Project P.I.T.T. Automation Guide — Fans, Magnets & Production

Learn Project P.I.T.T. automation with fans, magnets, panels, pistons and launchers. Build reliable production lines, prevent jams and improve throughput.

The official toolkit for automation is magnets, fans, panels, pistons, and launchers. The job is production, throughput, and combo — not a prettier pile of ducks.

How Automation Works

The best Project P.I.T.T. factories are not necessarily the most complicated ones. A reliable line usually has a clear input, one job per section, enough space for physics errors, and an obvious route into The Maw.

Build one module at a time. Test it with a single product before increasing production. If the line fails, fix the section that failed instead of adding more devices around it.

Build in Modules

Treat the floor like a rhythm machine: produce in volume, hold when you need a pile, then release in a burst so the next product arrives before the multiplier drops.

PieceWhat it is for
FansContinuous product movement
MagnetsGathering and positioning groups of objects
PanelsWalls, funnels, floors, and routing
PistonsControlled physical movement
LaunchersHigh-speed transfer
Snap modeRepeatable alignment
Sticky toolsFixing building pieces into position
Panel RackCarrying multiple panels (added in 1.0.5)

This is a function list, not an invented S/A/B/C ranking.

Fans — Continuous Movement

A fan is the first real continuous flow. One well-aimed fan on a short axis beats a ring of fans around a monument. Turns, open sides, and steep drops create collisions. Collisions create ducks that bounce off-map or lodge in midair.

Magnets — Collection and Grouping

Magnets are for stockpile bursts. Hold a pile, then release so The Maw sees a tight streak instead of a drip.

Panels — Routes, Walls and Funnels

Panels make the chute. Sticky tools should go down as soon as panels exist, because unsecured pieces get knocked out of alignment the moment craft speed rises. Update 1.0.5 added a multi-level Panel Rack and improved panel placement.

Pistons and Launchers

Use these when a short fan lane is no longer enough. They are transfer tools, not a reason to rebuild the whole room.

Snap Mode and Object Rotation

Hold middle mouse to rotate. Use R for snap mode when you need repeatable placement. Use G to reset rotation. Since 1.0.5, quickly pressing Reset Rotation twice can place an object flat, which is especially useful with panels.

Preventing Factory Jams

  • Do not stand in the Automater output
  • Keep the path short
  • Give physics room to miss
  • One device, one job
  • If one duck escapes, the route should recover
  • Use Clear Items in the pause menu when the floor is already lost

A scripted Phase 3 event used to damage established automation. Froke removed that event on 20 August 2026 so progressing through Phase 3 no longer punishes large production lines. See the Phase 3 fix.

Building for Higher Combos

Combo logic is the real economy. A combo rises when many products enter The Maw in a short window. The chain dies on a long gap. Later products and candy raise base payout, but volume still beats one expensive item.

Community reports cite about 400 products per minute as a late throughput goal on one clean route. That is a timing target, not an official blueprint.

Automation Checklist

  • Is the input predictable?
  • Can products leave the machine cleanly?
  • Is every device solving one clear problem?
  • Can products escape from the sides?
  • Is there enough room for physics variation?
  • Does the route recover after one bad object?
  • Does increasing production create a jam?
  • Does the final section feed The Maw consistently?

Next: Controls if placement still feels wrong, or Beginner Guide if you have not bought the first upgrades yet.

Project P.I.T.T. Automation Guide — Fans, Magnets & Production — Project P.I.T.T. Wiki