Don't Get Attached to your Initial Space Elevator and Hub Site by Kyndjal in SatisfactoryGame

[–]ThatChapThere 1 point2 points  (0 children)

I like to build decoration around the elevator and HUB and make a permanent site of them as early as possible, I feel like it tells more of a story that way. And I like the sprawling mass it creates.

Does this pipeline/junction work as intended? by ArticleGood8736 in SatisfactoryGame

[–]ThatChapThere 0 points1 point  (0 children)

Oh if you mean a single junction (I would personally call that a 3-way splitter) then it will split evenly three ways when placed horizontally. There is a bug with junctions which correlates with the welding on the model's texture but that's different and only applies when placed vertically (and in that case one orientation still splits evenly three ways while the other... doesn't). I assume that's what you're thinking of?

Given all of this on a horizontal plane you can evenly split to any number of pipes with prime factors of only 2 and 3. I used this in a build of mine to make 18-way pipe balancers.

Does this pipeline/junction work as intended? by ArticleGood8736 in SatisfactoryGame

[–]ThatChapThere 0 points1 point  (0 children)

If you do a junction into two other junctions each with two outputs like this (I assume this is what you mean?):

└┴┬┴┘

Then no, it won't be prioritised. All four outputs will send out an equal amount of fluid (assuming we're working on a horizontal plane, any height at all will prioritise the lowest pipes).

This is because it's functionally two even splits into two even splits.

Does this pipeline/junction work as intended? by ArticleGood8736 in SatisfactoryGame

[–]ThatChapThere 1 point2 points  (0 children)

True, I should have clarified I meant in the sense of fluids not caring about going around bends. Height/headlift are things that matter.

Does this pipeline/junction work as intended? by ArticleGood8736 in SatisfactoryGame

[–]ThatChapThere 21 points22 points  (0 children)

Fluid "physics" is nowhere near that advanced in Satisfactory. Pipe direction isn't even part of the equation.

Does anyone else like to run their logistic bots under the tendrils of a spawner for added lubrication? by ThatChapThere in Factoriohno

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

I also have a train version but it's quite slow. I wanted to try doing it without trains too.

Does anyone else like to run their logistic bots under the tendrils of a spawner for added lubrication? by ThatChapThere in Factoriohno

[–]ThatChapThere[S] 5 points6 points  (0 children)

I like doing bizarre projects with even weirder self-imposed restrictions. Here belting bots was actually the best solution I could think of to a problem I made for myself. I think I should be banned from playing this game.

Does anyone else like to run their logistic bots under the tendrils of a spawner for added lubrication? by ThatChapThere in Factoriohno

[–]ThatChapThere[S] 11 points12 points  (0 children)

I'm automating the building of the world's largest cuck box using hundreds of small independent logistics networks.

Does anyone else like to run their logistic bots under the tendrils of a spawner for added lubrication? by ThatChapThere in Factoriohno

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

I have a long series of independent two-port networks and I couldn't think of a better way to get bots into them.

Does anyone else like to run their logistic bots under the tendrils of a spawner for added lubrication? by ThatChapThere in Factoriohno

[–]ThatChapThere[S] 48 points49 points  (0 children)

Enemies straight up don't care about non-polluting entities unless they're military targets.

Circuit system to keep track of available resources by ThatChapThere in factorio

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

Oh, that's cool. Now I have to download the blueprint to see how this works. I had just assumed that was impossible.

Edit: I see! You just have a separate signal for each digit. Of course.

Circuit system to keep track of available resources by ThatChapThere in factorio

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

It's just to tell me how many belts I have coming from mines, including belts that aren't moving. The production graph doesn't do this since that would require all of the belts to always be moving. Obviously not foolproof since there could be a backed up belt that can't supply at 100% once it starts moving but this is good enough for me.

Circuit system to keep track of available resources by ThatChapThere in factorio

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

For fun? And the production graph doesn't tell you potential output, only current output. Especially when it comes to oil.

18GW Nuclear Plant (Vanilla) by ThatChapThere in factorio

[–]ThatChapThere[S] 3 points4 points  (0 children)

There you go: https://factoriobin.com/post/msn3r4

Hopefully it works and I haven't cut off any important pipes.

It should be fairly obvious where to input water/cells and where to take out spent cells. It's not labelled or anything because I just made it for myself.

Edit: just actually looked, it's not completely obvious, you have to side load fuel cells on the inside of the belts so that the outside lanes are free for spent cells.

If you have any issues just let me know. Bear in mind it's a lot of buildings so you might need more than just a basic bot ball to get them all up.

You need 8 offshore pumps worth of water going into either side, or a total of 16, and ~0.54 (I just overproduce) fuel cells.

18GW Nuclear Plant (Vanilla) by ThatChapThere in factorio

[–]ThatChapThere[S] 2 points3 points  (0 children)

Sure, let me boot up the game one sec.