No Waste Rubber, Plastic, and Petroleum Coke Plant
EA EX  Advanced Other Manifold
With all of the side products, different recipes, and the mixture of fluids and solids, making a good oil processing plant can be quite overwhelming. In this guide, written by Baconmandeluxe you'll find the details to a no waste plant for plastic, rubber, and petroleum coke, so that you get the most out of your crude oil wells.
TotalXclipse 19406 2022-07-03
No Waste Rubber, Plastic, and Petroleum Coke
With all of the side products, different recipes, and the mixture of fluids and solids, making a good oil processing plant can be quite overwhelming. In this guide, I will detail a no waste plant for plastic, rubber, and petroleum coke, so that you get the most out of your crude oil wells.
The main strategy for producing plenty of rubber and plastic is going to be the the use of the recycled rubber and plastic recipes, essentially turning 6 fuel into 6 rubber or plastic. You will also need the diluted fuel recipe, and the heavy oil residue recipe. Which can be obtained via harddrives.
This cyclical process of constantly recycling plastic and rubber is aided by the production of polymer resin from the heavy oil residue recipe, which is then turned into rubber since the residual rubber recipe is cheaper that the residual plastic recipe.
First, all of the crude oil is turned into heavy oil residue and polymer resin using the heavy oil residue recipe. The heavy is then split, with some of it going into blenders which make fuel using the diluted fuel recipe, and some going into a refinery to make petroleum coke. Water will be necessary for the residual rubber and diluted fuel recipes.
The fuel from the blenders then goes into all of the refineries with the recycled plastic and rubber recipes. Any output from the plastic refineries should go into the input of the rubber refineries, with any overflow being your final output. Similarly, any output from the rubber refineries should go into the input of the plastic refineries, with any overflow being your final output. Because of the overflow being the final output, the use of smart or programmable splitters is highly recommended.
Because the heavy oil residue recipe produces polymers also, we will use that to start and maintain the plastic rubber cycle. Since the residual rubber recipe is cheaper in terms of polymer resin, we will use that. An overflow line should be attached to the polymer resin line in case it gets backed up, this can be fed into a sink. Any rubber produced will be fed into the output of the rubber line that goes into the input of the recycled plastic refineries.
Because this is a relatively complex process, the math can get quite tricky, but lucky for you I’ve already done most of it, all you need to do is plug in some numbers. All building counts will be in terms of buildings running at 100%(no overclock or underclock). I will be defining some variables for how much final output you want:
R = rubber/min
P = plastic/min
C = petroleum coke/min
Crude oil/min = (3P+3R+C)/5
Water Pumps necessary = (P+R)/60
Residual Rubber Refineries = (3P+3R+C)/300
Diluted Fuel Blenders = (12P+12R-C)/750
Recycled Plastic Refineries = (27P+12R-C)/1350
Recycled Rubber Refineries = (9P+24R-2C)/1350
Heavy oil residue refineries = (3P+3R+C)/150
Petroleum Coke Refinery = (C)/120
Even though all these numbers seem very random or complicated, I have tested these in game and made sure that they make sense mathematically.
Since many of the numbers will be repeating decimals, I recommend rounding up to the nearest hundredths place on all of the numbers, but rounding down to the nearest hundredths place on the residual rubber refineries.
Since no waste petroleum coke is not possible with this method, make sure your desired petroleum coke/min doesn’t exceed 9P/2+12R.
If you are concerned about the power usage:
Power used = (194P+194R+23C)/60 MW
Since this design almost perfectly uses the crude oil, it is also quite delicate, and one slight change can break or slow down the plant. It is highly recommended that any overflow on the final output line is either put into storage, or a sink.
This type of plant is intended to be used in the late game as several alternate recipes, blenders, and smart splitters, are used. Make sure that no pipes or belts are being overloaded, as this system isn’t very robust. In my 100 of each item per minute plant, the output isn’t consistent and can vary between outputting a full mk 2 belt, and then nothing for a few seconds.
The setup below shows what a 100 plastic, rubber, and petroleum coke per minute, with all of the numbers gotten using the formulas. All of the output is put into a sink because I didn’t actually need it.
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