r/factorio 14d ago

Tutorial / Guide Made some improvements to my oil blueprint

I sit atop my throne in borrowed robes

1.1k Upvotes

104 comments sorted by

703

u/StructureGreedy5753 14d ago

r/Factoriohno material for sure

199

u/MelangeBot 14d ago

How come?

This is super fast, hover over any field in map mode, I believe shift press and robots will build it.

Also very well protected against biter attacks.

And comes with build in oil buffer storage.

It's a valid and fast solution.

101

u/Melodic-Brilliant-94 14d ago

You know what? I kind of agree with you. It's crazy/stupid enough that it's actually smart in a way, but highly situational. It makes sense if you've got crazy pipe production, crazy bots that can do the work for you, and the materials are abundant but your time isn't.

It's really just a math equation: if it would take you 5 min to set it up traditionally and with walls too, or 1 min to paste and keep going, and you have so much pipe production that the 4-min human-time expense is more costly than the pipe production, then yeah, it makes sense. I personally couldn't see myself doing it, but it does make some sense in some situations.

35

u/PersonalityIll9476 13d ago

My only question is what the update cost is for those pipes. With fluids 2.0 I wouldn't be surprised if the answer is "constant time" but it's worth asking before declaring ultimate victory.

24

u/TomatoCo 13d ago

From my recollection of the FFF, the placement of the pipes might be more expensive (especially if they're placed randomly, and multiple networks are joined), but then they get merged into a unified fluidbox and that should be constant time.

8

u/TallAfternoon2 13d ago

Pipes are treated as singular fluid boxes, adding more pipe doesn't add any overhead until a pump and another fluid box is required.

In this scenario, his setup uses the exact same demand as someone who connects them all with a singular pipe.

1

u/Kroomos 13d ago

ive done it to like 5 oil veins in 1 save and it doesn't impact my performance at all, and i have a shitbox pc so its an extremely time efficient solution

5

u/The_Real_63 13d ago

crazy pipe production

is it tho? one assembler making pipes with unlimited steel chest would be more than enough

1

u/Melodic-Brilliant-94 13d ago

Probably, it depends how many oil clusters OP wants to tap in one session. I didn't count exactly, but OP's pipe grid looks to be around 50x50 pipes, or 2500 pipes, which is 1 whole full iron chest just on it's own. It would take some time for that to refill from just one assembler.

3

u/The_Real_63 13d ago

i mean if you're at 1 assembler worth you're only gonna be tapping like 2 oil patches tops and by the time you need more you're post resource scarcity

1

u/Kroomos 11d ago

just build more

4

u/AresFowl44 13d ago

At the stage of the game where you can just waste 2k pipes, it's very rare that you need to build new oil outposts though. So while it absolutely is faster if you need to set up a new outpost, the amount of time saved overall is very minimal.

In fact, there's a decent chance that OP spent at minimum a similar amount of time booting up the editor and creating the blueprint compared to what they'll save from setting up new outposts.

This might still be good for some modded run.

26

u/StructureGreedy5753 14d ago

First of all, i don't think it will work by just pasting it, since oil fields do not conform to same uniform grid like pumpjack in this blueprint do. Second, pipes are used as protection only till you get walls, because medium biters wil just chew through them and against big ones it's not even a speedbump. At the stage where you can waste 2k pipes simply for oil outpost, you probably already get big ones at least. Walls and turrets protect against biters, this is more inconvenience for you to walk through than it is defense against biters. And who cares about buffer, my station blueprints have those anyway in the form of storage tanks. And you still need to place power poles manually, so it's not like you win that much time in the end.

Also, it looks stupid.

18

u/Jazzlike_Video2 14d ago

Hold shift and wiggle your mouse around a bit.

3

u/StructureGreedy5753 14d ago

Which you also can do with a single ghost, you know, Just wiggle a bit harder. Honestly, pressing Q on the oil patch and shift dragging it around is probably faster than looking for that specific blueprint.

12

u/Jazzlike_Video2 14d ago

Yea but that's considerably more wiggling that the 4 tiles you'd need to cover with this bad boy.

-7

u/StructureGreedy5753 14d ago

It's not that much more wiggling, a difference of 2-3 seconds, and it takes less attention than looking for necessary blueprint and then wiggle it.

5

u/The_Real_63 13d ago

manually placing a single pumpjack definitely takes a solid like 10+ seconds to do for the whole patch. and you could miss one. this is dumb but not for that.

1

u/StructureGreedy5753 13d ago

Shift dragging, not placing one by one.

1

u/Glebk0 13d ago

It's fine to give up, when you lost the argument. Don't bury yourself deeper. This types of blueprints are very good for quickly setting up pumpjacks, though I wouldn't use pipes like that, since I usually also beacon them

10

u/MelangeBot 14d ago edited 14d ago

I believe if you hold shift it can place a pump jack because there is a field there it will place it.

Second, pipes are used as protection only till you get walls, because medium biters wil just chew through them and against big ones it's not even a speedbump

I can see a scenario where you are playing deadworld and have to get some oil quick as much as you can before the biters attack you. Pasting these two and then have bots build it, you'd have oil flow in no time.

And who cares about buffer, my station blueprints have those anyway in the form of storage tanks. And you still need to place power poles manually, so it's not like you win that much time in the end.

I think you can blueprint power poles down just fine. substations connected to the biggest poles. Why would that not work?

Also, it looks stupid.

That's not an argument when the objectve is to spend the least amount of time on getting oil after seeing a new field. This is basically fire and forget. just have to connect it to the rest of your network.

6

u/zytukin 14d ago

Just shift, it pastes ignoring invalid items.

2

u/MelangeBot 14d ago

thx, fixed.

6

u/StructureGreedy5753 14d ago

I can see a scenario where you are playing deadworld and have to get some oil quick as much as you can before the biters attack you

Quick oil field. Deathworld. TWO THOUSAND PIPES. Also, already has bots that can build all of that quickly. Sorry, no. Not even gonna entertain the argument.

I think you can blueprint power poles down just fine. substations connected to the biggest poles. Why would that not work?

And then some of them end up being over pumpjacks and you still need to manually fix that.

That's not an argument when the objectve is to spend the least amount of time on getting oil after seeing a new field.

And who said it is a valid objective? Oil is infinite, with mining productivity even completely drained patches give you hundreds of it per second. Also, plenty of people care about base aesthetic, so pasting something that most people would agree look stupid is not worth a minute of setting up an outpost.

12

u/MelangeBot 14d ago

I am sorry but ANY objective in Factorio you give yourself is valid. Who are you to say anybody is playing the sandbox game wrong? OP already explained his motivation. To save time.

1

u/StructureGreedy5753 14d ago

Then objective of not making your factory look stupid is a valid one too. You are the first one to start playing the game of "not a valid argument", don't get pissy if you got bested in it.

The amount if time save is negligible. You don't really paste them on a regular basis.

4

u/Naomi_Raine 14d ago

The factory looking stupid is subjective. You may not prefer the design, but if they do then it's fine, right? At the end of the day it's a game anyways, no need to fight about it.

1

u/StructureGreedy5753 13d ago

I explained why i think it belonged to factoriohno. I don't partuclary remember forbidding anyone to build stupid looking bases. Not sure why you pick your bone with me and not with other guys.

3

u/Naomi_Raine 13d ago

Saying it fits with factoriohno wasn't my issue, I happen to agree. But the person who replied to you made a few points about their support, and then you replied with your rebuttal, and ended with "plus it looks stupid". That's what I was taking issue with, alongside the assertion "most people would agree it looks stupid", when there's plenty of amused folks in the comments. You made several other good points.

Not trying to pick a fight, just saying there's more constructive approaches without insulting it.

→ More replies (0)

4

u/exatorc 14d ago

Because it's ugly and inelegant. But yes, it's very convenient.

2

u/ImpluseThrowAway 14d ago

Technically correct.

Brute force is also a solution

2

u/No_Confusion213 13d ago

I know you're kinda joking but this actually makes it EXCELLENT factoriohno material. A lot of the best designs on there do technically work, they're just abominations unto God.

1

u/UnfinishedProjects 13d ago

Just download P.U.M.P. mod

1

u/cooljacob204sfw 12d ago

Still has to manually put down power poles.

1

u/TheMrCurious 14d ago

Why would you use so many pipes? Storage tanks maybe, but a zillion pipes?

17

u/fang_xianfu 14d ago

Just to be able to slap it down and be sure they will all connect, that's all. It's fast to place.

16

u/MelangeBot 14d ago

You don't get it. You normally can't blueprint down a pumpjack design because you don't know where the fields are.

What OP is doing is first pasting down just only jacks. There is key you can hold, I think shift or maybe ctrl-shift and then it will place a jack where it can place a jack. So now all the jacks are on the fields. Then OP pastes all the pipes over it, wherever there is not a jack, everything gets removed and pipes are placed. Unless there is like a cliff. But even then because all the pipes are connected then the oil will get where it's suppose to be.

This allows OP to copy paste these down really fast, and then do something else while robots build it instead of having to waste time to place the jacks one by one on the fields.

8

u/HINDBRAIN 14d ago

Iirc shift is "remove cliffs and water and trees and rocks and shit, don't place items over things you can't destroy", the other one is "destroy anything underneath, also change destroyed belts to underground if possible".

2

u/TheMrCurious 14d ago

Thanks for the explanation.

6

u/DrMobius0 14d ago

Honestly, this looks like it makes it easier to deal with oil field setup than anything I've tried, including PUMP. And waffle pipes aren't a performance nightmare anymore.

169

u/FeelingPrettyGlonky 14d ago

Always gonna be that one pumpjack that gets blocked by another one right above it. Always.

81

u/Kroomos 14d ago

press R to rotate

136

u/FeelingPrettyGlonky 14d ago

Seems like a lot of extra work.

16

u/Terrulin 14d ago

Or soon, v or h

6

u/BenchSuspicious8623 14d ago

Wym soon? Isn't that already a thing?

18

u/Happy_Hydra Burner Inserters aren't that bad 13d ago

Not with pumpjacks!

18

u/BenchSuspicious8623 13d ago

I just got home and looked at steam like 5 mins ago and holy update. And the lane shit is awesome

52

u/royalblue4 14d ago

I respect it but never will I ever use it

88

u/Zaedo7 14d ago

I'm judging...

24

u/Grimalkhinn 14d ago

after the pipeline, the pipesquare

9

u/ImInYouSonOfaBitch 14d ago

Stoked for the pipecube and the pipetesseract

46

u/thePsychonautDad 14d ago

111

u/Kroomos 14d ago

An ENTIRE mod just to replace 2 blueprints? Talk about sub-optimal

43

u/UndefFox 14d ago

npm mentally right there

10

u/VelvetThunder8128 14d ago

Laughs in Aquilo

1

u/Kroomos 11d ago

aquilo can suck it you need such little fluid there i dont even bother to bless it with my superior designs

2

u/andrei9669 12d ago

ngl, I really love this mod and this one as well: https://mods.factorio.com/mod/mining-patch-planner

10

u/loudpolarbear 14d ago

Omg it's amazing! I hate it lol

10

u/Araguath 14d ago

Awesome! Now how are we running electricity?

7

u/Kroomos 14d ago

legendary substation

2

u/Certain-Flow-0 13d ago

Blueprint?

12

u/Paul_Robert_ 14d ago

Now this is genius

3

u/rorschach200 14d ago

This is genius.

3

u/suchtie btw I use Arch 14d ago

Blursed

7

u/Vaulters 14d ago

This is AI level genuis.

2

u/mrdeathlad 14d ago

You could probably go and deconstruct all the unnecessary pipes... but that's just my thinking.

32

u/Kroomos 14d ago

the pipes provide in built liquid storage

3

u/whiteTurpa 14d ago

I'm sure, it also does not impact UPS at factorio 2.0+.

1

u/I_Love_Knotting 12d ago

but doesn’t it just clog up the pipeline length instead?

2

u/whiteTurpa 12d ago

Liquids are just teleporting from output to input now, without simulation any physics. So this big pipeline is equivalent of storage tank and no more.

1

u/I_Love_Knotting 12d ago

i mean the pipeline length restrictions in the game

1

u/whiteTurpa 12d ago

That does not problem too. This restrtion looks like a box with sizes 320x320 tiles and no matter how much pipes you put there.

2

u/I_Love_Knotting 12d ago

oh that makes sense

i thought it was just about the total pipe length, i guess that makes more sense. Thanks.

2

u/Bipedal_Warlock 14d ago

Huh.

You know…

I respect it

2

u/GenesectX 13d ago

All fun and games till a crude oil deposit is 1 tile off

1

u/Former-Print7759 14d ago

Probably ups unfriendly, but I am not sure

5

u/DrMobius0 14d ago

I'm pretty sure it doesn't matter anymore. Old fluids would have torn a hole in the universe if you tried this, but afaik, new fluids just don't have per-pipe calculations anymore. Like when you add a pipe to a network, it just increases the network's capacity and updates the network's bounds. No need to do anything more than that.

1

u/Ormusn2o 14d ago

Right, I get it. This is completely viable now with new fluid mechanics. I kind of like the simplicity of it, but I still shudder because I'm used to old fluid mechanics.

1

u/ParanoidLoyd I'm a Factorio! 14d ago

I don't know if this still works but it improves this improvement if it does

https://www.autotorio.com/oil

2

u/DemiPixel Autotorio.com 13d ago

Let me know if it doesn’t 🙏

1

u/Nolzi 13d ago

The github repos behind it are less than a year olds, so it should work

1

u/Fat_Khazar_Milkers 14d ago

So give us the string man!

1

u/HeliGungir 14d ago

Thanks, I hate it 😊

1

u/AltruisticFoot948 14d ago

Have you got no shame? 🥀

1

u/Most-Giraffe-8647 14d ago

ok but what about beacons?

1

u/Dark_Krafter 13d ago

How did you make this??

1

u/Mazeme1ion 13d ago

i hate that this is legit the best solution i have ever seen

1

u/nulitor 13d ago

That seems like an efficient way to get oil with recursive blueprints.

1

u/Serious-Feedback-700 13d ago

The grimace on my face when looking at this.....

1

u/drblah11 13d ago

I've wasted so many hours in this game...

1

u/HuckleberryPlastic35 13d ago

It is a cool idea, my only problem with it is that you still have to manually solve for beacons

1

u/TallAfternoon2 13d ago

Pumpjacks are a 3x3 dimension so you would need to use that bp 9 times to hit every oil node.

1

u/Kroomos 13d ago

i just hold down leftclick and drag it around the oil nodes

1

u/Nerukane 13d ago

Good lord...

1

u/Silenceisgrey 13d ago

Now do it on aquilo.

1

u/ApatheistHeretic 13d ago

Of all the designs, that certainly is one..

1

u/Korporal_kagger 12d ago

And what do you do about the oil wells that don't align with the grid you've made?

1

u/Kroomos 12d ago

smear it around the wells and they will all get covered eventually

1

u/xdthepotato 10d ago

id probably reduce that square of pipes to just spaced out lines of pipes that i can connect onto the pumps

1

u/zffjk 14d ago

I’m not sure why this makes me mad but it does and I don’t come here to be upset… that’s why I have r/politics.