#Fluid Rate Confusion

15 messages · Page 1 of 1 (latest)

honest fable
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Hi all. I'm working on a dynamic paint mixed for a MAM. It seems like the launchers at the output do not have the same flow rate as the input. Am I just missing something with pipes/fluid? I thought the throughput here would be a full pipe

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Additional screenshot since the first did not have the filled pipes

spare gyro
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PIpe filter has throughput equal to a launcher, not to a full pipe.

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So you need 4 of them per pipe.

honest fable
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yep, just found that after posting. I feel dumb

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That expands the designs so much for a dynamic mixer

spare gyro
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Many player were caught by this, since it's not immediately obvious.

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Yeah, it adds quite a lot of mess...

honest fable
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ugh, thanks for the help

spare gyro
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No worries. Have fun! 🙂

pale dragon
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I kinda gave up on dynamic mixing, and went for mixing beforehand, it has the same problem technically, but less of a mess on the platform itself.

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With a giant reservoir before hitting the MaM.

spare gyro
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Interestingly, I went completely the opposite route. 😄 My first MAM used pre-mixed paints, but the next version was designed to only use base colors and mix on site.
Mainly, the reason was lack of input notches. If you want a full belt MAM, you'd have to use 7 inputs for all the colors, plus twice as many for crystallizers for one layer. I didn't want to add huge platforms just to have enough inputs, and have them empty (with just a few pipes). Using mixers was much more compact.

pale dragon
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True true, but am I wrong to asume that crystals can be done after everything?
Cuz I thought crystals on layer would just be...all empty non-shapez?

So you could technically make this ... by first having the two shapes at correct position, and then feed it through red crystalizer?
Or Is my assumption wrong there?

spare pebble
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yeah that would work, but crystallizer consume twice as much paint as painters if that's the part you're asking about