-Squared test of independence. a day ago. . Assembling machines are also used to empty the barrels, depositing their contents to pipes and leaving an empty barrel for another use. But will quickly drop down to less then .8. Here they are for you to compare against (the 2x6 fails the requirements though because it has 1 extra turbine): 2x3 "Bowtie": I used 8 groups of 10 exchangers, and grouped 69 turbines on the left/right sides. Since I knew I could probably get away with using fewer substations given how flat/thin this layout was, I pushed to try for 6 substations only. Petroleum gas production Oil fields NFL . and recycling spent fuel cells+ kovarex: 20k ore feeds 4 reactors for a day. if you don't mind using mods, there is ' Creative Mode (Fix for 0.16) [mods.factorio.com] which has fluid sources. -fluid pipes have an internal capacity of 100, while boilers and exchangers can hold 200. This page was last edited on 18 August 2022, at 17:15. This will read both the type and amount of whatever you have stored in the unit. I had first built a version from MikeC I had seen in a KoS vid. If it runs out of power, then it will not accept any more fluids until it gets power again. Two Categorical Variables. Coming back to how the 'level' is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. This mod is optimized. Each quadrant uses 62 turbines and I link the steam from vertical and horizontal exchangers together. raw["utility-constants"]["default"].main_menu_simulations" insert lines: a check box for enabling infinite chests as logistics storage (or maybe just the console command to do so) bobingabout Machines that consume fluids also have an accordingly labeled pipe input socket. Clicking the trash can icon next to a fluid will flush that fluid from the system. The circled offshore pumps always seem to have an issue. The level of fluid in a given entity is manifested by a percentage of the entity's maximum volume that is being occupied by a fluid. In practice, this is barely utilized in a great variety: Boilers only output steam of 165C temperature, and heat exchangers only output 500C hot steam, never hotter, never colder; if insufficient energy is supplied, the heaters do not output steam altogether. for an in-depth guide to fluid behaviors, I didnt see much of explaining how the fluid mechanics works. They can normally only exist inside entities for fluid handling (like pipes), and buildings that have fluids as input ingredients or products (like an oil refinery). why not make multiple lines of heat exchangers and keep them shorter. Since 1 reactor isn't complex, I tried to fit everything within 1 substation just to see what I could do in that space, Using 4 substations allows A LOT of variation, so I limited my designs to 3 substations only: "Teddy Bear" has the fewest heat pipes, but I'm guessing most of you would probably prefer "Butterfly" for symmetry. This means that perfect exchanger/turbine ratio can be scrapped in favor of 1 exchanger feeding directly 2 turbines, excluding the need for steam pipes entirely. I used some fancy pipework from my larger 2x3+ designs, which I will now show and explain: The key thing to notice here is how the double steam pipelines are handled. It is NOT to maximize UPS efficiency (which is stupid anyway since solar is objectively better for UPS). depending on your map settings for richness, it'll give you a yield percentage (95-115% normal, 200% for very rich). Fluids are non-solid items, such as water and oil. Prototype definitions PrototypeBase Prototype/Entity Prototype/EntityWithHealth Prototype/EntityWithOwner Prototype/Pipe Prototype/InfinityPipe. underground), Lowest possible combined total of substations and extra offshore pumps, Single roboport can construct the entire thing, Try to be somewhat aesthetic (reflective/rotational symmetry, and/or rectangular), Note: "Max power output" will be defined two ways: i) for smaller setups (800MW or lower) the electric network must show the correct MW of output, ii) for larger setups that round off GW of energy to only 1 decimal place, every single heat exchanger must show consumption/production of 103 water/steam per second. This makes sure you have enough things left over for rocket fuel, lubricant and the like and everything else just gets cracked to petroleum. Even though all fluids in the game have a temperature value, it is generally the default 15C. And since the only real way to accurately measure throughput is by using an electric pump into an infinity pipe (or something similar that uses up all the fluid), all this leads to the perfect storm for frustration. A fluid system containing mixed fluids can be cleared of the undesired fluids in the GUI of a pipe or storage tank that is part of that fluid system. 3 ore refining turbines + 1 kovarex can feed more than 40 reactors, without modules. gui_mode. I don't think you can mix liquids. The Fluid Memory Unit can store an infinite amount of any liquid or gas. Also place Productivity modules in refinery and most chemical plants (except converting to fuelbricks, that not worth, energywise). *edit: It also assumes you've read the wiki page on the fluid system and pipeline throughput: https://wiki.factorio.com/Fluid_system#Pipelines, I see people often posting about their nuclear setups not at full power (despite satisfaction not at full), so I thought I'd create a friendly challenge as a way of hopefully getting people to understand fluids a bit better. This entity produces or consumes fluids. The only other thing I would add is the settings I use to make oil more managable. Circuit signals in Factorio can only go up to 2147483647. The Fluid Memory Unit can store an infinite amount of any liquid or gas. All flow of fluid that happens between pipes is to achieve this balance (pumps practically ignore it and buildings disrupt it; more on that further below). :). Thus, the ratios had to assume full neighbour bonus on all reactors (i.e., 160 MW each) with the appropriate number of heat exchangers and steam turbines. You will be mining resources, researching technologies, building infrastructure, automating production, and fighting enemies. #4 https://mods.factorio.com/mod/deep-storage-unit. No matter how you look at it, using 124 heat pipes to supply 42 exchangers with the double heat pipeline is inferior to using 88 heat pipes to supply 60 exchangers with two single heat pipelines. Can you design setups with "better" fluid management than mine? The screenshot setup of 12 reactors has a theoretical max output of 1760MW, and after the inner reactors crest about 860C the heat pipes should be hot enough to get the last heat exchanger up to max efficiency. depending on your map settings for richness, it'll give you a yield percentage (95-115% normal, 200% for very rich). Use your imagination to design your factory, combine simple elements into ingenious structures, apply management skills to keep it working, and protect it . However, not every possible case of fluid mixing is considered, so the player may still mix fluids accidentally or by purposely working around the building restrictions. Pipes cap out at 1 less heat per tile of distance from the reactors, so using long lengths of heat pipe to "transport" heat is usually pointless. It's belt-fed, must be built on water, and has "outside" and "middle" blueprints to accommodate the difference in power output. Each 2x6 block uses 24 offshore pumps, 192 HX, 420 heat pipes, 332 steam engines, 268 pipes but 388 underground pipes. This means that if the game disallows connecting two pipes that look like they contain the same fluid with "Cannot connect systems with different fluids", one of the fluid systems contains multiple fluids. So close yet so far, 2x6 "Cracker": 16 groups of 11 exchangers worked very well for this (I used the 1:11:19 ratio here), but it fails the requirements because it has one extra turbine (I couldn't get 303 to work well). My primary goal was to design a configuration that was as rectangular as possible, and could be (almost) infinitely scaled up simply be stamping out and attaching more copies of the blueprint. Like probably most nuclear setups, you will need some startup power (or manually feed cells to the reactors). "Falcon" might be useful for narrow spaces, 2x2 is where most people will run into their first fluid issues. I say "almost infinite" above because the reactors are fed by a single express belt. one of my maps i had this set to normal, and i ran dry. In order to launch a rocket, 100 rocket parts need to be crafted. I also needed two roboports for it. I'm not smart enough after 1400 in-game hours to know if that makes anything run better, and I figure if you're tiling nuclear like this you aren't hurting for materials. At least the heat pipe glow shows you its effectiveness and direction of flow. 1.1. It works the same way as oil (because it is the exact same thing, just with items instead of a liquid), it goes down as you mine it, until it reaches a minimum amount, usually quite a bit under 100% where it gives you less than 1 per cycle. Think of it this way, a new pumpjack is going to give you~3.0 oil/sec. Alternatively for symmetrical designs: disconnecting substations with copper wire and measuring each part separately should provide the correct MW sum of all the parts, It's almost impossible to experience any throughput issues with just 1 or 2 reactors, so I'm just sharing my designs and how I "grade" them according to the above criteria, Even though the left side has 2 extra underground pipes, it is also more aesthetically pleasing. The color of the unit is based on the fluid inside! bit hard when the red loco . In other words: 0.2 kJ of work is necessary to heat a unit of steam by one C. I've spent a lot of time in the map editor designing nuclear power setups to try and learn exactly how the fluid system behaves. This means we avoid things like using reactors as heat pipes or simply using a 2:1 turbine:exchanger ratio. So, I will explain some of the finer details of how the steam behaves. Simply place it into another fluid unit if you want your items back. This causes the first (minor) water problem, since a single offshore pump can only pump 1200 water/s, which is not enough to supply a row of 12 exchangers (needs 1236/s). Note that all fluid throughput numbers listed above are not directly calculated by the game, but are a result of the underlying fluid mechanics. Infinite resources (for map makers) by ZwerOxotnik. When mining productivity goes up and richness increase you'll find that at some point you can't expand fast enough and ore fields will instead last longer and longer. Use (multiples of) 2 tanks per wagon (technically you can use 3, but then one is on the other side of the tracks), wire them up (in pairs, per wagon), and send train to station when all pairs of tanks can take in one fluid wagon worth . Fluids that are flushed from pipes or storage tanks are deleted permanently. Circuit signals in Factorio can only go up to 2147483647. All connected tanks and pipes are treated as a single vessel in that the level of fluid must be equal in all parts, to even out pressure exacted by a higher fluid level on smaller ones. The GUI of a connected pipe or storage tank will always show all fluids contained in the fluid system. I think that the only way is to hook them up correctly. So, it may look like a fluid system only contains one fluid when looking at the alt-mode icons, when in reality it contains multiple fluids which are located in some other connected structures. It is not possible to add a NEW type to Factorio, without asking the developers to do it, as these are handled in the closed-source C++ code backbone. You can access it using the command: /c game.player.insert {name="infinity-chest", count=100} 5 Silari82 3 yr. ago Note infinity chests won't put the items on a belt for you. pipes containing different fluids cannot be placed directly next to each other. 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