


Each inserter gets the amount in the chest it is inserting to and adds the negative average, i.e. The combinator calculates the average number of items in the chests, and makes it negative. Set the enable condition on each inserter to be Everything (red star) Connect each inserter to the box it inserts into with green wire.Connect all inserters to each other and to the output of the combinator using red wire.Connect all chests to each other and to the input of the combinator using red wire.Set the combinator to take Each (yellow star) and divide by the negative number of chests.Goal: Load n chests with approximately the same number of items. This will prevent fluid system deadlocks where you have plenty of one fluid but you are unable to make any of the other. set "heavy oil > light oil" for the heavy oil cracking input pump, set "heavy oil > lubricant" for the lubricant production input pump, and set "light oil > petroleum gas" for the light oil cracking input pump.ĭone! Now all the pumps will move to equalize the fluid levels to each other. For each connected pump set the circuit “enable condition” to " > ", for its respective chemical plant recipe.The resulting circuit network will know about the fluid level in every storage tank and pass this information to every pump. Connect every pump and every fluid tank to a single circuit network of red (or green) wire.Note: Alternatively, the blocking pumps could be added to the chemical plant output pipes, but there is no need to add pumps to both inputs and outputs. For each chemical plant (or each row of them, if you use rows) add a pump to the non-water fluid input pipe to make it possible to block the flow.For each fluid, make sure to connect the tank via pipes to every location where the fluid is being produced or consumed. Have a fluid tank for heavy oil, light oil, petroleum gas, and lubricant.To see the settings of combinators without opening them, the option "Show combinator settings in "Alt-mode"" in the Interface/Alt-mode settings has to be checked and "Alt-mode" has to be turned on. They are designed to be as easy to understand as possible. This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. 7.3 Prioritize usage of uranium towards nuclear fuel production.7.2 Optimal usage of fuel for nuclear power.5.4 Balanced Solar panel / Accumulator Production.5.3 Keeping outpost stocked with specified items.4.4 Constant Combinator Signs (Managing Belts).3.3 Alternative Setup for Cracking and Lubricant Production.2.1 Lamp showing chest content condition.I'm not sure there's a good to or not to but I've always considered them part of oil possessing.
#Oil refinery factorio how to#
This is a guide on how to use the blueprints, whereas what I'd expect on such a guide would be how to make a generic setup.Īs an obvious note: this doesn't make plastic, sulfur, sulfuric acid, solid fuel, rocket fuel and Batteries, which I'd normally associate with oil processing. However, I'd feel mislead on the Youtube name, "OIL REFINING & PROCESSING from Early, Mid to Late game - Factorio 0.18 Tutorial/Guide/How-to". The design can be made tilable with minimal editing if you make sure to ensure you can take in enough water and add some underground pipes for lubricant, which is probably particularly important if you're having trouble with getting modules and beacons going. You make a very minor slip up at 5:30 saying belt instead of pipe.Ĭomplaints about the size can be fixed by adding a second build, if you're not in a position for beacons.

You explain your build exceptionally and I approve of the build itself (and that it only takes 5k stored light oil to turn on cracking to petgas), even mentioning details such as the ability to decon and recon and that you'll need two offshore pumps for water. Your videos continue to generally agree with my design philosophy more than any others I've seen.
