This stacker has no collisions between launchers and 2 high buildings or belt elevators. Belt routing can probably be done cleaner, this is more of a proof of concept.
Current newest version: #1276111404989939823 message
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This stacker has no collisions between launchers and 2 high buildings or belt elevators. Belt routing can probably be done cleaner, this is more of a proof of concept.
Current newest version: #1276111404989939823 message
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :2,838, Platform unit cost :2
Building count :454, Building size :16x15x3, Building tiles :538
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Platforms,building.StackerDefaultVariant, <empty>,Number3
So if anyone manages to decrease the building count. I'd be happy to hear about it.
Thanks, it took me way too much time lol.
i didnt believe it was actually homogenous inputs at first but it is
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
#1276021379694858362 message I have a version of this that's 14 buildings less
(without labels & trash for direction indication that is, which is what is represented by what I linked)
this one has launchers through lifts
is that getting removed?
which is probably okay, but an unknown
what is or is not considered collision has yet to be determined
i hope that launchers through lifts will remain
yeah
but there is a world where it doesnt work
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.
how long did you end up spending on it
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
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.
the only "issue" that remains with these designs is that they thoroughly jumble which shapes go to which output
its not really a problem in a practical sense but many people like to keep belts segregated
Yes but I figured it doesnt matter.
the one I have matches notches for stacking at least
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.
so the northmost left notch will act as the bottom for the northmost right notch
this is much much more important for usability yeah
this one has homogenous notches aswell
the earliest 12 belt stackers had mixed notches
a notch is a full set of 12 belts
not the individual catchers
oh
with this you mean a single belt completely goes to a single 4 stacker array? In my design this is not always the case yeah.
1 belt is processed by these 4 stackers
but each pair of stackers here outputs to a different belt
so the inputs from 1 belt are scattered amongst the outputs
I see. For me these kinds of solutions are most fun to find.
yeah
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
Yeah for this one the northmost right 3rd level is shared as the top for northmost left 3rd level and northmost left 2nd level
floor by floor is nice because it guaranteed that 1 train-unloader of crates will perfectly load up another crate in the next step
without separating floors, this can turn out to not be the case
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.
I wonder if it's possible to match them up like my design is doing while also avoiding launchers through elevators
It's probably possible but it requires quite a few extra buildings.
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
then you lose the train crate guarantee even still
floor by floor?
yeah so like, all floor 1 inputs are floor 1 outputs
I havent played with trains yet lol. So I have no idea what this problem entails.
lemme see if i can find my pics
That's what the rewired version of mine is doing
I might take inspiration from the way this blueprint does stacker clusters
What is a stacker cluster?
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
but because my design isnt floor by floor
i lost 1:1 train crates
not a problem if you are making continuous throughput regardless
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
Do you think this will be fixed?
Ok thanks.
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
the oldest 12-12 has 3 clusters with 3 clusters on top
which version is that? I cant find a blueprint on the thread you linked that preserves the floors?
which seems to be very bad since it creates a lot of spaghetti
wdym by preserve floors? like for output?
I might have misunderstood
as in floor 1 on both inputs = floor 1 of output, etc
This one is doing 3 clusters on the bottom and then an interesting approach of having 3 clusters on top but they are a different direction
I actually dont know if mine does that.
it doesnt. none of the 1x1 designs so far have
I wonder if it would be optimal to do 4 bottom 2 on top rotated
or if that is at least just another valid layout for the stackers
it'll certainly be an achievement for whoever can design the first 1x1 24-12 stacker with independent floors or even independent belts
Independent belts will probably not happen by modifying my design but I might be able to seperate floors, since I did not think about that at all while designing.
honestly i'd be interested in a belt-by-belt 1x2
i have no faith in that being possible on a 1x1
usually the 4 clusters moved up to the 3rd level are in the back since they are launched across everything i find
what exactly is meant by independent floors?
the inputs from floor X are all output on floor X
ah
it means that floor X of input a + floor X input b = floor X output
i mean technically
you could say "the inputs of floor 1 are stacked with the inputs of floor 3 and all output on floor 2"
and that would still be train-loader safe if youre using homogenous notches
but usually what people mean is that all the floors inputs are not mixed with each other
nvm this wont happen lol. I have too many belts that are not segregated.
yeah it's not a simple task
ive been tempted to write a constraint programming automated blueprint finder for compact 1x1 designs lol
it's such a huge problem space that it's impossible to brute force solve it, so it'd need a fairly smart solver
That is an interesting idea.
It's pretty tricky since you have to deal with 3 floors and a lot of stuff
It is probably harder to make such a program than to find the design by accident.
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
I can't believe it
To achieve floor segregation with my design I think I would have to drop the no launchers through lifts constraint.
probably yeah. there's around 600 tile locations in a 1x1, with around 50 different things you'd want to be able to place in each tile for a stacker blueprint (different rotations of each belt, lift, etc), so that's at least 50^600 (about 10^1000) possibilities to narrow down
But I will let someone else figure that out.
You can solve subproblems though, with a computer, and then put those solutions together as a human. For example you might need a stacker cluster to fit in a certain area with certain constraints, but it is impossible. Then you find a ton of different configurations with a computer, and see if there is one that can help you.
true
But then there is a chance you get stuck in a local optimum.
here's what 8 bottom 4 rotated top could look like
no idea if it has any more potential than other layouts
wait oops I forgot 2 lmao
I only see 2 at the top.
probably not very useful
idk I think there's a lot of different ways to arrange the clusters
I wonder if any of them are beneficial towards making something that doesn't jumble the inputs
I feel like Shapez 2 is too limited right now to really go wild with designs like piston doors in MC
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...

Adjacent inputs 😟
Also something asymmetrical might be ideal
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
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
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
It’d be nice to know what launcher collision is going to be to actually design with it in mind
Who are these people with these “issues”? Are there people who send a different shape on each layer rather than belts full of a same shape in the middle/end game?
its just a design restriction that they like to adhere to
making your own requirements is as much a part of playing the game as building is
it also does have positive consequences about throughput, like the train safety as mentioned later
It feels like every blueprint currently looms in the shadow of launcher collision update
since launchers are the only way at the moment to create more complicated flow on a single level\
ngl I wish they just didn't add collision at all
it just sounds tedious and is going to make really cool designs not possible anymore
thats a silly one to make a setting
yeah
why not make building processing ratios a setting at that point
let everything be 1/belt
:P
12 building stacker platform
I know there was collision in the demo and they removed it
yeah it was too buggy as implemented there
so it was removed temporarily
while they work on adding other features and optimizing other things
it's just weird since they put the game out and if they re-add it it will break so many peoples factories
and designs, blueprints, etc.
it's really weird to not have an extremely integral mechanic like that not in the game right now
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
honestly i think a sufficient warning via devlog and releasing it on a major patch number will ease all that out
to me that sounds like the person that was saying that since the game released in EA it should already have multithreading implemented
players who are gone wont be bothered, players who are here have time to prepare
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
It feels like they're just discouraging making cool designs
lift splitters would compact designs by an insane amount.
yeah seriously
there's a bunch of restrictions with conveyors right now that are also a bit annoying :p
I'm pretty sure the reason that was rejected is because it would make designs too easy
the only belt mechanic i still really want is 2:2s
they come up just often enough with valid cases, and its not interesting when you have to avoid them
idk at the very least I think they should consider just not adding launcher collision since it makes designs way more flexible
while still being tricky
although part of that right now is also that launchers are extremely rigid they aren't variable length
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
That's kind of true
Imo belt 2:2s and lift, building collisions add to the game.
what are belt 2:2s
2 in 2 out intersection
oh
yeah imo that's the problem
I think stacker setups are the ultimate challenge tbh everything else is a lot easier since you can just make it flat
I hope they add more two level buildings and routing stuff
I think the swapper is quite challenging to work with too
And the painter, although a nice layout has been found already.
The swapper is fun but stackers are a bit better since swappers layouts can still be mostly flat
Painter was already conquered 😦
crystallizer
Haven’t got it yet
er
a
Made some small tweaks that slightly reduce the building count. It also looks better now imo.
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :2,708, Platform unit cost :2
Building count :438, Building size :16x15x3, Building tiles :517
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Platforms, <empty>, <empty>, {RuRuRuRu}
1x1 12,12-12 Stacker No Collisions
usually we just call it 24-12
Anyone know how hard it would be to make this so the output is across fron the input, instead of between them?
it hasnt been done to a degree that i would call satisfactory yet
You mean adjacent inputs?
Yeah! Sorry I couldn't think of the right word
Im quite sure not without collisions but I dont know if it has been done at all.
I did it for one of the variations https://discord.com/channels/1000343719314198548/1277273526537162783