#NEW 1x1 24-12 Stacker opposite inputs (no mixed outputs & no collisions!)

1 messages · Page 1 of 1 (latest)

rain nimbusBOT
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Blueprint Infos :

Version : 1095 / 0.0.8, Blueprint type : Platform, Blueprint cost : 2,773, Platform unit cost : 2
Building count : 446, Building size : 16x15x3, Building tiles : 518
Platform count : 1, Platform size : 1x1, Platform tiles : 1
Icons : building.StackerDefaultVariant, <empty>, <empty>, <empty>

karmic smelt
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Hybrid is the 1x1 goat

clear island
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it jammed with an 8 belt input

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It might be worth mentioning that mixing inputs within a floor is much more okay than mixing between floors. Not sure how much that helps

hazy idol
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After trying to build a 24 in stacker myself fitting this in a 1x1 is absolutely insane lol

rugged river
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nge

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hange

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ge

old hawk
rain nimbusBOT
# old hawk Slightly cheaper and sleeker version:

Blueprint Infos :

Version : 1095 / 0.0.8, Blueprint type : Platform, Blueprint cost : 2,660, Platform unit cost : 2
Building count : 432, Building size : 16x15x3, Building tiles : 504
Platform count : 1, Platform size : 1x1, Platform tiles : 1
Icons : building.StackerDefaultVariant, <empty>, <empty>, <empty>

clear island
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i can try it again later today. I had fed 8 homogeneous lanes on floors 1 and 2 into each input port.

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the output had one of the 2nd floor lanes empty, and 2 3rd floor lanes with output.

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the machine itself doesn’t jam, until you put two in a row. At which point the inputs are not matching. And i think it jammed due to a mixed input thing upstream (eg a cutter).

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jupiter’s BP had the same issue for me. so if you built off of his, then it was likely an inheritted issue

old hawk
clear island
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yes

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because then i have 3 input belts with 8 lanes, but the intermediate output belt doesn’t have matching output lanes to the 3rd input belt being stacked

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which becomes a problem if 2 of said input belts are related by a cutter, which expects consistent flow from each of its own output belts

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i could do a priority splitter into void, but at that point it kind of defeats the purpose of using the super dense stacker BP if I need a whole extra block to correct

old hawk
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And for the second 1x1 Stacker, it is still fed 8 lanes at floors 1 & 2?

It might just boil down to what I hinted at, floors aren't segregated, so the only way to guarantee throughput is by either feeding all 12 lanes or knowing which 2 opposite lanes will be stacked together, in fact getting 8 lanes to work like this was not a given...

clear island
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one input belt is still fed like that, while the other input belt is the unadultered output of the other 1x1

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idk, when I hear “no mixed outputs”, i expect output lanes to match input lanes.

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and I’m fine to mix multiple lanes within the floor (eg segregated floors), but i was not expecting that output

old hawk
clear island
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unfortunate

old hawk
old hawk
clear island
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ty. someone also made a 1x2 triple stacker iirc

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all three do have a place, especially in insane mode. as it is cheaper to immediately stack belts that are close together, to transport for the 3rd shape etc, than to move 2 belts of crap around. Even a short distance.

whole pine
clear island
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your stacker

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right now, the best stackers i think are:
1x1 single, 3 lanes needed (jupiter/hybrid)
1x2 single, any lanes, and has a belt pass through port (mine)
1x2 double stracker (moterius)
1x1 single stacker for 2 floors (various people)

wicked abyss
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Kudos for the 3-floor bent stacker, been looking for something like it for some time now

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My only other real problem right now is, being able to permanently delete unneeded blueprints. Dont know if thats been acknowledged as a bug but its an issue

clear island
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you can just right click on a BP in BP menu, and click on delete

wicked abyss
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Blueprints deleted ingame dont reappear?

clear island
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you’re deleting the file

willow stratus
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r

wicked abyss
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Can you add labels indicating top and bottom imputs, top and bottom relating to the stacker?

old hawk
rain nimbusBOT
wicked abyss
empty lance
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nter

pliant copper
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cker

wicked abyss
wicked abyss
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I keep seeing stuff like this in a number of blueprint chats

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sorry for the reply pings but I KNOW im missing a joke here

pliant copper
empty lance
empty lance
pliant copper
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I tried looking for a stacker

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Discord try not to be trash challenge

woeful karma
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i made it cheaper 2676 -> 2556 bp
labels are gone again. rotated upside down and mirrored (for those who also think upside down .-.)

rain nimbusBOT
wanton anchor
rain nimbusBOT
woeful karma
rain nimbusBOT
# woeful karma 2548 -> 2540

Blueprint Infos :

Version : 1095 / 0.0.8, Blueprint type : Platform, Blueprint cost : 2,540, Platform unit cost : 2
Building count : 417, Building size : 16x15x3, Building tiles : 493
Platform count : 1, Platform size : 1x1, Platform tiles : 1
Icons : Platforms, <empty>, <empty>, {RuRuRuRu}

wanton anchor
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You can have back-to-back launchers on levels to get to the opposite corners.
Plus it's more symmetrical.

Due to the limited combinations of 4 bent stackers. I doubt there will be a more compact bottom half.

This one section that has to zig back on itself is a pain. It's a ripe area for reduction if someone can figure it out.
Edit: Solved in new print below.

woeful karma
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i don't care whether it's symmetrical btw^^"

wanton anchor
# woeful karma 2548 -> 2540

Nice job saving 8bp, A launcher with a revert. I missed that one optimization.

btw,
I was writing that post before you posted the 2540BP one.
Personally I think they need to increase the launcher BP price, Having a launcher worth 2 belts instead of 4 always gets to me.

Here's a 2485BP.

rain nimbusBOT
pliant copper
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Can you elaborate? I don't think that the game does collision checks for launchers

pure zodiac
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it doesn't yet but it will likely do in the future

wanton anchor
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I've only seen one post from a dev... from 4/24 commenting that "Yeeters" will need to be wary of collisions. That was 5 months ago...
Collisions were more mentioned in regard to "Launching Trains" than belt launchers.
Please feel free to expand my horizon if there have been more posts and recent posts. Only 1-post from April from one Dev is reversible.

Don't get me wrong, Adding the restriction to make prints that are "Launcher safe" is a great challenge.
Though I'd hate to see the lag causes from all the collisions checks.

In the end, Collisions might end up as a "Mod" thing.

wanton anchor
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oh, variable length belt launchers are under construction!
https://shapez-2.nolt.io/566
All our prints are going to need updates... BP is going to drop fast!

Also I've found no mention of belt launch collisions on the roadmap...

stiff flare
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This is a clean build, nice work. Probably the only time I’ve ever said that about someone else’s BP!