#Efficiently swapping instead of rotating
24 messages · Page 1 of 1 (latest)
I feel like I'm missing a 'flip' functionality somewhere
Making it in parts so far has always seemed very time space inefficient
Damn, I've only really swapped stuff to produce air + a piece so far
This is way smarter
I don't think the flip is limited to the parts on the right, but I'll cross that bridge when I get there
I have a new tool under my belt now, thanks!
This also makes it so I only need two swappers per input belt instead of 4
:D
Got it to fit in a 1x1 area
I found a shape consisting of 4 unique corners and it shows that this is not generic
So I guess what this does is it swaps itself with its 180 degree counterpart
Which makes a lot of sense LOL
Might as well take out one of the rotaters and replace the other one with a 180
That's different again, due to the rotation
I'm wondering what to call the blueprint at this point
People are calling it “checkerboard” or “windmill”.
If you move the bottom row out 1 space, and the top row in 1 space, you can do it without launchers.
I am spreading unfounded rumors, but there may be (someone please correct me) issues with launchers, either performance or logical.
Fair enough
The launchers are indeed comically unnecessary, but I like them
Does the current experimental version not address the issue with the launchers already?
Yeah, the 2 swapper steps are a simplification made because of the parts being rotationally symmetrical
Other swapper setups exist to efficiently combine shapes like this though, often called an "Omni swapper"
The issue with launchers is that shapes launched by them have 0 collision whatsoever, and that is going to change down the line