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Modules in Pumpjacks
Posted: Wed May 28, 2014 5:15 pm
by JoeSchmoe
So my map only has a few oil wells, (I'm talking like 2 groups of 3) which are all now producing 0.1 oil / s.
Lets say I put in a 20% speed module, does that basically mean I'm getting 0.120 / s?
Isn't that much better than say a 8% productivity module which would only be 0.108 / s?
Am i right, or am I misunderstanding what is going on here?
Re: Modules in Pumpjacks
Posted: Wed May 28, 2014 6:44 pm
by Lee_newsum
Pumpjacks 0.1 units per second
so a 20% speed module will macke it 0.1 units per 0.8 of a second (so you will get 0.1 a bit faster)
productivity module IF THEY WORK ? wood add 0.1 (100/8= 12.5) 12 to 13 pumps (ie 1to12 you will get 0.1 on the 13 you will get 0.2 and back to the star)
Re: Modules in Pumpjacks
Posted: Wed May 28, 2014 7:10 pm
by BurnHard
Yes the speed module would grant you more oil per second due to the fact oil is an infinite resource.
Compared to an orefield with eg 1000 iron ore: The speedmodule would you let mine also 20% faster, but the resource field is also depleted 20% faster, granting 1000 ore in total. 3 productivity modules here instead would be a lot slower a lot slower, but would give you 1000 + 80x3 = 1240 ore in total.
IF not completely starving material you should use effectivity modules (saves energy AND pollution)
Re: Modules in Pumpjacks
Posted: Wed May 28, 2014 8:02 pm
by JoeSchmoe
Sweet, I'll keep using the speed modules then. This map is ridiculously low on oil, 6 wells in my starting area, and my radar has only picked up maybe the same amount in the surrounding area. I'm hoping to find the mother load after clearing some biters.
Re: Modules in Pumpjacks
Posted: Fri May 30, 2014 10:36 am
by Ric
6 oil spots is probably enough to keep yourself in oil for at least 20hours play.
Just don't build all the jack at the same time or make sure you have a crap tonne of storage tanks ready as it pumps fast!
In my current world, I've got a similar amount(maybe one more) & it lasted me for 30hours before I had to expand to another area as I only built one jack at a time & refined carefully so I had enough for all the different parts of the industry + I overproduce everything.
Although I only use solar power so didn't have to refine any into solid fuel for burners etc..
Luckily infinite worlds always guarantee resources if you run out

Re: Modules in Pumpjacks
Posted: Fri May 30, 2014 7:27 pm
by epiccreature
to depleted oil, productivity module will not increase it but to lower the speed.
to maximize 0.1 oil rig, you can try on speed module 3 + beacon with speed module in
Re: Modules in Pumpjacks
Posted: Sat May 31, 2014 8:10 pm
by Deathmage
Six? I had one... Still there is a reason my oil train goes about 1500 blocks per round trip. More excuse to use trains!
Re: Modules in Pumpjacks
Posted: Wed Jun 04, 2014 12:59 pm
by DaveMcW
epiccreature wrote:to maximize 0.1 oil rig, you can try on speed module 3 + beacon with speed module in
Or beacon
s with speed module in.

- pumpjack700.jpg (234.86 KiB) Viewed 31675 times
Re: Modules in Pumpjacks
Posted: Wed Jun 04, 2014 1:15 pm
by tralala
DaveMcW wrote:epiccreature wrote:to maximize 0.1 oil rig, you can try on speed module 3 + beacon with speed module in
Or beacon
s with speed module in.
pumpjack700.jpg
Nice.
but... 972 KW power consumption plus a lofty 5760 KW for the beacons and you still getting "only" 0.7 /s
Re: Modules in Pumpjacks
Posted: Wed Jun 04, 2014 6:56 pm
by therapist
tralala wrote:Nice.
but... 972 KW power consumption plus a lofty 5760 KW for the beacons and you still getting "only" 0.7 /s
If thats your only pumpjack on a limited size map, this is an amazing solution.
Re: Modules in Pumpjacks
Posted: Mon Jun 09, 2014 11:14 am
by _aD
I tend to use Productivity modules until the jack hits 0.1% then Speed modules - and beacons if there is a good use case for them.
Re: Modules in Pumpjacks
Posted: Fri Jun 13, 2014 7:12 am
by pbhead
therapist wrote:tralala wrote:Nice.
but... 972 KW power consumption plus a lofty 5760 KW for the beacons and you still getting "only" 0.7 /s
If thats your only pumpjack on a limited size map, this is an amazing solution.
Is it? 0.7 oil per second can be translated into how many solid fuels per second? And that refinery and chemical plants take power too.
well, each solid fuel is 25 MJ, so I suppose as long as you are getting ~1/4th of a solid fuel per second from the well, you break even.
my math right on that?

Re: Modules in Pumpjacks
Posted: Fri Jun 13, 2014 7:24 am
by Gammro
We can't verify your math if you don't show the calculations

Re: Modules in Pumpjacks
Posted: Sat Jun 14, 2014 4:33 pm
by sgk
What does solid fuel have to do with it? If you have to throw energy at the problem to get your advanced circuits and processing modules faster, throw energy at it.
Re: Modules in Pumpjacks
Posted: Sun Jun 15, 2014 5:32 pm
by pbhead
sgk wrote:What does solid fuel have to do with it? If you have to throw energy at the problem to get your advanced circuits and processing modules faster, throw energy at it.
some of us might not always want to live in a world of Infinite OP solar panels. In which case you have to be careful about your energy usage, and it might be fun to figure out how to get the most energy out of every drop of oil.
Re: Modules in Pumpjacks
Posted: Sun Jun 15, 2014 10:16 pm
by Marconos
I won't use solar panels in my world, too OP IMO. I use Very High bugs + Big size to start with. Then no solar, you can imagine my pollution levels and the number of bugs I run into. I also play where if you die you don't restore, the game is over. Haven't won yet. Without infinite power you have to rely on bullet turrents with some lasers mixed in.
In that situation, I need the solid fuel from oil once my coal reserves are running low to out. in that case, I hopefully have stretched my oil out big time in the early game so I still have something I can use late in the game.
Re: Modules in Pumpjacks
Posted: Sun Jun 15, 2014 10:38 pm
by Holy-Fire
JoeSchmoe wrote:
Lets say I put in a 20% speed module, does that basically mean I'm getting 0.120 / s?
Yes. For depleted wells you want speed modules, no question.
However, for non-depleted wells, speed modules speed up the rate of depletion, while productivity modules do not.
It can be mathematically shown that long-term, a +20% speed module results in an addition of 0.02 oil per second of operating (regardless of current yield). Whereas a prod module will depend on the current yield.
For example, suppose you have a 300% yield well. It generates 3 oil/s. Putting a +20% speed module is equivalent to getting 0.02 oil/s (more at first, but that comes at the expense of future yield). A module that gives +8% productivity, -20% speed will make you lose 0.02 oil/s due to the speed penalty, but it will make you gain 0.08 * (1-0.2) * 3 = 0.192 oil/s. So effectively the prod module gives you 0.172 oil/s, much better than the speed module's 0.02. (Ignoring energy consumption and pollution). When the yield drops to 62%, you should switch to a speed module. (Because 0.08*0.8*0.625-0.02 = 0.02).