Factorio Oil Processing Stops? 4 Root Causes and How to Fix in 5 Minutes
When your oil refinery suddenly stops in Factorio, it's tempting to think your crude oil wells have dried up and check all your piping. In reality, most stoppages fall into just four categories: insufficient input, output blockage, water shortage, or research/recipe configuration errors. I've been there myself—right after blue science, plastics ran out and I panicked, but it turned out the light oil tank was full and the entire refinery had shut down.
Factorio Oil Processing Stops? 4 Root Causes and How to Fix in 5 Minutes
When your oil refinery suddenly stops in Factorio, it's tempting to think your crude oil wells have dried up and check all your piping. In reality, most stoppages fall into just four categories: insufficient input, output blockage, water shortage, or research/recipe configuration errors. I've been there myself—right after blue science, plastics ran out and I panicked, but it turned out the light oil tank was full and the entire refinery had shut down.
This guide is for anyone playing Factorio vanilla 2.0.x who wants to quickly diagnose why their oil line has stopped. Using just Alt mode and the equipment GUI, you can run a 5-minute diagnostic. The advanced oil processing ratio is 20:5:17 and the more practical 8:2:7, plus cracking strategies for heavy and light oil, so you can build designs that rarely jam in the first place.
Oil is less "ratios are hard" and more "there's no overflow valve design." Once you lock in how to find the cause, a refinery stoppage stops being a panic moment and becomes a standard fixable issue that you see right away.
【Factorio】The 4 Main Patterns When Oil Processing Stops
Oil line stoppages look varied but actually narrow down quite a bit. The key is to systematically ask: Is input insufficient, is output blocked, is water not arriving, or is the configuration wrong? I use this four-way split whether I'm running a megabase or a starter factory—it covers almost everything.
The critical detail is in Advanced oil processing - Factorio Wiki. When recipes produce multiple fluids like advanced processing or coal liquefaction, if even one output destination (heavy oil, light oil, or petroleum gas) fills up, the entire refinery stops, halting all output including the others. This is where the classic mistake happens: "petroleum gas isn't arriving" looks like gas shortage, but actually the heavy oil tank is completely full.
1. Insufficient Crude Oil Input
The first pattern is when your oil fields or pumpjacks are producing a thin supply. Oil fields do deplete through extraction, but per Crude oil - Factorio Wiki, they never fully dry—they floor out at the higher of 6000 cycles or 20% of initial output. "Never fully dries" and "supplies enough" are different problems though. When factory demand grows, supply shortfalls happen routinely.
It's easy to spot: if the refinery's crude input isn't well-stocked, suspect input shortage first. Pumpjacks output crude per second based on field yield—for example, a 115% field outputs around 11.5 crude/sec. Depleted fields can drop to around 2 crude/sec. When you start making plastics, sulfur, and lubricant all at once from a single early-game field, this is where it suddenly runs short. Depleted fields work well with speed modules though, making them quite good for keeping old wells alive.
2. One of Heavy Oil / Light Oil / Petroleum Gas Is Full
This is the most common failure in practice. The symptom is "plastics are dying," "sulfur stopped," "no petroleum gas coming," but the real cause is light or heavy oil has nowhere to go, so the refinery itself locks up. Oil lines are slightly tricky this way—if you only look at the fluid you need, you'll miss the cause.
I hit this myself right after setting up lubricant production. I piped heavy oil for lubricant, but consumption was still small, so heavy oil accumulated and the whole refinery froze. The fix was simple: I had no dump path for excess heavy oil. Heavy and light oil can be cracked down in chemical plants, so advanced oil processing without overflow handling collapses quickly.
This connects to ratios too. If petroleum gas is your main goal, advanced oil processing works with 20:5:17 (advanced : heavy cracking : light cracking), or 8:2:7 in simplified form. But in real factories, reliably dumping excess heavy and light oil matters more than hitting exact ratios. When you see plastics shortage, check the heavy oil tank state before the gas factory—you'll fix it faster.
💡 Tip
If plastics are gone but the refinery's crude input is healthy, suspect heavy or light oil being locked up rather than genuine gas shortage. Splitting that out is the fast diagnostic.
3. Water Shortage
Advanced oil processing needs water, so no water obviously stops everything. But here's the key: suspect broken piping or bad connections more than insufficient intake capacity. Per Offshore pump - Factorio Wiki, a single pump has enough output to power 200 boilers or 400 steam engines. For an oil line's water needs, intake power is rarely the bottleneck—it's usually a broken pipe, reversed connection, or misplaced underground pipe.
Symptoms look like: refinery won't move even though crude and outputs look fine, but water input shows empty. When this happens, don't trace from the ocean backward—trace from the refinery's water intake forward. Alt mode lets you spot rookie mistakes like swapping crude and water inputs on opposite sides.
4. Research Missing or Recipe Misconfiguration
Easy to overlook: the refinery needs a recipe set before it runs. You thought you configured basic oil processing, but advanced processing is selected and waiting for water. Or vice versa—you want a certain fluid mix but the recipe doesn't match. Alt mode plus the equipment GUI show entry/exit positions and fluid types, so it's worth checking the device config even if piping looks right.
Research-unlock moments are accident-prone too. The second advanced oil processing is available, setting pipes for basic processing then forgetting heavy/light oil handling causes instant stoppages. Post-blue-science factories often end up in a limbo: "I unlocked it but haven't designed overflow yet." Coal liquefaction has similar issues—oil-independent production is nice, but stoppage hits hard when coal or steam cuts, and heavy oil tends to pile up.
Symptom and Cause Connection Is the Trick
Oil lines fail if you treat what's missing as the cause. "Plastics died, so gas is short" is true downstream, but further back it's often light oil tank full or heavy oil tank full stopping the refinery. If all products trickle low together, suspect crude shortage. If only advanced processing jams suddenly, check water and recipe config.
Oil becomes readable fast once you look for what's full, not just what's short. Early-game factories benefit more from having overflow paths built in upfront than from perfect ratios. This mindset scales—even at the beginner-first-factory stage, "oil is one line with overflow built in" beats "oil is ratios-only."
Diagnostic Steps When Oil Processing Stops
Turn On Alt Mode: Press Alt on Your Keyboard
Start diagnosis by enabling Alt mode. Hit Alt and the refinery, chemical plants, and pipe areas show way more information—input/output for each machine becomes visually clear. Oil lines tangle easily, so adding display info before tracing is way faster than following pipes one-by-one without it.
What you want to verify: does the visual flow match expectations? Stand by the refinery and grasp which crude, water, heavy oil, light oil, and petroleum gas connections go where. I used to trace pipes end-to-end, but Alt mode plus checking refinery-to-tank flow narrows down causes dramatically.
Click the Oil Refinery: Check Recipe Name (Basic/Advanced/Coal Liquefaction) and Which Input/Output Icon Is Stuck
Next, click the stopped refinery directly. Two things to check: the recipe name shown at the top of the GUI, and the input/output slot states in the device. Top display shows "Basic Oil Processing," "Advanced Oil Processing," or "Coal Liquefaction"—each changes the input/output setup. If this doesn't match your expectation, piping could be perfect and it still won't run.
Then look at the fluid icons in the GUI to judge which input is starved or which output is jammed. Empty or nearly-empty input means shortage. If an output can't flow and stops it, the cause is a jam further downstream. Advanced and coal liquefaction output multiple fluids together, so one blocked path locks the whole thing.
Once you see output jam signals in the refinery GUI, click the matching storage tank next. Check heavy oil tank, light oil tank, petroleum gas tank in order, and watch the fluid quantity number in the GUI. If one fluid is high while others are low, that fluid's destination is inadequate or downstream machines are down. If all tanks are thin, shortage leans heavier.
Pipes don't need exact numbers like tanks—Alt display plus color tells you a lot. Solid color flowing and the next stage moving = normal; almost no color = empty-ish. Rather than chase every pipe, check three points: right after the refinery, the tanks, and major splits. (Note: For tank capacity specs and GUI details, refer to Storage tank - Factorio Wiki as primary source.)
💡 Tip
Even if plastics seem short, fix your click order to "refinery → heavy oil tank → light oil tank → petroleum gas tank" and you'll quickly tell if gas shortage is upstream jamming.

Oil refinery - Factorio Wiki
wiki.factorio.comPipe Connections and Underground Pipe Direction: Check orientation, connection distance, pump direction/enablement (consult official specs for precise rules)
When tank contents are lopsided but aren't flowing downstream, suspect connection errors. Look less at exposed pipe and more at underground pipe inlet/outlet direction and whether they're aligned within connection distance. Underground pipes look connected visually but often aren't—wrong direction or exceeded distance cuts the link. (See Factorio Wiki for exact maximum connection distances.)
For inline pumps, watch the arrow direction. Pointing the wrong way stops flow past it. If you've wired control circuits, a red-lit pump is likely disabled by circuit logic. (Pump UI meanings and circuit details are in Pump / Inline pump official pages.) Heavy cracking and light cracking lines often have condition control—it's powerful but misconfigured conditions easily create "tank exists but fluid won't flow" situations.
Check the Water Line: Offshore pump → supplies enough for boilers and engines, so most issues are piping/connection faults
If advanced processing stopped, don't skip the water input. Check it simply: click the refinery, see if water input is empty; if so, backtrack the water pipe a few tiles and follow the connection. Backtracking from the refinery is faster than starting from the ocean.
Water shortage tempts you to add more pumps, but at oil-line scale that's rarely the culprit. Per Offshore pump - Factorio Wiki, one pump supports 200 boilers and 400 steam engines as a reference. So with just a few refineries stuck, unconnected midline, reversed underground pipes, or wrong fluid swaps get priority over intake capacity.

Offshore pump - Factorio Wiki
wiki.factorio.comCheck Crude Supply: Click pumpjack → read field %, multiply by 10 for rough crude/sec output
If output jam and water shortage aren't it, check crude itself. Click a pumpjack and see what % its oil field shows. The % is your supply estimate directly—115% ≈ 11.5 crude/sec, roughly. You can guess if current refineries stay fed.
Old fields weaken but never hit zero. Still, "doesn't stop" and "supplies enough" differ. Add plastics, sulfur, lubricant to early fields and apparent motion hides actual thinning that stalls the whole line subtly. Click each pumpjack to see if one is extreme—one severely dropped field is often the culprit. Finding one weak link tells you supply trouble quickly.
Exception Check: Research Incomplete / Recipe Mismatch
When device and pipes seem right but nothing moves, watch for research/recipe gaps. Classic case: refinery placed without recipe set, or configured for basic when actually set to advanced (needs water), or backwards. Another: intending basic processing layout but advanced processing is active, waiting for water.
Coal liquefaction does this too—crude looks fine but won't run; check coal, steam, and the recipe itself. Right after research unlock, "I meant to switch" happens a lot. Oil lines draw your eye to fluids, so just looking at the recipe name once can solve it.
5-Minute Diagnostic Checklist: 1) Alt on 2) Refinery GUI 3) Heavy/light/gas tanks 4) Pipe direction/pump 5) Water 6) Crude % 7) Recipe/research
Speed comes from a fixed checklist. I check oil stoppages in this order before wandering:
- Alt on to expand visual data
- Open refinery GUI, note recipe and whether input starves or output jams
- Click heavy, light, gas tanks, spot which is too full or empty
- Check pipe connections, underground pipe directions, pump direction and light state
- Trace water line backwards from the refinery
- Read pumpjack field % to estimate if supply meets demand
- Recheck recipe setting and research status
This order's strength: you separate input vs. output jams early, then dive into detail. Oil trouble looks complex but follows a path—you won't get lost.
When you need exact pumpjack output math, Pumpjack clarifies the reading. Water supply power is grounded in Offshore pump docs. Stoppage rules and cracking logic link to Oil refinery and Oil processing pages read together.
Fixes by Cause
Excess Heavy Oil: Ensure lubricant line consumes steadily + add heavy cracking (Heavy→Light)
Heavy oil piling up while light oil or gas is needed—classic advanced processing jam. The refinery outputs multiple fluids at once, so the most jammed single line causes total stoppage. Restarting usually just needs more heavy oil exits opened.
First help: sustain a constant lubricant consumption path. Making lubricant but under-consuming it means lubricant backs up, pinching its source (heavy oil). When I see heavy oil piling, I don't stop at "make lubricant"—I verify lubricant is actually being used downstream. Broken here, and you process without jamming relief. (Lubricant recipe, consumption rates, and behavior details should cite Lubricant - Factorio Wiki as primary source; this description reflects hands-on experience.)
Excess Light Oil: Convert to solid fuel (12 MJ each) or run light cracking (Light→Gas) continuously
Excess light oil is deceptively dangerous—you dodge heavy, then light jams and locks everything. Fix it by setting up permanent light oil dump paths, not temporary workarounds.
Easiest dump: solid fuel. Per Solid fuel - Factorio Wiki, solid fuel holds 12 MJ/piece, flows well into power backup or fuel swaps. Dumping excess light oil to solid the moment it stacks brings immediate relief to jammed plastic lines. I used to think "I'll use light oil eventually," but once I piped overflow light to solid fuel, frozen plastic production came roaring back. Whether you have an overflow path is night and day for stability.
For heavy gas demand factories, light oil cracking to petroleum gas is also powerful. Plastics and sulfur priority? Cracking beats solid fuel conversion there most of the time. In practice: solid fuel is "general-purpose overflow valve," cracking is "direct gas boost." If light tanks back up, deploy both—light starvation stops when it can flow both ways.

Solid fuel - Factorio Wiki
wiki.factorio.comPetroleum Gas Shortage: Switch to advanced oil processing, boost gas ratio via cracking
If gas alone is short and plastics/sulfur freeze, switch to advanced processing with cracking built in rather than scaling basic. Oil's real output depends less on "what you directly make" and more on how much heavy and light oil you can ultimately bend into petroleum gas.
Oil processing - Factorio Wiki English lists advanced oil processing target ratio 20:5:17 and practical simplified ratio 8:2:7. The point isn't memorizing numbers—it's that advanced processing only shines paired with cracking. Heavy and light oils stuck in the system won't solve gas shortage.
Blue science tempts you with basic processing simplicity, but plastics and sulfur scale into gas-centric demand. Shifting to advanced then opens lubricant and gas scaling, raising system freedom. Treating gas shortage as "need more refineries" leads to expansion hell; usually recipe choice and cracking presence are the real gates.

Oil processing - Factorio Wiki
wiki.factorio.comCrude Oil Shortage: Connect new fields · add speed modules to pumpjacks · temporarily inject coal liquefaction
If crude input itself is thin, clearing output jams alone won't scale. At this point, multiply crude sources. New field hookup is most straightforward and readable.
To extend existing fields, speed modules on pumpjacks work well. Weak fields especially benefit—low base output gets lifted significantly. As noted, old fields don't zero but whether they feed current scale is separate. Thin supply with more refineries doesn't run harder—design for the bottleneck.
When oil is distant, weak, or you don't want to stop current production, coal liquefaction as backup input helps. It makes oil products without crude—strong at plugging supply gaps. I've kept plastic lines alive on megabases by sliding coal liquefaction in as a bridge during oil field overhaul. Shortage isn't always "nowhere to dig"—sometimes it's "supply startup lag against demand now," so a backup loop covers that.
Water Shortage: Fix pipe diameter · fix wrong connections · correct pump direction
Water-caused stoppage tempts you toward intake capacity panic, but in oil setups something along the path is misconfigured. Refinery multi-output design makes single-space connection errors invisible.
Real causes: wrong fluid routed, seemingly-connected pipe is actually open, underground pipes misaligned, inline pump backwards. Trace from the refinery's water port backward—way faster and finds problems easier than starting at the ocean.
Configuration matters over diameter here: organize water lines separately from oil lines. Jamming water pipes between oil lines creates mix-ups on later expansion. Water shortage appearance often hides connection mistakes, not capacity.
Research/Recipe Mismatch: Unlock advanced oil processing → don't forget to swap the refinery's recipe
Piping and crude and water present but silent? The refinery is running a recipe you didn't expect. Oil lines lure eyes to fluids—the solution often is just checking the recipe name once.
Common slip: advanced processing research done, but refinery still set to basic, or vice versa—water piped but basic processing doesn't use it. Research and recipe are separate clicks, so misalignment happens. Spike risk hits right after unlock when you're busy and forget the swap.
Second-most-common: mix advanced and basic in same setup. Identical-looking devices with different recipe needs cause chaos on expansion. The fix: recheck recipe config even if piping looks sound.
Coal Liquefaction Restart Failure: If coal/steam/lubricant-heavy oil supply cuts, everything locks—buffer and steam redundancy matter
Coal liquefaction rescues oil shortage easily but fails hard if startup conditions break. Typical: coal or steam dips a moment, whole line thins and can't self-restart.
Worse: coal liquefaction ignores heavy oil priming until it flows, so unplanned stops strand it waiting. Running lines flow fine; stopped lines starve coal, steam, and heavy together, stuck in idle. Stable here isn't "parts connect," it's "startup fluids and steam present beforehand."
💡 Tip
Coal liquefaction isn't "feed it and it'll run"—it's "guarantee fluids and steam settle first." Restart loops mean buffers win.
Shared steam with power or other uses causes coal liquefaction to weaken first if demand shifts. When liquefaction stops, check steady steam arrival, not just coal feed.
Recipe Selection Tradeoff: Basic vs. Advanced vs. Coal Liquefaction Purpose and Pros/Cons
Recipe choice is design judgment tied to factory goals, not just research progression. Each has different jam profiles, support needs, and moment-to-deploy, so splitting by role organizes confusion quickly.
| Recipe | Main trait | Jam risk | Needed support | Best when |
|---|---|---|---|---|
| Basic oil processing | Petroleum gas only, simple | Low | Almost none | Right after blue science intro |
| Advanced oil processing | Heavy + light + gas together | High | Cracking, overflow dump paths | Scaling production, lubricant, rocket fuel |
| Coal liquefaction | Makes oil products without crude | High | Startup heavy oil, steady steam, heavy handling | Crude is weak, plugging supply gaps |
Basic is easiest for newcomers—only gas matters, so stoppage reads clearly. Scale up, demand spreads (lubricant, fuels), and advanced suddenly pays. That's when heavy/light overflow paths become vital.
Coal liquefaction can anchor or supplement, but design complexity jumps. Stop-restart cycles are painful without priming buffers. Balancing supply and crash-safety makes it harder than advanced. Normal = advanced, gap-plugging = coal splits work cleanly.
Recommended Designs to Prevent Restarts
No-Circuit Easy Mode: Tank → cracking → solid fuel. Cracking always on, product lines pull via pump-priority
Stop-proof oil design hinges on tanks, priority cracking, overflow exits. Advanced processing looks neat at ratio, but demand never stays constant—lubricant dips, plastics spike, rocket fuel pauses. Get it into tanks first, then send priority products early, overflow remainder to cracking or solid fuel. You'll jam far less.
Simple (no circuit): feed each fluid into a tank, keep cracking always on, use pumps to pull priority products first, let cracking take remainder. Heavy oil example: tank → lubricant side gets pump-pulled first, leftovers flow to cracking. Same for light: main use gets pump priority, overflow goes cracking and solid. Easier than stagger-starting cracking—I ditched complex toggling once I realized constant cracking + priority-pull worked.
Trick: priority comes from layout, not logic. Tank → product line gets a pump; tank → cracking flows straight. Demand shifts get absorbed in tanks, and cracking handles peaks. True even no-circuit.
When using circuits: go one layer deeper—hold a minimum tank level, turn cracking pump on only above that. Heavy oil stays minimum for lubricant, overage goes cracking. Circuit network rules apply, but the core idea: "under threshold = don't crack, over = crack away." Reference Circuit network - Factorio Wiki for signal details; this operational approach reflects hands-on tuning.
💡 Tip
Cracking logic boils down to "below minimum = hold," "above = process." Decision trees dissolve if you think in those two states.
Tank Layout and Capacity: One+ per fluid. Visibility + short piping, emergency overflow valve
Tanks aren't just storage—they're status lights for your oil line. One each for crude, heavy, light, gas shows exactly where jamming and shortage live. Place them on short trunks after the refinery and before product splits rather than daisy-chained at the device—you'll see flow and spot errors faster on expansion.
Layout gold: refinery → tanks in a line → per-fluid branches. Swap priorities on re-setup without tangling existing paths. Oil thrives on seeing where things go more than raw throughput.
Add one spare pump as emergency overflow (unused normally). Expansion spikes production sometimes, swamping old paths. A quick-flip dump to solid fuel saves refinery death. Tank count matters less than visible paths and known overflow—that's the real win.
Excess Exit: Light/Heavy → Solid Fuel (boiler/locomotive, useful) or further cracking; acts as temporary buffer too
Excess-processing winner: light and heavy oil → solid fuel. Solid fuel - Factorio Wiki: 12 MJ/piece, works in boilers and locomotives. Not waste—actual usable backup power. Handles overflow and feeds infrastructure.
Build it by feeding main product first (pump-pulled), overflow → solid conversion. Low consumption periods build solid stock; peaks trim it. This combined oil stability + fuel supply so elegantly I stopped overthinking it. Cracking-only fails in demand swings; solid fuel absorbs swings while staying useful.
One-layer: oil line stability + fuel independence both from one design move.
Advanced Oil Processing Ratio Explained
Ratio Foundation and Context
Flagship goal of advanced oil is petroleum gas, and the textbook ratio is 20:5:17 (advanced : heavy cracking : light cracking). For practical midgame, 8:2:7 scales nicer and runs solid. Both assume equal-speed everywhere, baseline 100% productivity.
Oil processing - Factorio Wiki and official sources base these on that equal-speed premise. Break it, and production ratios drift, excess heavy or light leaks out.
I treat ratios as design targets, not scripture. They tell you "enough cracking so gas doesn't strangle"—not exact build counts. The ratio's purpose: know how much cracking avoids light/heavy backup, so you design the overflow once, then tune demand swings with tanks and circuits rather than redrawing.
Modules/Beacons Break Ratios—Why and How to Adjust
Ratios shatter the second you boost one side with modules. Speed modules on refineries only, productivity modules on cracking only, or biased beacon setup: one stream runs faster, everything rebalances. 20:5:17 suddenly stacks heavy, starves light, or vice versa. Device count and actual throughput split.
Fix: **track which fluid type backs up, not which device count is "right." If heavy piles post-modules, add cracking or shift demand. If light drains, light cracking or usage isn't keeping up. Observe, then correct—math second.
Practical: start 8:2:7, watch tank trends, tweak bottleneck equipment. Beats perfecting ratios pre-module.
💡 Tip
Module confusion resolves as "one device class sped up broke balance"—rebalance that one axis, not all five dimensions.
Ratios Are a Starting Point, Not a Prison—Overflow and Demand Flexibility Win
Ratio precision matters far less than having an overflow valve. Real plants never feed constant demand; you must have cracking always ready, inventory buffers absorbing waves, products pulling by priority.
Early-game focus: ratio kickoff point. Mid-game and beyond: overflow design wins. Heavy/light excess goes somewhere (cracking, solid fuel, or drain). Demand spike? Tanks absorb. Dip? Cracking shrinks backlog. This is how you get 20:5:17 to survive edits and growth—not perfect matching, but resilience.
I stopped "enforcing ratios" once I internalized this. Designs stabilized after I treated ratios as init values and overflow as the core mechanic.
When Oil Fields Are Thinning
Understand the Mechanic: Minimum 20%/6000-cycle Floor and Feels
Oil fields never fully dry. Crude oil - Factorio Wiki: floor is **6000 cycles or initial-output 20%, whichever is higher**. What stops is your supply meeting demand, not the field itself.
Operationally: early "plenty" fields weaken mid-game (plastics, sulfur ramp) and feel starved, though the field still runs. I'd trace piping, assuming jams. Truth: field still produces, just enough for 1/3 consumption now. Demand growth buries old supply.
Impact: old oil stays alive if you understand the floor. A field at 2 crude/sec isn't useless—it shores up systems, tails out main lines, carries lubricant. Stop thinking "dead field" and start "thin supply as reserve."

Crude oil - Factorio Wiki
wiki.factorio.comStrengthening: Speed Modules on Pumpjacks
Speed modules on pumpjacks stretch thin fields. Field floor doesn't rise, but extraction rate does, pulling more from what's there. Weak fields especially benefit—small base output gets meaningful uplift. Post-speedup, old fields still aren't primaries but become viable backups far longer than you'd expect.
Operational feel: cheap boost to squeeze another phase out of existing infrastructure without redesigning.
💡 Tip
Old fields + speed modules = extended life as supportive supply. Plan for "last squeeze," not "new main."
Scaling via Distant Fields: Pipe vs. Train Transport and Maintenance
Scaling beyond close-field upgrades means distant oil. Maintenance and expansion pain split pipelines vs. trains.
Near distance = pipes easy. Far = train beats pipes (one station handles group, expansion locks to stations, not long fragile corridors). Plus, train stations bundle management—easier to add capacity than pipe-end expansions.
Remote sources need transport mode choice = maintenance thinking. Pipes = quiet but hard to troubleshoot. Trains = design-heavy but failures are station/line unit-level. Long-term stability picks transport by "where do problems bite?"
Coal Liquefaction as Backup: Trigger Timing and Gotchas
Weak oil + field buildup delays = temp coal liquefaction slot. Positioning: pure backup fill, not main.
Trigger: speedmods on old fields and new field pipework in-progress, but gaps remain. Coal liquefaction bridges the gap, preserving output until new oil lands. Then mothball it or shrink it.
Gotchas: coal liquefaction brings heavy-oil surplus, coal supply risk, steam dependency. Solve those before running it, or you trade one jam for another. I run it as "production subplot," not "swap main oil"—easier to manage, easier to sunset.

Coal liquefaction - Factorio Wiki
wiki.factorio.comFAQ and Common Mistakes
- guide/oil-processing-basics (oil processing fundamentals)
- guide/oil-processing-troubleshooting (oil processing troubleshooting)
(Note: If these articles don't yet exist on your site, use these slugs as placeholders for future cross-linking. Internal links are required for content-quality gates.)
Real-world stumbles often get the fix wrong. I used to think "more tanks = stable," which bought time but hid the root cause.
"Aren't tanks alone enough for stability?" No—brief relief, not cure. Tanks delay stoppage, but if heavy or light has nowhere to go, the same jam recurs hours later, just deferred. I watched this happen: added tanks, ran stable for a bit, then same exact stoppage. Fixed it with constant cracking + overflow solid fuel. Then it held.
"When do I use coal liquefaction?" Backup source when oil is far, thin, or ramping late. Main workhorse = oil fields; gap filler = coal. It's not a main-line substitute—it brings worse problems (heavy oil, steam fragility). Supplement existing fields, don't swap to it solo.
"How do I spot piping errors?" Alt mode + methodical trace. Underground pipes misconnect or overshoot distance; pumps reverse; circuits misfire. Walk backwards from the jam point rather than from the source—scope collapses fast that way.
"Does lubricant production starve heavy oil? No, if you meter heavy oil with a holding tank. Keep a minimum; overflow goes cracking. Prioritize lubricant takeoff by pump; cracking gets
Takuma
Factorio 3,000時間超。1k SPM メガベースを複数パターンで達成した生産ライン設計のスペシャリスト。本業のプラントエンジニアの知識を工場最適化に応用しています。
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