#Fast RGB Mixer

48 messages · Page 1 of 1 (latest)

wary quartz
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White mixing / RGB mixing is a great concept, but it's terribly slow. Here is a big, faster, launcherless mixer which delivers 1 output notch of any color for 1 RGB input notch. The new color is almost instantly delivered, but it takes a few seconds to have max throughput. Pipes are overloaded. Latest version (launcherless, pipes not overloaded, instant delivery, painters with bypass) is here: #1371112550426476584 message

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There is still plenty of space, so I'll probably add tanks / buffers to make its throughput instantly max at color change

crystal chasm
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Doesn't one pipe support at most 4 lauchers? You have a single pipe going to the output and connected to 24 launchers.

Also, the blueprint doesn't paste. Is there some error in the blueprint?

slender harbor
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the pipe throughput limit isn't implemented yet, and the blueprint is from the new update (currently patreon only) so it isn't compatible with the public version

wary quartz
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To be fair I doubt the pipe throughout will be implemented any day. It will be such a nightmare in matter of computation

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@crystal chasm I just setup 2 possible outputs, only one should be used. Same thing for the input

slender harbor
wary quartz
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Well yes but it means you have to define it for each single pipe

crystal chasm
crystal chasm
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Could you please explain a little how it works? I see in the bottom left corner production of white equal to 12 launchers, from 12 source catchers directly. Then in the upper left corner the produced white is recombined with some secondary colors (e.g. yellow) to produce x2 of the same secondary color, half of which is circled back as input. But I can't see where does the secondary color start from 2 primary colors. It has to be started somewhere, right?

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Also, I have to admit, it's very clever to use produced secondary colors to recombine them to produce desired amount of primary colors. I still can't fully grasp, how does it all balance out.

wary quartz
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Production of secondary colors relies on this principle:

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It is located on the left of the platform. The idea is that you can produce any secondary color with an equal amount of RGB

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It produces 3x450L/M. So I mix with white, as many times as necessary, to produce full notch

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Primary color is a mix between secondary colors, so same principle, I can produce any primary color with an equal amount of RGB

crystal chasm
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Ah, I see. You can chain secondary + white as many times as needed and you start it with just one secondary color from 2 primaries.
Thank you!

wary quartz
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Tanks do not make a real difference. It seems to be more consistent with less gaps, but that's all. Not really relevant but I share it anyway

hollow wigeon
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why would the game indicate a throughput limit if there isn’t even one?

slender harbor
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because it's said to be planned to be implemented, so they don't want players relying on something that will be broken in the future

hollow wigeon
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ah

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I swear one of my mixer builds didn’t work due to throughput though

slender harbor
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fluid launchers do have a throughput limit, in case you haven't checked those

hollow wigeon
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here's a design that DOES work

wary quartz
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Last iterations: The first one's pipes are not overloaded anymore

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The second one is identical, and embeds painters & bypass

crystal chasm
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Now, can you make it fit in 2x3 platform?
I found that if I just mix white with secondary color (16 painters), half of them feedback to inputs of all 16, the other half goes to output, it takes slightly less horizontal space. However, it takes insane amount of time to startup.

wary quartz
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Can you share a screenshot?

wary quartz
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The blueprint with overloaded pipes can fit in a 2x3 platform

crystal chasm
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Something like this:

hardy spireBOT
# crystal chasm

Blueprint Infos :

Version : 1105 / 0.0.9 RC 7, Blueprint type : Platform, Blueprint cost : 7,299, Platform unit cost : 12
Building count : 938, Building size : 56x30x3, Building tiles : 1,420
Platform count : 1, Platform size : 3x2, Platform tiles : 6
Icons : Platforms, <empty>, <empty>, {RuRuRuRu}

crystal chasm
wary quartz
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I fixed the last few issues I encountered with the mixer. First, I now always use 2 input RGB notches, even if the consumption is 1 full notch in average. As mixers are not always active at the same time, you can have punctual pressure on paint supply, which leads to brief paint outage. Second, I removed useless output launchers, which introduce buffers. Finally, I added some tanks for white, whose delivery was not instant (white was used to refill previously used mixers). So now I can safely state that this RGB mixer instantly delivers the expected color

crystal chasm
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What's the consumption of the paint when painting with full upgrades? How much full pipes are required for 3x4 full belts?

wary quartz
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1 notch of RGB (4R, 4G, 4B) should be enough

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Add a second one if you encounter micro outages

wary quartz
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Well a second notch is needed if you want max throughput instantly

subtle bough
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Very nice, I love it. I wanted to ask if it would work with the 12 belts for Crystal? Will it be very tight or impossible? 3x3 platform, of course, without belts