
The second Splitter is doing the same thing but is only getting 50% of the initial ore to begin with (remember the 1st Splitter already sent half to Smelter 1), so in reality Smelter 2 is only getting 25% of the total ore that went on to the main feed line. The first Splitter is sending 50% of the main ore line to Smelter 1, and 50% continues down the main line. The reason for this is actually pretty straightforward. By just putting a Splitter on the main feed line each time, it is giving a huge priority to the first smelter with less and less priority to each proceeding one.
#Optimal layout factorio full
Notice how each smelter progressively gets less and less ore even though the main input line is a full belt of ore? This is because of the way it's being split off. However, the real problem here is the input line. That alone will throw things off a little, so again, try to build things symmetrically if at all possible. So, there are a few issues with this right? The first and most noticeable is the fact the first smelter has 2 extra furnaces on one side. Here is a simple example of a smelter that is not inherently balanced or symmetrical and will cause problems later down the line unless you use some balancing trick: The main thing to notice is that the design is symmetrical by having an equal amount of smelters on both sides, uses the same speed of belt throughout the build and is fed it's resources equally by using one Splitter to even split an input line 50/50 to both the top and bottom. To expand upon things further, if you build something that is evenly balanced side to side or top to bottom and also feed resources as equally as possible then you will inherently have a balanced output without having to use any lane balancers or other tricks. It's that simple! Smelters are a great way to demonstrate this, but these principles can be applied throughout an entire factory. You can achieve Inherent Balance by simply building and feeding things evenly. It's not really for storage.What Do I Mean By Inherent Balance?It's actually a pretty simple concept but may not be something you initially think about when you start the game (I know I didn't) because you just want resources and may not care how you get them. Once I had 10 units in the storage tank, I disconnected the tanks from the rest of the refinery (no need to add any more to the tank, after all. I did briefly connect each of these to the rest of the liquid network, in turn, so that I could draw in a small amount so that when I have the left-alt overlay enabled, I can see which warning light is associated with which resource.

The little circle of 6 storage tanks in the center of the rail roundabout are intended to provide warning lights when any particular liquid/gas gets low, so that I can evaluate the reason for the shortage. However, as my needs have grown, I have realized that I'm going to have to eventually redesign this. This is the "optimal" ratio for oil refining so that you convert 100% of your Crude Oil to Petroleum Gas with no wastage. It started off as needing to meet only the production requirements of a 5:1:7 layout- 5 Oil Refineries using Advanced Oil Processing, 1 Chemical Plant doing Heavy Oil Cracking, and 7 Chemical Plants doing Light Oil Cracking.
#Optimal layout factorio mod
You've mastered the most important part of designing an oil refinery, and that is the staggered use of underground pipes to allow for walking around your refinery.Īside from that, there isn't a lot to teach, except to understand ratios of supply and demand, and planning your layouts to be extendable to minimize rebuilding (since liquids cannot be transported at this time, without a mod to introduce liquid tank wagons to the train system.)
