Early Oil Swiss Army Knife Diluted Fuel 9500MW

Special notes:

  • This fuel factory is a balanced system in equilibrium. It requires some care to start it. Please read the notes carefully.

Input:

  • Crude Oil 300
  • Iron 47
  • Sulfur 33
  • Coal 25

After iron, sulfur, and coal, you can add in:

  • Raw Quartz 20 (optional, produces shatter rebar only but it was easy to add in)
  • Copper Ore 20 (optional, produces rifle ammo and prerequisite for homing rifle ammo)
  • Caterium Ore 47 (optional, produces homing rifle ammo)
  • Aluminum Ingot 3 (optional, definitely not "early oil", but produces turbo rifle ammo and iodine filters with above ores)

Output:

  • 9500 MW
  • Packaged Fuel 5/min
  • Packaged Turbofuel 11.5/min
  • Packaged Liquid Biofuel up to 40/min
  • Fabric 28/min
  • Explosive Rebar 2.2/min
  • Shatter Rebar 5/min
  • Rifle Ammo 5/min
  • Homing Rifle Ammo 20/min
  • Turbo Rifle Ammo 20/min
  • Nobelisk 0.5/min
  • Cluster Nobelisk 2/min
  • Gas Filter 0.5/min
  • Iodine-Infused Filter 0.5/min
  • Sink Points 4000+/min

Misc Info:

This factory is my Swiss Army Knife. In early oil, it makes 9.5GW of power using the complicated Packaged Diluted Fuel recipe loop. It makes all useful ammos and packaged fuels up to turbofuel which enables you to quickly unlock MAM technology trees. It makes gas masks and fabric. Also, it has a full biomass recycling sink to turn everything into packaged liquid biofuel. In late game, it also makes turbo rifle ammo and iodine filters with the addition of some aluminum. Over 35 manufacturing steps are tied together in this tiny 12x12!

This factory uses the diluted packaged fuel recipe which is (way more) complicated to build around and (slightly) more complex to start the factory, but comes with the awesome benefit of twice the energy efficiency well before you unlock blenders.

For that reason, this factory is best used in early oil at your transition from coal power where it will provide small amounts of many useful things for the rest of your playthrough and a lot of power (for that stage). That said, it adds great utility and I plan to leave it running all the way through endgame and add aluminum later for some other the other automations.

Items are stored in the small storage containers. Replace these with dimensional depots as desired. Packaged turbofuel related products will take a while to start getting made due to buffers filling. You won't see regular nobelisks for even longer, but you'll get cluster nobelisks quite fast.

How to turn on the power factory:

  1. Connect power and crude oil.
  2. Wait for literally 9 minutes or until the bottom heavy oil residue refinery is full of crude oil (look for crude oil sign near the cruide oil input). This primes the system.
  3. Toggle the power switch (this injects canisters into the primed system) and follow the signs up the catwalk to the blue fluid buffer. Save your game!
  4. When liquid level reaches minimum 500, recommended 700, max 2000, open the four red valves. In real world terms, you need to open the valves between 14 and 24 minutes after toggling the power switch or else you will not get power running stable.
  5. In less than 10 min after opening valves, you will stably produce 9500 MW power (unless you started at fuel level of 500, in which case it takes 30 min).

Biofuel recycler notes:

  • Inputs: Leaves, Wood, Mycelia, Biomass, Alien Protein, Hog Remains, Spitter Remains, Hatcher Remains, Stinger Remains
  • Outputs: Solid Biofuel 60/min (used by factory to make Packaged Liquid Biofuel)
  • To prime the liquid biofuel line, put 3 alien remains (or 300 biomass-equivalents) into the box.

Acknowledgements:

If you find any bugs or have questions, find me on discord as .mustard. (must use both periods).

  • Erstellt am 31.12.2024 20:16:46
  • Zuletzt aktualisiert am 31.12.2024 20:46:03