![]() We traced the problem to the core design of the rail lines themselves and the base-sizes of our signal blocks. (I have the exact mod list, but I put the game down for work for a few months and have picked back up again in SP on an angelbob setup, so I'd have to spend a lot of time getting my previous train of thought back.)Īnyway, pertinent to this discussion here: It was just me and this one friend, and we were having escalating rail throughput and deadlock issues. We got the first few dozen rockets launched and were almost done researching the entire tech tree except for the infinite-researches from a light sciencey-type mod we were running. I played a mostly-vanilla RSO / Rampant mod on a multiplayer server for a few months in Summer 2017, back when v0.15.30-ish was bleeding-edge beta opt-in. Same with acid and batteries - that requires metal and some copper. You need coal anyway, so moving petrol away from the refinery makes more sense. Plastics I'd isolate and produce elsewhere. A single compressed belt of rocket fuel moves 9 GJ/sec = 9 GW of energy, allowing for a 4.5 GW chemical fuel plant from a single belt. Energy density of rocket fuel is 5 times as high as solid fuel, so using that for huge chemical plants is also handy. Solidfuel from Light -> Rocketfuel (boosted by production mods) gives bonus energy and can be a parallel production unit. Solid fuel and Rocket fuel can also be colocated - once you have Rocket fuel there's really no reason to use Solid fuel anymore. I'd definately colocate the Light Oil cracking and storage, and Heavy Oil cracking and storage. Not sure what all this oil is converted into either at that rate.Īnyway. I've not needed to build a refinery at this kind of scale yet, but I'm having a tough time believing that pumps-and-pipes can't handle the throughput, if you have a few parallel (non braided) pipes. Wouldn't it be more efficient to cluster things into parallel units? That way you can simply repeat the pattern and expand the refineries. Might need some tweaking and non priority splitters to adjust the percentages if needed, but will work on that after seeing how it runs. At the PG depot, priority will be plastics and sulfuric acid and any excess will go to solid/rocket fuel (forgot to put it on the diagram). For lt oil, priority will be solid/rocket fuel and all excess will go to cracking to PG. For hvy oil, priority will be lube, all excess will go to cracking to light oil. They will work via priority output splitters. The depots are just places to redistribute from the 64 car train to the smaller trains. In the future when 640 is no longer enough, I will just duplicate the entire thing and split the oil delivery trains between them. 10 beaconed refineries empty a single rail car pretty fast, big trains take longer to leave a station, and I want them to take a while to unload to lessen this. Adjacent stations with the cars unloading into the same blocks. But will probably double up or quadruple the oil trains. As such the trains removing the lt, hvy, and pg will also be 64 cars to match the blocks of 10 refineries. The boxes aren't to scale, it's mostly just for positioning.Ħ4 car train into the depot and smaller out because the depots are mostly just centers to redistribute between the big and small trains.Ħ4 car trains because the oil train will be 64 cars with 10 refineries per car for 640 refineries. Rem stands for removal, removing the item from the refinery The "maint" areas are just locations for storing my supply trains while building the massive thing.ĭel stands for delivery, bringing the item to the refinery Wont be able to supply enough oil at first, but it's just a matter of placing and beaconing hundreds more drills.Īrrows are for product flow direction and the numbers are possible train car length between the areas. Trains will be much longer so wont have to travel as often, and very few intersections should yield maximum throughput. Trains go back and forth between their areas with hardly any intersections between the areas. Refineries in the center with everything else basically in a ring around the outside. So inefficient that it's pretty much useless at a large scale.ĭecided to actually put some thought and planing into a 4th refinery after seeing the issues of the previous 3 designs. ![]() It works without deadlocks, but the rail traffic is like a major city during rush hour. Trains are too small and thus need to travel too often and get in each others way at intersections. Made a 3rd one, which is rail based but unsuccessful. My rail based mega base outgrew it's belt based refinery so I made a new larger refinery, which ended up being too small. ![]()
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