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Thats really useful in a dedicated factory. In his MAM attempt he has every color available at 100%. Which made me wonder why he didn't just stack two basic mixer into each other.
Aaaand this is why this game is already so good. There are multiple "best" solutions depending on what you're optimizing for and how you decide to implement it.
3:00 The answer is yes, you can build 3 layers of 8 mixer, with fluid launcher and spaghetti. I like your approach with 2 layers of 1.5 layers worth of output though, I never thought of that.
I just clicked on this video cause it popped up, never seen a video from you before, but *wow* this train setup is ridicolously cool. I feel like i've been playing the lategame wrong now, this is such a cool way to organize all your factories. I'll have to go back and look at your setup for it. Also very relevant for MAMs
When you built the initial color mixer, the green side was missing inputs. Top level only had 3 inputs and middle level only had 1 input it looked like.
I noticed with your white color mixer that you can make it On a 1x1 by copying the regular color mixer and putting the ones used for the middle later into the other 8 because you only need 2 to supply 4 so by making the extras the green and blue you can add it to the other 4 with the red in it to make white than do the same on the 3rd layer. I had to comment this cause no one else did. Have a great day.
It should be doable if you rotate the first two mixers outwards. The color on that side feeds into the 4 mixers of the first stage. The two mixers of the first stage are feed by the color of the opposing side and build the new middle layer pipe of the 4 mixers of the outbound side.
At 10:28 when you have the wrong colours in the mixers after rearanging the pipes, rather than cutting and repasting the mixers, it is possible to higlight the section and then press the "I" key to empty the pipes and mixers. This also works with belts full of items.
I was wondering the same thing. The output should be the same, and the small two-colour mixer is just too beautiful to not use it as often as possible...
@@justsomeguy4935but that's always going to be the case. That's the weird thing about the way the paint mixing works, if an equal amount of three different colors was what it took to make white, that would be different. But you get a secondary color and a primary color and mix them together, which means that technically there's more of the third color that goes in in the mix, but you still get white.
HEY! so you could totally use ANY wild shapes if they have 2 of the same pieces you need. like with your inverted corner issue. you simply have to rotate if needed, destroy cut, then add to a stacker. you will need 2x the mines but this COULD save you time hunting for the alpha shapes. if the pieces are diagonal, all you have to do is swap and destroy cut. then put 2 mines together and now you have your alpha shape. you could move the sources a LOT closer and save on a little platform.
@@Nilausonly if you use modules to do it. It's really easy to make an extractor blueprint that outputs two lanes of half of a shape combined, or even one lane of a quadrant. (Or you can make an omni miner design, but I've found it cumbersome to route the outputs anywhere useful)
@@smrqunofficial There's a beautiful blueprint in the steam community hub for a mining platform which separates & combines each corner, outputting one full lane of each shape.
I've been loving this game! I always just copy/paste the height changing pipes/belts when placing them singly - it doesn't cost any blueprint points to do that and prevents the layer swapping.
I'll definitely make that color mixer. I went with the option to make a 2x1 block that's both a painter and a mixer, but since it will be necessary to have multiple mixers for the white color, then this will probably come in handy.
At 21:00 would it have been better to double up the extractors on just one of those patches and then disposing of the half you don't need? You would've saved on trains, but might have needed a couple more platforms to split and merge the wedges.
Absolutely love this game, and your videos, @Nilaus ! One thing I don't understand about the color mixing though: Why are we mixing paints as if they were light? RGB is for mixing light. CMY (or blue, red, yellow) is for mixing pigments like paint. Just a confusing design decision, imo.
Actually, the game lets you choose between RGB, CMY, and RYB. RGB is the default ... it makes the least sense but looks the prettiest, since the other options add towards black instead of white. The black fluid is also a bit less user-friendly - when I tried out the other color schemes, the black shapes looked a lot like the pegs (which aren't unlocked yet in this video), and pipes with black fluid look almost like empty pipes, so I ended up switching back to the white color scheme to avoid confusing myself.
@@salionshatterstar : Awesome, I had no idea; thank you for the clarification! Yeah, I didn't think about the consequences of them combining towards black, lol.
12:40 I don't know if you're worried about the throughput, the mixer is taking 12x 1800L/min red (Painting Lvl 3) and the same green and is only outputting the same (12x lanes) of yellow. Mixers are 450+450 => 900 so I think there needs to be 48 mixers to run 12+12 => 24 lanes of mixed color?
Should be fine. Each mixer outputs 750L, and he only has 2 machine outputs attached to a jumper. That matches the 1500L capacity of a jumper. On the input side, each mixer is taking 375 in, and he is running 12 off of one pipe + one jumper (on the left side); that's 4500L used, with 7200+1500L capacity going over there, so there should be plenty of capacity on input as well.
@@saynay302 He's using a single jumper to cross two of the base colors over to the other side. That's only providing a quarter of the throughput that a pipe can.
Its possible to put the mixer in one level neatly, have them all face the output in groups of two and you can jump the inputs between the buildings. input colours dont have to be always on the same side of a mixer
I was today years old when Nilaus taught me that blending a base color back to a mix color gives you white!?!?!?!! I've been triple blending this whole time !
The rgb color system is additive, where having all three colors maximally results in white. Usually colors are represented with 3 numbers from 0 to 255 denoting the amount of red, green and blue in it. White is 255,255,255 for example
Why put the inputs on the outside and the outputs on the inside? Why alternate the input colors (Pattern ABABABAB), when you could do ABBAABBA instead? Much more compact that way.
Should not the space belt be divided into two halves feeding two separate color mixer platforms? I mean if we input 12 lanes of color A and 12 lanes of color B, we get 24 lanes of color C, which is too much for output space belt to handle. Or am I missing something?
It depends on how much paint you need. If you only consume 12 lanes of paint like he did, there isn't really a point in producing more, even if you could. In a dedicated build it could be benefitial to produce 24, but you could also build two mixers and put them on the same spacebelt.
With the changes to fluid ratios in 0.0.8, I'd like to see more videos like this of compact, 100% efficient (clean) designs... but it's really hard to find.
Yep, grouping the inputs works well. I have one colour come from one side and feed into the inner inputs, then jump over to the inner inputs of the second set of mixers. Then it's just a simple matter of routing the second colour around to all the other inputs.
About the mixer design theres 1 thing I dont get: if you have 12 pipes of red and 12 pipes of green shouldnt it output 24 pipes of yellow since you dont lose liquid?
No, the other way around, you 12 pipes going out, meaning you only consume 6 pipes of green and 6 pipes of green. If you wanted to you could make 24 in 24 out.
5:40 - cant you really? feels like you got alternating vertical posts; I guess then it's because of quantity. but then cant you make modules that take a pair of pipes to all 3 levels? maybe it's a solution.
Input/output of fluid mixers confuse the hell out of me. Apparently fluids are preserved. So 10L of red and 10L of green will output 20L of yellow. Which means if you have 12 belt of red and 12 belt of green you should be outputting 24 belts of yellow. So I have to ask, is the output amount correct here? I'm sorry if I'm wrong.
The throughput is output limited, so each tile outputs 12 belts. While each tile can input from any of the 12 lanes of inputted base material, it will only consume 50% of that. Or 50%/25%/25% for Nilhaus's 3-way mixer.
There are few different color schemes and on top of that I think there is a non-colored version, were you have pipes covered with different geometrical patterns instead of colors.
@@HighWindd87 AFAIK the color-blind mode is NOT a non-colored version, i.e. it uses the same colors, but adds textures on top of the pipes which signal the color. It's actually shown in the ingame help. There are certain combinations of stripes and dots in different directions which stand for certain colors.
you don't have to select the tyle that you are locking to your cursor only need to have your cursor over the tyle you want only need to select when copy pasting a designed block.
Just built a 2x2 mixer that uses all 8 input/output lanes and already want to unlock the 3x3 base so I can make a bigger one. The amount of mixers you need for a large project is kind of absurd.
Despite what the tooltip indicates, pipes don't actually have a throughput limit. It says each pipe can handle 7200 L/m, but in my testing I was able to push 21600 through a pipe segment with no issues. So connect them all and spaghetti away :-)
An idea to make play through more interesting. Do not look for specific shapes, instead make a usage of what is available in random area. While it is a lot easier to find specific shapes and build everything from them by existing blueprints, it much more interesting to watch you trying to figure out how to make final product with out taking time and building long railways to make things easy and boring, the same as you've done many times before.
Why is everyone making a white mixer wrong? At the input we have (3 colors) x (12x1800) = 64800L, and at the output everyone makes 1x12=21600, but it should be 3x12 Or the correct ratio would be 3x4 for input and 1x12 for output. The same applies to mixing 2 colors. At the input we have 2x12, and at the output everyone makes 1x12, but it should be 2x12))
I wouldn't say it's wrong. The ratios are still 6:6:12, 6:3:3:12, (or 4:4:4:12 for a more intricate design Nilaus decided wasn't worth using). It's just that since all the inputs are next to each other, it's easy to allow for any of the 12 lines of input to be drawn from. It essentially creates a 12:6 or 12:3 balancer at the input. Which isn't super important, but it liberates you from the need to keep track of which belts are carried through from one tile to the next. Alternatively, one could use a bigger tile and utilize the full 12:12:24 or 12:12:12:36 capacity, but meh. Routing that much product to the next tile starts to resemble spaghetti.
You can cut the train tracks after each train station of your 4 shape delivery trains, so the trains can return on the underside of the track and don't have to drive to the end of your whole track.
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If you switched which color was the 50% color with each level of the color mixer, you would equalize the color usage across the spectrum.
This is the smartest comment, way better solution than just using two two-color mixers, especially since the three color one is already made
Thats really useful in a dedicated factory. In his MAM attempt he has every color available at 100%. Which made me wonder why he didn't just stack two basic mixer into each other.
i was going to comment the same thing, i just did exactly that too. there is plenty of room in this build to make it happen :D
Aaaand this is why this game is already so good. There are multiple "best" solutions depending on what you're optimizing for and how you decide to implement it.
Or make white with secondary colors. Make a set (or multiple sets) of all three secondaries and use those secondaries to make white.
3:00 The answer is yes, you can build 3 layers of 8 mixer, with fluid launcher and spaghetti. I like your approach with 2 layers of 1.5 layers worth of output though, I never thought of that.
That Mixer is pretty. I managed to squeeze 3 layers of 8 mixers in, but the piping is an absolute spaghetti monster. This is so much cleaner.
I just did it on a 1x2 platform. It is less of a headache.
@@ANDR0iDI don't understand why we hate ourselves and try to build on a 1x1 when the space is huge to build in lol
@@VoltronBuggz There is something satisfying about fitting a build into the smallest space possible I think
Same here! 🤣
There is even a challenge mode that allows only 1x1 platforms
I just clicked on this video cause it popped up, never seen a video from you before, but *wow* this train setup is ridicolously cool. I feel like i've been playing the lategame wrong now, this is such a cool way to organize all your factories. I'll have to go back and look at your setup for it. Also very relevant for MAMs
Welcome. Hope you find other cool designs on the channel. That is kind of what I am known for ;)
This series is so good! I am so spoiled by @nilaus style that any other Shapez content is just out-performed. Thank you!
A game hasn’t excited me like this in a long time.
When you built the initial color mixer, the green side was missing inputs. Top level only had 3 inputs and middle level only had 1 input it looked like.
This is just the gameplay that I needed from a game like this
So you can't use your fingers to mix the paints? That's like half the fun! Great series, more please!
I noticed with your white color mixer that you can make it On a 1x1 by copying the regular color mixer and putting the ones used for the middle later into the other 8 because you only need 2 to supply 4 so by making the extras the green and blue you can add it to the other 4 with the red in it to make white than do the same on the 3rd layer. I had to comment this cause no one else did. Have a great day.
I'm now just realizing that this only makes 2 layers you would need 8 more to make 3
But. I still think there is a way
It should be doable if you rotate the first two mixers outwards. The color on that side feeds into the 4 mixers of the first stage.
The two mixers of the first stage are feed by the color of the opposing side and build the new middle layer pipe of the 4 mixers of the outbound side.
@@MrHaggyy ya i ended up going back and thinking about it and relized its just doable it is pretty hard to make design cause i dont have the game yet
At 10:28 when you have the wrong colours in the mixers after rearanging the pipes, rather than cutting and repasting the mixers, it is possible to higlight the section and then press the "I" key to empty the pipes and mixers. This also works with belts full of items.
why make a seperate less efficient mixer exclusively for white when you can use the inital one you made but use it twice, if u know what i mean
I was wondering the same thing. The output should be the same, and the small two-colour mixer is just too beautiful to not use it as often as possible...
I thought the same thing. Just use that first pretty build twice, problem solved....
Probably because you would end up using twice as much of the third color than the first two
@@justsomeguy4935but that's always going to be the case. That's the weird thing about the way the paint mixing works, if an equal amount of three different colors was what it took to make white, that would be different. But you get a secondary color and a primary color and mix them together, which means that technically there's more of the third color that goes in in the mix, but you still get white.
@@justsomeguy4935 The build is designed for output, so the inputs will be more than enough in either case.
everytime nilaus uploads a video, i have to delete my factory and re-do it cause his ideas are always so cool and organized
12:00 You do have room for a label in the corner, you have one fluid pipe that connects floor levels 1 and 2, but not 3, so you have 5 spaces there.
HEY! so you could totally use ANY wild shapes if they have 2 of the same pieces you need. like with your inverted corner issue. you simply have to rotate if needed, destroy cut, then add to a stacker. you will need 2x the mines but this COULD save you time hunting for the alpha shapes. if the pieces are diagonal, all you have to do is swap and destroy cut. then put 2 mines together and now you have your alpha shape. you could move the sources a LOT closer and save on a little platform.
Way too expensive in platform units
@@Nilausonly if you use modules to do it. It's really easy to make an extractor blueprint that outputs two lanes of half of a shape combined, or even one lane of a quadrant. (Or you can make an omni miner design, but I've found it cumbersome to route the outputs anywhere useful)
@@smrqunofficial There's a beautiful blueprint in the steam community hub for a mining platform which separates & combines each corner, outputting one full lane of each shape.
Thanks to the developers for adding a colourblind mode. 😊
To make white you can just combine 2 color mixers, for example first red + green and a 2nd mixer to add blue.
It took me hours to figure out the ratio for the mixer triple lanes. Your video solves everything.
I've been loving this game!
I always just copy/paste the height changing pipes/belts when placing them singly - it doesn't cost any blueprint points to do that and prevents the layer swapping.
Loving this series
13:59 Your Cut Diagonal blueprint seems to be two floors only.
Edit: Oh good, you fixed it.
I'll definitely make that color mixer. I went with the option to make a 2x1 block that's both a painter and a mixer, but since it will be necessary to have multiple mixers for the white color, then this will probably come in handy.
If you rotate your stacker with the output to the south you can use straight pipes and you could also leave them in place.
Are you going to make a "Make Anything Machine"!?
Or at least something that takes any base in the wild, quarters it and seperates it to combine it with its friends.
At 21:00 would it have been better to double up the extractors on just one of those patches and then disposing of the half you don't need? You would've saved on trains, but might have needed a couple more platforms to split and merge the wedges.
Absolutely love this game, and your videos, @Nilaus ! One thing I don't understand about the color mixing though: Why are we mixing paints as if they were light? RGB is for mixing light. CMY (or blue, red, yellow) is for mixing pigments like paint. Just a confusing design decision, imo.
Actually, the game lets you choose between RGB, CMY, and RYB. RGB is the default ... it makes the least sense but looks the prettiest, since the other options add towards black instead of white. The black fluid is also a bit less user-friendly - when I tried out the other color schemes, the black shapes looked a lot like the pegs (which aren't unlocked yet in this video), and pipes with black fluid look almost like empty pipes, so I ended up switching back to the white color scheme to avoid confusing myself.
@@salionshatterstar : Awesome, I had no idea; thank you for the clarification! Yeah, I didn't think about the consequences of them combining towards black, lol.
12:40 I don't know if you're worried about the throughput, the mixer is taking 12x 1800L/min red (Painting Lvl 3) and the same green and is only outputting the same (12x lanes) of yellow. Mixers are 450+450 => 900 so I think there needs to be 48 mixers to run 12+12 => 24 lanes of mixed color?
15:04 I use labels only on the bottom of each platform to show me which side is the inbound side.
Problem. The jumpers do not have the same throughput as the pipe. I think you need something like 4 jumpers to match full throughput of one pipe
Should be fine. Each mixer outputs 750L, and he only has 2 machine outputs attached to a jumper. That matches the 1500L capacity of a jumper. On the input side, each mixer is taking 375 in, and he is running 12 off of one pipe + one jumper (on the left side); that's 4500L used, with 7200+1500L capacity going over there, so there should be plenty of capacity on input as well.
@@saynay302 He's using a single jumper to cross two of the base colors over to the other side. That's only providing a quarter of the throughput that a pipe can.
You can make flat painter with fluid launchers, and then scale that to 3 layers.
Its possible to put the mixer in one level neatly, have them all face the output in groups of two and you can jump the inputs between the buildings. input colours dont have to be always on the same side of a mixer
I was today years old when Nilaus taught me that blending a base color back to a mix color gives you white!?!?!?!! I've been triple blending this whole time !
The rgb color system is additive, where having all three colors maximally results in white. Usually colors are represented with 3 numbers from 0 to 255 denoting the amount of red, green and blue in it. White is 255,255,255 for example
11:15 missing a pipe connection?
Why put the inputs on the outside and the outputs on the inside? Why alternate the input colors (Pattern ABABABAB), when you could do ABBAABBA instead? Much more compact that way.
Should not the space belt be divided into two halves feeding two separate color mixer platforms? I mean if we input 12 lanes of color A and 12 lanes of color B, we get 24 lanes of color C, which is too much for output space belt to handle. Or am I missing something?
It depends on how much paint you need. If you only consume 12 lanes of paint like he did, there isn't really a point in producing more, even if you could.
In a dedicated build it could be benefitial to produce 24, but you could also build two mixers and put them on the same spacebelt.
Fluid jumpers arent full pipe capacity.
Fluid throughput in general is a mixed bag for me. You can never get or use a full belt on purpose.
I just used the larger 2x1 platform to leave space between every mixer for fluid launchers, do it in one level and copy paste
Couldn't you just do two color mixers to make white? 2 colors into the first which feeds into the second along with the third color?
That's literally what he did. Did you not watch the video?
With the changes to fluid ratios in 0.0.8, I'd like to see more videos like this of compact, 100% efficient (clean) designs... but it's really hard to find.
a single layer design is possible using fluid jumpers, the trick is to swap the colour sides of neighbouring mixers eg. R G G R
Yep, grouping the inputs works well. I have one colour come from one side and feed into the inner inputs, then jump over to the inner inputs of the second set of mixers. Then it's just a simple matter of routing the second colour around to all the other inputs.
Thank you!
Oh, and color me impressed. =P
About the mixer design theres 1 thing I dont get: if you have 12 pipes of red and 12 pipes of green shouldnt it output 24 pipes of yellow since you dont lose liquid?
No, the other way around, you 12 pipes going out, meaning you only consume 6 pipes of green and 6 pipes of green. If you wanted to you could make 24 in 24 out.
24 (12 green 12 red) would output 24 yellow, however he only made room for 12 output
He goes for 9 Input 18 output
If he had twice as many mixers, sure.
5:40 - cant you really? feels like you got alternating vertical posts;
I guess then it's because of quantity. but then cant you make modules that take a pair of pipes to all 3 levels? maybe it's a solution.
Top series
Input/output of fluid mixers confuse the hell out of me. Apparently fluids are preserved. So 10L of red and 10L of green will output 20L of yellow. Which means if you have 12 belt of red and 12 belt of green you should be outputting 24 belts of yellow. So I have to ask, is the output amount correct here? I'm sorry if I'm wrong.
The throughput is output limited, so each tile outputs 12 belts. While each tile can input from any of the 12 lanes of inputted base material, it will only consume 50% of that. Or 50%/25%/25% for Nilhaus's 3-way mixer.
Makes me wonder if it would be worth it to mix all the colors beforehand and just add 4 more liquid unloaders at your train stops.
I've been working on my MAM, I hope you decide to extend your series into the endgame with this project!
@Nilaus : 3:34 Use fluid launcher to not use a 2nd level piping. Make fluids jumps over each others lines, so no verticality.
so is is more efficient to mix the paint on site every time? vs using a 7 car train pulling from a paint farm?
Given the platform points a train station costs most certainly.
One of your inputs on the green side isn't connected.
Are there colourblind modes?
I wouldnt be able to play past this point as I cant tell several of the colours apart.
There are few different color schemes and on top of that I think there is a non-colored version, were you have pipes covered with different geometrical patterns instead of colors.
@@HighWindd87 Thanks, that is good to know as this would literally become unplayable for me.
@@HighWindd87 AFAIK the color-blind mode is NOT a non-colored version, i.e. it uses the same colors, but adds textures on top of the pipes which signal the color. It's actually shown in the ingame help. There are certain combinations of stripes and dots in different directions which stand for certain colors.
at 20:16 i found 2 mines for that shape for you, one at -1 | K and the 2nd at -5 | H
you don't have to select the tyle that you are locking to your cursor only need to have your cursor over the tyle you want only need to select when copy pasting a designed block.
Just built a 2x2 mixer that uses all 8 input/output lanes and already want to unlock the 3x3 base so I can make a bigger one. The amount of mixers you need for a large project is kind of absurd.
Previews are bugged for me too on painting blocks.
yes yes yes !!!! more bbyy"
Is there any harm in connecting every same-colored pipe together and then just spaghetti-ing the pipes into position?
No, as long as you don't go over the throughput limit (one pipe can carry input from 4 lanes).
Despite what the tooltip indicates, pipes don't actually have a throughput limit. It says each pipe can handle 7200 L/m, but in my testing I was able to push 21600 through a pipe segment with no issues. So connect them all and spaghetti away :-)
Don’t know if you know this but to complete tasks you don’t need to complete the previous one.
You can clear items in build with I
Can interstellar belts carry multiple colors each?
I think they can but YIKES
Pipes and belts can both carry 3 different items if you want to do it efficiently: 1 on each layer.
@@roadtrain_ 12 different items - one per belt, 4 belts per layer.
An idea to make play through more interesting. Do not look for specific shapes, instead make a usage of what is available in random area. While it is a lot easier to find specific shapes and build everything from them by existing blueprints, it much more interesting to watch you trying to figure out how to make final product with out taking time and building long railways to make things easy and boring, the same as you've done many times before.
Ohh. Totally agree here!
Why is everyone making a white mixer wrong?
At the input we have (3 colors) x (12x1800) = 64800L, and at the output everyone makes 1x12=21600, but it should be 3x12
Or the correct ratio would be 3x4 for input and 1x12 for output.
The same applies to mixing 2 colors. At the input we have 2x12, and at the output everyone makes 1x12, but it should be 2x12))
I wouldn't say it's wrong. The ratios are still 6:6:12, 6:3:3:12, (or 4:4:4:12 for a more intricate design Nilaus decided wasn't worth using). It's just that since all the inputs are next to each other, it's easy to allow for any of the 12 lines of input to be drawn from. It essentially creates a 12:6 or 12:3 balancer at the input. Which isn't super important, but it liberates you from the need to keep track of which belts are carried through from one tile to the next.
Alternatively, one could use a bigger tile and utilize the full 12:12:24 or 12:12:12:36 capacity, but meh. Routing that much product to the next tile starts to resemble spaghetti.
You can clear items and fluids from all selected buildings by simply pressing "I". This also works on selected space platforms, belts and pipes.
Strange that they're using the additive primary colors for light (RGB) instead of the subtractive primary colors for paint (RYB).
in the settings there is a colour option where you can change it to RYB, its purely visual so it changes green to yellow i assume on the map
Yeah, it's a little strange that that's the default, but they do have CMYK and other options that you can switch to.
You can cut the train tracks after each train station of your 4 shape delivery trains, so the trains can return on the underside of the track and don't have to drive to the end of your whole track.