#1x1 - Single Floor 4 Lane Painter - Stackable to 1x1 12 Lane Painter with a nice layout
135 messages · Page 1 of 1 (latest)
Blueprint Infos :
Version :
1095/0.0.7, Blueprint type :Platform, Blueprint cost :800, Platform unit cost :2
Building count :172, Building size :15x16x1, Building tiles :188
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Number4,PlayerLevel,Number4,building.PainterDefaultVariant
This is perfect, even with a row to spare, amazing work! 💪
is this not pipe-limitted?
i’m not sure if the rules for pipes and throughput limitations are similar for belts, but this looks like it would be bottlenecked to only allow the throughout of 6 painters
(i can’t tell if the photo is taken at steady state)
pipes seem to work kinda weird, a single pipe can transport 4.8 fluid launchers worth of fluid, so with enough input launchers it could supply 19 painters (why the extra 0.8? no idea)
thanks man I got inspired by your design, got me to think in a different way than what I was onto to unstuck myself !
the photo is taken in a steady state and it will deliver the full belt flow on all 4 belts, pipes can carry way more than belts
BTW : in the linked BP the bottom belts are made symmetrical to the upper ones
i just tried it out. it works great. ty
This time I got inspired by your revolutionary approach and made a more compact version:
All we're aiming for now is straightening routes, reducing building count/bp cost to make it as efficient & cheap as possible. Multiple colour channels as still very unlikely (colour input only on one side). At this point we're reaching an ideal state, thanks to you! 🤝
Blueprint Infos :
Version :
1095/0.0.7, Blueprint type :Platform, Blueprint cost :2,805, Platform unit cost :2
Building count :450, Building size :15x16x3, Building tiles :498
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :building.PainterDefaultVariant,toolbar.buildings.category-building-toolbar.category-Decorations, <empty>, <empty>
noice
Fantastic teamwork 🔥
also still no cursed jumps that's a +
Oh i see what I missed, the 1 bloc lateral offset between the top and bottom part
i think the only other optimization here is to minimize BP point cost for higher difficulties
but this looks pretty optimal
Bro casually dropped the greatest painting blueprint I’ve ever seen
wait till you see what i'm cooking
Stop I’ll die 😭
nah honestly i'm trying stuff but it's not working yet haha
had a super great one but it required paint from both sides
I see
there was just one tiny space in the middle missing for a pipe to go through
i destroyed it lmao
i will redo it for you
i don't think its bringing anything new tbh
ping
but it totally got a central symmetry 😏
It does, yeah it's mostly variations of your new genius principle. I wonder if it can be applied/repurposed in other areas...
after this, the main other painter to be made is one that flips the ports
so fluid and input solids can be on opposite sides
T shape with input on top and exit bottom ?
well, i've been trying for 3 hours and nothing new comes up to my mind
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :669, Platform unit cost :2
Building count :150, Building size :15x16x1, Building tiles :166
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Platforms, <empty>, <empty>, {RuRuRuRu}
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Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :704, Platform unit cost :2
Building count :156, Building size :15x16x1, Building tiles :172
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Platforms, <empty>, <empty>, {RuRuRuRu}
Actions :
[View in 3D]
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :681, Platform unit cost :2
Building count :152, Building size :15x16x1, Building tiles :168
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Platforms, <empty>, <empty>, {RuRuRuRu}
Actions :
[View in 3D]
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :681, Platform unit cost :2
Building count :152, Building size :15x16x1, Building tiles :168
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Platforms, <empty>, <empty>, {RuRuRuRu}
Actions :
[View in 3D]
Couldn't find anything better than this. This is the most optimized for now !!
ker
The last one might be the smallest in terms of footprint (if shifted towards the fluid input by one 😉 ), you'd have a row & column to spare!
However, the BP cost is solely based on building count:
ceil((building_count-1)^1.3)
At a building count of 149 (in my version 1 pipe is superfluous) the cheapest cost rn is around 663 (1 floor).
indeed 🙂
pper
I was able to shave off a couple of buildings on each layer making the blueprint slightly cheaper.
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :2,733, Platform unit cost :2
Building count :441, Building size :15x16x3, Building tiles :489
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Platforms,building.PainterDefaultVariant, <empty>,Number3
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :2,708, Platform unit cost :2
Building count :438, Building size :14x16x3, Building tiles :486
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :building.PainterDefaultVariant, <empty>, <empty>, <empty>
you might be able to reduce the count a bit more with a launcher on the far right
as every launcher setup saves 4 units if it properly replaces a straight line
But then you would skip the painter.
downstream of the painter
it might only save 1 building, after accounting for the overhead of the extra belting
yall are honestly crazy with these optimizations
it’s just a crazy BP
yeah but yall are taking the crazy bp and shaving off buildings like its nothing
usually V1 just tries to get everything hooked up, which is the hard part. Minor alterations given the space is easy in comparison.
I suppose
darg0 is the real MVP
(not to belittle other people’s contributions)
i sketched it out, and the launcher replacement I proposed does not help. 🤷♂️
do you count the launchers for input and output as buildings per floor?
this
i would expect so, but removing those isn’t realistic
they are effectively a guaranteed part of the BP
yes, its part of the bp
okay so the best currently is 146 per floor?
144
after jupiter
obviously more optimization reduces symmetry
OP had 172/floor, with high symmetry
it might be possible to shave off like 1-2 belts, but will definitely increase the spaghetti factor
i will say there is stil one major BP like this which remains
which is a variant with the two solid in/outputs being adjacent
ok
i made one as a 1x2, but based on this thread, I’m pretty sure it will be possible to do 1x1
While I'm firmly certain 144 will remain for a while, let's expand with a new oppposite Inputs variant (it also doubles as a 'curved output' variant if belts/painters are reversed):
Still in its infancy, it's a proof of concept with mixed outputs but stackable:
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :3,378, Platform unit cost :2
Building count :519, Building size :15x16x3, Building tiles :567
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :building.PainterDefaultVariant, <empty>, <empty>, <empty>
Damn it. I tried to make it whole day.
For a lot of these hyper-optimized BPs, I forsee the next steps to really be different orientations of in/out ports
I'd really like to see a 1x1 24-12 stacker with the two inputs next to each other instead of opposite for easier chaining of stacking operations
I suspect that is impossible.
everyone's mission in this channel is to 1x1-ify every full belt building island
Everything seems impossible until it's done.
Who knows what new instruments we'll get until 1.0. For example, adjustable launchers.
best crystalizer i saw is a 1x2
best stacker i found is a 1x1 side output
who ghost pinged me
'who ghost reacted me'
you're giving me too much credits haha, anyone would have figured that out in the end ! i could not come up with the later improvments you guys had even though i spent an entire evening on it lmao
this is currently my favorite blueprint I've seen! It's just so pretty and perfect. I use it everywhere! 😄
glad you like it !
r
Where is the 1x1 side output stacker
👀 👀 👀
i think I did smthing
lots of jump collisions but i don't think we can do this without
look at this
I believe this is 1 building more per layer than hybrids design.
But I can already see a building that can be removed.
nvm
hybrid made an adjacent shapes input/output design ?
Oh sorry I didnt realise they were different input/outputs.
yeah that's a new layout !!
Nice design then!
but I do see a way to save a building lol
move the launcher on the far right one square south.
and reroute the belts
yeah there must be a lot
I dont know. Looks close to optimal for this painter layout. Maybe some shuffling of the painters can shave off another few buildings.
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :800, Platform unit cost :2
Building count :172, Building size :15x16x1, Building tiles :188
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :building.PainterDefaultVariant,PlayerLevel,ArrowDown,ArrowRight
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :788, Platform unit cost :2
Building count :170, Building size :15x16x1, Building tiles :186
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Number1,PlayerLevel,ArrowRight,ArrowLeft
ok wait i just figured out what Hybrid said, opposite inputs can turn into curved if you juste reverse the belts 🤦♂️
i took that one down to 165
Good job

No mixed output - Shapes from the same belt, exit on the same belt, order is different at the exit though
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :812, Platform unit cost :2
Building count :174, Building size :15x16x1, Building tiles :190
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :PlayerLevel, <empty>,building.PainterDefaultVariant,toolbar.islands.island-layout.Layout_RailNode
(easily goes to 170)
Also this makes for clean train painters
you can still do designs like that with the adjacent inputs variant by just moving the unpainted shapes train to unload from the bottom instead of left side. it stays the same overall size
but it is nice to have more options depending on what fits best in a specific area