This is one of most frequently encounter bugs, with a mention in the "Known Major Issues" section of the patch notes for many months. From the 0.7.8.0 patch notes on Steam:
Here's a video demonstration of the problem, to clarify things, which affects the new refineries too, and some example setups that successfully circumvent the issue.
Notes:
(1) Of the failed setups, having 2 refineries in sequences does actually work (in this simple example), if you place them adjacent, with no gap between them. But the alternating refinery allocation behaviour (shown) seems to cause more problems elsewhere, in more complex setups.
(2) Inserting a refinery in a break in a conveyor will force all chunks heading to it to wait until it's ready for the next one. Good for a refining-selling base. And be used with crafting as a secondary rout to a fabricator, but will probably cause additional issues.
(3) Have the refinery output directly to your Fabricator and input from the end of the conveyor, so it automatically pauses, without needing a secondary route for non-refined resources (you would need other refining provisions to supply component factories).
(4) Pre-refine all resources (best option, mid to late game, as only a few low level blocks require raw resources). Refinery also appears to run continuously in this setup, with no pause after 5 chunks!?
So this issue isn't a fundamental refinery limitation, it seems...?
Other bugs shown here:
(a) Isolated conveyor blocks have no intrinsic direction, but wrongly show as moving blocks towards the front of the tech (behaviour explained here).
(b) Contents of silos sometimes flip on game reload: bug report.
Previous threads on this bug:
Refineries attached to the side of a continuous stretch of conveyor will only take 5 chunks consecutively, before pausing for 1 second (1 crafting cycle 'tick'). This allows an unrefined chunk to move past the refineries input port and block the output port, jamming the refinery and the conveyor system with unwanted, unrefined chunks.Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Here's a video demonstration of the problem, to clarify things, which affects the new refineries too, and some example setups that successfully circumvent the issue.
Notes:
(1) Of the failed setups, having 2 refineries in sequences does actually work (in this simple example), if you place them adjacent, with no gap between them. But the alternating refinery allocation behaviour (shown) seems to cause more problems elsewhere, in more complex setups.
(2) Inserting a refinery in a break in a conveyor will force all chunks heading to it to wait until it's ready for the next one. Good for a refining-selling base. And be used with crafting as a secondary rout to a fabricator, but will probably cause additional issues.
(3) Have the refinery output directly to your Fabricator and input from the end of the conveyor, so it automatically pauses, without needing a secondary route for non-refined resources (you would need other refining provisions to supply component factories).
(4) Pre-refine all resources (best option, mid to late game, as only a few low level blocks require raw resources). Refinery also appears to run continuously in this setup, with no pause after 5 chunks!?
Other bugs shown here:
(a) Isolated conveyor blocks have no intrinsic direction, but wrongly show as moving blocks towards the front of the tech (behaviour explained here).
(b) Contents of silos sometimes flip on game reload: bug report.
Previous threads on this bug:
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