Better Oil Production

by Flerkus

Why settle for one pumpjack your entire run? Upgrade your oil fields with faster Mk2 and Mk3 pumpjacks, or keep them alive indefinitely with the low-depletion eco variant. Playing Space Age? Mine hydrocarbons from carbonic asteroids, synthesise them into synthetic crude on your platform, and ship it home to be refined — a full off-world oil supply chain for when the ground runs dry.

Content
2 months ago
2.0
703
Mining Fluids

i Ideas?

2 months ago

Is there anything you are missing in this mod?

2 months ago

you add K2
not add"Krastorio 2 Spaced Out "
/dog

2 months ago

you add K2
not add"Krastorio 2 Spaced Out "
/dog

Base Krastorio 2 is already supported. Recipes and pumpjack stats adapt to K2 automatically. "Krastorio 2 Spaced Out" is a different mod and isn't specifically tuned yet. If something's actually breaking, let me know what (and which version you're on) and I'll take a look.

2 months ago

Here are my thoughts after playing for a few days: Asteroids either produce carbon or oil. The new recipe produces both carbon and oil, which actually... creates a bottleneck in the production line. If I need carbon, then oil is a redundant byproduct; if I need oil, then carbon is a redundant byproduct. Having no way to handle byproducts when the production line needs to operate continuously is unpleasant. If it were without mods, I could just drop them in space, but I have 400+ mods and pseudo-space planets. Mining on these planets to produce asteroids causes a bottleneck in production.

2 months ago

Thanks for the detailed feedback. you're right that coupling carbon and Hydrocarbon Chunks in one recipe creates a byproduct bottleneck when you can't void the excess. I'll have a look into it and make a change for the upcoming version: a dedicated crushing recipe that produces Hydrocarbon Chunks only (no carbon), so you can run chunk and carbon production independently without anything backing up.

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