#1x1 24-12 Stacker No Collisions

207 messages · Page 1 of 1 (latest)

lofty crater
zenith geyserBOT
lofty crater
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So if anyone manages to decrease the building count. I'd be happy to hear about it.

dark crater
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this thing is seriously impressive

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congratz

lofty crater
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Thanks, it took me way too much time lol.

dark crater
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i didnt believe it was actually homogenous inputs at first but it is

lofty crater
zenith geyserBOT
# lofty crater I fixed a small unnecessary asymmetry.

Blueprint Infos :

Version : 1095 / 0.0.8, Blueprint type : Platform, Blueprint cost : 2,822, Platform unit cost : 2
Building count : 452, Building size : 16x15x3, Building tiles : 536
Platform count : 1, Platform size : 1x1, Platform tiles : 1
Icons : Platforms, building.StackerDefaultVariant, <empty>, Number3

dark crater
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im trying to play spot the difference and i cant notice any

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ah

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found it

copper mulch
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(without labels & trash for direction indication that is, which is what is represented by what I linked)

dark crater
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this one has launchers through lifts

copper mulch
dark crater
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which is probably okay, but an unknown

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what is or is not considered collision has yet to be determined

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i hope that launchers through lifts will remain

copper mulch
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yeah

dark crater
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but there is a world where it doesnt work

lofty crater
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Avoiding lift collisions was the hardest part of this. I also hope launchers through lifts will remain but personally, it would make no sense to me if launchers collide with stackers but not lifts.

copper mulch
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how long did you end up spending on it

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it looks like you took a totally different approach than mine or Sikerow's one and did a 3 3 cluster layout on the bottom and then a 3 3 cluster rotated on the layer above it

lofty crater
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Like 3-4 hours. I had most of it done in 1.5 hours but had an issue I couldnt solve. I went to bed, woke up, and solved it in like 15 minutes.

dark crater
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the only "issue" that remains with these designs is that they thoroughly jumble which shapes go to which output

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its not really a problem in a practical sense but many people like to keep belts segregated

lofty crater
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Yes but I figured it doesnt matter.

copper mulch
lofty crater
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I have a 8-8 2 high design that keeps the input belts together. As in opposite belts go to the same 4 bent stacker array.

copper mulch
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so the northmost left notch will act as the bottom for the northmost right notch

dark crater
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this one has homogenous notches aswell

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the earliest 12 belt stackers had mixed notches

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a notch is a full set of 12 belts

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not the individual catchers

copper mulch
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oh

lofty crater
dark crater
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1 belt is processed by these 4 stackers

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but each pair of stackers here outputs to a different belt

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so the inputs from 1 belt are scattered amongst the outputs

lofty crater
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I see. For me these kinds of solutions are most fun to find.

fossil crater
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I'd say in order of flexibility the most important is having the notches segregated, with having the floors of each notch being segregated as a nice to have, and each individual belt on each floor being segregated being even nicer

copper mulch
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Yeah for this one the northmost right 3rd level is shared as the top for northmost left 3rd level and northmost left 2nd level

dark crater
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floor by floor is nice because it guaranteed that 1 train-unloader of crates will perfectly load up another crate in the next step

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without separating floors, this can turn out to not be the case

lofty crater
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To me the most important thing is using as little buildings as possible. This design was not aiming to accomplish that. I just wanted something that works.

copper mulch
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I wonder if it's possible to match them up like my design is doing while also avoiding launchers through elevators

lofty crater
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It's probably possible but it requires quite a few extra buildings.

dark crater
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honestly i think floor-by-floor is more important than belt-by-belt
because if you have a belt-by-belt design but the corrosponding belts are not on the same floor

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then you lose the train crate guarantee even still

copper mulch
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floor by floor?

dark crater
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yeah so like, all floor 1 inputs are floor 1 outputs

lofty crater
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I havent played with trains yet lol. So I have no idea what this problem entails.

dark crater
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lemme see if i can find my pics

copper mulch
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I might take inspiration from the way this blueprint does stacker clusters

lofty crater
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What is a stacker cluster?

dark crater
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i loaded exactly 1 crate of input per floor into my 12 belt stacker, but because of simulation lag or whatever other inconsistencies, the floors did not perfectly distribute the outputs
ive tested in a sandbox/empty world and it does work, so this was due to some form of lag or something

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but because my design isnt floor by floor

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i lost 1:1 train crates

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not a problem if you are making continuous throughput regardless

copper mulch
# lofty crater What is a stacker cluster?

I was experimenting with a lot of designs earlier (I actually ended up making the final one pretty early in but I wasted a lot of time on designs that didn't work 😭)
I consider a cluster to basically just be the "cluster" of the 4 bent stackers

lofty crater
dark crater
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no

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i hope it will, but the fix is not so simple

copper mulch
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The one I have has 4 clusters with 2 clusters on top of it in the same orientation and then that's mirrored on the back side

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the oldest 12-12 has 3 clusters with 3 clusters on top

fossil crater
copper mulch
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which seems to be very bad since it creates a lot of spaghetti

copper mulch
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I might have misunderstood

fossil crater
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as in floor 1 on both inputs = floor 1 of output, etc

copper mulch
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Ah

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yeah mine doesn't do that

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I was thinking of something else

copper mulch
lofty crater
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I actually dont know if mine does that.

fossil crater
copper mulch
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I wonder if it would be optimal to do 4 bottom 2 on top rotated

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or if that is at least just another valid layout for the stackers

fossil crater
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it'll certainly be an achievement for whoever can design the first 1x1 24-12 stacker with independent floors or even independent belts

copper mulch
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I also have a list of axioms for 1x1 12-12 stackers

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to help design them

lofty crater
dark crater
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honestly i'd be interested in a belt-by-belt 1x2

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i have no faith in that being possible on a 1x1

copper mulch
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  • All of the 3rd floor bottom belts will have to be moved down
  • All of the 1st level top belts will have to be moved up
  • There will have to be at least 2 belt transfers for the higher and lower floors of the bottom and top belts respectively
  • 4 clusters will have to be moved to the 3rd level
  • At least 2 clusters will have to move down to the 1st level
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usually the 4 clusters moved up to the 3rd level are in the back since they are launched across everything i find

copper mulch
dark crater
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the inputs from floor X are all output on floor X

copper mulch
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ah

fossil crater
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it means that floor X of input a + floor X input b = floor X output

dark crater
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i mean technically

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you could say "the inputs of floor 1 are stacked with the inputs of floor 3 and all output on floor 2"

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and that would still be train-loader safe if youre using homogenous notches

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but usually what people mean is that all the floors inputs are not mixed with each other

lofty crater
fossil crater
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yeah it's not a simple task

lofty crater
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I can feel it is possible though.

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lol

fossil crater
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ive been tempted to write a constraint programming automated blueprint finder for compact 1x1 designs lol

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it's such a huge problem space that it's impossible to brute force solve it, so it'd need a fairly smart solver

lofty crater
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That is an interesting idea.

copper mulch
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It's pretty tricky since you have to deal with 3 floors and a lot of stuff

lofty crater
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It is probably harder to make such a program than to find the design by accident.

copper mulch
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I came up with a graph system for representing the structures but I think it would be really difficult to actually make a program out of it

dark crater
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btw you can straighten these out a bit

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it makes 0 difference but it looks nicer

stuck terrace
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I can't believe it

lofty crater
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To achieve floor segregation with my design I think I would have to drop the no launchers through lifts constraint.

fossil crater
lofty crater
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But I will let someone else figure that out.

lofty crater
fossil crater
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true

lofty crater
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But then there is a chance you get stuck in a local optimum.

copper mulch
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here's what 8 bottom 4 rotated top could look like

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no idea if it has any more potential than other layouts

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wait oops I forgot 2 lmao

lofty crater
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I only see 2 at the top.

copper mulch
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probably not very useful

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idk I think there's a lot of different ways to arrange the clusters

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I wonder if any of them are beneficial towards making something that doesn't jumble the inputs

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I feel like Shapez 2 is too limited right now to really go wild with designs like piston doors in MC

west barn
# dark crater the inputs from floor X are all output on floor X

Order of floors doesn't necessarily need to be preserved. When loading a train, all that matters is that each floor is homogeneous.

Stackers have a lot more criterias they can follow or break, so I believe the next challenge is to create a system that segregates the content of each floor first, without worrying about final order.

A more elegant design is having a clean floor order. A clean belt order will be incredibly tedious and not worth the little benefit is provides.

And then, all of this with adjacent inputs...

lofty crater
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Adjacent inputs 😟

copper mulch
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The issue is it’s a lot of effort to try and set up belts for a given cluster design and that design might not support avoiding launchers through stuff for example

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I’m pretty sure on the 4-4-2-2 cluster design I did it’s impossible to route it in such a way that launchers though elevators are avoided

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But on the other hand on that design it is possible to route it so belt stacking lines up (not super useful though) which idk is possible with this 3-3-3-3 cluster setup

copper mulch
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It’d be nice to know what launcher collision is going to be to actually design with it in mind

floral crater
dark crater
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its just a design restriction that they like to adhere to

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making your own requirements is as much a part of playing the game as building is

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it also does have positive consequences about throughput, like the train safety as mentioned later

copper mulch
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It feels like every blueprint currently looms in the shadow of launcher collision update

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since launchers are the only way at the moment to create more complicated flow on a single level\

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ngl I wish they just didn't add collision at all

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it just sounds tedious and is going to make really cool designs not possible anymore

dark crater
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thats a silly one to make a setting

copper mulch
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yeah

dark crater
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why not make building processing ratios a setting at that point

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let everything be 1/belt

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:P

lofty crater
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12 building stacker platform

copper mulch
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I know there was collision in the demo and they removed it

dark crater
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yeah it was too buggy as implemented there

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so it was removed temporarily

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while they work on adding other features and optimizing other things

copper mulch
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it's just weird since they put the game out and if they re-add it it will break so many peoples factories

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and designs, blueprints, etc.

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it's really weird to not have an extremely integral mechanic like that not in the game right now

west barn
# dark crater thats a silly one to make a setting

It's not silly if it implies breaking a backbone of your factory, especially with how restrictive they can be.

It's a weird risk they took to release the game, albeit in EA, with no collisions knowing the impact it might have

dark crater
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honestly i think a sufficient warning via devlog and releasing it on a major patch number will ease all that out

obsidian igloo
dark crater
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players who are gone wont be bothered, players who are here have time to prepare

copper mulch
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I mean I get making the game more challenging but I feel like if they add launcher collision they should make up for it by adding more ways of routing

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It feels like they're just discouraging making cool designs

lofty crater
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lift splitters would compact designs by an insane amount.

copper mulch
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yeah seriously

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there's a bunch of restrictions with conveyors right now that are also a bit annoying :p

obsidian igloo
dark crater
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the only belt mechanic i still really want is 2:2s

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they come up just often enough with valid cases, and its not interesting when you have to avoid them

copper mulch
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while still being tricky

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although part of that right now is also that launchers are extremely rigid they aren't variable length

lofty crater
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I like that

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Designs shouldnt become too easy to make. That takes away the fun.

copper mulch
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I think if they add launcher collision though and don't add any more routing tools then this design will probably be the best stacker design possible since I don't know if it will be physically possible to make one that has good routing which is kind of sad

copper mulch
lofty crater
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Imo belt 2:2s and lift, building collisions add to the game.

copper mulch
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what are belt 2:2s

lofty crater
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2 in 2 out intersection

copper mulch
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oh

dark crater
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i have a list of message links of people wanting 2:2s

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heres a random one

copper mulch
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yeah imo that's the problem

copper mulch
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I think stacker setups are the ultimate challenge tbh everything else is a lot easier since you can just make it flat

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I hope they add more two level buildings and routing stuff

lofty crater
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I think the swapper is quite challenging to work with too

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And the painter, although a nice layout has been found already.

copper mulch
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The swapper is fun but stackers are a bit better since swappers layouts can still be mostly flat

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Painter was already conquered 😦

copper mulch
lucid pagoda
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er

serene trail
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a

lofty crater
zenith geyserBOT
lofty crater
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1x1 12,12-12 Stacker No Collisions

dark crater
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usually we just call it 24-12

lofty crater
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1x1 24-12 Stacker No Collisions

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Got it thanks.

vestal crow
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Anyone know how hard it would be to make this so the output is across fron the input, instead of between them?

dark crater
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it hasnt been done to a degree that i would call satisfactory yet

vestal crow
lofty crater
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Im quite sure not without collisions but I dont know if it has been done at all.