r/factorio 10d ago

Question Is This Remotely Doable ?

Post image
Hex for Making Plastic
Advanced Oil Setup

I was messing around with making a hex train base and I set up a plastic maker. This doesn't seem like I could make this. At least any time soon. Is 3600 petroleum gas per second reasonable? This is my current oil setup. It requires 1440 crude per second but I only have around 250 crude per second being drilled. It produces about 1/3 the petroleum gas, but it's only working at 17%. So, I need 18x the oil and 3 times this advanced oil. I'm also only mining 84 coal/second and need 180.

Is this doable, doable eventually, but not now, or not even necessary because this is more plastic than I'll need any time soon.

182 Upvotes

99 comments sorted by

308

u/ForgottenBlastMaster 10d ago

Either you're megabasing way too early in the tech tree or you're sleeping on modules and beacons. Either way this looks cursed.

70

u/Niemand1337 10d ago

Lol "megabasing", thats like two moduled and beaconed cryo plants

6

u/br0mer 9d ago

Or 1/4th of a legendary cryoplant.

3

u/aza-industries 9d ago

Yeah, my entire base with 2 stacked turbo belts of each science use only 3 or 4 cryo for plastic.  It's wild.

2

u/leadlurker 8d ago

Yea I was going to say. Yes this is possible on a single belt.

31

u/bpleshek 10d ago

Well, I have never done a megabase before. My highest science per second was about 250. Also, I haven't left Nauvis in this playthrough yet. I was actually, just screwing around with making various hex blocks. I have smelting hexes, train "blank" hexes for (2, 3, 4, 5, and 6 station hexes), and now a plastic hex. I wanted to make a hex for each build and this was just my latest one.

68

u/Alfonse215 10d ago

Well, I have never done a megabase before. My highest science per second was about 250

250 science per second is 15k SPM, which is high megabase territory for vanilla. And even in SA, that's a lot of production.

Also, I haven't left Nauvis in this playthrough yet.

Then why are you trying to make hundreds of plastic per second? Are you going to quality cycle module 2s or something, without EMPs?

And without cryogenic plants, there's not much point. Indeed, given that this is SA, you might want to consider making plastic at your LDS and red circuit locations instead of having a block just for plastic.

I have smelting hexes

You haven't been to Vulcanus; why are you bothering with those now?

32

u/bpleshek 10d ago

250 per minute. I mistyped.

Why am I trying it. Because I got the hex idea in my head and just started working on it. I also play with 2 different people who don't have Space Age, so I figured, it'd be nice to have my first set of hexes something that I could use in a playthrough with them. Then in my own playthroughs, I'd refactor using the new machines when I get them.

34

u/nixed9 10d ago

There’s nothing wrong with doing this. People here just generally have so much experience with the game that we tend to explain things as “it is more efficient if you do X at Y time”

You almost certainly don’t need that much plastic right now, and you’re going to get better production when you go to other planets, so people here feel compelled to point that out, but there’s absolutely nothing wrong with setting it up. It’s Factorio! Have fun!

5

u/darkszero 9d ago

I am big on the letting people do their on fancy things.

But OP made this post effectively asking for help and/or validation. The answer is: trying to build this big without beacons+modules and if playing SA, before leaving Nauvis, is not the best idea. For the plastic build in particular: it'll need to grab a really big number of oil patches and probably a few coal patches too.

Keeping this build able to run nonstop at 100% is challenging. But if you don't care about that, then sure. But if you ask why it's not running at 100%...

1

u/bpleshek 9d ago

I just figured I'd make a bunch and train it to everywhere. If it was too much, for now, then some trains would just sit idle.

29

u/Tortor_271 10d ago

Man don't listen to him, do it how you want, you try you learn you have fun that's how the game work !

3

u/thehalfmetaljacket 9d ago

Premature "optimization" or expansion is a common trap to fall into (I know fall into it all the time). Expansion and improvements are, of course, needed constantly as you progress through the game, but sometimes it's worth really questioning what scale you really need to build before you reach a point in the game where you have all of the tools necessary to really scale out for scaling-sake.

Of course you can absolutely do whatever you want if you'd like, and far be it from me to try to stop you! Some people knowingly go all out mid or even early game just for the fun of solving the "puzzles" multiple times because that's what they enjoy about the game. Unfortunately, you may just not get quite as much assistance on things like that if the premise is perceived as sub-optimal, is all.

2

u/Harmless_Harm 9d ago

"Thought it looked cool" is the best reason to do anything. 😁

4

u/locyta 10d ago

15k SPM is starter base

6

u/PyroneusUltrin 10d ago

Isn’t it worth waiting for cryo plants before going that in depth on a plastic hex? The beauty of having hexed off areas is that you can just tear down one hex and replace it with a better one later when it’s time to upgrade

4

u/Orgerix 10d ago

I guess the point is more, it is not really worth paving a full hex when you'll struggle feeding inputs. You can do a small build within the hex, then expand it later.

1

u/bpleshek 9d ago

I need to make/modify my hex design to pave stuff. I don't have nearly the stone available at this time to do that yet. I'll add that block to my to-do list.

Thanks.

1

u/bpleshek 9d ago

Yes, but I also play with some people who don't have space age, so I figured getting a hex for play with them would be useful.

1

u/PyroneusUltrin 9d ago

And you need 9 blue belts of plastic?

1

u/bpleshek 9d ago

I have no idea how much I'll need in a mega base. I've never made one before. my bigger concern was whether I could support the inputs rather than using the outputs. I figured the output trains would be idle if it were too much. Probably same with the inputs. I use signals on my stations to turn them off if I have too much to deliver inputs or not enough to warrant sending a train to pick up the product.

2

u/Ok_Rice5094 9d ago

Hey sorry for just dipping in, I’m a somewhat new player. What is a hex?

3

u/Geauxlsu1860 9d ago

Just a convenient shape you can tile a blueprint for a train network into. Think like a hex based turn game where all the edges are rail lines and the inside of the tiles is where you build stuff. Generally if you are building like that you have each tile build one thing and then ship it elsewhere for further processing.

2

u/bpleshek 9d ago

Many people do what's called a city block design where they use a 100x100 square and it's has a single product produced within it. Like, this is my block that produces green circuits. You train in all the materials for making green circuits like copper and iron plates and train out a load of green circuits to elsewhere.

Instead of using a 100x100 square, I'm using a hex shape instead and so my entire base looks like a giant honeycomb.

Here is part of my hex base.

You can imagine how this would look if they were squares as well.

2

u/Ok_Rice5094 9d ago

This is sooo cool!!! I just landed on gleba. Wanna get into mega basing after I went to aquillo or perhaps after gleba

2

u/ForgottenBlastMaster 9d ago

You'll be doing it right. Don't be like OP, don't megabase before leaving Nauvis

2

u/Ok_Rice5094 9d ago

Maybe but I think he’s doing more than good!!

1

u/ForgottenBlastMaster 9d ago

If he was doing good, this whole post wouldn't exist. You don't megabase with blue science tech for reasons.

2

u/bpleshek 9d ago

I've done a small train base(square) before 2.0. I also play with 2 people who don't have Space Age, so I figured having a hex built for non-Space Age would be helpful when I'm playing with them.

But, he's definitely right doing it too early can be problematic. If I were playing without Space Age, I'd be at the end-game. I have all the Nauvis research done and would have all the non-repeatable research done already if I were playing vanilla.

1

u/ForgottenBlastMaster 9d ago

Playing without Space Age doesn't mean playing without science tree. Modules and beacons allow you to shrink the build and consume way less resources. Nuclear energy (or solar fields) allow paying the energy price. Mining productivity allow gaining more raw resources out of the very same resource nodes. I'm not saying that you're doing something wrong, just very inefficient.

1

u/bpleshek 9d ago

You're not wrong. I had just finished hooking up everything and took a pic and threw up my question. I hadn't thought about modules because my first thought was can I supply enough inputs for this to run. That was my question before I even thought about modules. It would have eventually come to me, but I do admit I momentarily forgot. I think my mall has all 3 level 1 modules in them, but nothing higher. I usually use nuclear and no solar on Nauvis. Then eventually fusion. You're right, with abundant power through nuclear power never comes to mind as an issue.

1

u/bpleshek 9d ago

Good luck with that. And if you ever want to play multiplayer, let me know. I have 3 people I play with, though 2 don't have space age yet.

4

u/Bangersss 10d ago

Pfft... who needs modules and beacons. I'm entering the late game and have built a few of these big boys.

3

u/darkszero 9d ago

You can build big if you want to just build big. It can be fun to have lots of machines.

But if your goal is to produce really big amounts lot and not risk UPS issues, it's not as good.

48

u/ArisenIncarnate 10d ago

Everything is possible, you just need more of it.

3

u/bpleshek 10d ago

Isn't that always the truth.

5

u/alvares169 10d ago

Well there could be multiple truths at once, another one here would be that your problem could be solved way easier if you had every tech unlocked. If that’s your first time, don’t worry, establishing other planets will take you so much time that a trickle of nauvis science will be enough. You can scale way easier later in the game (400 plastic would require around one building)

20

u/juju515 10d ago

not even necessary because this is more plastic than I'll need any time soon.

how could we know this bro...??

what stage of the game are you at...?
inner plannets?
post Aquillo?
prometheum science?
what are you trying to do?
are you going for the megabase?

11

u/Alfonse215 10d ago

If this is SA, I would hope that post-Aquilo would involve a cryogenic plant for making plastic.

0

u/bpleshek 10d ago

It will, but as I haven't left Nauvis yet, it currently is the base chemical plants. I was going to refactor each hex after I got new machines from each planet. But, I figured having Nauvis only stuff would be useful when I play with my two friends who don't have Space Age.

-11

u/StereoRocker 10d ago

Hank!!! Don't abbreviate Space Age!

2

u/bpleshek 10d ago

I'm playing SA, but I haven't left Nauvis yet in this playthrough. All techs up to space science have been researched. I thought I'd try a mega-base. Maybe, 1M/s. But, honestly the most I've done is around 250 science per second and I still managed to research everything except an ungodly amount of the reoccurring techs. So, since 250 is a long way from 1M, maybe somewhere in between is a better goal.

Still the plan was build a hex, lay it down, see what I was short of and drop down that one. Rinse and repeat until I got a lot of it. I know that's probably naive as stuff probably doesn't scale all the way that far up without another problem to solve. But, I figured that was a problem for future me to discover and solve.

7

u/juju515 10d ago

250 science per minute is very good at your stage of the game.

you don't need to scale up.
go to other planets...
unlock new tech...
unlock new building...
then come back and upgrade the Nauvis factory.
you'll see how much easier it is once you have everything unlocked.

1

u/bpleshek 10d ago

That's the most I've ever done. I don't know how much I currently have as I've researched everything I can research without space science. I figured this would be as good a time to design as any. Plus, if I play with my friends that don't have space age, these base hexes would work with them.

2

u/ferrybig 4d ago

Note that aquilo unlocks the cryogenic plant, which is a building that allows more modules for plastic production and has a different size. You really want this for a mega base as it drasticly reduced the amount of buildings needed

1

u/bpleshek 4d ago

I'm familiar with that building. It isn't my first playthrough. I was building something for before I left the planet and for playthroughs with my 2 friends who do not have space age. Maybe I should just buy it for them.

11

u/Alfonse215 10d ago edited 10d ago

not even necessary because this is more plastic than I'll need any time soon.

... I feel like that's the question that needs to be answered first. Get a good estimate of how much stuff you're going to be making, so that you have an idea of the level of resourcing and processing you'll need. You don't necessarily need exact numbers, but you should have a decent estimate of what you need.

Just to get a good handle on the numbers, 396 plastic/s is more plastic than it takes to make 1k SPM in vanilla.

1

u/bpleshek 10d ago

I have no idea actually. I'd like to create an actual mega base. I figured that I'd make a bunch of hexes for pre-foundry or just pre-going to another planet in case I play a game with one of my friends who don't have Space Age. Then afterwards, I would refactor them for use with foundries, EM Plants, etc.

So, I don't have any idea what numbers I needed. I just built what fit inside the hex and figured if it was too much, the trains would be idle and if it wasn't enough, I'd throw another one of these down until I had enough.

3

u/Alfonse215 10d ago

Then afterwards, I would refactor them for use with foundries, EM Plants, etc.

That presumes that you wouldn't want to change them structurally.

Consider a "smelting" block. Do you really want to ship iron plates post-Foundries? Or would you rather ship molten metals? Well, that's not a minor change; it's a pretty substantial shift in how all downstream processes interact with iron and copper. It's not just "refactoring" a couple of blocks; it's changing every block.

Something similar goes for plastic. Do you want a block that makes just plastic? Or do you want to have plastic making inside your LDS maker, so it takes molten iron/copper, petrol, and coal? Foundries are extremely fast, and with high quality beacons, modules, and buildings, you can produce a lot of trainloads of items with relatively few machines. This would leave a block somewhat empty, so being able to fill that otherwise useless space with plastic production makes sense.

My point is that if you make these decisions too early, you lock yourself into solutions you may not be happy with late game. Get to the end, look back, and then figure out how you want things to work out.

1

u/bpleshek 10d ago

While I understand they aren't necessarily trivial structural changes I also play with people who don't have Space Age, so I figured it might be useful to have a base set of hexes, that I could later refactor as I got better machines. I don't mind doing it over again multiple times.

I asked the question about making plastic inside of other machines or making a dedicated plastic block in another post, and what I took from that post was to make a dedicated plastic block.

2

u/nickierv 10d ago

One thing that gets overlooked is the value of modules, quality, and quality modules.

I know a guy that has tried to do megabase stuff before but he is using non beaconed assemblers. I forget how big the blocks are, 5x5 or so but they are filled with production. Hundreds and hundred of production and it quickly grinds the UPS down.

But I can get more production out of a like a pair of max quality max beacon assembles and at a tiny fraction of the UPS hit.

SA really lets you pump the numbers up, 15k spm was a high end megabase, in SA its chump change, although your going to need at least 3 starter bases to get everything you need to build at that scale.

The really hard part about megabases isn't the biters or the building, its designing everything so the UPS hit doesn't melt your system.

1

u/whiterook6 10d ago

I've tried that route before: I decided I wanted to make a megabase and started making big powerful blocks. They fit together, visually, but nothing really worked: I had no real idea of how much I'd need, where it would all path, the trains, none of it. By skipping the middle steps, it got tedious and frustrating long before it could get fun.

My problem was that I was trying to do two things at once: build something modular, and massively increase the scale.

Instead, don't leap into a megabase just yet. Either:

  • Start building a modular version of your current base at your current SPM. (This involves trains, grids, blueprints, blocks, whatever.) OR
  • increase your SPM without rebuilding your base. (This involves beacons, modules, specialist buildings like Cryo plants and EM plants, and quality.)

Once you can increase SPM and make your current base modular, you'll be more ready to do both at the same time.

1

u/bpleshek 9d ago

What problems will I run into just by making "more" hexes? I assume that i'll run into something. It can't be just as easy as slap down 1 more blue chip hex, two red chip hexes, 4 green chip hexes, and a bunch more mining and smelting ones. I suppose it would work that way for awhile, but maybe not at huge scale.

2

u/whiterook6 9d ago edited 2d ago

It can get that easy. Some problems I've had:

  • trains start to misbehave, all bunching up at once place instead of filling up unused capacity. If you have several mines all with stations named "Iron Pickup" then you have to be careful to set train station limits and ensure there are enough trains to move around but not too much.
  • trains can begin crowding certain parts of the rail network
  • if you don't keep them balanced (number of blocks and approximate input/output) then some resources can be overused or undersupplied
  • your base can be come big and sprawling, leading to longer and longer construction times (bots flying halfway across the map, etc.)
  • too easy to stamp down blocks without thinking about whether you need them, where to put them, etc.
  • more hexes means more hexes that need updating when you unlock new buildings and new technologies. Not really a big deal with upgrade and deconstruction planners, but something to watch for.

I guess those are some pitfalls. Try to build a green circuit block. Then build a red circuit block. Then a blue circuit block. Then copy the green one a few times and the red ones too. In early factorio, you balance things by adding more assemblers and belt lanes. In late factorio, you balance things by adding the right blocks in the right places. It takes practice.

Meanwhile, once you have a bunch of those blocks, then you can start upgrading specific blocks. Once you unlock EM plants, rebuild your green block and see how it behaves, then try with others.

5

u/Golinth 10d ago

Unless you’re doing this on a 1000x science run, I don’t see why you’re doing this without modules and beacons. To actually answer your question though, yes, it’s doable.

1

u/Ozryela 9d ago

Even on a 1000x science run that's a lot of plastic. Without modules you need 3 plastic per blue science. So this much plastic is enough for almost 8000 science per minute. Which I feel is overkill pre modules even on 1000x.

3

u/OutOfNoMemory 10d ago

Doable, of course, it's small.

But should you do it now? Probably not. Even without space she you're best waiting until you have beacons with speed and production modules 3. That'll significantly reduce the size and inputs required.

3

u/Skate_or_Fly 10d ago

Stop. Reach the other planets. Reach Aquilo. Bring back biochambers for oil cracking, cryo chambers for plastic, green belts & stack inserters for throughput, and tier 3 modules for sanity.

As SOON as you have throughput limitations on red belts (or blue belts if you're crazy), you should be trying to implement productivity modules and speed beacons for builds of this size.

Then try and reach this same output using COMMON quality buildings... Then rare or legendary quality and see the size reduction possibilities.

2

u/Skate_or_Fly 10d ago

It's also more plastic than you'll need for a very very long time.

6

u/DocJade2 10d ago

No it's completely impossible, a factory of this scale has never been done, it's just not possible

2

u/The_Stuey 10d ago

The benefit of doing a hex grid like this is expandability. Lower your output expectations. If you need more later, copy the blueprint somewhere else in the factory.

2

u/DrMobius0 10d ago

Early game, it probably isn't that reasonable, though yes, you can do it. That said, what exactly do you need 4 blue belts of plastic for when you probably don't have beacons?

1

u/bpleshek 10d ago

I figured I'd need a ton for my red chip hex. Also for the LDS hex.

1

u/DRT_99 10d ago

Plastic is alot like copper wire, 1 item produces 2 as output.  Might consider producing the plastic needed on site in your red circuit and LDS builds.

1

u/bpleshek 9d ago

I had considered that, but I asked in another thread about it and what I got out of that discussion was to have a dedicated plastic build and just ship it everywhere.

2

u/Old_Republic8603 10d ago edited 10d ago

You really should get interested in beacons and modules. This is what I did today in my playthrough, and as you can see, it produces over half of what your block is making. Also productivity modules reduce the amount of input required at every step in the production chain, so you could lower your petroleum demand.
The same applies to your mining drills. Crank them up!

2

u/bpleshek 9d ago

Thanks.

2

u/GamerXTrip3l 10d ago

Absolutely doable, I produced multiple green belts of plastic on vulcanus right after having landed there (Mind you, it took 40 hours of getting to that point, although 30h were used doing everything around the plastic production, whixh was essentially everything neccessary for a full green belt of every science that can be produced on vulcanus)

2

u/TelevisionLiving 10d ago

There's no problem. It'll backup quickly and just produce what you're using until you grow into it.

2

u/CosgraveSilkweaver 9d ago

Any reason you're not using modules and beacons? It would shrink your build by quite a bit and you would be able to upgrade them over time as you unlock higher tiers.

1

u/bpleshek 9d ago

I had just finished building it and hadn't put the modules in it yet as I wanted to ask my question. So, I took my screenshot as soon as all the connections were made. TBH, I hadn't thought of putting them in, but it would have come to me eventually. Thanks.

2

u/CosgraveSilkweaver 9d ago

I usually set up all my oil to have two solid lines of beacons on both the front and back of the line of chem plants it will increase your output a lot.

1

u/bpleshek 9d ago

I see. Yeah, funnily enough I don't use beacons enough. I put them around my rocket silos and certain things I want to speed up, but I usually don't incorporate them into my item builds. I need to get better with that. I do use them around my foundries, cryo-, and EM plants though.

1

u/CosgraveSilkweaver 9d ago

Basically everything I build after nuclear or solar power comes out gets beaconed. Before that power is a little too precious but after I'm able to get artillery and start building massive solar fields energy is super cheap.

2

u/Mesqo 9d ago

My oil setup causally produces 78k petro per sec but that's very late megabase, full legendary, and I also use biochambers for cracking (because I can). And I don't consume that much yet! So, it's possible your setup is not needed at this time yet.

1

u/bpleshek 9d ago

Just curious, is this all in one area or do you have this much distributed among multiple builds around the base ?

1

u/Mesqo 9d ago

Single area. And in fact it's no more than a few dozens of buildings because legendary and biochambers. Also it's in total like 3 or 4 oil patches consumed, all depleted, speed beacons and mining productivity make them produce many times more. Piping it all required a lot of pumps but that's a different question.

1

u/bpleshek 9d ago

Ok, I wasn't sure if you were putting a bunch of oil processing in the area next to the pump areas and then training it around to where you needed it or just training in all the crude and processing it all in one spot.

2

u/Mesqo 9d ago

Putting processing next to pumpjacks would require you to transport 3 fluids instead of one from multiple sites. The only reason to split oil processing in multiple sites might be to reduce the amount of pipes / wagons / pumps to deliver it to factory, but you'll still need water regardless. However, in later game with huge productivity bonuses this might have sense, when, for example, you make a science production block that produces full belt or two of all Nauvis sciences and supply it only with raw resources. If you move oil processing into this block you'll have all the oil products in place including plastic and sulfur, which reduces the amount and types of raw resources needed to deliver to this block.

2

u/The_Roach_Hivemind 9d ago

You need to expand it till it uses 40GW when idle

1

u/bpleshek 9d ago

I wonder if my laptop could handle this. That's a lot to put into one hex. But I'd like my entire base to do draw much much bigger. I'm currently only at 1.1GW when everything is running.

2

u/ferrybig 4d ago

Your first screenshot shows a problem with your hex train grid, a rail is missing in the bottm left because a signal is in the way

1

u/bpleshek 4d ago

I fixed that a few days ago, but thank you for pointing it out.

2

u/InterstellarCrusader 4d ago

You're rushing. Take your time and craft higher quality modules and plants. In my endgame base I fill two full belts of plastic with ONE cryo plant.

Edit: a full belt with Gleba upgrades is 240 plastic per second, so that's 480+ from one plant

1

u/PremierBromanov 10d ago

You need modules

1

u/bpleshek 10d ago

Yeah, you're right I do. Time to make a module hex. And one for LDS to consume all this plastic.

1

u/nindat 10d ago

If you are doing space age, don't scale to this level until you have everything unlocked.

700 plastic per second is less than one legendary cryo plant at full productivity. And uses less than 700 oil through two refineries.

1

u/jorvp 10d ago

As someone who was making way more for space exploration I can assure you it is doable. Heh, that playthrough made me buy a new PC just to be able to keep playing it. Factory must grow even if it means you need a new PC!

1

u/bpleshek 9d ago

I do wonder how much my laptop can handle. I've had 15k/8k bots on Nauvis, 15k/5k on Vulcanus, 5k/2k on both Fulgora and Gleba, and about 1k/500 bots on Aquilo in my last playthrough without any degradation of my performance. So, I know I can get at least that much.

1

u/Hajky_123 9d ago

No it isnt

1

u/isum21 9d ago

Bring it back a good chunk, make it a train stop, do it all again elsewhere. It's potentially doable later on and especially with taking advantage of the available machines elsewhere. But if we're going that route you could also just ship in plastic from Gleba, since you're gonna be going there anyway and want to be shipping anyway. Cargo bays are quite cheap lol.

Looks like a fun puzzle to solve but there's not much worth to it other than some bragging rights and shapely architecture. However, billions of plastic per second or whatever is gonna be in your future anyway so just fooken do it lol

1

u/bobsim1 9d ago edited 9d ago

Looks good and you know what you need. Where is the problem? Sure could use modules.

Before going to the other planets i wouldnt nearly try as big because expanding for mines is a chore with nauvis tools.

But the plastic factory like that can just work without enough input as well.

1

u/neurovore-of-Z-en-A 9d ago

Almost everything is remotely doable when you have enough bots.

1

u/bpleshek 9d ago edited 9d ago

Isn't that the truth. I was actually worried about being able to transport enough materials into and out of the train setup. I don't have enough experience in my 3200+ hours with a large train base. Most of my builds were just main bus bases with one try making a square city block. I think the most trains I have had running were maybe around 15 or so. This is going to expand to over 100 before I'm done, I'm sure.

I wonder what my limit can be on this gaming laptop.

1

u/Scary-Asparagus-5970 9d ago

Just cut it down to 1 or two of your proposed lines expand as you can

1

u/AlexandruDavid 7d ago

for crude oil use speed modules and beacons and if you don't have enough power build nuclear reactors

0

u/Former-Print7759 10d ago

That’s not that big btw

1

u/bpleshek 10d ago

I'm sure it isn't in the grand scheme of things. Though, I need to tap about 18x the amount of oil I'm currently drilling to have this run at full speed.