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They should think of a way to make the train vortex delivery not make everything else obsolete. Maybe have it cost something that can only be delivered by belts, so you actually have a reason to unlock the extra input lanes. I unlocked all the extra input lanes fairly quickly, but I never got anywhere close to a point where I needed 144 input lanes at the same time before unlocking the train input.
same here, unlocked all vortex inputs because i wanted a clean vortex platform and then unlocked the train input like an hour after, i prefer the look off the vortex but its so much easier with the trains jumping straight in, maybe they should give you less research points so you unlock it later on
@@ItzEx0diait would make sense for it to be the top level of vortex inputs so you can't unlock it as early, or not because it's nice QoL and people can just keep using belts if they want.
Spawning a train should have a cost. So you have some part of the factory making trains constantly. In general I wish the game had some generic costs for things like belts and tracks. Nothing too limiting but a reason to build some kind of basic factory.
@@ericblair5731 i mean it would change the game drastically, personally i wouldn't want that at all. The trains costing something would have no impact on the vortex issue though as you still use trains to transport the shapez to unloaders at your vortex. Maybe for a harder difficulty or custom mode they could add it so you need spend specific shapes to build things, using grey circles and squares for the most basic of buildings and more complex shapes for the other buildings
I like the unlimited building aspect of the game but I agree it's unfortunate you can't fill that vortex channel before unmoving the train input. Not that I want that to go away, but maybe they could make specific piece variants that can only be funneled in.
You could probably just put permanent train stations at the end of each section next to the final stacker point. (It would be at least 11 squares away: 2 for cutting, 1 for rotating, 2 for painting and spacer, 1/2 for crystallization, and 4 for merging together.) That way, you can send it out immediately if it doesn't need to be stacked any further or you can just swap the belt to go to the stacker if it does need to be stacked. Also you will probably need to have a belt pipe cross platform so that you can paint the inner shapes when they require 4 different shapes with different colours on a layer. Finally, I suggest adding in more red paint input trains as you had no load on them with this build, but the other colours couldn't keep up.
I just mirrored this in my game and I found that you can complete objectives for the next piece before its unlocked. So if the build can accommodate the next tier piece before its unlocked you can go ahead and start progressing it. I haven't made all the blueprints he has here though. I should note I went overkill. I have two twelve lane inputs for all four of the pure shape variants and two twelve lane inputs for white, red, green and blue. Not counting the modular stations the whole input provision train system costs 5k platforms.
Wow! This is the sort of content I turn to this channel for. All these logistic hubs are just a whole other level of whatever I can come up with myself in terms of scaling up. So cool! 😍
So this is a REALLY powerful design. a way you could speed it up and prevent any deadlocks is to instead of making the trains return home, just send them into the void. I think I am going to use this design comrade!
I started to build something similar, but this version is way more elegant. It's also quite easy to scale up if you want to work on multiple tasks at the same time. The next thing I want to figure out is how to handle the number of items that are delivered, so I don't overproduce too much.
This is great! I finally got around to doing my own bastardised version of your station. It works but is woefully inefficient. But it is nice to actually have built it myself as just watching it didn't really click. Really enjoying these :)
I love watching you videos, they have really helped me out, i did tweek you design for the parts hub station as i felt it wasnt as efficient as it could be so it staggered the stations so the trains had a constant flow of shapes, you have made building some much easier to did now ive implemented what you did in this video in my own world. keep up the great work and im looking forward to seeing how you design thing with the wiring of the MAM.
With the stackers, what I would've done is turn them to face South. That way, the top input faces towards the previous stackers, and they flow into each other in a straight line. Then, you'd only have to delete the trainline and then move to the next stacker.
It's funny to watch you showcasing something similar to what i build. I choose a location with all 3 colors in reasonable proximity and let them pump paint parallel to the train tracks so i can pull it down befor or after a station. The shapes i do the same, i was just lucky to have circle and squares right next to each other. So that one is just one train for now. But i had to build the one with the rounded corners. I only got them on the diagonal or side. What i'm kind of missing is a way to feed multiple train inputs into one train output. A station that could be feed with crates from one side and delivers the crates on the other side, without the limitation of beltspeed would be nice. And really shrink down your distribution center.
So you can start doing each stage of the task, before you have completed the previous version. You can have your factory produce all 4 task tiers at once and it all counts.
I highly suggest adding a 180 rotator to either the module that cuts out a quarter or the one that cuts out 3/4th of a shape. Because you'll be using them together and making sure by default they work together it'll save you constantly putting down a 180 rotator platform
Leaving cutting and rotating separat is very helpfull when you approach a make anything machine with logic. You basically want to programm cutting, rotating and color separatly.
@@MrHaggyy I can see your point but the module will always spit out quarters in a certain orientation: Might as well make that the orientation where, by default, it will stack perfectly if dropped onto a shape where you just cut a quarter out.
Before I watch this video, so forgive me if you have worked this out, but if you have one train loader and unloader, you can run multi wagon trains by chaining the stops. It works well but means you can concentrate on filling one loader station. 😊
@@bearmike_360KB A "Make Anything Machine". It uses "wiring" (tech you can unlock via research) to produce the shape it was programmed (by you) to produce. It's the ultimate challenge to build a working MAM - or at least some players think so. However, when you've finished building the MAM the game probably becomes boring because you've basically solved every challenge the game has left.
Yeah these modular builds are great for quick tasks of any complexity. Probably even better for hex shapes. But I think dedicated designs for large/long term is better (and more interesting).
The game pushes for modular building you can scrap for tasks, because once tasks are finished the shape factories for that task are worthless. Dedicated designs better suited milestone shapes and blueprint shapes since you keep getting benefit for having them delivered.
This is a very fascinating build, though it seems like you may run into large startup times when there is lot of color demand (for example each of the 4 layers requiring 3 different paints)
For all the basic shape-collecting trains from the miners, did you work out a solution for getting the trains to go back to their original miners? The same-coloured trains aren't returning along the paths they actually came on, but instead (for example) all red trains end up travelling back to the same place. The only way around this that I've found is to have those trains deliver their shapes, then terminate their path into the vortex so that every train respawns back at its original mining location.
Yeah I don't think this setup actually works? Thank you for the vortex idea I was about to tear down and rebuild my system to have multiple independent lines and tons of filler wagons so there's only 4 origin stations per destination 😅
I still don't get it @11:25 you see 4 unloading stations with each a different shape, how do you get 4 unloading stations with different shapes? Can someone point a timestamp where Nilaus explains this of does have someone have a blueprint code or screenshot?
I don't understand why the paint train needs empty wagons direct form the miner - why can't it be handled like the shapes? Consolidated, then split and sorted, then to the modular building sites?
Why not have 4 loading platforms per shape stack and have each new evolution go into it's own loading station? It seems the whole point of your build is that you don't have to keep redoing builds but your current setup has you constantly building and taking down train stations.
Satisfactory 1.0 and Factorio 2.0 are coming up soon (Next month or two) so those will certainly be taking up most of his time into the new year I'm sure.
So you already have the routing to split 4 wagons of shapes into 4 different sections. Why not just feed those directly to the factory instead of loading them up on another train?
Because a train with wagons full of one kind of shape (coming from a shape miner) needs to unload first, to route that shape - and the shapes of the other incoming trains - around to another station, where each wagon has a _different_ shape in it. Think of trains of kind AAAA, BBBB, CCCC, DDDD (each letter being a wagon loaded with a certain basic shape, e.g. A could be squares, B circles, ...) getting unloaded, the shapes routed around, to load trains with ABCD, ABCD, ABCD, ABCD. The goal is to have _each_ basic shape available at each station where the factories get built to complete tasks.
@@danielh.9010 Ya I understand that needs to be done, but I don't see the inherent need to subsequently load the 4 trains following that, instead of piping that straight into the starting point of the factory for each level.
How does Platform Units work? So you are limited to how big your factory can be? I assume you unlock more as you progress? What is the maximum size allowable for a factory? From what I understand you don't need to keep old shapes or old designs? This is the only thing holding me back from buying Shapez 2, anyone able to clarify?
it costs platform units to place down a platform, each platform and "space belt", etc. has its own costs, rails are free. destroying a platform refunds the units. there are tasks and milestones, (in this video he spent his time doing a task chain). Completing a task gives you some platform units. On harder difficulties there are blueprint points which also require getting more of a certain product. everything but the final milestone product on a phase (and a blueprint product) is a temporary build and can be discarded after it's complete. Doing more of those milestone products gives you levels that will give you extra platform units.
I really would love to be good at these games it looks always so fun and satisfying but everytime i try one i deinstall it because it feels at some point im ramming my head against a wall
i wish your blueprints weren't paywalled but i understand it, my broke ass cannot afford it even though id like to support you, i have taken the painstakingly hard task of going frame by frame and copying the designs but sometimes it just dissaudes me and i do it myself alot less efficiently
▶Subscribe for more Shapez 2 and other factory games
🔴Watch more on Twitch.tv/nilaus
📄Support on Patreon to get access to Blueprints and Save Games: patreon.com/Nilaus
➡Full Shapez 2 Playlist: ua-cam.com/play/PLV3rF--heRVsALWExxYuukXqv_5MoN_Ag.html
Hey, the way your brain figures out factory puzzles is truly impressive. Serious respect.
This was the most interesting video about shapes 2. Now the factory becomes more structured and standardized.
They should think of a way to make the train vortex delivery not make everything else obsolete. Maybe have it cost something that can only be delivered by belts, so you actually have a reason to unlock the extra input lanes. I unlocked all the extra input lanes fairly quickly, but I never got anywhere close to a point where I needed 144 input lanes at the same time before unlocking the train input.
same here, unlocked all vortex inputs because i wanted a clean vortex platform and then unlocked the train input like an hour after, i prefer the look off the vortex but its so much easier with the trains jumping straight in, maybe they should give you less research points so you unlock it later on
@@ItzEx0diait would make sense for it to be the top level of vortex inputs so you can't unlock it as early, or not because it's nice QoL and people can just keep using belts if they want.
Spawning a train should have a cost. So you have some part of the factory making trains constantly.
In general I wish the game had some generic costs for things like belts and tracks. Nothing too limiting but a reason to build some kind of basic factory.
@@ericblair5731 i mean it would change the game drastically, personally i wouldn't want that at all. The trains costing something would have no impact on the vortex issue though as you still use trains to transport the shapez to unloaders at your vortex.
Maybe for a harder difficulty or custom mode they could add it so you need spend specific shapes to build things, using grey circles and squares for the most basic of buildings and more complex shapes for the other buildings
I like the unlimited building aspect of the game but I agree it's unfortunate you can't fill that vortex channel before unmoving the train input. Not that I want that to go away, but maybe they could make specific piece variants that can only be funneled in.
You can pin the next shape instead of opening up the task list.
I pin the full row.
You could probably just put permanent train stations at the end of each section next to the final stacker point. (It would be at least 11 squares away: 2 for cutting, 1 for rotating, 2 for painting and spacer, 1/2 for crystallization, and 4 for merging together.) That way, you can send it out immediately if it doesn't need to be stacked any further or you can just swap the belt to go to the stacker if it does need to be stacked. Also you will probably need to have a belt pipe cross platform so that you can paint the inner shapes when they require 4 different shapes with different colours on a layer. Finally, I suggest adding in more red paint input trains as you had no load on them with this build, but the other colours couldn't keep up.
Watching him do this every time is making me want to scream! Especially when he unnecessarily deletes the station and the train.
I just mirrored this in my game and I found that you can complete objectives for the next piece before its unlocked. So if the build can accommodate the next tier piece before its unlocked you can go ahead and start progressing it.
I haven't made all the blueprints he has here though.
I should note I went overkill. I have two twelve lane inputs for all four of the pure shape variants and two twelve lane inputs for white, red, green and blue. Not counting the modular stations the whole input provision train system costs 5k platforms.
Hello Nilaus.
I made a 2*2 fondation for painting 3 layers... You made it in a 1*1 !
You're a genius!
thanks for this let's play
You can take the filler wagons out of the permanent train now that you are launching the whole train into the vortex
you are one logistics genius and it is very entertaining to see you progressing through
Wow! This is the sort of content I turn to this channel for. All these logistic hubs are just a whole other level of whatever I can come up with myself in terms of scaling up. So cool! 😍
That's a really great design. I always had a giant mess in the end of one row of tasks. Will definitely use this approach. Thx, Danish factory master!
So this is a REALLY powerful design. a way you could speed it up and prevent any deadlocks is to instead of making the trains return home, just send them into the void. I think I am going to use this design comrade!
I started to build something similar, but this version is way more elegant.
It's also quite easy to scale up if you want to work on multiple tasks at the same time.
The next thing I want to figure out is how to handle the number of items that are delivered, so I don't overproduce too much.
When can we expect to see more about wiring and logic / simulated buildings?
This is great! I finally got around to doing my own bastardised version of your station. It works but is woefully inefficient. But it is nice to actually have built it myself as just watching it didn't really click. Really enjoying these :)
this series is really good, very well presented :) super effective!
I love watching you videos, they have really helped me out, i did tweek you design for the parts hub station as i felt it wasnt as efficient as it could be so it staggered the stations so the trains had a constant flow of shapes, you have made building some much easier to did now ive implemented what you did in this video in my own world. keep up the great work and im looking forward to seeing how you design thing with the wiring of the MAM.
With the stackers, what I would've done is turn them to face South. That way, the top input faces towards the previous stackers, and they flow into each other in a straight line. Then, you'd only have to delete the trainline and then move to the next stacker.
It's funny to watch you showcasing something similar to what i build.
I choose a location with all 3 colors in reasonable proximity and let them pump paint parallel to the train tracks so i can pull it down befor or after a station. The shapes i do the same, i was just lucky to have circle and squares right next to each other. So that one is just one train for now. But i had to build the one with the rounded corners. I only got them on the diagonal or side.
What i'm kind of missing is a way to feed multiple train inputs into one train output. A station that could be feed with crates from one side and delivers the crates on the other side, without the limitation of beltspeed would be nice. And really shrink down your distribution center.
So you can start doing each stage of the task, before you have completed the previous version.
You can have your factory produce all 4 task tiers at once and it all counts.
I highly suggest adding a 180 rotator to either the module that cuts out a quarter or the one that cuts out 3/4th of a shape. Because you'll be using them together and making sure by default they work together it'll save you constantly putting down a 180 rotator platform
Leaving cutting and rotating separat is very helpfull when you approach a make anything machine with logic. You basically want to programm cutting, rotating and color separatly.
@@MrHaggyy I can see your point but the module will always spit out quarters in a certain orientation: Might as well make that the orientation where, by default, it will stack perfectly if dropped onto a shape where you just cut a quarter out.
Love the task factory setup❤
Before I watch this video, so forgive me if you have worked this out, but if you have one train loader and unloader, you can run multi wagon trains by chaining the stops. It works well but means you can concentrate on filling one loader station. 😊
When you unlock machine logic this will look like childsplay 😅
Love the vids you're my favourite factory game youtuber!
Can't wait until you make a MAM!
this already looks half way there - a manual mam, lol
If not a secret, what is a MAM?
@@bearmike_360KB A "Make Anything Machine". It uses "wiring" (tech you can unlock via research) to produce the shape it was programmed (by you) to produce. It's the ultimate challenge to build a working MAM - or at least some players think so. However, when you've finished building the MAM the game probably becomes boring because you've basically solved every challenge the game has left.
@@danielh.9010 The real goal is to make the MAM before the factorio DLC comes out.
MAM is good for Tasks not for milestones where you want to deliver large amount of shapes
I'm addicted. Thank you!
Yeah these modular builds are great for quick tasks of any complexity. Probably even better for hex shapes. But I think dedicated designs for large/long term is better (and more interesting).
The game pushes for modular building you can scrap for tasks, because once tasks are finished the shape factories for that task are worthless.
Dedicated designs better suited milestone shapes and blueprint shapes since you keep getting benefit for having them delivered.
Such a cool design!
Thank you for the episode
look forward to when you explain pins and crystals
I remeber doing a setup like this for shapez 1
This is a great idea
This is a very fascinating build, though it seems like you may run into large startup times when there is lot of color demand (for example each of the 4 layers requiring 3 different paints)
For all the basic shape-collecting trains from the miners, did you work out a solution for getting the trains to go back to their original miners? The same-coloured trains aren't returning along the paths they actually came on, but instead (for example) all red trains end up travelling back to the same place. The only way around this that I've found is to have those trains deliver their shapes, then terminate their path into the vortex so that every train respawns back at its original mining location.
Yeah I don't think this setup actually works? Thank you for the vortex idea I was about to tear down and rebuild my system to have multiple independent lines and tons of filler wagons so there's only 4 origin stations per destination 😅
I still don't get it
@11:25 you see 4 unloading stations with each a different shape, how do you get 4 unloading stations with different shapes?
Can someone point a timestamp where Nilaus explains this of does have someone have a blueprint code or screenshot?
I am calling this video Dawn of MAM :D
I can't wait for the next
So since you're faster than the trains, does that make you superman? Love the series, thanks!
For the rithm... 💚
I don't understand why the paint train needs empty wagons direct form the miner - why can't it be handled like the shapes? Consolidated, then split and sorted, then to the modular building sites?
Brilliant
How many shape miners are used for this system? I thought of using 4 locations with 16 miners and dunno if that's too much.
Well....that train supply station is THE END.
Hi N!
Do you have blueprints available yet?
And getting the 3x3 foundation has been amazing for me!
So much space :)
Thanks
Mo
Why not have 4 loading platforms per shape stack and have each new evolution go into it's own loading station? It seems the whole point of your build is that you don't have to keep redoing builds but your current setup has you constantly building and taking down train stations.
WWW I love this series
HOW YOU MAKE IT ALL SO EASY NILAUS!!! maaaan!!1
Also any idea on what game you are gonna play next?
Satisfactory 1.0 and Factorio 2.0 are coming up soon (Next month or two) so those will certainly be taking up most of his time into the new year I'm sure.
So you already have the routing to split 4 wagons of shapes into 4 different sections. Why not just feed those directly to the factory instead of loading them up on another train?
Because a train with wagons full of one kind of shape (coming from a shape miner) needs to unload first, to route that shape - and the shapes of the other incoming trains - around to another station, where each wagon has a _different_ shape in it. Think of trains of kind AAAA, BBBB, CCCC, DDDD (each letter being a wagon loaded with a certain basic shape, e.g. A could be squares, B circles, ...) getting unloaded, the shapes routed around, to load trains with ABCD, ABCD, ABCD, ABCD. The goal is to have _each_ basic shape available at each station where the factories get built to complete tasks.
@@danielh.9010 Ya I understand that needs to be done, but I don't see the inherent need to subsequently load the 4 trains following that, instead of piping that straight into the starting point of the factory for each level.
How does Platform Units work? So you are limited to how big your factory can be? I assume you unlock more as you progress? What is the maximum size allowable for a factory? From what I understand you don't need to keep old shapes or old designs? This is the only thing holding me back from buying Shapez 2, anyone able to clarify?
it costs platform units to place down a platform, each platform and "space belt", etc. has its own costs, rails are free. destroying a platform refunds the units.
there are tasks and milestones, (in this video he spent his time doing a task chain). Completing a task gives you some platform units. On harder difficulties there are blueprint points which also require getting more of a certain product.
everything but the final milestone product on a phase (and a blueprint product) is a temporary build and can be discarded after it's complete. Doing more of those milestone products gives you levels that will give you extra platform units.
I really would love to be good at these games it looks always so fun and satisfying but everytime i try one i deinstall it because it feels at some point im ramming my head against a wall
25:32 Oh really?!
i wish your blueprints weren't paywalled but i understand it, my broke ass cannot afford it even though id like to support you, i have taken the painstakingly hard task of going frame by frame and copying the designs but sometimes it just dissaudes me and i do it myself alot less efficiently
free nilaus blueprints is what ruined factorio for me. the blueprints are just too powerful. its like cheat codes.
Hour gang lol
o7
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@@n0ideawhattoput not a bot dummy
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