All Master Class Blueprints are available on FactorioBin Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524 (Pastebin links no longer work)
I generally like the content in this series, but I think it would be much better if it walked through the design process for how you came up with these blueprints. (I feel like I can always grab blueprints from the internet, but I don't always feel confident designing my own systems when the blueprints I find don't exactly fit my needs).
Logic in computer science and flow charts will help quite a lot. In most cases, it's as simple as thinking about the input and output of the system. And, of course, gathering a lot of experience. Just starting to plan your building process will help. I started with simple material trees to automate production. My first builds were an inefficient mess. By keeping at it, they became better (I guess?).
What @@stephimalzkorn says is 100% true! I'm not a very experienced player yet myself but Im getting there. Sometimes I just use stuff I saw on the internet but I always try and look at what exactly do those blueprints do. It helps you to think in a certain way and you'll start seeing other situations where you can use the things that you learnt from those blueprints. Also, and I don't mean to "steal" any viewers off Nilaus, cause Nilaus is great, but take a peek at the content from KatherineOfSky. She too is a great Factorio player and explains everything she does. Both these people are great and have very useful content :)
Pretty much this here, your builds are awesome. But I am close to getting my first rocket and wanted to optimize, so I stumbled on your builds. It feels kinda "cheaty" and I would rather learn ratios or placement improvements ref. to oil. Maybe you have a video like that and Iam just blind. Dunno :|
I don't know if this would be too old, but your designing skills is a process which starts from scratch and could bring you great enjoyment. Firstly, you want to decide if you are optimizing your production vs consumption. Some people like the idea that exactly what they produced would be then consumed later down the line. Personally I like overloading a little(1 or 2 extra factories) and do not mind my belt getting stuck. Secondly, you should find a calculator online, such as the one on kirkmcdonald.github.io/calc.html, or use Helmod to quantify things. While you don't need to go for a full 1:1 production vs consumption, you want to at least keep your resources close, so you don't put down extra factories that never went into action until the full belt is stuck. You can do your own math if you want but it could be tedious. Don't underestimate the couple of extra factories which won't get fed materials, because the numbers do add up if you want long term gameplay. With those out of the way, you can start with a simple 'long' design. That means whatever you produced gets to be placed on a belt/pipe and transferred to the next machine in line. The long design can waste tons of space, but it would be very clear which material is in shortage/abundance when you look at it. It is like a small bus in the production line. Slowly, you want to begin to think about optimization in terms of speed, materials and space. If your red circuit only takes 300 green circuits per second, you can reduce the number of assembling machines producing green circuits to go closer to producing 300, instead of 400, 500. There are some creative ways to place your assembling machines and belts, as well as some optimal ways to place beacons, which you can figure out yourself or find them online. It is then up to you to change them, can you afford to use a little more space for a simpler design, or do you need to twist and turn the belts because of space constraint. I am now about a thousand hours into this game and currently working on save with one of my friend, we logged 45 hours into it and currently researched all techs, getting ready for the first rocket launch. He is a new player that I just introduced to this game, and our next goal is a 1k science per minute factory once our limitless tech start to catch up. We both find most joy figuring out things ourselves, and hopefully you do too!
You might wanna poke around and look at some of Nilaus's let's plays. The Masterclass videos just show super refined blueprints designed to have very specific ratios of input and output. In his let's plays he often shows the build process for a particular manufacturing assembly from start to finish, and he explains the process as he is building it out. His process usually starts by just slapping down one machine, putting the recipe in, and using Max Rate Calculator or similar mod to determine the exact input and output per second of that one machine. Then it's a simple matter of adjusting some sliders to figure out what is needed to get the desired result, which is either a full belt out, or only using a full belt of input. In Factorio, there's two kinds of recipes: input constrained and output constrained. A good example of an output constrained recipe are Modules. These things take a LOT of materials in, but produce very little output due to how much time they take to manufacture. Another example would be Steel. In this context, you would want to design an assembly line that is just able to consume full or half belts of input (based on your current tech level of yellow, red, or blue belts) and just keep the output at whatever that result is. The reason why is because it would take A LOT of machines to create a full belt of output, so it is easier to just make sure _all_ of the input is being used instead of trying to figure out how to get the required inputs to get a full output. On the flip-side, input constrained recipes take very little materials in, but produce a _lot_ of things on the output. A good example of this would be something like copper cables. These take a small quantity of copper in but produce a significant amount of cables on the output. In this context, it would be way easier to design an assembly line that produces a full belt of output, because so little input is needed that achieving the desired output is way easier. So when it comes to designing different production modules, you want to first figure out whether you are input constrained or output constrained. Then figure out how much of the particular output material or materials you need, and then base all of that around your current tech level. The easiest way to do this is with the Rate Calculator mod. The game does give you all the information you need to mathematically break down ratios, but in my opinion it's just so much easier to use a mod like Rate Calculator. With a mod like this, you can throw down a machine, give it a recipe, then use Rate Calculator to see the maximum theoretical number of consumed inputs vs produced outputs. To scale it up, it's a simple matter of adjusting a slider until the outputs or inputs reach the desired values. For example, on an input constrained recipe, you would prefer a full belt of output. So you just adjust the multiplier slider until the output hits 15/30/45 per second (depending on belts you have available), and then check to make sure the inputs are all still viable. If you only have yellow belt, and the only way to get a full yellow belt of output is to feed it with one particular item that has to come in at 22 items per second, you can't do that with just yellow belt. So it's not a viable assembly line, you would need to scale it back even if it means getting less output, or figure out a way to feed it with yellow belt so it can get the needed 22 per second. It gets more complicated in the late-game when you start dealing with Beacons and Modules, but the overall process remains the same. TBH I'm surprised Rate Calculator is not a built-in feature. I only have 500 or so hours in Factorio, and while I did know a lot of the basic math, I knew next to nothing when it came to figuring out how Modules and Beacons influenced builds, and I never tried to figure out the math behind them. Rate Calculator just makes the process SIGNIFICANTLY less time consuming.
Oil was the one thing I just couldn't figure out. It was what introduced me to Nilaus a couple years ago as I went searching for any solution to what felt like a very opaque part of the game. Thanks again Nilaus. Launched many rockets because of your video.
I'm in the same boat! Was just about to get into refining last night, when I thought to myself... maybe Nilaus can help me do this effectively? I wasn't disappointed!
Man, the first minute of the video is intense: You will have the blueprints that will help you transition from the early, to the mid, to the very late game. Fantastic video as always- looking forward to using these in my next playthrough!
That serie is, so far, the best serie u ever made about Factorio. On internet has a lot of good players of Factorio, but good player that KNOW make a tutorial like we see on this serie, only you. Hugs from Brazil.
Another great class, getting better with each release! These overviews are very concise well structured. They are creating a lot of "what about..." questions in my mind - giving me a jumping off point to explore and customize my own solutions. You have really hit your stride here - great balance of timing, visuals and description; handling all the WDYJ comments very well!
A good 'sister' masterclass to this would be the solid fuel/rocket fuel + plastic/acid builds that use all the light and gas respectively that is produced.
I made my own oil refining and processing process for plastic and sulfur and it was pretty cool, I always try to make my own blueprint and then search online for a better optimized one... Turns out mine looked pretty similar to this one but without the fancy electronics haha Im in the blue science almost purple, wish me luck, next is trains. Thanks for the video and the blueprints, it helps a lot to have a video to understand what all these things I'm putting up mean, especially for a first time player.
I've been using your templates in a multiplayer game with some friends. They were impressed but I cant take credit. I do understand the game better, so thanks for these videos!
I'm on my first playthrough, I jost got a train full of crude oil in my base, and I had no idea how oil processing works before this. Great video with all the details I needed, even though I'd like to try and design everything myself first, I learned a lot from these designs, for example the unimportance of pumps over short distances, a little how-to on logic circuits, and some ratios on how many refineries I would need early. Thank you.
Thank you for this great tutorial Nilaus! You are explaining this well designed build excellently. Using the constant combinator as a multi-level infobox is ingenious. Now I never ever have to think about oil again. There is really nothing I have to criticise about the video and I hope there will be many more master class videos in the future!
No, it doesn't. It's to specific in the audience and it is not even well done. It stretches out far to long for a way to easy solution you should have come up with yourself. Not exactly this one but with another good or even better one.
Really enjoyed this episode, very nice. Oil has always been one of the more time consuming builds to figure out for me, and this makes everything nice and easy to understand and deal with. I was expecting a coal to oil build at the end though for people in early game who might have an over abundance of coal but an under abundance or difficult to get to oil fields, but that might be something to look at in the future in another master class. Either way, well done and thanks for the class.
I'm a bit curious as to why you diverged from the 8/7/2 ratio for oil cracking. It also seems odd to have 2 tanks and 50k of storage for lube and light oil if you're going to cap them at 10k.
Thank you for this, oil balance was always a huge headache for me, everything else you can sort of brute force but with oil it seems you actually need to use circuits which I’m too lazy to learn even though I work as a programmer.
Dear Sir / Madam, LLC"RAKURS" hereby with full legal Authorization wish to inform you on the Refinery vessel loaded with D2, LCO, EN590 10PPM on high sea. We need serious Buyer for the products, Official MOU to the product will be sent at your immediate response to this request will be high appreciate. NB: Only Official Buyers / Buyers Mandate are to respond. Best regards, LLC"RAKURS", Dugieva rosa mustafovna . Whats'App +7 965 345 3833 Skype ID - live:.cid587bf2a71781f6cd Email: dugievallc-rakurs@mail.ru DIRECTOR / CEO.
there's no cookiecutter way to do that, but fortunately it's not complicated. just throw a pumpjack down on each deposit, consolidate them into some tanks, then connect the tanks to a train station blueprint. don't forget to provide power to the jacks and if you used pumps as well.
There is a tiny risk that the first advanced oil refinery build might back up with heavy oil. If the lube is being continually taken away and stored/used elsewhere then the pump that allows heavy to light cracking to start (based on stored lube) will never switch on. The refineries are producing 25 heavy per second but the lube makers are using only 20 per second. You aren't storing the excess heavy, so it could back up. You could fix that by moving the pump to the right of the first heavy to light cracker so 1 is always working (like you always have the extra 2 in the final 10 refinery build)
The one BP I have been using for the last 1000 hours is oil. I mainaged to balance everything in late game But never thought about scaling it for early game. Would really save me headaches with bots putting chem factories at the wrong end of the build first.
Pipes were constrained to 1200/s before the 0.18 update. Now they have variable pumping speed depending on the fluid, heavy oil, crude oil have a max flow of 1500/s where petroleum gas have a max flow of 2250/s. Previously, pumping from tank to pipe with a pump, used to constrain the flow rate to 1200/s, now if you have tank - pump - pipe - pump you can have up to 6000/s flow rate, for every pipe after the first pump you exponentially decrease the flow rate of the system, so to keep 6000/s you need a pump every other tile or if you wanna keep 12000/s you have to bring from tank directly to the consumer. Also underground pipes have less impact on distance than what they used to have. Underground Pipes now acts as a 3 regular pipe line, with the max flow of 3000/s assuming you have a pump on each end.
Really impressive build, I think I will use this. I do think there is an argument that the 8 refinery setup has its place during the early-mid game when you're producing yellow/purple science and starting to produce level 3 modules. The level 1 modules do work, but they're a lot less energy efficient compared to level 3 modules. You'd probably want to upgrade power to nuclear first.
I decided to design around 5 Refineries because the crafting time is 5 sec, so it becomes easily divisible, but there is nothing wrong with doing it for 8 refineries either.
I feel i may go unnoticed here.. but I find it easier to include as much as possible in a city block seeing as my base currently was fit into a single city block other than a dedicated chunk for solar panels before getting heavily into your videos. I've been trying to fit your HUB, Oil refining & processing, greed red blue circuits, and science into a 3x2 city block area (I've built in the water for safety and have roughly this space available (one block dedicated to solars/accumulators)) I've almost got it down.. the circuits and hub was easy to keep in a single block only having issues with the science packs. anyway you could help with that?
Great content! I returned to factorio recently and thought I’d update my blueprints with the current state of the game so naturally I looked at your channel. I was blown away to find all these upgradable designs. In your intro you show that there was also a sulfur/sulfuric acid masterclass but I could not find the video. Is there such a video available?
Hey Nilaus, I'd love to see a guide to using blueprints. It's a little confusing to me how the blueprints and books work, since they don't act like any other item.
Do I need to take any special consideration about how to plumb the crude oil going into these? Like is one output pipe for crude oil enough for to handle 18 pumpjacks or do I need to divide the oil field up to supply a few different pipes taking the crude oil to the refinery? I'm not sure what the limit is or how to find it
I use basically the same layout except I split out the lube as a separate row, to me it looks neater and gets rid of the separate water pipe at the top.
Something that I found after trying this design is that the amount of petrol gas early-game output is too limited for producing both sulfur and plastic, which is needed for blue science... I tried to put them in parallel but its kind of inefficient, space-wise, since I also need to accommodate when I'm upgrading it to advanced versions.
Dear Sir / Madam, LLC"RAKURS" hereby with full legal Authorization wish to inform you on the Refinery vessel loaded with D2, LCO, EN590 10PPM on high sea. We need serious Buyer for the products, Official MOU to the product will be sent at your immediate response to this request will be high appreciate. NB: Only Official Buyers / Buyers Mandate are to respond. Best regards, LLC"RAKURS", Dugieva rosa mustafovna . Whats'App +7 965 345 3833 Skype ID - live:.cid587bf2a71781f6cd Email: dugievallc-rakurs@mail.ru DIRECTOR / CEO.
@@Nilaus very possible that will happen, already tore up one refinery to make it more efficient :) Btw really appreciate the masterclass videos, never before have I gotten beyond green science and now I'm working on implementing yellow and purple!
There is an underlying assumption here that I think needs to be highlighted. Advanced oil processing by its very nature, places a fundamental restriction on the consumption of light oil, lubricant and petroleum gas. We cannot ever achieve a steady state where we are consuming more lubricant than petroleum gas
I have one problem. The basic oil processing is not producing enough to feed your (1.5/s) chemical science at all. The solution would be to just double it, but it will no longer be upgradeable by your blueprint. Upgrading to advanced processing is also not a solution because it is not researched yet. I think that your 0.17 oil processing is just better because it produces more on basic oil, and it is also upgradeable. Anyway thanks for content like this. (sorry for my English )
@@dugievarosamustafovna529 Dear sir/madam. I would just like to inform you, that we (or just I?) are talking about computer game factorio. If you want some buyers, you will have to look for them somewhere else. Best regards Me
I'm currently using the advanced oil refining blueprint but it isn't producing any lube for me because my petroleum is full so the advanced oil proccessing wont go through even if I don't have any heavy or light oil. , but I'm currently using lube to make electrical engines and not using petroleum for anything. What do I do to fix this?
yo i love this setup, but it stops producing and starves lubricant when the petroleum fills up. am i doing something wrong? do i have to consume the petroleum faster than i produce it? i keep flushing out the pipeline contents to get it going again. is this really how its intended to work?
All Master Class Blueprints are available on FactorioBin
Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524
(Pastebin links no longer work)
NEED TO MAKE A SULPHUR ONE
I come back to Factorio about every year, and always come back to you at the same time. You are a hero, Nilaus.
I generally like the content in this series, but I think it would be much better if it walked through the design process for how you came up with these blueprints. (I feel like I can always grab blueprints from the internet, but I don't always feel confident designing my own systems when the blueprints I find don't exactly fit my needs).
Logic in computer science and flow charts will help quite a lot. In most cases, it's as simple as thinking about the input and output of the system. And, of course, gathering a lot of experience. Just starting to plan your building process will help. I started with simple material trees to automate production. My first builds were an inefficient mess. By keeping at it, they became better (I guess?).
What @@stephimalzkorn says is 100% true! I'm not a very experienced player yet myself but Im getting there. Sometimes I just use stuff I saw on the internet but I always try and look at what exactly do those blueprints do. It helps you to think in a certain way and you'll start seeing other situations where you can use the things that you learnt from those blueprints.
Also, and I don't mean to "steal" any viewers off Nilaus, cause Nilaus is great, but take a peek at the content from KatherineOfSky. She too is a great Factorio player and explains everything she does. Both these people are great and have very useful content :)
Pretty much this here, your builds are awesome. But I am close to getting my first rocket and wanted to optimize, so I stumbled on your builds. It feels kinda "cheaty" and I would rather learn ratios or placement improvements ref. to oil. Maybe you have a video like that and Iam just blind. Dunno :|
I don't know if this would be too old, but your designing skills is a process which starts from scratch and could bring you great enjoyment.
Firstly, you want to decide if you are optimizing your production vs consumption. Some people like the idea that exactly what they produced would be then consumed later down the line. Personally I like overloading a little(1 or 2 extra factories) and do not mind my belt getting stuck.
Secondly, you should find a calculator online, such as the one on kirkmcdonald.github.io/calc.html, or use Helmod to quantify things. While you don't need to go for a full 1:1 production vs consumption, you want to at least keep your resources close, so you don't put down extra factories that never went into action until the full belt is stuck. You can do your own math if you want but it could be tedious. Don't underestimate the couple of extra factories which won't get fed materials, because the numbers do add up if you want long term gameplay.
With those out of the way, you can start with a simple 'long' design. That means whatever you produced gets to be placed on a belt/pipe and transferred to the next machine in line. The long design can waste tons of space, but it would be very clear which material is in shortage/abundance when you look at it. It is like a small bus in the production line.
Slowly, you want to begin to think about optimization in terms of speed, materials and space. If your red circuit only takes 300 green circuits per second, you can reduce the number of assembling machines producing green circuits to go closer to producing 300, instead of 400, 500.
There are some creative ways to place your assembling machines and belts, as well as some optimal ways to place beacons, which you can figure out yourself or find them online. It is then up to you to change them, can you afford to use a little more space for a simpler design, or do you need to twist and turn the belts because of space constraint.
I am now about a thousand hours into this game and currently working on save with one of my friend, we logged 45 hours into it and currently researched all techs, getting ready for the first rocket launch. He is a new player that I just introduced to this game, and our next goal is a 1k science per minute factory once our limitless tech start to catch up. We both find most joy figuring out things ourselves, and hopefully you do too!
You might wanna poke around and look at some of Nilaus's let's plays. The Masterclass videos just show super refined blueprints designed to have very specific ratios of input and output. In his let's plays he often shows the build process for a particular manufacturing assembly from start to finish, and he explains the process as he is building it out. His process usually starts by just slapping down one machine, putting the recipe in, and using Max Rate Calculator or similar mod to determine the exact input and output per second of that one machine. Then it's a simple matter of adjusting some sliders to figure out what is needed to get the desired result, which is either a full belt out, or only using a full belt of input.
In Factorio, there's two kinds of recipes: input constrained and output constrained. A good example of an output constrained recipe are Modules. These things take a LOT of materials in, but produce very little output due to how much time they take to manufacture. Another example would be Steel. In this context, you would want to design an assembly line that is just able to consume full or half belts of input (based on your current tech level of yellow, red, or blue belts) and just keep the output at whatever that result is. The reason why is because it would take A LOT of machines to create a full belt of output, so it is easier to just make sure _all_ of the input is being used instead of trying to figure out how to get the required inputs to get a full output.
On the flip-side, input constrained recipes take very little materials in, but produce a _lot_ of things on the output. A good example of this would be something like copper cables. These take a small quantity of copper in but produce a significant amount of cables on the output. In this context, it would be way easier to design an assembly line that produces a full belt of output, because so little input is needed that achieving the desired output is way easier.
So when it comes to designing different production modules, you want to first figure out whether you are input constrained or output constrained. Then figure out how much of the particular output material or materials you need, and then base all of that around your current tech level. The easiest way to do this is with the Rate Calculator mod. The game does give you all the information you need to mathematically break down ratios, but in my opinion it's just so much easier to use a mod like Rate Calculator. With a mod like this, you can throw down a machine, give it a recipe, then use Rate Calculator to see the maximum theoretical number of consumed inputs vs produced outputs. To scale it up, it's a simple matter of adjusting a slider until the outputs or inputs reach the desired values. For example, on an input constrained recipe, you would prefer a full belt of output. So you just adjust the multiplier slider until the output hits 15/30/45 per second (depending on belts you have available), and then check to make sure the inputs are all still viable. If you only have yellow belt, and the only way to get a full yellow belt of output is to feed it with one particular item that has to come in at 22 items per second, you can't do that with just yellow belt. So it's not a viable assembly line, you would need to scale it back even if it means getting less output, or figure out a way to feed it with yellow belt so it can get the needed 22 per second.
It gets more complicated in the late-game when you start dealing with Beacons and Modules, but the overall process remains the same. TBH I'm surprised Rate Calculator is not a built-in feature. I only have 500 or so hours in Factorio, and while I did know a lot of the basic math, I knew next to nothing when it came to figuring out how Modules and Beacons influenced builds, and I never tried to figure out the math behind them. Rate Calculator just makes the process SIGNIFICANTLY less time consuming.
Can't help but appreciate that fancy thumbnail art with all the steps of this build. Very slick.
Slick, you say? How slick?
_Oil_ slick??
No, you're right, I apologise - I'll show myself out.
Oil was the one thing I just couldn't figure out. It was what introduced me to Nilaus a couple years ago as I went searching for any solution to what felt like a very opaque part of the game. Thanks again Nilaus. Launched many rockets because of your video.
You think you know Factorio. Then Nilaus demonstrates how much better you can get..
What the hell? How did you know this is exactly what I needed right now? Thanks man! Keep up the excellent work! :D
I know he seems to know what I have been working on too!
I'm in the same boat! Was just about to get into refining last night, when I thought to myself... maybe Nilaus can help me do this effectively? I wasn't disappointed!
Man, the first minute of the video is intense: You will have the blueprints that will help you transition from the early, to the mid, to the very late game. Fantastic video as always- looking forward to using these in my next playthrough!
First 50 seconds: really satisfying to watch!
That serie is, so far, the best serie u ever made about Factorio. On internet has a lot of good players of Factorio, but good player that KNOW make a tutorial like we see on this serie, only you. Hugs from Brazil.
Nice! Finally some short and dense factorio oil tutorial.
Another great class, getting better with each release! These overviews are very concise well structured. They are creating a lot of "what about..." questions in my mind - giving me a jumping off point to explore and customize my own solutions.
You have really hit your stride here - great balance of timing, visuals and description; handling all the WDYJ comments very well!
A good 'sister' masterclass to this would be the solid fuel/rocket fuel + plastic/acid builds that use all the light and gas respectively that is produced.
This is a great series, really showing your dedication and the great community support. Thanks you.
My pleasure!
Really helpful stuff Nilaus. Love your blueprints. Thanks a lot for this series man! Can't wait for the next one.
Excellent tutorial / explanation and great modular 'ploppable' design. Thank you Nilaus!
Starts at 1:35
13:13 already Liked and Subscribed :-D
I made my own oil refining and processing process for plastic and sulfur and it was pretty cool, I always try to make my own blueprint and then search online for a better optimized one... Turns out mine looked pretty similar to this one but without the fancy electronics haha Im in the blue science almost purple, wish me luck, next is trains.
Thanks for the video and the blueprints, it helps a lot to have a video to understand what all these things I'm putting up mean, especially for a first time player.
after 200 hrs in factorio this video still taught me a lot....
I've been using your templates in a multiplayer game with some friends. They were impressed but I cant take credit. I do understand the game better, so thanks for these videos!
I'm on my first playthrough, I jost got a train full of crude oil in my base, and I had no idea how oil processing works before this. Great video with all the details I needed, even though I'd like to try and design everything myself first, I learned a lot from these designs, for example the unimportance of pumps over short distances, a little how-to on logic circuits, and some ratios on how many refineries I would need early. Thank you.
Thank you for this great tutorial Nilaus!
You are explaining this well designed build excellently. Using the constant combinator as a multi-level infobox is ingenious. Now I never ever have to think about oil again.
There is really nothing I have to criticise about the video and I hope there will be many more master class videos in the future!
Can you explain the combinator please?
A comment for the algorithm ... because this deserves more views.
It went up today xD
No, it doesn't. It's to specific in the audience and it is not even well done. It stretches out far to long for a way to easy solution you should have come up with yourself. Not exactly this one but with another good or even better one.
Really enjoyed this episode, very nice. Oil has always been one of the more time consuming builds to figure out for me, and this makes everything nice and easy to understand and deal with.
I was expecting a coal to oil build at the end though for people in early game who might have an over abundance of coal but an under abundance or difficult to get to oil fields, but that might be something to look at in the future in another master class.
Either way, well done and thanks for the class.
I'm a bit curious as to why you diverged from the 8/7/2 ratio for oil cracking. It also seems odd to have 2 tanks and 50k of storage for lube and light oil if you're going to cap them at 10k.
Since you talked about power consumption, what about a power related episode??
btw the first part was SUPER amazing
+1!
Great video, i enjoy listening to your tutorial while playing, very informative even without needing to watch. Well done.
Thank you for this, oil balance was always a huge headache for me, everything else you can sort of brute force but with oil it seems you actually need to use circuits which I’m too lazy to learn even though I work as a programmer.
He even shared the blueprints. What a pro!
I've gotta just say, that intro was super slick. You're doing great work Nilaus
Didn't copy the build, but you taught me how to control the pumps with circuit network. Fixed an annoying problem I've had for a long time!
Dear Sir / Madam,
LLC"RAKURS" hereby with full legal Authorization wish to inform
you on the Refinery vessel loaded with D2, LCO, EN590 10PPM on high sea.
We need serious Buyer for the products, Official MOU to the product will be sent at your immediate response to this request will be high appreciate.
NB: Only Official Buyers / Buyers Mandate are to respond.
Best regards,
LLC"RAKURS",
Dugieva rosa mustafovna .
Whats'App +7 965 345 3833
Skype ID - live:.cid587bf2a71781f6cd
Email: dugievallc-rakurs@mail.ru
DIRECTOR / CEO.
Great video! Amazing blueprints you are sharing in this series. Thanks :)
My belts are okay for the most part, but my pipes are always a huge mess so this is a huge help. Thank you.
Thank you so much for your guides! Really appreciated! You help me enjoy the game!
Again a great post, great explanation, expandable (so I don't have to rebuild with more tech.).
How about starting with setting up the oil field itself. Pumpjack facing, pipeline setup etc. good luck with whatever you are doing now.
there's no cookiecutter way to do that, but fortunately it's not complicated. just throw a pumpjack down on each deposit, consolidate them into some tanks, then connect the tanks to a train station blueprint. don't forget to provide power to the jacks and if you used pumps as well.
You are a god!
thanks a ton for the tutorials, for some things i just want an optimized production, and this helps me not get frustrated :D
this is well developed and very clean. Thank you for the very clear explanation.
Thank you for the blueprint Nilaus, I appreiate it :) Good job
There is a tiny risk that the first advanced oil refinery build might back up with heavy oil. If the lube is being continually taken away and stored/used elsewhere then the pump that allows heavy to light cracking to start (based on stored lube) will never switch on. The refineries are producing 25 heavy per second but the lube makers are using only 20 per second. You aren't storing the excess heavy, so it could back up. You could fix that by moving the pump to the right of the first heavy to light cracker so 1 is always working (like you always have the extra 2 in the final 10 refinery build)
I've struggled after the Oil update. Not anymore! Thank you Nilaus!
Very nice, I was thinking of making some oil blueprints myself and this gives me ideas! I think I'll steal the upgradeable design.
The one BP I have been using for the last 1000 hours is oil. I mainaged to balance everything in late game But never thought about scaling it for early game. Would really save me headaches with bots putting chem factories at the wrong end of the build first.
I see the masterclass quality already improving a lot since the first video. Very well done Sir
Pipes were constrained to 1200/s before the 0.18 update. Now they have variable pumping speed depending on the fluid, heavy oil, crude oil have a max flow of 1500/s where petroleum gas have a max flow of 2250/s. Previously, pumping from tank to pipe with a pump, used to constrain the flow rate to 1200/s, now if you have tank - pump - pipe - pump you can have up to 6000/s flow rate, for every pipe after the first pump you exponentially decrease the flow rate of the system, so to keep 6000/s you need a pump every other tile or if you wanna keep 12000/s you have to bring from tank directly to the consumer.
Also underground pipes have less impact on distance than what they used to have. Underground Pipes now acts as a 3 regular pipe line, with the max flow of 3000/s assuming you have a pump on each end.
I decided not to go into the lengthy description, but rather state that I had checked it and it is not a constraint ;)
Amazing tutorial! Thank you for the blueprints!
Thanks very much for creating these videos. I really enjoy your videos.
Really great content. Thanks N!
This print is really fantastic
Awesome series! Thanks for all your help and dedication to the community :)
These top tier builds are nice.
Really impressive build, I think I will use this. I do think there is an argument that the 8 refinery setup has its place during the early-mid game when you're producing yellow/purple science and starting to produce level 3 modules. The level 1 modules do work, but they're a lot less energy efficient compared to level 3 modules. You'd probably want to upgrade power to nuclear first.
I decided to design around 5 Refineries because the crafting time is 5 sec, so it becomes easily divisible, but there is nothing wrong with doing it for 8 refineries either.
Thanks for all the helpful videos! I am learning a lot.
Sweet. It's good see my design is kind of similar to yours!
Btw, I believe that in order to get the blueprint to put a signal on the combinator you need the Blueprint Signals mod
great video, with the bp's its invaluable
Very slick, nice build
I love these videos! Do a masterclass with Factorissimo 2 modular designs next.
I will not do mods until I am running out of Vanilla things to do tutorials for
@@Nilaus much prefer the vanilla videos.
I needed this. Thanks
I feel i may go unnoticed here.. but I find it easier to include as much as possible in a city block seeing as my base currently was fit into a single city block other than a dedicated chunk for solar panels before getting heavily into your videos. I've been trying to fit your HUB, Oil refining & processing, greed red blue circuits, and science into a 3x2 city block area (I've built in the water for safety and have roughly this space available (one block dedicated to solars/accumulators)) I've almost got it down.. the circuits and hub was easy to keep in a single block only having issues with the science packs. anyway you could help with that?
Perfect! I'm scaling up to a megabase, this is just what I need!
Thank you for the blueprints!
Thank you very much for this!
Great content! I returned to factorio recently and thought I’d update my blueprints with the current state of the game so naturally I looked at your channel. I was blown away to find all these upgradable designs. In your intro you show that there was also a sulfur/sulfuric acid masterclass but I could not find the video. Is there such a video available?
Hey Nilaus, I'd love to see a guide to using blueprints. It's a little confusing to me how the blueprints and books work, since they don't act like any other item.
THIS
I love your videos they helped me so much.
do note, lubricant needs research! Figured that out after some gridlocking of the advanced oil processing without the research
I really wish you would zoom in on specific parts and explain how the build works. That way we can actually learn how the game works
what's the poit of having 2 light oil tanks when the pump limits at 10k as the only input?
Do I need to take any special consideration about how to plumb the crude oil going into these? Like is one output pipe for crude oil enough for to handle 18 pumpjacks or do I need to divide the oil field up to supply a few different pipes taking the crude oil to the refinery? I'm not sure what the limit is or how to find it
AWesome tutorial, thanks!
Very helpful, thanks!
Very good master class tutorial.
1:44 is this combinator just a cosmetic thing, or is it actually reading the flow through all the pipes somehow?
The combinator states the theoretical maximum input and output of this build, so it's just cosmetic
Sweet. I think it is great design. Please make a video on how to upgrade it to use coal liquefaction if possible.
They cannot and should not be "upgraded" to Coal Liquefaction. I will make separate designs for Coal Liquefaction later on
I use basically the same layout except I split out the lube as a separate row, to me it looks neater and gets rid of the separate water pipe at the top.
Awesome masterclass, ty!
Would really love to see something like this for Coal liquefaction.
It is on my to-do list for this series
Something that I found after trying this design is that the amount of petrol gas early-game output is too limited for producing both sulfur and plastic, which is needed for blue science... I tried to put them in parallel but its kind of inefficient, space-wise, since I also need to accommodate when I'm upgrading it to advanced versions.
Love this vids so much! Thx m8!
So cool! I'd love to learn how you make these blueprints :)
join the Factorio Workshops on Twitch on Mondays ;)
Nilaus I'll sign up now 😀. Do you have a discord where veteran players like you can help us noobs real time?
Comment for the algorithm! Loved the video ^^
This is beautiful thank you
Dear Sir / Madam,
LLC"RAKURS" hereby with full legal Authorization wish to inform
you on the Refinery vessel loaded with D2, LCO, EN590 10PPM on high sea.
We need serious Buyer for the products, Official MOU to the product will be sent at your immediate response to this request will be high appreciate.
NB: Only Official Buyers / Buyers Mandate are to respond.
Best regards,
LLC"RAKURS",
Dugieva rosa mustafovna .
Whats'App +7 965 345 3833
Skype ID - live:.cid587bf2a71781f6cd
Email: dugievallc-rakurs@mail.ru
DIRECTOR / CEO.
I would like to know if I can add another Advanced Oil Refining blueprint next to the first one and have double the total production?
This is awesome for new player such as myself but a real pain to construct by yourself without robots...
Does this stand with 1.0 release? Seems like it, but figured I’d ask Sensei.
Really nice :) Would love a tutorial on nuclear power :)
Thanks, it will come, although i actually have one already, which is still up to date
i should have waited just a hair longer to build my oil refinery i guess xD used your 0.17 Video to build one yesterday
you can compare the builds and if you find this one better it is only a deconstruct away :)
@@Nilaus very possible that will happen, already tore up one refinery to make it more efficient :)
Btw really appreciate the masterclass videos, never before have I gotten beyond green science and now I'm working on implementing yellow and purple!
Thanks dude, you saved my hind.
There is an underlying assumption here that I think needs to be highlighted. Advanced oil processing by its very nature, places a fundamental restriction on the consumption of light oil, lubricant and petroleum gas. We cannot ever achieve a steady state where we are consuming more lubricant than petroleum gas
Could you do something about how many pumpjacks should be fed into one of these?
How did he switch from the basic to the advanced blueprint at 3:00?
This is awesome!
I have one problem. The basic oil processing is not producing enough to feed your (1.5/s) chemical science at all. The solution would be to just double it, but it will no longer be upgradeable by your blueprint. Upgrading to advanced processing is also not a solution because it is not researched yet. I think that your 0.17 oil processing is just better because it produces more on basic oil, and it is also upgradeable. Anyway thanks for content like this.
(sorry for my English )
@@dugievarosamustafovna529
Dear sir/madam.
I would just like to inform you, that we (or just I?) are talking about computer game factorio. If you want some buyers, you will have to look for them somewhere else.
Best regards
Me
Nilaus: this is very power hungry build
Me, who runs a 10GW base: you got no power here.
these videos are very good
Thank you. They do take a long time to make, so it is nice to see that the effort is appreciated :)
I'm currently using the advanced oil refining blueprint but it isn't producing any lube for me because my petroleum is full so the advanced oil proccessing wont go through even if I don't have any heavy or light oil. , but I'm currently using lube to make electrical engines and not using petroleum for anything. What do I do to fix this?
Ran into an issue. What do I do to use all petroleum? Plastic for red circuits? Anything else?
yo i love this setup, but it stops producing and starves lubricant when the petroleum fills up. am i doing something wrong? do i have to consume the petroleum faster than i produce it? i keep flushing out the pipeline contents to get it going again. is this really how its intended to work?
Do you think there can be use for oil barrels or have the fluid wagons stopped them from ever being useful?
I'm new to factorio but will only two lube capped at 10k be enough for a main BUS? and why dont we have any heavy oil? is heavy oil useless?