![]() And it gets a little less full when the chemical plant finishes one solid fuel and prepare the next block, so the refineries starts working, and stops after very short time until there is again enough room in the pipes/tanks to avoid the production overload. Here the light oil must be full so the refineries would say " fluid production overload" ( of light oil) and the other machines that needs petroleum or heavy oil would say "fluid production shortage". And you can check the quantity inside the pipes or tanks to know which particular liquid. You can diagnose the cause of the problem when you hover a machine on the right pannel, there is a "status :" under the health, it can tell you why the machines stops when they do, for example "fluid production overload" or "fluid production shortage". Unless you use a lot of lube somewhere.Only the solid fuel chemical plant is running regularly, everything else just starts and stops sporadically. ![]() ³I'm wondering now if my solid fuel demand is higher than most because Steam All The Way and I never really got into that nuclear thing? At any rate, the above conditions, properly configured, handle backpressure of the various oil types properly, and will work for most consumption patters. ²"empty" has a some wiggle in game too, empty is usually < 1k or some small fraction of your storage capacity. ¹the other solution is just keep capturing more oil from those natives until demand is met. It saves so much headache and makes expansion trivial, just as a belt bus does. Otherwise, we try to use pretrol from the refineries, b/c there is nothing we can do about the production of that petrol. So we set the conditions up to only crack when absolutely necessary. as much as possible, we make solid fuel from light. The point is to crack as little petrol as possible, s.t. So the last bit is petrol to solid fuel, but only if we have full petrol and no light and no heavy (i.e., we can't refine, due to the full petrol, and we can't crack heavy to light for solid fuel since we have no heavy, and we're not refining more, so we've a glut of petrol and have no choice but to get rid of it.) This setup can also has a similar flaw in that it can get stuck with too much petrol, and in the same way: if we don't consume enough making plastic. But this means that we prefer first what comes from the refinery, and second cracking. ![]() A empty tank indicates unmet demand, and a full tank means that the refinery can't meet that demand (a full tank indicates it is backed up emitting product), and thus our only choice is to meet the demand by cracking. ![]() I usually set the following conditions: "if light is empty² and heavy is full, crack" and "if petrol is empty and light is full, crack" basically, only crack if we absolutely need to. Now, you can break this stalemate by producing solid fuel (and I can't tell if that's what you're doing or not), but you don't want to get in that situation if you don't have to: solid from petrol is less efficient than from light¹. ![]() Your conditions, "If heavy > light, crack" and "if light > petrol, crack", seem to me like they would cause runaway production of petrol if your plastic use can keep up, this is okay, but if you're producing solid fuel from light at a rate that exceeds your plastic consumption (and this happens to me in actual gameplay³) you will end up blocked in the following manner: full petrol, no light/heavy plastic backed up (and thus no petrol consumption) and unmet demand for solid fuel. ![]()
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