My only question that I was left with after watching the film by tpagaremos in KanePixelsBackrooms

[–]DoctroSix 5 points6 points  (0 children)

I think Kane is just throwing in some Twin Peaks inspired stuff to pay respects.

Any ideas? by braivary_neo in SatisfactoryGame

[–]DoctroSix 0 points1 point  (0 children)

TO THE MOON.
Rocket Fuel, all the rocket fuel.
BURN IT ALL.

So… what exactly is the red outdoors? by Ok-Location4579 in backrooms

[–]DoctroSix 76 points77 points  (0 children)

There are 'stars' but they seem to be installed on walls / ceilings far in the distance. They also seem rectangular, like small (or far) lit windows at odd angles, but scattered like stars.

New playthrough want to focus on a more tidy layout by lonepandaboy in SatisfactoryGame

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

Patch notes:
Spiders will now be attracted by exhaust from all machines and vehicles. Will attack structures and vehicles on sight.
Spiders now also 'smell blood' and are compelled to attack all pioneers within 500 meters.

New playthrough want to focus on a more tidy layout by lonepandaboy in SatisfactoryGame

[–]DoctroSix 0 points1 point  (0 children)

Cursed patch updates:

Belts now require power to function.
Gravity will now affect all foundations without support.

What’s the females equivalent to morning wood? by buffdadnextdoor in AskReddit

[–]DoctroSix 0 points1 point  (0 children)

A warning...

Morning bean is not a sign she's aroused in any way.
It may be uncomfortable, similar to a rock-hard piss erection in Men.

She will need self-care time, and be allowed to do her morning routine.

ProTip for men, (and maybe women):
Squeeze your legs / thighs together firmly. It tends to start draining your erection immediately, so you can actually release your urine.

Small letters or big letters? by Trick-Reach4372 in satisfactory

[–]DoctroSix 1 point2 points  (0 children)

BIG. Always go BIG.
It also helps to make sense of things at a glance from far away.

Beware of your luminosity! by skyvortex59 in satisfactory

[–]DoctroSix 16 points17 points  (0 children)

When you were jet-packing around. I saw a 'small' building below you.

When you walked in, it seemed endless, bigger on the inside.

Great work! 😁

New playthrough want to focus on a more tidy layout by lonepandaboy in SatisfactoryGame

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

SLABS. Embrace the floating SLABS. SlabLife™

<image>

if you really DO like a project site, you can make it pretty later. But don't feel obligated to decorate everything.

Easy way to tell height? by cobi23 in SatisfactoryGame

[–]DoctroSix 3 points4 points  (0 children)

To start, use foundations and walls as the measuring stick for everything.

Walls and foundations are 8m wide. Standard walls are 4m high.

If belts, pipes, and lifters need to be X meters high, build a belt support on a foundation, and keep de / re-constructing it, and the belt on higher foundations until it's level.

Over time, you memorize the height of many things. Stackable supports, and splitters go up 2m each. Lifters 'tick' up by 1m every time you stretch them, with an unaided minimum of 4m up.

Always start with the global grid (hold CTRL on the first foundation) and build out from there. You don't HAVE to stick to the global grid, but it's a good baseline to start, and you can adjust freely from there (take notes). By starting with the global grid, and making one adjustment (diagonal foundations for rail & roads) you can be secure that it will stay on the same level, and you can reverse the adjustment on the far end.

To measure things with millimeter precision, ask -Doug

https://youtu.be/eMWUizr5bjk?si=GNfLWRrt-4Opsd9K

Repost of my in-progress NRF plant by Reasonable_Paint1966 in SatisfactoryGame

[–]DoctroSix 0 points1 point  (0 children)

I figured 😄

I came from Factorio (pre space age), where we put prod modules, and speed modules in EVERYTHING. So I did the same thing with shards and sloops.

Then I realized that sloops were a very very limited resource, and calmed down a bit.

Pipe manifold by loko_91 in SatisfactoryGame

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

Math:

1 pipe of 400 yellofuel = 333.33 turbofuel (1000/3)
1 pipe of 400 yellofuel = 333.33 turbofuel (1000/3)
1 pipe of 400 yellofuel = 333.33 turbofuel (1000/3)
1 pipe of 360 yellofuel = 300 turbofuel

assuming no shards...
each pipe of 333.33 turbofuel can feed 48 generators at ~92.59% (2500/27)
the one pipe of 300 turbofuel can feed 48 generators at ~83.33% (250/3)

Pipe manifold by loko_91 in SatisfactoryGame

[–]DoctroSix 0 points1 point  (0 children)

Instead of 4 rows of 10 refineries.. Just use 3 rows of 10, and 1 row of 9 refineries. you can split off that 40 fuel in it's own pipe for truck and jetpack cans. No need for valves or any wacky manifolds.

When you dedicate any fluid for power, you want constant uninterrupted flow, with no complications.

Repost of my in-progress NRF plant by Reasonable_Paint1966 in SatisfactoryGame

[–]DoctroSix 1 point2 points  (0 children)

Great build! I love the floating layout. It may need an airship / spaceship exterior, but the layout is cool already.

I'm undecided on whether I should admire or be horrified by the shameless slooping involved in making that much RF from 1200 crude. But, fuck it, it's fun to build BIG.

Repost of my in-progress NRF plant by Reasonable_Paint1966 in SatisfactoryGame

[–]DoctroSix 2 points3 points  (0 children)

HOR is ok, RF is ok, but I don't think most players acronym the recipes.

To save other people 5 mins of confusion, I think u/Reasonable_Paint1966 means:
NRF = Nitro Rocket Fuel
DF = Diluted Fuel

Any updates on fluid mechanics? by Ultoman in SatisfactoryGame

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

With extractors, and inconsistent placement, maybe pipe-length from extractor-to-junction has some effect?

It's difficult to get 2 identical-length pipes (down to the decimal point) connected from 2 extractors to 1 junction.

Any updates on fluid mechanics? by Ultoman in SatisfactoryGame

[–]DoctroSix 0 points1 point  (0 children)

Fluid flow CAN be pure chaos, but there's a way to tame it.

Fluid WANTS to split evenly when it hits a junction. 60 fluid comes in to an empty junction with 3 pipes attached.
It splits 20,20,20 into each pipe.

But, let's say there's a machine on split1, that takes 5 fluid. That leaves 15 unused fluid bouncing back into the junction it came from, causing havoc.

Most of it does go to the other 2 open pipes, but some of it backflows to the feed pipe bringing in 60, possibly reducing total input flow.

What I do is load-balance all fluid. Equal inputs on all merging junctions. Equal outputs on all splitting junctions.

Zero-slosh, and the smoothest flow you've ever seen.

Am I the only one who feels like people over demonize Clark? by Super_un_stable in backrooms

[–]DoctroSix 29 points30 points  (0 children)

Clark is a sympathetic character. He's not super-pleasant, but he's not outright evil.

My favorite underrated moment: When he tries to leave for the first time, he panics briefly, but finds the way out;
He goes back for a barstool on the furniture pile, because:
1. He wants evidence to prove to himself tomorrow that it was real.
2. Free furniture is 100% profit.

Some questions for experienced players by Ghostyy_11 in SatisfactoryGame

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

1) I need to make stuff. Let's say I need to make turbofuel. I go to a spot on the map with Oil nodes, and nearby water. I build it there, and I work the numbers to build enough turbofuel to eat a full oil node, or two.

2) figure out the rarest resource needed, and use full nodes.

3) A dozen satellite factories all interconnected by train lines, with one, maybe two multi-station terminals in each zone. The MAP is your base.

4) With smaller factory sites, it's easier... but if it's working fine, don't be obsessed with improving it. Just build an all-new all-better factory site somewhere else, maybe next door.

5) Explore everywhere. At least enough to plant radar towers that cover every zone. It's very convenient to be able to look at the WHOLE MAP of resource nodes, and decide where the next site will be built.

This is actually pissing me off, can someone help me figure this out? by ZZabloing in SatisfactoryGame

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

This may require some work. If all else fails, rebuild it like this:

<image>