Factorio pipe throughput This mod does the same for fluids, pressurizing fluids to allow a higher flowrate through the pipes. fluid must flow is a useful mod for doing a fluid bus, or long-distance transport without trains. factorio. Feel free to contact me if there's anything wrong (or right) with it. 0 changes to the fluid system nullify the advantage of keeping pipes underground over long distances? From the Wiki: The maximum distance at which an underground pipe can connect is 10 tiles, resulting in a gap of 9 tiles in between. I am asking myself though how many of those I can add in a row before they experience water shortage assuming maximum performance. Show all regular dependencies (Excludes hidden optional dependencies and dependant mods that have >100 dependencies) Sep 27, 2024 路 Let us pick some arbitrary value of say 50 pipes in a segment is the soft cap, each pipe above that reduces the maximum throughput of the pipe by 1% per pipe, so the base max rate is 6,000 per second, so if a pipe was 100 pipes long it's maximum throughput is instead 3,000 per second (a -50%). ) What I am looking for is an understanding on the throughput mechanics especially related to distance and pumps. There are no problems if you have couple of pipes, but when you connect 4+ pipes together, it becomes a mystery. Throughput INCREASED to 3230/s at the outlet pump. In the video you can see that rebuilding the pumps yields 2 times 3k/sec (maximum with this setup) while rebuilding the pipes yields slightly less. Couldnt you make an option in the main menu where you choose wether you want to have a limited pipe length or unlimited length? the way fluid moves in pipes is not a fixed rate like it is with belts. This mod does not affect the game balance, it's just a quality of life feature to help the game engine better handle fluid throughput, The more important answer is that pipeline throughput is limited, and the throughput speed actually drops as the pipe lengthens, so you'll need to put pumping stations along the length of the pipeline to maintain throughput. The motivation behind this was verifying whether a formula for pipe throughput that was added to the page is correct. 4 pipe -> pump. Top Fluid throughput actually decreases with pipe size; the larger the pipe, the lower the throughput. At one point one of my friends told me that there is a maximum number of refineries that i can feed with one pipe. you can go higher than that, but you start to run into the weird & counter-intuitive parts of the fluid mechanics system. Dec 13, 2019 路 Questions about pipe throughput often get posted on the Factorio Reddit, so it's definitely something that many people don't understand. Heat pipes have a heat capacity of 1 MJ/°C. This is inspired by the steel pipes & pumps from the awesome Krastorio 2 mod. Counted when a user downloads a mod release for the first time. There is no single throughput for pipes in Factorio. Does anyone have a go-to or favorite solution to increase throughput for fluids once they reach this limit? Angel/Bobs has Change throughput depending per pipe tier. If cheat mode is enabled you'll get access to the cheaty items. The other problem is that it's hard to see overflows and shortages in pipes. 1. Jan 9, 2024 路 BETTER FLUID THROUGHPUT. I would say 600/s max, at least for gases. It limits flow to 3000/s, but that is not the issue I am interested in. There's hyper-speed robots, inserters, locomotives, an accumulator which can act as an unlimited capacity power producer or consumer, and chests and train wagons that hold or consume an infinite amount of items. The occasional pump will also help with throughput but is not the fix for all issues. if you put 1 pipe between 2 pumps, you get 6000 liquid per second. So using a single pipe to transport liquid to fill a fluid wagon it would be able to fill it 1. 1, you build another pipe for higher throughput. The trade-off, however, is that pipe segments can be a maximum of 320 tiles long. Very handy when moving fluids over long distances or through the spaghetti of my base. A pipe to ground can have multiple underground connections. I've previously verified… Fluid Must Flow Adds very large pipes with enormous throughput capabilities. This mod does not affect the game balance, it's just a quality of life feature to help the game engine better handle fluid throughput, Nov 1, 2024 路 Copy blueprint The bp just contain 2 thruster and the pipes that need to be placed next to each other. I've previously verified those numbers by hand. The more wattage your reactor emits, the faster you'll reach that efficiency length limit. 0. 2. Quickly dismissed the idea of piping it in since even with pumps, the parallel pipe mess would spiral out of control very quickly. High-Pressure Pipes adds high-pressure variants of pipes and pumps, to allow fluids to flow faster and farther. According to here, "For one pipe between each pump, it gets a little funny (hence the restriction n>1 for the equation at the top). I'm an admin over at https://wiki. In real life, pipes that gravity flow would definitly be slower than a pump utilizing a booster pump, so it would make sense in factorio to have a pump boost that flow. If it's based on reading pulse signals from a belt, it should work. This increased throughput to 3941/s. It makes the flow loss over distance much more manageable (you can maintain 1k/s for 200 tiles before needing a pump). Press Control + H to toggle between color-by-fluid and color-by-system. Mar 15, 2019 路 I think throughput of a pipe must be close to red belt. 1 water each, a few dozen seems reasonable if you build the pipe with a pump every other grid square, which will give you a throughput of 6000 units. In the game, fluid is held in entities that behave as vessels (fluid boxes) of a defined size (volume). Augmented or new ways of transporting materials - belts, inserters, pipes! I begang constructing a Nuclear Power Plant in those two mods recently. This means that the more throughput you stick through a pipe, the less it can fill up. I've previously verified… On the fluid system page on the wiki, there is a table of selected pipe throughput numbers for specific pipe lengths between pumps. Sep 27, 2024 路 Honestly the extents thing sounds like it will be really annoying for bigger bases. The longer the distance, the slower the throughput. I've previously verified… Jun 23, 2024 路 Throughput is absolute and fixed regardless of configuration where machines are placed. 5x as far. By understanding the factors that influence fluid flow and implementing best practices for pipe network design, you can ensure that your factory operates at peak efficiency. Factorio version: 1. If you want to use some fuel throttle mechanism with this, i would recommend activating the chemplants producing it based on circuits condition, this is because you may be required to use too many pumps (3000/s max ) if you start using quality thrusters and like 20 of them whereas for On the fluid system page on the wiki, there is a table of selected pipe throughput numbers for specific pipe lengths between pumps. Is there any way to increase the throughput of pipes? I have tried pumps, but the problem remains the same. However, in this case, the machine says "output full" even though there's space in tank (tank is 20k/25k) and also there's space in other tanks. In practice this is nearly impossible to achieve since pipes like to equalize their fill levels across the whole fluid box. Choose your pipe setup based on what your build requires. Sep 27, 2024 路 When you are building an individual setup, you still don't have to worry that much about pipe throughput - you connect the pipes and it "just works". While Factorio 1. Pipes are the most basic way to channel fluids from A to B. First 2 setups only allow straight pipe segments, and you can't have any bends to keep the 12k/s. Less for liquids. There are many individual components, including curves, t-junctions, and a non-return duct. Should be faster/more UPS efficient. This helps preventing the need for running multiple pipes or helps crossing a long distance. Compress all fluids by a factor of 10 to ease fluid handling, solve pipe throughput issues, and improve UPS. Jun 21, 2024 路 Since having a bunch of sprawling parallel pipes is annoying I propose having pipe tiers that increase throughput, with each tier being physically larger than the previous. Unless your heat pipe is so long that the reactor hits the 1000°C limit before it could be spread to all exchangers. This mod does not affect the game balance, it's just a quality of life feature to help the game engine better handle fluid throughput, Heat pipe throughput Each heat pipe holds an amount of heat energy, and there is a limit to how much energy can go through each of them for a given duration. Inconsistent pipe throughput posted by Saienai 4 years ago Ideas & suggestions Jan 25, 2024 路 Improves fluid handling by scaling and compressing all fluid values by a factor of 10 to solve pipe throughput issues. Version Game Fluids in adjacent pipes / tanks will level itself out. FactorioExtended+ adds a Mk2 pipe, underground pipe, and pump, I'm wondering if this mod could support detecting that mod being installed and changing the High Pressure pipe, pipe-to-ground, and pump to using those items in the recipes and inheriting properties from those entities (the mk2 pipe-to-ground from FactorioExtended+ has a maximum The main reason I used the steel fluid handling was for the increased underground pipe length. Since actually implementing different pipe diameters is not an interesting addition to the game, I'm fine On the fluid system page on the wiki, there is a table of selected pipe throughput numbers for specific pipe lengths between pumps. 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. Today, I automated the measurements. See examples of how pipes, junctions, pumps, and storage tanks work in the new system. Looking at recipes for plastic, battery etc. g. If you have Space Age installed, you can also cast steel pipes & steel underground pipes directly from molten iron. This feels way more natural to me. In the updated system, a fluid will propagate the entirety of the pipe section, filling the entire section equally. The Petrol just trickles in slower than the chemical plant processes it. I’d even say – it’s nonsense, but maybe I just don't understand something. The limiting factor is the pumps (or whatever that is pushing into the pipes) have the restriction on how fast they can push out. Augmented or new ways of transporting materials - belts, inserters, pipes! Pipe throughput is inversely proportional to the length of the pipe. Jun 21, 2024 路 Learn how Factorio rewrote the fluid system to improve pipe throughput and reduce complexity. You can, however, use tank to make 90 degree turns, and still allow max throughput. 01 at a time or something). But even pipe-to-ground slows down if you stretch it too far. 0 Show all regular dependencies (Excludes hidden optional dependencies and dependant mods that have >100 dependencies) The mod he uses for the infinite stuff is called Editor Extensions. Setup: creative heat source (always 1000 degrees) leading to a row of heat exchangers outputting into fluid voids. this is why there is no direction to pipes. Or is it and I'm just plain wrong? Typical max pipe throughput of a pipeline (mainly consisting of underground pipes) reaching 1000 tiles away is ~1000/s. Throughput works by pressure difference, where greater difference between fluid boxes gives higher flow. Tier I is the pipe we have now, simple and smaller with a lot of flexibility in its placement. Space Age Compatibility. The gap between underground pipes does not store any fluids; a pair of underground pipes only has the same volume as two regular pipes, regardless of BETTER FLUID THROUGHPUT. Last edited by Yoyobuae on Sun Aug 16, 2020 3:20 pm, edited 1 time in total. Long stretches of straight ducts will be combined into fewer entities to improve throughput and save UPS. Forcing the water of both offshore pumps through the single long pipe reduces the pressure so much that the upper pump drains its input completely liming throughput way lower than what it could pump. There is a handy table on the factorio wiki listing the throughput for different lengths of pipe between pumps. (As far as I can tell,) the pipes are forced to only transfer x amount of liquid to adjacent pipes (per tick), then the throughput would be limited (so it would transfer 0. Not 100% sure but I believe an up pipe and a down pipe counts as 2 pipes, so 14 tiles for 120 fluid per second doesn't sound very good either. ) The heat pipe can transport heat over longer distances and connect devices which produce and use heat. Yeah, with fluid mechanics in Factorio, I prefer to limit most builds to 1k/s fluid throughput per individual pipe. K2 Steel Pipes. As you increase the pipe throughput you want above the 1200/s of a single offshore pump, the maximum length that pipe can be while maintaining that throughput drops rapidly, and you need to use pumps to re-pressurise the flow. pump - tank - pump. Augmented or new ways of transporting materials - belts, inserters, pipes! Nov 25, 2024 路 Also worth noting, while pipe throughput is unlimited, there is a limit to how many pipes you can physically connect to the network without segmenting them off with something like a pump. And if 2 long pipes are connected to each other, it could be that the tail of one pipe is connected to the head of the other pipe - on the other side of the map - and the tail of that other pipe is connected to where the actual head of that pipe is located, may be like this: Fluid Must Flow adds ducts, which are enormous pipes useful for carrying large volumes of fluids long distances. Without a ton of beacons and speed modules, a moderately sized oil field like this won't run into throughput limits. It may be a change aimed at long distance pipes and trains, but when building a base in a mod with a lot of different fluids and big bases, it means that low-throughput utility fluids suddenly need double-pump arrangements all over the place to keep stuff moving because instead of just being slowed down they'll Jun 21, 2024 路 That's not a very big change, and that's what is actually abstracted away with the standard pipes in Factorio. It seems like Factorio uses a model that models laminar vs. Is the maximum pipe throughput table the same as in Vanilla? I saw a thread from 2 months ago asking this but no answer was provided. Augmented or new ways of transporting materials - belts, inserters, pipes! 1) Is the 90/s value for 14-224 pipes still correct? 2) Is it OK to connect pipes? For example, in the bottom right of the screenshot I reconnect all 4 pipes to branch to the solid fuel processing (which is activated only if PG is too high) and then branch them off again: Does that lower/alter total throughput? Modded_pipe_throughtput = normal_pipe_throughput * modded_pipe_height / normal_pipe_height. . Next, I created a tertiary loop of pipe on the other side, also 5 pipe pieces long. For example, an offshore pump outputs 1200 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 pump -> 4 pipe. With the default "minimum pipe length" setting, the calculator will display a value of "[pipe] × 7 ≤ 47. 0. 15. If you need a multiple of this, build multiple completely separate pipes. I've previously verified… Jun 20, 2017 路 This post has some updated data on the fluid mechanics for 0. Augmented or new ways of transporting materials - belts, inserters, pipes! I think a pipe can move 1200 fluid per second but the fluid also loses throughput over large distances. 3 pipes = 2250 and so on, longer sections, lower liquid speed (flow rate or ''pressure'' for the factorio devs who do not understand what the word ''pressure'' means, they obviously don't understand how pipes work in real life Pipes are better for short range. Pipe-to-ground helps, it counts as 1 pipe and can reach 5. instead every game tick (there is 60 game ticks in a second) every pipe within the network will rebalance itself out. For belts throughput can be "expanded" if you load and unload belts on the go, but pipes have an advantage in being omnidirectional. I've previously verified… May 5, 2023 路 Items are converted at a 1:10 ratio, giving pipes an average throughput of 100 items/sec for pipes of length under 200 (see factorio-pipe throughput for more details here). A pump can be used to join two lengths of pipe end-to-end; the throughput of the entire pipeline will be equal to the throughput of the longest pipe segment so joined. Aug 15, 2022 路 On the fluid system page on the wiki, there is a table of selected pipe throughput numbers for specific pipe lengths between pumps. Reply reply Deadlock's Stacking Beltboxes compresses the items on belts to allow for a higher throughput. 1: Automatic 180 degree rotation of underground pipes when the first pipe is built. If the pipeline ends in a pump (just before the consumer), it has a throughput of 90/tick, but if it connects to the consumer with a pipe, the throughput is 87. Oct 24, 2024 路 Pipes have unlimited throughput now -- though there is restriction that you need a pump every 250x250 tile area. 11 votes, 10 comments. Aug 5, 2014 路 Help! My pipes are too slow! I have a backup of petroleum in my tanks, but it still trickles in very slowly to my chemical plant, and my plastics are suffering for it. since you want to draw the regular pipe covers but not draw the 'duct' covers, you ended up creating 4 entities with the duct covers on the correct face set to empty sprites. This mod will not be updated to Factorio 2. Sep 27, 2024 路 I generally like that pipe networks will not give infinite throughput with infinite size anymore. " Mar 10, 2023 路 Change throughput depending per pipe tier. After the pre-heating, the length of heat pipes does not make a difference in reactor efficiency. (A storage tank filled to 25 % will mean that my connected pipes are filled to 25 instead of 100, unless I put a pump down, which will force the pipes to be full at all times. I know that pipe's throughput is veeeery unclear value, but let's operate with some practical average values. 1 quite a bit more annoying since you even have to place pumps for those. You can see this by chaining together storage tanks (which are technically just very large pipes) and observing how long fluid takes to get from one end to the other. Apr 7, 2021 路 Now I want to make sure, that the steam throughput in the pipe network fits the consumption rate. Aug 16, 2020 路 Pipes only have 100 fluid capacity (underground pipes count as two individual pipe tiles with 100 fluid capacity each). Honestly if you're at the point where you need more throughput than a single pump can provide it's probably time to start thinking about using barrels and robots instead. As far as throughput is concerned they are identical. Augmented or new ways of transporting materials - belts, inserters, pipes! Mar 10, 2023 路 I like the idea of giving the different pipe types some different meaning! "Unlocks a set of steel pipes (with a pump) to increase the max throughput of pipe by 25%. Now you can plug that i signal into whatever belt throughput counter you use. For a large foundry array, it's possible you could hit that pipeline extent limit. Each pipe has a tool-tip: max flow-rate per segment is 6000 units / second. for lubricant on the other side of the base) that work fine in 1. For any heat pipe entity with one input connection on one side and one output connection on another, this entity with lower the temperature by 1 + (P / 15) °C with P being the power going The number of question required to find at least 5 decimal digits ,or 7 or 10 is similar to how much time is required to achieve a certain degree of convergence in the pipe measured throughput and the pipe max theorical throughput from the formulas. Fluid wagons are better for long range. (You need pumps to boost every 17 segments or so otherwise pipes slow down, but even slow may be 'fast enough'). 0, the pipes should have unlimited throughput if I understood the FFF correctly. Currently, this is limited to heat exchangers, nuclear reactors, and heating towers. Before Nov 2021 it counted everytime a user clicked the mods download button. Jan 26, 2024 路 If you're looking for a pipe with pipe connections only in some specific spots and the ability to be rotated, a storage tank may do the job. You'd pretty much need something like O - - O - - O + P P + P P + P P O = offshore pump + = pipe P P = pump May 12, 2019 路 I didn't realize it’s so crazy. I fed every oil pump (2x) in one single pipe leading to my refineries and feeding them in the same way (6x directly connected to the single pipe). I've previously verified… Pumps can only pump fluid that reaches them. Augmented or new ways of transporting materials - belts, inserters, pipes! On the fluid system page on the wiki, there is a table of selected pipe throughput numbers for specific pipe lengths between pumps. If you want higher throughput add a 2nd pipe from a storage tank nearby Improves fluid handling by scaling and compressing all fluid values by a factor of 10 to solve pipe throughput issues. This is 5 pipe pieces long. Pipe throughput is inversely proportional to the length of the pipe. This can be mitigated by using pumps and underground pipes (even at maximum separation, each underground pipe pair is considered as 2 units. Press Alt + H to automatically visualize systems on mouse-over. Blue belt has a throughput of 40 units/second. Mar 21, 2019 路 The practical limitation tends to not really be the water pumps though, but the fact that the flow rate of water through pipes drops off pretty badly with distance. Oct 7, 2014 路 This limit reduces the capacity of long pipes. Add steel pipes & steel pumps with longer underground length, higher throughput and more durability to your game. 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. Pumps can move 20 units of fluid per tick, or 1200 per second. 0: Pipe to grounds are made in pairs, and are more expensive to craft. Jan 9, 2024 路 Improves fluid handling by scaling and compressing all fluid values by a factor of 10 to solve pipe throughput issues. 1 offshore pump to 1 pipe going to the destination is the right way to go about it for high throughput applications. Then again, I'm of the opinion that Factorio should use a simpler fluid simulation. This is why underground pipes works better than regular pipes - the whole underground pipe is just one fluid box while the equivalent number of pipes would be several fluid boxes. Press H to draw the selected entity's fluid systems. The pipe is the most basic method of distribution of fluids. Throughput. Nov 27, 2020 路 Next, I created sedondary loop of pipe from the inlet pipe to the outlet pipe, with no cross intersection pipes. I've previously verified… Apr 22, 2024 路 I didn't find any of the solutions presented satisfactory for me, because I want absolutely zero leniency - I want to transport an exact amount of fluid at high enough throughput and have it work 100% of the time, in order to keep pipes completely free of sloshing liquid so I can hotswap liquid types over the same pipeline. Note that mods have the bad habit of adding "improved" pipes by increasing the base area parameter. Oct 27, 2024 路 In the old system, a fluid would flow down a pipeline, becoming less saturated the longer it traveled through the pipe. " Visualize the layout and contents of pipe networks. Then the size of the tiers could increase simply as follows. Pipes do have an absolute maximum throughput, but it's far more common that the flow rate is limited by the length of the pipe. Again, no pipes or undergrounds allowed, and only works for water. - Belt/Water in barrels. This is greatly usefull for a megabase-sized factory. true. com . I've previously verified… Jan 6, 2025 路 Optimizing pipe throughput in Factorio’s space age is a multifaceted challenge that requires careful planning and strategic execution. but at a local / individual row of machines level, a good rule of thumb is to stick to 1000/sec or lower on any given run of pipes. " Nov 3, 2024 路 It may be more realistic of having a limited pipe length like 350 pipe units but i prefer having an unlimited length. What's the maximum throughput on a pipe? When I hover over a pipe, it's a scale of 1 to 100, is that the flow rate in units per second? Specifically, I'm working on a nuclear design (I'd rather learn than just using someone else's design) and Steam is getting "stuck" in the Heat Exchangers. For example, 17 pipes in a row have a throughput of 20 fluid per tick, equal to the output of an offshore pump (1200/s). In addition to flow there is a concept of fluid pressure, the amount of throughput of a pipe depends on the number of pipe segments between pumps. There are 3 viable setups: use 200 pipes or less will always give you a least 1000/s throughput (1 underground reduces throughput the same as 1 normal pipe, so always use underground) The general water/pipe system is a little flaky at the moment. Jun 6, 2019 路 Let me ask the question in simpler terms: Assuming "max pressure" is achieved, how do you calculate how many parallel pipes are needed to carry X units/sec? Here is a cut/paste of what it says. IIRC, underground pipes extend the range before throughput drops off, so using those is helpful (and also means you're Change throughput depending per pipe tier. This mod does not affect the game balance, it's just a quality of life feature to help the game engine better handle fluid throughput, The reason you are using 4 entities is to allow the pipe covers to be drawn correctly (your inlets/outlets have 8 connections, 6 are regular pipes but 2 are the 'duct' pipes). Don’t do f**** up stuff like running in a circle indefinitely, sloshing back and forth endlessly etc. FWIW it looks like to matter the distance the oil field throughput is the limiting factor so it looks like there is no real reason to make an oil train. There is an upcoming overhaul of this portion of the game engine. On the fluid system page on the wiki, there is a table of selected pipe throughput numbers for specific pipe lengths between pumps. Small quantities of fluid can be pushed/destroyed by larger quantities in pipes. wider heat pipes transport more heat than single pipes; and heat pipe throughput is quite limited; and 3) throughput is sub-linearly related to the width of the heat pipe. " Tanks and pipes are the exact same thing, tanks just have larger volume. The flow restriction isn't limited by pipe, it's because of a lack of pressure overcoming pipe resistance- gravity provides a relatively weak Jul 24, 2019 路 There is a handy table on the factorio wiki listing the throughput for different lengths of pipe between pumps. This is what's going on with the heat pipe throughput; going from 2 to 3 heat pipes results in an increase from 67 to 99 - an increase of 32. You know the drill. ) And I wonder what the turbine to turbine throughput rate is. Fluid Must Flow https://mods. This means that the longer a pipe is, the more parallel lanes of pipes will be required. (In the picture there is an u-pipe connected to the tank at the top. It is recommended to keep pipes as short as possible and use underground pipes wherever possible. Using a pump resets this count, so periodically using pumps on a long pipeline will keep throughput high. This is especially useful with mods with faster factories and modules, such as bob's. It is commonly used to provide water from offshore pumps to boilers and steam to steam engines for power generation, and later on, crude oil and oil products . The key reason to use barrels is a) you can carry them yourself or in a tank/car. Pipes now show fluid inside when ALT mode is enabled. com/mod/FluidMustFlow馃敟Patreon: https://www On the fluid system page on the wiki, there is a table of selected pipe throughput numbers for specific pipe lengths between pumps. 2k fluid per second. below 1000/sec is kind of the "safe harbor Mar 28, 2019 路 So atm i'm playing a multiplayer game with a fiew friends and i set up our oil production and refining. Jul 24, 2019 路 The throughput of a fluid pipe depends on the length of said pipe, but you can put in pumps to pressurize the pipe and increase the throughput. Pipe to ground can now reach up to 10 tiles underground. Maximum throughput of a pipe is 6000/s, which is derived from 60 UPS x 100 fluid capacity. 0: Visualization of the connection between two underground pipes. Press Shift + H to draw all visible fluid systems. I've previously verified… Sep 17, 2016 路 This might be what we are experiencing. It does make calculating throughput more difficult, but it does create a unique behaviour which requires unique solutions. It lists the throughput at each tier for 10 segments and 50 segments, with a segment being a single tile of aboveground pipe or half of an underground pair (distance between them is irrelevant). The vessels automatically connect to each other if their inputs/outputs are adjacent (pipes connect to all directions) and allow fluids to flow between them. It's the same reason why fluid flow is bad when going thru several storage tanks in a row Mar 10, 2023 路 Change throughput depending per pipe tier Tweaks Mod category: Tweaks Small changes concerning balance, gameplay, or graphics. As seen on the screenshot, you'll need to average your results to get more precision. Per the wiki, 2 pipes between each pump (as is the case for underground pipes) yields a maximum throughput of 3000 units/sec. At 250 liquid/barrel, that means a max throughput of 10000 liquid, constant, across any distance. It is dependent on the distance (in pipe units) between the source and destination. Augmented or new ways of transporting materials - belts, inserters, pipes! Unused pipe connections are passive and do not connect to pipes. 2 pipes between 2 pumps is 3000 liquid per second. 9. For maximum throughput you should use storage tanks connected to each other directly. He went as far as showing me a Nov 1, 2024 路 I have a setup on Vulcanus: With fluids 2. Say the solution calls for 7500 units of heavy oil per second. Going from 5 to 6 only results in an increase of 8. Oct 24, 2024 路 Do the 2. For most items the buildings provide a flow of 75 items/sec max, though if an item has a stack size smaller than 50 the flow may be less. Alternatively you can do 2 pipes in parallel but you'd need 4 pumps per pipe (so, again, 8 pumps across) every 14 pipes (or about 60-70 Jun 6, 2019 路 Question for fluid gurus. There is no "heat loss" from pipes. Change throughput depending per pipe tier. I am mostly working on the new GUIs, but still, the fact that summer is over and pipes are not done, kinda shows how simple fixing I'm wondering what sort of solutions folks come up with in regards to pipe throughput capacity. Does not affect the game balance, just a QoL feature. Mar 10, 2023 路 Change throughput depending per pipe tier. because of this, the throughput or speed of which Jan 28, 2021 路 While designing a space-efficient build for getting water out of a lake for a nuclear power plant, I realized that the build order of pipe-pump-combinations can effect the throughput. All discussions I've seen over time about fluids revolve about pumps, pressure and consumption. You can directly barrel/unbarrel into assemblers for better throughput than a pipe can provide. the direction is made based on how it is being rebalanced. cons: It's not super-precise. I've previously verified… BETTER FLUID THROUGHPUT. In vanilla, it adds upgrades based on the standard pipe and pump. 5/tick. In 1. If the throughput was much, much higher, then it might be a good idea to keep the pipe systems somewhat separate. Since heat exchangers consume 103. BETTER FLUID THROUGHPUT. If anything, I'm of the opinion that Vanilla pipe to ground segments should follow similar rules. pump - heat exchanger or boiler - pump. Also, long distance pipes have flow issues. I've previously verified… Oct 23, 2024 路 The best way to fix the Pipeline Overextended issue in Factorio Space Age is to either add a Pump to your pipeline, or use better quality pipes for your longer pipelines. This will actually reduce pipe throughput in most cases. But I think the hard cutoff at 250 will make long distance low throughput pipelines (like e. turbulent flow in each pipe segment (in a simple/linear way, but I'm still impressed!), so the rate of flow for a given distance of pipe, or how far you can take a pipe given the amount of flow you want, isn't easily calculated - use the graph or table for pre-calculated High-Pressure Pipes. All terminating pipes now have visuals. More information on pump and pipe throughput can be found on Sep 14, 2018 路 Respect the pipe throughput limitations. In 2. I usually never get anywhere close to fluid pipe throughput being a bottleneck in my base, so I didn't really use the steel pipes. And there was a time Change throughput depending per pipe tier. I think your best bet is what you're doing - 3 pipes in parallel. I've previously verified… Change throughput depending per pipe tier. In general, I know how Factorio fluids works, but results are counter-intuitive and unexplainable for me. 0: New graphics. 1: Pipes now refresh their connection to storage tanks when rotated. Pipe throughput can have weird inefficiencies if there are superfluous connections. 0, imagine you're building a pipe with a slightly bigger diameter. (Useful for bootstrapping coal liquefaction for example). However, connecting your setups together requires slightly more thought, as now you actually have to worry about directionality and the throughput of your pumping stations. Flow can be viewed on the pipes. sdbdwz wckbvqj qqdfuqf vlea cdhf nxjcfso lcuw hixsfj alha nbza