Description
My Balanced Liquefaction Refinery produces only gas, and my solid fuel liquefaction plant produces only solid fuel. But I need refineries that can make lube and flamethrower ammo too, from light and heavy oil. In addition, I don't necessarily want to take the gas away from the refinery to make acid and/or plastic, I might want to make it onsite.
This is a solution. A configurable build that will make lube, flame ammo, acid and plastic on demand (by combinator), and convert any excess products into gas so that unused heavy and/or light oil never causes backups in the refineries.
Production Rates (per minute) Examples
| Configuration | Lube | Acid | Ammo | Plastic | Gas |
|---|---|---|---|---|---|
| All ON | 2.2K | 5.7K | 11 | 9 | 0 |
| Acid OFF | 2.2K | - | 11 | 870 | 0 |
| Lube OFF | - | 5.4K | 37 | 7 | 0 |
| Lube and Ammo OFF | - | 6.8K | - | 26 | 0 |
| Only Plastic ON | - | - | - | 1K | 0 |
| All OFF | - | - | - | - | 10.5K |
Instructions for Use
- Place the Blueprint
- Connect the build to water, coal and power in the North West corner. 3.1K of coal per minute is required. 1.5 blue belts is sufficient.
- On the Western side of the build, connect half a yellow belt of iron, half a yellow belt of steel, and a full yellow belt of coal
- Insert at least one barrel of heavy oil into the assembler at the North West
- Watch how the refineries start working one by one
- The refineries are now running in a closed loop, with (in priority order) lube, flamethrower ammo, acid, plastic and gas being made
- All products (including gas) exit the build on the East South East side of the build
- If you want to limit the refinery to a subset of the 4 products, switch the combinator(s) off for the products that you don't want
- If all combinators are switched off, then gas is produced at a rate of 10.5K per minute
- IMPORTANT : If you switch acid and plastic production OFF (or they back up), and you don't take the gas away from the refinery or store it in tanks, then lube and/or ammo production will stop
Notes
- After bootstrapping the build with at least 1 barrel of heavy oil, it is safe to remove the assembler
- The concrete in the screenshot is not part of the blueprint
- The hazard concrete is part of the blueprint. It marks the position of the on/off combinators
- After switching combinators off for the acid and plastic, it will take a few minutes for production of those products to stop, until all the recipe ingredients inside the Chemical Plants are used up
- The blueprint includes Creative Mode entities only to supply the coal, plates, water and power and to consume the gas. Without these entities, you can use the build in vanilla.