Kayser's Grand Refinery

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Updated
03/01/25
Created
02/07/25

Description

Kayser's Grand Refinery

The Most High-Tech Refinery Available

  • Combines Kayser's Compact Refinery, Kayser's Heavy Oil Cracker, and Kayser's Cracking Auto-Cracker into a highly advanced, versatile, auto-balancing refinery.
  • Compact, rectangular design for minimal space footprint.
  • Fully automatic balancing of Diesel, Naphtha, and Fuel Gas.
  • Highly efficient in terms of construction cost, workers, power, and maintenance.
  • Smart outputs for Rubber chemicals and Gas Boiler fuel that automatically deliver most abundant ingredients and thus assists balancing.
  • Full capacity Sour water stripping for maximum Ammonia, Fertilizer and Acid production and Water re-use.
  • Interconnected exhausts for easy connection to external exhaust filtration.
  • Readily accessible input/output storages for buffering, alerts, and easy mapping and connection of pipes and belts.
  • Stage blueprints for early/mid-game compatibility and incremental development.
  • UPDATED: No Pipe III required.
  • UPDATED: Now includes Acid mixer.

Technical Features:

  • 4 Crude Oil Distillation lanes with full capacity Sour Water stripping, balanced Acid and Fertilizer II production, Hydrogen Reformer, Ammonia "booster" Chem Plant, and possibility to convert any excess Sulfur to Slag. See Kayser's Compact Refinery for full description. (https://hub.coigame.com/Blueprint/Detail/551)
  • 2 Auto-balancing Heavy Oil > Diesel / Naphtha crackers. See Kayser's Balanced Heavy Oil Cracker for full description. (https://hub.coigame.com/Blueprint/Detail/556)
  • 2 Auto-balancing Diesel <> Naphtha <> Fuel Gas crackers. See Kayser's Cracking Auto-Cracker for full description. (https://hub.coigame.com/Blueprint/Detail/560)
  • Extra Sour Water Stripper for auto-cracker.
  • Extra buffer tanks on output (including large Diesel tank).

Input/Output (at maximum capacity):

  • Main ingredient: 208 Crude Oil.
  • Auxilliary ingredients: 3-75 water (net, depends highly on Acid demand); 0-12 limestone; 6-30 Coal (or corresponding amount of other solid fuel).
  • Main products: 96-240 Diesel, 0-120 Naphtha, 0-156 Fuel Gas, 0-72 Acid, 84 Fertilizer II*, and 0-42 H2.
  • By-products that require removal: 0-12 sulfur (or 0-6 slag; total volume depends invesely on Acid consumption).
  • By-products that are released to atmosphere: 36-108 CO2 and/or 6-108 Exhaust; 60 N2.
  • Workers: 232
  • Power: <2.8 MW

*Note: Fertilizer II must be consumed, else residual Ammonia has nowhere to go.

General Usage:

  • Use the highest stage that is unlocked by your technology.
  • Stages 1-9 are plug-and-play.
  • Stage 10 requires manual activation of the Diesel recipe in the Heavy Oil Cracking Units. This is due to internal game mechanics
  • Ensure that Crude Oil and sufficient Water, Limestone, and Coal (or other solid fuel) is supplied by truck or pipe/belt.
  • Ensure that Fertilizer II and excess Sulphur (and/or Slag) is transported away by truck or pipe/belt.
  • Note: Acid, Hydrogen, Diesel, Naphtha, and Fuel Gas can back up without any issues.
  • As your technology develops, place subsequent blueprints on top of your existing one. See detailed stage instructions below. Some steps require removal of intermediate structures.

Other Notes:

  • Maximum combined production of Diesel + Naphtha + Fuel Gas: around 250 (total depends somewhat on exact mix).
  • Given additional fuel and water, about 30 additional High Steam can be produced by the boilers and used for e.g. power, paper, or desalination.
  • The 3rd Sour Water Stripper next to the loose storages has capacity for an additional ~6 Sour Water from e.g. small scale Graphite production. The Sour Water is injected into the sorting loop.
  • Once Heavy Oil cracking is implemented, Heavy Oil is by default prioritized to cracking. This is the recommended setting, because the automatic balancing between cracking to Diesel vs. Naphtha relies on a full supply of Heavy Oil (24/60).

Stages:

  • Pausing or entering planning mode is recommended when placing blueprints.
  • Some stages require preparation, such as removing temporary tanks and pipes. See the prerequisites for each stage below.
  • If the area has been cleared and the prerequisites are fulfilled, no spawning issues should occurr.
Stage Description Technology Required Prerequisites Instructions Other Notes
1 Basic Destiller without coal belt Basic Diesel Clear a large enough area. Pipe connectors mark the area required by the full refinery. Until the next step is built, ensure the Basic Distiller is supplied with coal by truck. Storages downgrades are not an issue.
2 Coal belt Conveyor Belts - Build the coal belt. -
3 Preparation for Advanced Diesel Transports Balancing - Build to prepare for the next stage. Tank downgrades are not an issue.
4 Distillation I+II + Coal Boiler + Light Oil and Sour Water tank (optional) + Preparation for Gas Boiler Advanced Diesel, Pipes II (strongly recommended and assumed from here on) - Build the Coal Boiler and either one of the Distillation I + II pairs. Build the tanks and pipes for Sour Water and Light Oil (both optional), or ensure these products are transported away somehow. Build the other pair of Distillation I + II if/when you need additional capacity. Build the rest to prepare for the next stage. Pipes will be downgraded if you haven't researched Pipes II. These must later be upgraded manually for full capacity. Tank downgrades are not an issue.
5 Gas Boiler + Preparation for Sour Water treatment Gas Combustion - Prioritize building the Gas Boiler. Build the rest to prepare for the next stage. Storages will be downgraded if you haven't researched Storage II. Not a big issue, as it is easy to upgrade later.
6 Sour Water treatment + Acid + preparation for Fertilizer Sulfur Processing - Build the Sour Water Strippers and Acid mixer. Build the NH3 tank (optional) or ensure NH3 is transported away somehow. Build the rest to prepare for the next stage.
7 Fertilizer + preparation for Distillation III Fertilizers Remove the Basic Destillery, its adjacent coal belt and pipes. Reset the Waste water tank content (will become Naphtha) Build the Chemical Plant, Air Separator, and Mixer to start Fertilizer II production. Build the rest to prepare for the next stage. Start taking your Diesel from the long lonley pipe.
8 Distillation III + preparation for Cracking Naphtha Processing Remove the Sour Water tank and its adjacent pipes. Remove the pipes from Distillation II to the Light Oil tank. De-assign Waste water from the Waste water tank. Build the Distillation IIIs to start Naphtha and Fuel Gas production. Start taking your rubber chemical from the mix pipe next to the tanks in the corner. If you plan to use Naphtha/Fuel Gas for power generation, branch off the Naphtha/Fuel Gas mix pipe leading up to the Gas Boiler Fuel Selector.
9 Diesel / Naphtha / Fuel Gas Cracking Reforming & Cracking Remove the Diesel Pipe I section to make room for the large tank. Build the Diesel tank, the Cracking Units, and the second Air Separator first. The rest is to prepare for the last stage.
10 Hydrogen + Heavy Oil cracking + Fertilizer boosting Hydrogen Production Remove the NH3 tank and the Light Oil tank as well as their adjacent pipes. Build the remaining Distillation I+II+IIIs to complete the refinery. Build the Hydrogen Reformer to start hydrogen production. Build the Heavy Oil Cracking Units to start cracking Heavy Oil (Note: You must activate the Diesel recipe in the Heavy Oil Crackers by hand). Build the second Chemical Plant if/when you want to boost Fertilizer II production with Hydrogen. Pipes may need to be upgraded if they were downgraded in earlier stages: Diesel (if using more than 1 distillation row), Sour Water, Fuel Gas, and Fertilizer II (if using all 4 distillation rows). The Mixer and Chemical Plant need to be upgraded if using more than 2 distillation rows. If boosting Fertilizer II production with Hydrogen, the Mixer II does not have any spare capacity to produce Slag unless boosted by Unity.
* Additional upgrades (no blueprint provided) Mixer II, Chemical Plant II, Electric Boiler - Upgrade the mixer and fertilizer plant when possible. If you want to eliminate the need to supply solid fuel or burn petroleum products, the boiler or gas boiler can be replaced with an electric boiler. The NH3 production chemical plant does not need to be upgraded. If you want to replace both the solid boiler and the gas boiler, a total of three electric boilers are required.

Enjoy your balanced petroleum supply!

Revision History:

Version Comment
1 Initial Version
2 Minor bugfix
3 Removed dependency on Pipe III. Moved Sour water tank for simplicity. Fixed minor issues with supports being in the way on Stage 10 when having built incrementally.
4 Added Acid mixer. Re-routed some pipes to reduce cost. Added Hydrogen as an alternative Gas Boiler fuel.

Earlier Versions (4)

Version Copy to Clipboard Release Date Downloads
4 (Current) 02/16/2025 244
3 02/08/2025 36
2 02/07/2025 12
1 02/07/2025 0

Comments (3)

ArammisNB (edited)
So its a very good design for the most part. In my use of it, I have only identified two potential problems. One is that the sulfur has to be manually managed. The fertilizer II does not use all of it, and it creates a flaw. I have to keep some sulfur in the storage because otherwise fertilizer I does not get used up, meaning ammonia backs up, meaning sour water backs up, and then the entire system jams. So i cannot take all of it out. However, I also cannot leave it all in because then the same thing happens as sulfur backs up. I have done some work to find a potential solution, and i believe i have found one. you just want two storages, linked to two different balancers. The first is priority to the internal system storage, the sulfur for making fertilizer II. The overflow goes on to another storage in priority for use in other projects, rubber, etc. If this overflows, there is a back-up burner attached. This would solve the problem. The problem is your build is such a maze of pipes (i honestly don't know how you did it) that I cannot add this fix to it in my world. The second problem is with heavy oil. The system does not currently prioritize turning heavy oil into the resource (diesel, naptha, fuel gas) to be used first. This results in me constantly having to watch it and flare it off when it gets too high because the system would rather turn crude into it, which would be fine, if it were not for the fact then the heavy oil backs up and jams the entire system. Other than these problems, very good build, i use it a lot.
Piraneous (edited)
I'm having an issue with the "auto balancing" of excess naptha, fuel, gas. The two cracking units seem to stop working as they aren't getting both of the inputs they need in any of the recipes at the same time. I've tried to work out why, but holy cow is it hard to follow those pipes. its constantly backing up in the diesel buffer and stalling the whole plant.
Thanks for the comments, guys. Will keep them in mind if I update this, which I may do after U3 drops. See me on Discord for any other assistance. @Piraneous, you need to use at least 96 Diesel or else it will back up. Most people use more than that, especially if you use it for rubber or vehicle fuel. If you don’t, install an external cracking unit or use the diesel to Gold contract.