Discussion
So appararently liquid tanks LITERALY decrease troughput, even with junctions
I was working on an decent landing pad setup on PLT when i noticed that when i added more water to the landing pads, the slower they got, i was stunt for a few days until i realaized that THE LIQUID TANKS in the junction transportation were literaly slowing down the whole liquid transportation by 450l/s, using large tanks seemed to not do anything so i dont think its related to the storage cap, if theres anyone who knows how to analaize the code behind ts i'd be happy to see why ts happens, im gonna guess its bc of junction backflow
Perhaps you could post a screenshot of what you have.
Junctions literally teleport water, and have no throughput limitation at all. Every other liquid block synchronizes their liquid capacity with adjacent blocks multiple times per second, so the larger that capacity is the faster liquid is being exchanged, the more throughput the chain has. This makes large liquid tanks the best candidate for making junction sneks change direction.
If you carefully design the pumps and reservoirs (4 pumps per reservoir) and reduce the number of turns, the flow will increase even more. A network like this can be built; in this example, 24 pumps at 180 l/s, with no losses.
Instead of making one long chain of pumps and long chain of launch pads, have several smaller chains of pumps and lunch pads feeding into and out of a single mainwater bus.
And use large tanks for making turns and distributing water out of the main water bus. Smaller chains feeding in and out of it can use smaller tanks or even liquid routers.
Your main water bus will effectively have infinite throughput.
Pipes are typically slightly cheaper, but junctions work much better for main lines. Also, when you want to build regular pipes, first make sure you don't need bridges.
What's the max throughput for the various types of pipe? I've definitely noticed that adding a liquid tank kinda caps throughput at 1000 units/second or so.
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u/pole1177 1d ago