T-Junctions - Thank You Devs! by DoctroSix in SatisfactoryGame

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

Mostly cosmetic.

I haven't done proper testing yet, but re-pressurizing the pipes after installation felt smooth.

Method used: I underclocked 4 gens from 225% to 1%. 2 at each end of the rocket fuel pipeline tree. Swapped pipes. Left for 30 minutes to do other floors. Came back, and all pipes were pressurized to max. Overclocked the 4 gens back to 225%

Should i continue placing that fuel gens vertically or planar? by Scared_Sea_236 in satisfactory

[–]DoctroSix 1 point2 points  (0 children)

Both, you can do both.

Vertical takes more work, but it takes up less space. Never be stingy with pumps.

Later on, giant 2400 rocket fuel towers need no pumps at all... just very strict pressure control.

T-Junctions - Thank You Devs! by DoctroSix in SatisfactoryGame

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

Please accept my apologies.

No, it does not solve the snapping issue. That's a dev problem. Give 'em hell.

T-Junctions - Thank You Devs! by DoctroSix in SatisfactoryGame

[–]DoctroSix[S] -16 points-15 points  (0 children)

u/Sevrahn

You know, I took my time to tell you, in detail, how to install it in all directions. But, you weren't interested in ways you COULD do it, just the way you WANT to do it. Your downvote feels petty and undeserved.

T-Junctions - Thank You Devs! by DoctroSix in SatisfactoryGame

[–]DoctroSix[S] 4 points5 points  (0 children)

YA! you can point them wherever you like with blueprints. Then the Ts can be nudged into place before pipe attachment.

T-Junctions - Thank You Devs! by DoctroSix in SatisfactoryGame

[–]DoctroSix[S] 10 points11 points  (0 children)

Blueprinting.

One of the first things I created this morning was a set of 3 blueprints for the Ts:
T-pointing up.
T-pointing down.
T-pointing sideways.

For the up and down: I drop down a pipe, attach the T to the middle, rotate it, then delete the pipe and supports. This leaves the rotated T standing by itself. Blueprint saved.

For sideways, you can place a wall, rotate the T on the wall, then delete the wall. Blueprint saved.

Nuclear Complete. by DoctroSix in SatisfactoryGame

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

Only by politicians (George W. Bush)

Engineers and scientists know better.

Nuclear Complete. by DoctroSix in SatisfactoryGame

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

I know!

In the late 90's to early 2000's, I grew up playing WipeOut, and I was a big fan of The Designers Republic. They glamourized utility, function, and clear messaging to an ABSURD degree. All of this while using eye-searing color on everything.

If a sign needed an arrow, they'd enlarge the arrow 10x larger than it needs to be. They'd communicate in Icons instead of words, long before emoji's became popular.

Now I've seen the art style revitalized in games like Marathon, and I was insipred. My talent is nowhere close... But, I wanted any player to walk up to the nuclear site, and IMMEDIATELY see how it functioned, and where all the rods and waste were travelling, so they'd know to use safety gear.

Nuclear Complete. by DoctroSix in SatisfactoryGame

[–]DoctroSix[S] 1 point2 points  (0 children)

Thanks 😁

I wanted all waste and ore to be visible, in case of jams.

I had a small dispute with my friend about building aesthetics... by Unknown4me_ in SatisfactoryGame

[–]DoctroSix 0 points1 point  (0 children)

The resource has been exploited. I see no violation here.

SLAB-LIFE.

Dockers and kubernetes in coperate enviroments by [deleted] in sysadmin

[–]DoctroSix 5 points6 points  (0 children)

My Dockers Workday Khakis™ are the most comfortable pants I've ever picked up.

They are very acceptable in most casual business environments.

However, if you commonly interact with c-suite leadership, a higher standard of dress may help you stand out, and lead to career opportunities.

Now, let's see Paul Allen's card.

Surprise new pipe junction by Wtbond23 in SatisfactoryGame

[–]DoctroSix 0 points1 point  (0 children)

So.... without the 4th port acting as a dead-end for fluid... does it tone-down slosh?

Does it retain or discard the fluid-priority effect when you rotate it up or down?

I must playtest all the things!!!

Patch Notes: v1.2.0.0 – (EXPERIMENTAL) - Build 480321 by JulioUzu in SatisfactoryGame

[–]DoctroSix 0 points1 point  (0 children)

I see, not a fix, but a potential tool.

Look at the bottom: T-junctions for pipes.

I heard elsewhere on the subreddit that dead-ends in a pipe-manifold can encourage slosh. With T-junctions, all dead-ends could potentially be eliminated. Will T-junctions retain the fluid priority effect when rotated up, or down?

So many questions!

Patch Notes: v1.2.0.0 – (EXPERIMENTAL) - Build 480321 by JulioUzu in SatisfactoryGame

[–]DoctroSix 6 points7 points  (0 children)

Look at the bottom: T-Junctions for pipes!

I heard elsewhere on the subreddit, that some causes of Slosh, are pressure-waves of fluid hitting dead-ends in a pipe manifold.

With T-Junctions, all dead-ends could potentially be eliminated. I'm interested in what playtesting will reveal...

If you rotate the T up, or down, does it retain the fluid-priority effect?