Do you get tired of running into those pesky surface pipes over long distance piping? How about those wild excessive overground space consuming junctions?
Maybe even that one little space you wish you could fit a single pipe into to run a pipe under an assembly line instead of having to reconfigure the whole thing? You must research the included technology before the below features unlock. Basic fluid handling is a pre-requisite, and it only takes 50 red research. Now with adjustable overflow and top up valves! An interesting side effect of the mod is that you're reducing the amount of pipe entities in the world, so you're going to reduce the UPS overhead for each pipe you never had to install.
Each pipe entity has it's own fluid box that must be calculated.
The underground portion of underground pipes are non-existent as far as fluid calculation goes. The fluid effectively "teleports" between the two endpoints. This is standard game behavior. Credit to Nexela for the countless questions answered about Modding and LUA, all while still taking the time to answer them. Also, for recently collaborating to overhaul the back end internals of the mod. If you remove the mod, all the coinciding pipes will disappear.
Log in. Have you ever gotten frustrated with the way the pipes work underground? Are you a Petrochem masochist? Well, if so, then this mod is for you! Credit to Bilka for helping me understand the API better.Privacy Terms. Skip to content. Factorio Forums www. Quick links. Long distance pipes and pumps Calculate optimal ratios for feeding recipes, search through the research-tree, specialized tools to view game-information. The exact value depends on the distance between the full pipe attached to a pump, chemical plant, or merging pipes and the empty pipe attached to a chemical plant or steam engine.
Pipe-to-ground helps, it counts as 1 pipe and can reach 5. But even pipe-to-ground slows down if you stretch it too far. The solution is small pumps! Small pumps pressurize a pipe until it is full again, allowing you to stretch pipes as far as you like without losing speed and capacity.
Just remember to put a pumping station before your flow rate drops too far, because once it drops below the limit it is impossible to speed up again. You do not have the required permissions to view the files attached to this post.
Tech Tree. Have you used the Advanced Search today? Need help, question? Code: Select all 0. Do you need help taking screenshots in-game? I am also very curious to how you measured this OP. Practically however, this information seems to work. I've constructed a steam plant based on the given design and so far its working great!
The best test I can think of so far I didn't have the resources to try in the game I'm working on atm is to use barrels. Loading the far end of the pipe into barrels should keep it empty and allow for more accurate counting of moved fluids.
Then add pipes until you see the performance of one steam engine drop. You might need to wait several minutes for water level in the pipes to stabilize.
But you can look through the changelogs. Left design instead vs right design? Why not just put them in a line, then connect the inputs and outputs together with pipes? In mods where the fluid physics aren't changed but the pipe capacities are, what's the maximum throughput for the different pipe sizes? Jack's Crazy Contraptions 0. Avid KSP and Factorio player. Or in the middle of a long pipe run? I'm currently in the middle of running a couple of hundred underground pipes from my pumpjacks to my base, and would love to know exactly where to put the pump setup.
People often quote the post to show how awful pipes are, not realizing that the numbers actually mean pipes have a ginormous capacity and excellent ability to transport fluid over great distances. Board index All times are UTC.In other languages:.
Fluids are non-solid items, such as water and oil. They can normally only exist inside entities for fluid handling like pipesand buildings that have fluids as input ingredients or products like an oil refinery. Fluids cannot be carried by the player, moved using insertersdropped on the ground, nor stored in chests, unless the fluids are stored in barrels.
They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers. When the player picks up a structure that contains fluids, the contained fluid will try to flow into connected structures and any excess fluid that does not fit is destroyed. In the game, fluid is held in entities that behave as vessels fluid boxes of a defined size volume. The volume of fluid contained in a fluid box is a value between 0 and the maximum volume.
For instance, the pipe can hold units of fluid, therefore the value in the pipe can be a number between 0 and The level of fluid in a given entity is manifested by a percentage of the entity's maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.
The game will prevent players from accidentally mixing fluids when placing most buildings, e. However, not every possible case of fluid mixing is considered, so the player may still mix fluids accidentally or by purposely working around the building restrictions. A fluid system containing mixed fluids can be cleared of the undesired fluids in the GUI of a pipe or storage tank that is part of that fluid system.
Fluids that are flushed from pipes or storage tanks are deleted permanently. So, it may look like a fluid system only contains one fluid when looking at the alt-mode icons, when in reality it contains multiple fluids which are located in some other connected structures. The GUI of a connected pipe or storage tank will always show all fluids contained in the fluid system. This means that if the game disallows connecting two pipes that look like they contain the same fluid with "Cannot connect systems with different fluids", one of the fluid systems contains multiple fluids.
This can solved easily by opening the GUIs of the pipes that the game refuses to connect which will show the extra fluid and allow flushing it from the fluid system. All connected tanks and pipes are treated as a single vessel in that the level of fluid must be equal in all partsto even out pressure exacted by a higher fluid level on smaller ones. This is why level is also often referred to as pressureeven though pressure is actually caused by a difference in level between two entities.
All flow of fluid that happens between pipes is to achieve this balance pumps practically ignore it and buildings disrupt it; more on that further below.
The flow rate between pipes is dependent on pressure the difference in level between the adjacent entitiesit becomes slower as pipes even their levels out. Coming back to how the 'level' is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes.
Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine pressing Alt reveals the labels.Freely route pipes underground, turning corners and running long distances, with intuitive costs.
Instead, copy items from the blueprint library to your character inventory, and use them from there, or create toolbar shortcuts that point to items in your character inventory. From the maker of Beltlayerwe bring you Pipelayer.
Turn corners with your pipes and run them long distances, paying only as many pipes as you actually need. This mod introduces a new item, the Underground pipe connector, which unlocks with Fluid handling. Place down one next to each of your fluid producers, and another next to each of your fluid consumers. All keybinds are configurable. You will find in your inventory all the regular pipe and pipe-to-ground items from your character inventory. You will also see the underground ends of your connectors.
They can be freely rotated, and if you have already connected them to fluids aboveground, they shown what fluid they hold in the editor as well. Place pipes between the connectors. You can place and use regular pipe-to-ground to cross pipelines in the editor as usual. As you place pipes, you will see them fill. If you connect pipes with different fluids, all the pipes will empty to show that a conflict exists, and will not fill again until you fix the problem.
This is usually not necessary if you place the connectors directly next to buildings.
When placed, connectors will attempt to determine whether they should act in input mode or output mode by looking at the connected building. It does not work for buildings that can act as inputs or outputs, such as pipes, standard pipe-to-ground endpoints, storage tanks, etc. It does not currently work for modded buildings. This should be possible automatically in 0. I may also add support for popular mods on request, or add a remote API for mod authors to add support if there is interest in doing this.
A set of connected underground pipes and connectors in the editor view is called a network. Every network can handle one kind of fluid. If a network includes two or more connectors with different kinds of fluids in them, the network is in conflictand won't move any fluids.
The pipes in the editor view are not active entities, move no fluid, and consume no UPS. They only show the fluid handled by each network for convenience. Instead, fluids are periodically moved directly from input connectors to output connectors on the same network by script. If it finds one of each, it will transfer as much fluid as it can from the input to the output. Each network will perform only one transfer each tick. Input connectors that have less than the Transfer threshold will not send fluid.
Similarly, output connectors that don't have enough room to meet the Transfer threshold will not receive fluid.Privacy Terms. Skip to content. Factorio Forums www. Quick links. Understanding pipe capacity - important for large scale refineries Post all other topics which do not belong to any other category. All discussions I've seen over time about fluids revolve about pumps, pressure and consumption.
For example, an offshore pump outputs units per second, and as pressure drops with distance, the level in the pipe drops and with it the optimal number of turbines or boilers that can be supported is defined so long as they are "not too far" or additional pumps are used every so often to repressurize the pipe.
But I never saw anything mentioning a maximum capacity of the pipes themselves. So, for example, 1 offshore pump can feed 20 steam turbines and 2 can feed In real life there is clearly a difference due to fluid dynamics, but in-game? More importantly Why do I even worry about this? I am about to build a large outpost dedicated to coal liquefaction and oil processing.
One way to build it would be to use a standard "perfect ratio" build for each product, then duplicate each time. For a large facility this could end up being a bit clumsy. A more flexible way to build it might be: - All the crude oil from pipelines and trains goes to a small central storage. Of course So, just from the above piece come some obvious questions: 1 How many refineries can a single pipe not just the pump pushing the fluid of crude oil support?
Same for water? This is particularly important if I were to want to merge the output of several sets of refineries whether they were from liquefaction or refining oil into one. Of course, the more important bit is "how do I calculate it"? Undergrouds count as 2 segments I made a double once for fun.
Last edited by disentius on Thu Jun 06, pm, edited 1 time in total. And added a sample to my previous post . You do not have the required permissions to view the files attached to this post.In other languages:. This article is about the pump, formerly known as the small pump. For the water extraction device, see offshore pump. For the oil extraction device, see pumpjack. The pump can be seen as the inserter for fluids.
When connected to pipes on both ends of the pump and powered, the pump will transfer fluid from the source side to the output side if it will fit. This will occur even if the input side has significantly lower fluid levels. Furthermore, unlike normal pipes, pumps can connect to pipes only on the front and back of the pump instead of connecting to pipes from all sides.
This can be useful for having tightly packed lines of pipes being parallel to each other, without the risk of fluids mixing, acting as a "diode" pipe. Pumps can move units of fluid per tick, or per second. This is further limited by the input fluid container: the pump can never move more fluid than is available and it is therefore generally beneficial to have a pressurized storage tank directly at its input. More information on pump and pipe throughput can be found on the forums.Order Your Base with the MAIN BUS - Factorio 0.18 Tutorial/Guide/How-to
Pumps can load and unload fluid wagons at train stops. When a pump is placed with one end facing a rail track and the other end connected to a pipe, it will visually change. When a fluid wagon is stopped adjacent, the pump head will connect to the top of the nearest tank and begin transferring fluids. It will not connect if a circuit condition is preventing it, or it is unpowered. From Official Factorio Wiki. Jump to: navigationsearch.
Recipe 2. Wooden chest Iron chest Steel chest Storage tank. Belt transport system. Transport belt Fast transport belt Express transport belt Underground belt Fast underground belt Express underground belt Splitter Fast splitter Express splitter.
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