Pumpjack: Difference between revisions
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{{:Infobox:Pumpjack}} | {{:Infobox:Pumpjack}} | ||
'''Pumpjacks''' extract [[Crude oil|crude oil]] from | '''Pumpjacks''' extract [[Crude oil|crude oil]] from oil fields. Each oil field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of crude oil per cycle equal to 10 multiplied by the field's yield (e.g. 54 crude oil for 538% yield) per second. Without [[speed module]]s, one pumpjack cycle takes one second to complete. | ||
Extracting oil lowers the field's yield by 1% per | Extracting oil lowers the field's yield by 1% per 300 pumpjack cycles to a minimum of 20% of the initial yield or 2 oil per second, whichever is larger. They are limited to a maximum output of 1000 crude oil per cycle, achieved by an oil field with more than 9999% yield. However, such a high yield is rare with standard [[map generator]] settings. | ||
Pumpjacks | Pumpjacks cannot be placed on a non-oilfield tile. Furthermore, the output pipe location is fixed relative to the pumpjack's orientation. | ||
== Tips == | == Tips == | ||
If oil fields are depleted ( to the minimum of 20% ) speed [[ | If oil fields are depleted (to the minimum of 20%) speed [[module]]s are a good option to raise the pumpjacks output. With two speed module 3's the output doubles from 2 to 4 crude oil per second and even more when using additional [[beacon]]s, plus another 0.5 oil per beacon per second. | ||
The formula to determine the modified output is: | |||
Output of unmodified oil field * [1 + (number of modules in pumpjack * bonus from module) + (number of beacons * distribution efficiency * (number of modules in each beacon * bonus from module))]. | |||
==Gallery== | |||
<gallery widths="235px" heights="180px"> | |||
pumpjack_different_speeds.gif|Animation of different speeds of pumpjacks: one with two speed modules, one with no modules and one with two production modules. <small>''(Click to see GIF animation)''</small> | |||
</gallery> | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="2" | Example | !colspan="2" | Example | ||
|- | |- | ||
|For 1 pumpjack on a depleted oil field with two | |For 1 pumpjack on a depleted oil field with two level 3 speed modules and 6 beacons with each two level 3 speed modules: | ||
| | |2 * [1 + (2 * 0.5) + (6 * 0.5 * (2 * 0.5)) ] = 10 Crude oil per 1 second. | ||
|- | |- | ||
|Assuming that there will be always | |Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 6 beacons can be shortened: | ||
| | |4 + 2 * (6 * 0.5) = 10 crude oil per second. | ||
|} | |} | ||
== History == | == History == | ||
{{history|0.15.0|Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}} | {{history|0.15.0| | ||
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}} | |||
{{history|0.9.0| | {{history|0.9.0| | ||
Line 38: | Line 39: | ||
== See also == | == See also == | ||
* [[ | * [[Fluid system]] | ||
{{ProductionNav}} | {{ProductionNav}} | ||
{{C|Resource extraction}} | {{C|Resource extraction}} |
Latest revision as of 21:44, 29 October 2022
Pumpjack |
Recipe |
|
+ + + + → | |
Total raw |
|
+ + + |
Recipe |
|
+ + + + → | |
Total raw |
|
+ + + |
Map color |
|
Fluid storage volume |
1000 |
Health |
200 |
Stack size |
20 |
Dimensions |
3×3 |
Energy consumption |
90 kW (electric) |
Mining time |
0.5 |
Mining speed |
1 |
Mining area |
1 tiles |
Pollution |
10/m |
Module slots |
2 slots |
Prototype type |
|
Internal name |
pumpjack |
Required technologies |
|
Boosting technologies |
|
Produced by |
|
Pumpjacks extract crude oil from oil fields. Each oil field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of crude oil per cycle equal to 10 multiplied by the field's yield (e.g. 54 crude oil for 538% yield) per second. Without speed modules, one pumpjack cycle takes one second to complete.
Extracting oil lowers the field's yield by 1% per 300 pumpjack cycles to a minimum of 20% of the initial yield or 2 oil per second, whichever is larger. They are limited to a maximum output of 1000 crude oil per cycle, achieved by an oil field with more than 9999% yield. However, such a high yield is rare with standard map generator settings.
Pumpjacks cannot be placed on a non-oilfield tile. Furthermore, the output pipe location is fixed relative to the pumpjack's orientation.
Tips
If oil fields are depleted (to the minimum of 20%) speed modules are a good option to raise the pumpjacks output. With two speed module 3's the output doubles from 2 to 4 crude oil per second and even more when using additional beacons, plus another 0.5 oil per beacon per second.
The formula to determine the modified output is:
Output of unmodified oil field * [1 + (number of modules in pumpjack * bonus from module) + (number of beacons * distribution efficiency * (number of modules in each beacon * bonus from module))].
Gallery
Example | |
---|---|
For 1 pumpjack on a depleted oil field with two level 3 speed modules and 6 beacons with each two level 3 speed modules: | 2 * [1 + (2 * 0.5) + (6 * 0.5 * (2 * 0.5)) ] = 10 Crude oil per 1 second. |
Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 6 beacons can be shortened: | 4 + 2 * (6 * 0.5) = 10 crude oil per second. |
History
- 0.15.0:
- Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
- 0.9.0:
- Introduced