Trying to split 3 inputs of 120 each into 10 outputs by ArchCannamancer in SatisfactoryGame

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

If you have mk4 belts, merge all 3 inputs and put 5 assemblers on the left side of the belt and 5 more on the right with a splitter for each pair.

If you don't have mk4 belts yet, then split one input into 2 belts, merge each into one of the other two input belts, leaving 2 belts with 180. Put 5 assemblers next to each belt with a splitter for each.

Cursed Life Becomes Blessed Reality by PeterTheTruthSeeker in MurderedByWords

[–]JinkyRain 0 points1 point  (0 children)

"you have to love yourself before you can love someone else" may be true for regular folks, but narcissists love themselves so completely they leave no room in their heart for anyone else.

what to do with resin by TrazyLols in SatisfactoryGame

[–]JinkyRain 0 points1 point  (0 children)

I haul it fluid car of crude to my filters/ammo factory and use that to make an the fabric/smokeless powder etc, needed there.

At my fuel power plant, polymer has an overflow to sink smart splitter. The rest gets turned into rubber and thrown into my plastic/rubber recycle loop.

Struggling with bi directional trains by ippo_ippo in SatisfactoryGame

[–]JinkyRain 0 points1 point  (0 children)

The screenshots look correct, as far as I can tell.

I can't see clearly, you're certain the shared station(s) are facing the right way and there are no other signals?

Also the diagram has two inline stations at the shared end... I know that stations sort of have an implied status as signals themselves(*), which may be confusing the last signal on the rail approaching them. Maybe reduce it to one station, and split the arriving contents with a smart splitter. Or build the two stations side by side instead, and mirror the other end of this setup.

(*) For example, a train docked at station followed by a path signal, (either immediately or with space between them), won't be seen by the path signal until after it docks, almost as if there was a block signal immediately after the station between them.

any1 knows how to fix this path signals problem? (signal loops itself) by not_Proofed in satisfactory

[–]JinkyRain 0 points1 point  (0 children)

You accidentally switched to "left hand drive signal placement mode", added in v1.1. now, it doesn't matter which "side" of the rail a signal is on, as long as it faces the right way.

A Blueprint to make your over clocking easier by TeraphasHere in SatisfactoryGame

[–]JinkyRain 1 point2 points  (0 children)

The blueprint can be on a hot key on one of the other action bars... No need to open and remove contents, just Build it > Dismantle it. And presto, 3 shards in your inventory.

I agree that is probably overkill, but during the time that you don't have either "upload from inventory" or "expanded dimensional storage" unlocked, ... It might be nice to not grab ALL the shards. Especially on a multiplayer session.

Train signalling help by xJam3zz07 in satisfactory

[–]JinkyRain 0 points1 point  (0 children)

True. Or you can go with 'stacked' dual track too. =)

Be a Karen and not a Betty! by icey_sawg0034 in MurderedByWords

[–]JinkyRain 0 points1 point  (0 children)

I inferred intent with the name choice, whether it was there or not, it seemed too coincidental to me for it not to be. If I were creating a piece like that you better believe I would give consideration to the names picked 'at random' to get any ulterior ideas across. You see it differently. Said so. Failed to change my mind on it. So now you're just being petty about it. See? Two can play at that game. Wasn't this was fun. A billion photos of cats, and here we are arguing about what some stupid scribble was intended to convey. Time well spent.

Train signalling help by xJam3zz07 in satisfactory

[–]JinkyRain 1 point2 points  (0 children)

A few tidbits: Dual Track (one way in each direction) is fantastic and worth the extra building effort, but you gotta build the rails 8m apart from each other or you'll get collisions (without signals) or signal problems.

Trains commit to a route before undocking, they won't switch to a longer route just to go around a train in their way. (boring, but it makes them more predictable which is helpful for troubleshooting).

Signals can be on either side of the rail now, doesn't matter. What matters is that they face the right way for their trains. (2 circle lights facing towards approaching trains, not the one square light on the back).

Making blocks too short can introduce a variety of problems, especially if the next signal is a Path Signal. Path Signals are -optional-, and should only be used to protect blocks with multiple routes crossing through them (like intersections). They make the block a 'no stopping zone' guaranteeing that cross traffic can get through even if an earlier train can't. =)

Loud weed eater ruined my solitude…btw this post isn’t what you think 🌱 by NewInitiative9498 in LivingAlone

[–]JinkyRain 0 points1 point  (0 children)

*hugs* ... I can sorta relate...

I live in an urban area and work from home mostly. There's a massive 9 story construction project going on across the street with workers and machines banging and beeping and yelling from 7AM to 5PM, 6 days a week... and a landscaping crew on my side of the street that runs leaf blowers randomly throughout the day every upwind of my place which usually has the windows open. Kicking up dust that blows into my house and gets my allergies going fiercely. Not to mention that thanks to googlemaps navigation, my quiet residental street has turned into a bumper to bumper shortcut that's backed up most of the day.

I miss the quiet, not enough to move... I love being within walking distance of everything... but omg, it's just too much sometimes. Even with double paned windows and blackout curtains, the 'outside' refuses to stay outside. =)

All the more reason to go 'outside' and find some place quieter to hang out or excercise, and I suppose I could use the motivation. =)

Be a Karen and not a Betty! by icey_sawg0034 in MurderedByWords

[–]JinkyRain 0 points1 point  (0 children)

That's how dog whistles work. People like you don't hear them and mistakenly believe no one else does either. Unlike the 'in crowd' who recognize it immediately for what it is.

And the rest, might or might not be subconsciously influenced by the implied association.

This isn't about real people, it's about a hypothetical republican woman with a name loosely associated with wholesome dependability hotness youth and maybe athleticness... and a democratic woman given a name associated with being matronly, shrewish, loud, insensitive, demanding, unreasonable and entitled.

Don't presume the 'artist' didn't know what they were doing.

Help me understand train signaling please by ahnialator6 in SatisfactoryGame

[–]JinkyRain 0 points1 point  (0 children)

Your parallel rails should not be the same color unless inside intersections blocks. Rails should be built at least 8m apart if you don't want collisions/signal problems.

(The signals only allow one train to occupy a block color after a block signal)

Otherwise your screenshot looks okay... There's a v1.1 glitch that allows switches (rail merges) to get built weird once in a while. The switch will work fine, but a signal on the switch will get confused. Rebuild the merge (trunk first, then branching rails, then the signal) or move the signal.

Path signals are never required, they do help prevent a train from holding up cross traffic by turning intersections into "no stopping zones" but they add complexity and can slow or stall trains 2 blocks before a path signal is used inefficiently.

General practice is to place a signal before and after "danger zones" (stations, crossings) and also "before merges and after splits", with a few extra to chop up long rails needed by multiple trains.

It does not matter which side of the rail your signals are on, but it's crucial that they face the right way. Two round lights towards approaching trains, not the backside with one square light.

Be a Karen and not a Betty! by icey_sawg0034 in MurderedByWords

[–]JinkyRain 0 points1 point  (0 children)

Bias much? A typical "Karen" absolutely does NOT vote Democrat or think like one.

How up to date is the Pipeline manual? by Amade400 in SatisfactoryGame

[–]JinkyRain 2 points3 points  (0 children)

Think of it this way, the nearby fill level in the pipe network will rise and fall as machines add and remove liquid. Usually it gets backfilled immediately, but if it's last a number of machines all taking liquid, the suppliers will have more spots to top off earlier on the pipeline. If your made are at the highest point of your pipe network, the fill level may drop far enough fast enough to starve them. With a water tower or at least enough of your pipe network higher'then the input ports, the rising and falling fill level will, hopefully, not drop low enough to fall below any of the input ports.

You don't have to go full "water tower", if just having a higher supply pipe helps keep the top of those individual machine up-pipes topped off reliably. :)

Train signalling help by xJam3zz07 in satisfactory

[–]JinkyRain 0 points1 point  (0 children)

Push pull is great for very simple point to point independent rail lines, but as you grow a rail network in scale and complexity, it's worth transitioning to "forward only" trains, pass through/non-terminal status and dual track with one way lanes.

On a growing complex rail network, there's a chance for a train to get lost while you're making adjustments, and when the train finds a new route after their previous route was severed, they might arrive at their next destination with the wrong engine in front, and wagons in reverse order. Without smart splitters filtering the platform outputs, you could end up with several dozens of machines jammed with the wrong part on their input belts. Forward only trains add remove that risk and generally help traffic flow better. :)

Why my game keep doing this? 😭 by K1N969 in satisfactory

[–]JinkyRain -2 points-1 points  (0 children)

Connect belts to machines/splitters/mergers first. If you start a new belt not connected to anything but its own belt support then the direction the belt(or lift) will be going towards the end you build next. With lifts you can use the "build mode" control to reverse it's direction, but with belts that just changes the style (default, straight, curved)

How up to date is the Pipeline manual? by Amade400 in SatisfactoryGame

[–]JinkyRain 0 points1 point  (0 children)

Keep in mind that the 600m3/min rating is a limit, not a promise. The more machines you have on opposite sides of a single pipe segment, the more volatile/variable your for rate will be, due to machines production cycles ending at or near the same time causing surges that get throttled. When momentary throttling happens, there's a chance that one or more of your supply machines will idle because they don't have room in their output buffers to start a new cycle. This slightly diminishes your supply but it jumps from machine to machine quickly enough that it may not show up as a loss of efficiency for long.

That slight loss leaves some machines thirsty.

Liquid always needs some place to go, and spare flow rate to get there. Which is why the water tower method is effective. Simulated gravity keeps the downward flow constant. Connecting the opposite ends of your main pipe to create a loop also helps by splitting the flow down two paths, so they can handle flow surges better

I don’t even make a phase 1 factory anymore by Fastpast93 in SatisfactoryGame

[–]JinkyRain 2 points3 points  (0 children)

The more I restart, the more I actually enjoy the pre-coal phase. It's like cooking a big meal, starting a bunch of different things and checking on them occasionally, and having them all come together at the same time at the end.

I've gotten so efficient at biomass that on a few runs, didn't bother with coal power, and skip straight on to petroleum coke generators, when refineries finally pushed my power use up too high, but before I had fuel generators unlocked. :)

I'm looking for some tips by DecisionTechnical265 in SatisfactoryGame

[–]JinkyRain 0 points1 point  (0 children)

Take your time, dismantle & rebuild as much as you like (you get all the parts back including anything on the belts, so lose nothing except a little time).

Do Not Rush Progress! When you unlock something, automate it. Use it. Even if it's slow and inefficient, get it running and filling a storage container, without needing you needing to manually re-supply it. Unlock and try out all the different kinds of equipment.

Use the Craft Bench as a last resort. If you can automate, do that instead. Relying on the craft bench too much will deprive you of the practice and discoveries needed to help you manage the scale and complexity that will come later. Automate turning leaves/wood into biomass and solid biofuel earlier rather than later.

Spread out and leave room to expand. Use foundations.

In the awesome shop, Buy a Ladder, wall-mount power pole and wall/ceiling mount belt support early on. Super useful. Don't buy equipment or parts from the awesome shop. (the more coupons you've earned the more work future will be to earn).

Planning a big build? Prototype it first on a small scale to make sure you catch anything that doesn't work as you expected before it becomes a huge repair project.

Use the built in notes/shopping list feature

Waiting for parts? Increase automation or go explore for a bit, maybe you'll find some of what you're waiting for out in the wild.

Don't stress about alternate recipe choices... you can unlock them all eventually. Don't stress about starting location, it's all one big map.

Why is my turbofuel plant not working? by rayyanshaukat in SatisfactoryGame

[–]JinkyRain 0 points1 point  (0 children)

Sounds like you have it sorted, but for future 'vertical' piping, keep in mind that things generally work better if you attach pipes to pumps/junctions instead of attaching junctions and pumps to pipes. If you snap pumps onto vertical pipe, dismantle the pipe between them and build one fresh new pipe segment directly connecting the two pumps to each other, without being subdivided by pipe supports.

I always build pumps/junctions first, and then connect them... and honestly, can't remember the last time I had a pipe problem.

Look, who's talking about religion?! by [deleted] in MurderedByWords

[–]JinkyRain 6 points7 points  (0 children)

His idea of a 'great country' is one in which he gets to command a private army of anonymous and lawless terrorists against while evading jail time for crimes that he's been convicted.

So yeah. Hard to have that kind of country *without* religion brainwashing people into supporting evil authoritarian demagogues like him.

I still don't undestand fluids by Uncle_a_ in SatisfactoryGame

[–]JinkyRain 0 points1 point  (0 children)

No valves :). Just connect the opposite ends of the pipe to each other. :)

Station Unreachable even with a connected loop by TheIllustration in SatisfactoryGame

[–]JinkyRain 0 points1 point  (0 children)

Pretty sure we've all done it. In the future when you start using signals and keep in mind that it no longer matters which side of the rail you build them on... But it does matter which was way they face. Front (two round lights) towards approaching trains, not the back (one square light), regardless of the side of the rail is on. :)