#NEW 1x1 24-12 Stacker opposite inputs (no mixed outputs & no collisions!)
1 messages · Page 1 of 1 (latest)
Hybrid is the 1x1 goat
it jammed with an 8 belt input
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
After trying to build a 24 in stacker myself fitting this in a 1x1 is absolutely insane lol
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>
i can try it again later today. I had fed 8 homogeneous lanes on floors 1 and 2 into each input port.
the output had one of the 2nd floor lanes empty, and 2 3rd floor lanes with output.
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).
jupiter’s BP had the same issue for me. so if you built off of his, then it was likely an inheritted issue
That's not intended behaviour..
What do you mean exactly by:
the machine itself doesn’t jam, until you put two in a row. At which point the inputs are not matching
2 1x1 Stackers in a row, whereby the output of 1 becomes the input of the other?
yes
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
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
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
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...
one input belt is still fed like that, while the other input belt is the unadultered output of the other 1x1
idk, when I hear “no mixed outputs”, i expect output lanes to match input lanes.
and I’m fine to mix multiple lanes within the floor (eg segregated floors), but i was not expecting that output
Yep, unfortunately one can't achieve a smooth transition without ensuring that the input is perfectly preserved, including floors, which is not the case here.
unfortunate
In the case of a stacker, as long as the entire content of one belt is stacked with the entire content of another, it can be classified as no mixed outputs (but mixed belts). As you elaborated correctly, preserving floors is more practical and all the more complex, even if we grant that they can be mixed.
If you want to stack twice, maybe consider a 2x1 12 belt double stacker, made by @whole pine:
#🛠blueprint-chat message
Btw Moterius maybe you can post in under #1270779062490497044 , couldn't find it here and it absolutely deserves a spot 🙂
ty. someone also made a 1x2 triple stacker iirc
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.
i made it before the forum was a thing, ill do it later if i remember
#🛠blueprint-chat message
your stacker
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)
Kudos for the 3-floor bent stacker, been looking for something like it for some time now
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
you can just right click on a BP in BP menu, and click on delete
Blueprints deleted ingame dont reappear?
you’re deleting the file
r
Can you add labels indicating top and bottom imputs, top and bottom relating to the stacker?
Sure, if you ever get both sides mixed up you can simply mirror the BP, it's not that important to remember which side is which 😉
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :2,676, Platform unit cost :2
Building count :434, Building size :16x15x3, Building tiles :514
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :building.StackerDefaultVariant, <empty>, <empty>, <empty>
...Kudos but you might need to reorient the labels. They look like you put them both in the output or something
nter
cker
...okay
whats the running joke here?
I keep seeing stuff like this in a number of blueprint chats
sorry for the reply pings but I KNOW im missing a joke here
I have no memory of actually posting that message i am personally also annoyed by the random letter messages. It might be discord reading input intended for shapez?
Oh...😂
I tried searching the blueprints...
OH SHIT
I tried looking for a stacker
Discord try not to be trash challenge
i made it cheaper 2676 -> 2556 bp
labels are gone again. rotated upside down and mirrored (for those who also think upside down .-.)
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :2,556, Platform unit cost :2
Building count :419, Building size :16x15x3, Building tiles :487
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Platforms, <empty>, <empty>, {RuRuRuRu}
Got it down further, and kept the labels. 2556 -> 2548
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :2,548, Platform unit cost :2
Building count :418, Building size :16x15x3, Building tiles :494
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Platforms, <empty>, <empty>, {RuRuRuRu}
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}
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.
i don't care whether it's symmetrical btw^^"
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.
Blueprint Infos :
Version :
1095/0.0.8, Blueprint type :Platform, Blueprint cost :2,485, Platform unit cost :2
Building count :410, Building size :16x15x3, Building tiles :486
Platform count :1, Platform size :1x1, Platform tiles :1
Icons :Platforms, <empty>, <empty>, {RuRuRuRu}
Can you elaborate? I don't think that the game does collision checks for launchers
it doesn't yet but it will likely do in the future
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.
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...
This suggestion is to make it so that we can change the distance a belt launcher launches. In simpler terms, to make them a funner and more whimsical alternative to tunnels from the original. This would allow for more compact designs and being more efficient with space, and could possibly require more forethought than tunnels did, since lifts bl...
This is a clean build, nice work. Probably the only time I’ve ever said that about someone else’s BP!