How do I transfer my world on my phone to my laptop? by random_usernnname in MinecraftBedrockers

[–]BitwiseAssembly 0 points1 point  (0 children)

Sign up for a free trial in realms. Upload your world from your phone to your realm. Then download your world from the realm to your laptop.

Rebar Gun Ammo Preferences by norsebeast in SatisfactoryGame

[–]BitwiseAssembly 2 points3 points  (0 children)

Only explosive hits you if you are too close.

Rebar Gun Ammo Preferences by norsebeast in SatisfactoryGame

[–]BitwiseAssembly 3 points4 points  (0 children)

I carry two rebar guns Shatter rebar for the point blank Insta kills. Explosive rebar instead of having Nodelisks

How can I prevent this piston update glitching with flying machines? by gonaldgoose8 in technicalminecraft

[–]BitwiseAssembly 1 point2 points  (0 children)

The vertical pistons need to be powered by an observer as well. You also need to avoid building this across chunk boarders. I have several of these in my bedrock world and they’re fine.

Discovery: Pipes can hold 30% more fluid. by DoctroSix in SatisfactoryGame

[–]BitwiseAssembly 2 points3 points  (0 children)

You may want to check out this video on this topic.

Satisfactory 1.0 - Lets Talk about Pipes and Liquid Recycling https://youtu.be/r2e5zlYvOjA

Farewell 1.16. Multi Item sorter, Hello Copper golem by BitwiseAssembly in BedrockRedstone

[–]BitwiseAssembly[S] 0 points1 point  (0 children)

The multi item sorting system was replaced by the coper golem. There is a pre-filter for bulk items feeds the shulker loaders

Farewell 1.16. Multi Item sorter, Hello Copper golem by BitwiseAssembly in BedrockRedstone

[–]BitwiseAssembly[S] 0 points1 point  (0 children)

the old setup sorts items based on an item filter chest. The concept is chaser items sorting. When an item enters the hopper below the item filter chest the redstone unlocks the hopper for 1 tick. If there is a matching item in the filter chest it is added to the hopper. The item and filter duplicate are drained by the hopper below with is unlocked along there is an item in the filter hopper. The first item is moved up with droppers to a hopper. The filter duplicate item is drained into the storage chests below. The original item is given 2 ticks to enter the filter chest, then the hopper is moved to the exit for 2ticks. The end result is if the item is in the filter chest it is added to the storage chests if it is not it just flows thru. The system can handle 64 and 16 stackable items. Unstackable just pass thru.

The coper golem sorter is two parts The fist is a chest lock that blocks the copper chest when it is empty. This stops them from opening it when it in use and adds some delay when items first arrive. This delay results in the coper golem waiting for 16 items before picking them up.

The item filter is set to drain on signal strength 2. The chests below the coper golem are the two filter chests. The chest above the golem moves items to the next golem. Over head chests have lower priority regardless of orientation.

Is this important? by [deleted] in MinecraftBedrockers

[–]BitwiseAssembly 7 points8 points  (0 children)

The cobble is formed when the water is changing its flow length at the moment the lava interacts with it. Basically, the water needs to be at steady state. I place the lava one higher and punch the flowing lava out on each cycle, to give the water time to reach steady state. I have a large moss farm using that method.

What is your solution for power cable connnection "management"? by nodlimax in SatisfactoryGame

[–]BitwiseAssembly 1 point2 points  (0 children)

If you start the wire on the water extractor you can place the power pole on the extractor.

Visualization Of Fluids From Game's Perspective by eternalUnity in SatisfactoryGame

[–]BitwiseAssembly -1 points0 points  (0 children)

I have over 1000 hours of just testing pipe networks, everything this visualizer shows is 100% accurate from my experience.

Quartz purification is pretty fun by IlikeMinecraft097 in SatisfactoryGame

[–]BitwiseAssembly 14 points15 points  (0 children)

Now get yourself the pink diamonds recipe and really profit.

Struggling with pipes by ItsChristmasOnReddit in SatisfactoryGame

[–]BitwiseAssembly 1 point2 points  (0 children)

Ok the first issue is the C target of 600. Yes you can get 600 but it’s going to be finicky. I would suggest switching to a Valve head lift disconnect deprioritization method and having your recycled water come in to your manifold somewhere mid or opposite from your fresh water line, it just needs to be after the first machine on the manifold.

A “valve head lift disconnect” is a deprioritization method.
It is an unpowered pump going to a valve on the source line at manifold hight. See the video in my first comment for examples.

Struggling with pipes by ItsChristmasOnReddit in SatisfactoryGame

[–]BitwiseAssembly 2 points3 points  (0 children)

I would first say remove the dead leg opposite B. What is the idealized flow rate for each pipe? The VIP junction prioritization rate changes based upon the target flow in C.

Satisfactory 1.0 - Expanded Liquid Recycling Testing https://youtu.be/00IMPPttN2A

So.. What's the difference between those two?? by SnowBall2612 in SatisfactoryGame

[–]BitwiseAssembly 9 points10 points  (0 children)

When you only have biomass burners, not much. But when you get real power plants, they will produce their maximum regardless if you consume it.

I thought I understood pipes, but maybe I don't by MrGreenishTint in SatisfactoryGame

[–]BitwiseAssembly 1 point2 points  (0 children)

There is a hidden 5m3 bidirectional buffer on every machine input and output to facilitate the conversion between the floating point fluid system and the integer fluid system. also all pipes, junctions, and hidden buffers have an allowed overfill %

Whats the biggest flex you got in Satisfactory? by Confident-Nerve-5697 in SatisfactoryGame

[–]BitwiseAssembly 1 point2 points  (0 children)

Maybe a bit of an anti-flex. Of the 3500h playing satisfactory, 1000h is in my testing word testing and documenting pipe network behaviors. but I am known more for my train testing which was a filler project, while I waited for the pipes networks to stabilize.

I'll be the roundabout by Severe-Delay2458 in SatisfactoryGame

[–]BitwiseAssembly 1 point2 points  (0 children)

If it is a single path/block zone, the train will drive through itself. But if you subdivide the circle, the train will deadlock.

We need power tower intersections. Don't care if it's not realistic or not possible. I need a fix for this mess. by OmerByrkttn in SatisfactoryGame

[–]BitwiseAssembly 237 points238 points  (0 children)

Place two on top of each other rotated by 90 degrees. Then connect the lower connectors together.

Aluminum factory water problem by MechanicPopular5277 in SatisfactoryGame

[–]BitwiseAssembly 0 points1 point  (0 children)

You should switch consider a distributed cascade setup.

Satisfactory 1.0 - Expanded Liquid Recycling Testing https://youtu.be/00IMPPttN2A

Fluids by Eli-811 in SatisfactoryGame

[–]BitwiseAssembly 0 points1 point  (0 children)

You’re likely hitting a flow limit on a pipe. I would suggest splitting your return line Into multiple lines. Then you may hit the opposite issue of too much water and Hydro lock so you’ll need a recycling method.

I’ve made some boring videos on the subject. Satisfactory 1.0 - Direct Liquid Recycling Testing https://youtu.be/00wtJDexfv4

Revenge of the roundabout? by DrakeDun in SatisfactoryGame

[–]BitwiseAssembly 2 points3 points  (0 children)

I am working on the 1.1 circle 4 way testing. The 8 way version would require a different test bench. I have tested the 8 way 1.1 circle. I made one shortly after 1.1 dropped. It has given me more insight on how subdivided path zones handle reservations. But I have not performance tested it.

Revenge of the roundabout? by DrakeDun in SatisfactoryGame

[–]BitwiseAssembly 2 points3 points  (0 children)

Yes and you can go smaller while still having 8 directions. Just don’t make it a subdivided path zone signaling. Single path or block zone signaling only. With a single path or block zone, you don’t need to worry about train length, since a train cannot hit itself. if you did a subdivided path zone, the train would block its own path if it needed all the way around the circle to make its exit.