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It seems small but one thing I love in shapez 2 is the little shape previews at the end of belts etc. If they can logically calculate the output of each block then they don't even need to simulate the items you're not looking at, it can scale up indefinitely
@@Rick104547 offtopic but factorio indeed switched from calculating each object to thinking of lengths of belts as a system, which gave huge performance gains in lategame factories. shapez2 did it this way from the start since the devs learned from the lessons of others
@@Rick104547 Factorio has some neat optimizations, like merging adjacent items on belts into one long 'item', but it's nowhere near the level of 'this row takes 2 belts iron and 3 belts copper and outputs circuits so we can treat it as one big machine' which is evidently possible here. I don't know if Shapez actually does this either but they've done the hard part
That's because in factorio you cannot optimize off screen belts completely because biters and robots can reshape and destroy belts, or power can cut out. There are so many edge cases that doing a point to point optimization is basically useless. Plus I doubt that shapez2 does also such optimizations because belt ratios and belt balancers exist, plus you can even cut space belts and have moving lines update, and even mix input and the outputs get continuously reevaluated, if those were abstracted it wouldn't work@@speedstyle.
@@fluffy_tail4365 Of course you can - any change to the layout or the items coming in would trigger some recalculations. This is how most things work already - machines cache how many beacons they're in range of, trains cache which stations are reachable, even inserters only bother calculating what to do when the inventory they're pointing at goes changes. A 100x speedup is so valuable that it doesn't really matter how many edge cases there are. Shapez2 could easily handle the things you listed, because the _worst_ case when assumptions break down is that they have to calculate it as normal (until it returns to a steady/cyclic state). You can already see how it deals with it on the shape preview - when it doesn't show anything yet because the inputs haven't come in yet, or it flashes multiple items because the output is mixed, or it doesn't tell you the flow rate because not enough items have passed, etc. Whenever it _does_ show a preview it's possible to make this optimization
Spent hours last night building a 8 lane painter on a 1x2 that needed the third floor for some piping. Wakes up to a 1x1 that supports 12 lanes and realizes I forgot about jumpers and that would have helped a lot. 😅 Still proud of the pipe and belt weaving, but gonna go back and optimize.
@sintanan469 Seriously. I felt proud of my self last night designing a painting blueprint that uses the T-shaped platform for painting 12 lanes and this madman did it on a 1x1!
I used tunnels a lot in shapez 1 and thought that it was weird they didn't make it into shapez 2 since they are so usefull. I don't know why but my brain keeps not making the connection that a shapez 2 jumper is a shapez 1 tunnel lol. This video was a good reminder for me that they exist and that i should use them more !
Caught a minor error at 18:09 - the platform cost of the blue train stop is 52, not 11. The total cost is 56, not 13. That's because locomotive and wagon tiles are more expensive, but the rails are free, so it incentivizes long train routes and short belt routes. Keep up the videos, really enjoying this series!
I refuse to watch this until I've given spaghetti trains a proper go of it but I'm reading the comments and it looks like you got a full 12 lane painter into a 1x1. That's impressive!
The blue/White circles: Do not cut, combine!!! Combining blue with White give you exatly a half blue/white circle and a white/blue circle, then just stak one on the other. There is only 3 combines for two shapes: half, diagonal and one to three part
Working with launchers to make flat designs has been quite the learning process. I couldn't get 4x2 painting working on anything smaller than the T platform, and now this. I have lots left to learn! Also, man, I would love variable distance launchers for belts and pipes, like their space versions and trains.
7:34 Actually, if you don't merge the floors of paint, you can have that one blueprint paint with 2 different colors simultaneously (3 with third floor upgrade), which would potentially have more uses than merely a single color would without detracting from it's current effectiveness.
@@magmabot1016 Philosophy that limits possibilities for those who don't care isn't effective design. The best way I can put it is, if you design something for other people to use you should not intentionally limit it in a way that doesn't add any functionality. For this build in particular, there is no downside to painting different floors different colors since they're completely separate systems, and it should be up to the player using the blueprint to decide if that's a good idea or not.
@@tylerchase7 there is one downside: throughput. The design you suggest can only process one floor's worth of shapes, whereas the purely parallelized pattern can process all floors simultaneously. The big problem with this is that, with the design philosophy here, you either do each color separately or each floor separately to maximize throughput and minimize building variance. To separate floors, dye each one, then recombine in order to achieve the same throughput is less efficient in terms of building variance by requiring splitters and combiners, not to talk about having 3 blueprints for dyeing (vs 1 here). Also, it takes up a bigger floorplan even if you dye all 3 colors in one 1x1 tile just because of the splitters. That said, if your philosophy is to process only one layer at a time, then your way is more efficient.
@@minamagdy4126 No, if you need throughput you can just do all 3 floors the same color, if you don't need throughput you can do all floors a different color, or 2 floors of 1 color and 1 floor of another. Also, you're not limited to merely painting the same **shape** either, you can put different shapes on different levels as well. It's an incredibly versatile design that doesn't need to be limited. The main use I can see of actually doing multi-color painting would be for making shapes that only use 1 of any given corner piece dyed a specific color, since you won't need that many of them.
@@tylerchase7 I get where you're coming from but I can't help but build factories as if "bigger is always better." If it's even 5% more efficient I'll use more space. If I only need to paint a corner, I'd rather cut a full painted shape before transport.
Because the train stations discretize items into 360 (up to 1080 with research) there isn't much point in having lots and lots of trains per line. 80% of your trains will be empty, and because the train station can buffer 3 full packages of 360/1080, you aren't slowing down your factory either. It just causes congestion, especially if you're sharing rails. Hopefully we get train control options like in satisfactory to say "wait until full" Even with max upgraded belts, it's 1.5 minutes to load a train station so it's only worth adding a second train if your round trip is greater than 1.5 minutes, which is basically never going to be the case. Belts cap at 180/min, and 4 per floor of the station, so station fills at 720 items/min and a 1080 package is produced at 90 seconds. With 3 floors, that's 3240 items/train car at 2160 items/min/train car
I just built a four-sector long rail where I was replacing a space belt. With the space belt I was getting a constant flow of max-belt levels of items. With a single train with a single car, I was spending more time *without* items at the vortex than with. My production absolutely slowed down; items were backing up and maxing out the loading station as the single train attempted to move items. Those items would run out at the delivery station long, long before the train would return with another load. The answer to my problem was more trains. I could have probably also gone with more stations and a longer single train? But adding trains *definitely* improved my throughput. You want the items backing up at the *delivery* station, not running out before the train returns.
@@Moleculor the most likely problem is you upgraded your belts and machines a bunch but didn't touch train capacity. In a worst case scenario, belts at 180/min x 4 per floor will fill a base car of 360 in 30 seconds. You are the exact situation I talked about a second train being a solution.
Don’t bother with a round trip, once you can get them to jump straight into the vortex. I have trains coming from obscene distances away to jump in. I added more trains until they balanced with production. You can have 100 trains going down 1 line if you don’t care about return trip routing, too.
Doesn’t delay anything. Train jumps in the vortex, and it respawns within a couple seconds, taking the next load in to drop off. When your factory for a milestone shape is minutes away, this saves a ton of time.
24:05 Instead of burning half of each shape, the difference between them is a halves swap. Side by side swapper would have left you with 2x the shapes to send in.
Sometimes it's jus easier and faster to destory some of it than messing with twice the amount of shapes. Especially when you are already on 3x floors with 4 lanes each. Just make shapes a little bit slower and start building for another shape in the meantime.
I absolutely cant wait for your take on make anything machines. I've been tinkering with the smallest working example and I just KNOW you'll have some clever uses of circuits for such a thing
I worked like 3 hours into making a painting system on one floor. My design is on a long platform and needs 2 ink input, I was so happy. Then I opened this video...
26:00 I think instead of stacking two halves together it'd be more efficient to use a Swapper platform since the orientation doesn't matter when both layers are the same shape and just the colours matter.
The orientation does matter when loading on the train, as each shape will delete the other orientation when it enters the loader. So there would need to be some rotation involved, though that could be done within the swapper tile. Ultimately, I agree that swappers are a good fit for this shape.
I had made that 1x2 platform that swaps the layers to collate similar shapes onto one belt yesterday. Super good to see someone so skilled come up with the same idea independently
This is just like watching Olympic gymnasts. I am impressed, amazed, fascinated, and I also know that I can't do it and won't ever be able to do it. Great stuff.
I really love the UI and sound effects in this game. I've been holding off on playing factory games until Factorio's Space Age is released because I don't want to be burned out by the time I can play, but after watching these I'm strongly considering grabbing Shapez 2 as well. I love how quickly you can put together something that works and looks good.
One thing I would LOVE is the ability to adjust belt launcher distance like we can for the trains. Make it an upgrade even - That would be OP and so useful.
When you were doing level 2 of the Hunter's badge... why didn't you just use swapping instead of splitting (harvest 16 lanes of circles, paint 8 blue stack them into 8 lanes of blue/white & white/blue circles, swap, rotate half of the output 180), ? That looks extremely overcomplicated.
36:00 you could make a slight adjustment to your rotation blueprints by moving the rotators on the platforms closer to the output, that way the blueprints will resemble an arrow pointing in the direction of their belt flow great vid!
Playing the game I have also realized it is best to work with the main 4 complete shapes, it is a good idea to make the complete shapes and train it to near the vortex for future use (together with all the colors).
25:25 ish. If you'd like, you can include rotators within the "Split Side by Side" block. That way, all the outputs will be uniform and you won't need to add a partial "Rotate Half" block after.
@@Nilaus Oops, I gave the wrong time stamp; I'd meant to type "24:25 ish". So what I meant to suggest was, in the "Split Side by Side" block, add a 180 rotator after each cutter in the output lanes that have an extra empty belt on the first level before merging. That'd make both the first and second floors output in the same orientation. Or was that block designed for asymmetric shapes, with an application that requires the floors to have opposite orientations? If so, I may have forgotten that purpose ;-)
I can imagine you mining the basic shapes and the colours from far away, training each of them to close to your home, then only ever having to build close to home.
i like how its not just green circuits over and over. its random shapes that vary, and you just apply the knowledge and processes to them, and it always different. it's not just copying our way through the whole tech tree 😅
OMFG, I'm in the top 5% and just realised I completely forgot about chucking shapes locally. I've spent so much time building efficient BPs with this handicap. I'm about to power up with this knowledge.
Looks like the Split Into 2 block always benefits from one side being rotated 180 degrees afterwards. Might be good to incorporate that into the base blueprint!
I prefer to put my painters with the fluid inputs adjacent. They can share fluid that way and it gives you one tile where you can wiggle in a pipe from the second layer by just dropping down one and then going left one.
about my comment on the pre-previous video, the space pipes are just a bit confusing, the loaders are like 1500/min aka 4 miners, so that's 6000 per full space miner. a space pipe can do this, but TWELVE times, in short, a full 4x4 miners can fill one lane of one layer of a space pipe! compared to shapez, these have a full lane per 4 miners, so they max out at 16 miners per layer aka a full space miner per floor/layer that is why I was confused
Thanks a lot for the huge help and content! Is there a way you can share/we can see your Blueprints?? I'd love to have the same folders and designs... Thanks!
I made the most cursed cutting block it cuts 8 full lanes in halves .... But doesn't destroy anything.... And its on a 1 by 1 platform. I had to use every factorio trick i could think of that would apply to fit it in 😅 so there's a lot of jumping and what not
5:50 Your painter buildings are blocking two of the paint launchers. I thought that might be a problem, but I just ran a test and it turns out painters pass fluids through them, so it doesn't reduce throughput at all. Thought I'd mention it in case anyone else wondered about it.
i know this is late, but with the final Hunter's Badge one, didn't you have a block that flips one side independently because of the specific symmetrical shape thing?
18:11: I'm not confused right... it takes up 11 platform, but it costs 52 points. Will still often beat out the belts but there are lengths where belts win out, and close calls where'd I'd still use belts for simplicities sake. I wonder if, or how long until, he corrects this miscommunication
Wanted to point out, your 1x1 painting platform has a slight issue, Its only taking in 3 of the 4 paint lanes as one lane is blocked by the painter in front of the receiver. Its fixable by pushing the painer on both the far left and far right back 1 lane.
Lol it's rough if your trying to match his pace and compare your designs to his. just go at your own pace, embrace the spaghetti. My designs always have stuff jumping over each other and messy. I might bring 8 lanes in and have 4 lanes out when it should be able to do 8 but, I can approach optimization later when I'm more experienced or have more tools
@@okachobe1 im just trying to build blueprints in the 2x1 space platform form factor and I just cant figure out the logistics for the life of me. Like I tried making a 2x1 blueprint that paints 8 input belts but its really hard
Thank you Nilaus for ruining the watch experience of Shapez 2 on youtube for me (/s). I tried watching Let's game it uot's video on this game and just couldn't because it was so unorganized and your was organized.
i had the same experience with factorio. watched someone else's first and was happy doing it. then watched nilaus and could never go back to the spaghetti mall again
Something I think I’ve noticed is that when it is simulating something in the background (I’m assuming that’s how it optimises) that a factory will stop producing at maximum efficiency and when I go over to check on it the belts will be half empty. If I stay there while it refills it’ll run as expected. Not sure what causes this
It’s something that satisfactory/minecraft uses as well. It’ll take some optimizing (this feature is typically buggy at first) but essentially if you’re a certain distance away it will start just calculating numbers rather than render the whole setup. Which saves countless frames!
Pausing the video to get the blueprint instead of subscribing to the Patreon is the same feeling I can only imagine people get when they right click, save as, all the stupid yacht monkee jpegs
Loved watching the first couple of episodes but the viewing experience does decrease once everything is based off blueprints. I'm sure these are probably very useful for those currently playing along with you.
You know the space roads can carry 3 floors of shapez as well. so you do not need to run multiple lines. just feed your items on different levels. and this helps with seperating items as well.
Is there a specific reason why he hasn’t unlocked the third floor yet? It surely would enable him to build more efficiently and produce more of everything. It would be a lot of work to add everything that gets more efficient with a third floor later in the game instead of designing it on three floors immediately.
I’m very much enjoying this series, but just as a point of feedback, it feels like it’s lacking a bit in actual design content. Most of the modules are already pre-designed (presumably in the Twitch streams), and that leaves the UA-cam series feeling a bit like just watching you stamp down pre-made blueprints we didn’t get to see you design. I’d love to see more of the thought process that goes into designing all those awesome blocks you’re using!
Im at the part where I have unlocked trains and can see a use case for them. Im going to watch this video in hopes I learn how to use them because no joke I could not figure it out. Sorry I suck.
What did Nilaus do to fix his throughput problem at the end, where the route length might have caused a problem before stacking? The editing is getting too much on some of these videos - where Nilaus normally excels is a “this is the problem, and this is how I solved it” but there is so much chopped out of these now…
He selected the two platforms with very uneven throughput on the layers and pressed "I" to delete all shapes on those belts. The key is also shown in the "popup help" (lower screen) after selecting a platform.
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It seems small but one thing I love in shapez 2 is the little shape previews at the end of belts etc. If they can logically calculate the output of each block then they don't even need to simulate the items you're not looking at, it can scale up indefinitely
I believe they already do these kind of optimizations. Pretty sure for instance Factorio does not calculate every single item if there's a shortcut.
@@Rick104547 offtopic but factorio indeed switched from calculating each object to thinking of lengths of belts as a system, which gave huge performance gains in lategame factories. shapez2 did it this way from the start since the devs learned from the lessons of others
@@Rick104547 Factorio has some neat optimizations, like merging adjacent items on belts into one long 'item', but it's nowhere near the level of 'this row takes 2 belts iron and 3 belts copper and outputs circuits so we can treat it as one big machine' which is evidently possible here. I don't know if Shapez actually does this either but they've done the hard part
That's because in factorio you cannot optimize off screen belts completely because biters and robots can reshape and destroy belts, or power can cut out. There are so many edge cases that doing a point to point optimization is basically useless. Plus I doubt that shapez2 does also such optimizations because belt ratios and belt balancers exist, plus you can even cut space belts and have moving lines update, and even mix input and the outputs get continuously reevaluated, if those were abstracted it wouldn't work@@speedstyle.
@@fluffy_tail4365 Of course you can - any change to the layout or the items coming in would trigger some recalculations. This is how most things work already - machines cache how many beacons they're in range of, trains cache which stations are reachable, even inserters only bother calculating what to do when the inventory they're pointing at goes changes.
A 100x speedup is so valuable that it doesn't really matter how many edge cases there are. Shapez2 could easily handle the things you listed, because the _worst_ case when assumptions break down is that they have to calculate it as normal (until it returns to a steady/cyclic state). You can already see how it deals with it on the shape preview - when it doesn't show anything yet because the inputs haven't come in yet, or it flashes multiple items because the output is mixed, or it doesn't tell you the flow rate because not enough items have passed, etc. Whenever it _does_ show a preview it's possible to make this optimization
The 1x1 painting block is a thing of beauty. Thanks for sharing!
came to the comments to say exactly that
Spent hours last night building a 8 lane painter on a 1x2 that needed the third floor for some piping. Wakes up to a 1x1 that supports 12 lanes and realizes I forgot about jumpers and that would have helped a lot. 😅 Still proud of the pipe and belt weaving, but gonna go back and optimize.
I too have a habit of forgetting belt jumpers exist.
I used jumpers but I still got only 1x2
But there's room for signs! 😂
I was ecstatic because I designed a 1x2 painter that uses 2 layers to take 8 belts in and send 8 belts out.
Nihaus just showing all us up. :P
@sintanan469 Seriously. I felt proud of my self last night designing a painting blueprint that uses the T-shaped platform for painting 12 lanes and this madman did it on a 1x1!
I used tunnels a lot in shapez 1 and thought that it was weird they didn't make it into shapez 2 since they are so usefull. I don't know why but my brain keeps not making the connection that a shapez 2 jumper is a shapez 1 tunnel lol. This video was a good reminder for me that they exist and that i should use them more !
Caught a minor error at 18:09 - the platform cost of the blue train stop is 52, not 11. The total cost is 56, not 13. That's because locomotive and wagon tiles are more expensive, but the rails are free, so it incentivizes long train routes and short belt routes. Keep up the videos, really enjoying this series!
I refuse to watch this until I've given spaghetti trains a proper go of it but I'm reading the comments and it looks like you got a full 12 lane painter into a 1x1. That's impressive!
he actually did that before trains, so if you wanna learn from/copy the design, you can do so without hurting your train plans?
The blue/White circles:
Do not cut, combine!!!
Combining blue with White give you exatly a half blue/white circle and a white/blue circle, then just stak one on the other.
There is only 3 combines for two shapes: half, diagonal and one to three part
Working with launchers to make flat designs has been quite the learning process. I couldn't get 4x2 painting working on anything smaller than the T platform, and now this. I have lots left to learn!
Also, man, I would love variable distance launchers for belts and pipes, like their space versions and trains.
7:34 Actually, if you don't merge the floors of paint, you can have that one blueprint paint with 2 different colors simultaneously (3 with third floor upgrade), which would potentially have more uses than merely a single color would without detracting from it's current effectiveness.
I assume what you are suggesting would paint diffrent levels diffrent colors which for some shapez2 design philosipies is not usefull, including mine.
@@magmabot1016 Philosophy that limits possibilities for those who don't care isn't effective design. The best way I can put it is, if you design something for other people to use you should not intentionally limit it in a way that doesn't add any functionality. For this build in particular, there is no downside to painting different floors different colors since they're completely separate systems, and it should be up to the player using the blueprint to decide if that's a good idea or not.
@@tylerchase7 there is one downside: throughput. The design you suggest can only process one floor's worth of shapes, whereas the purely parallelized pattern can process all floors simultaneously. The big problem with this is that, with the design philosophy here, you either do each color separately or each floor separately to maximize throughput and minimize building variance. To separate floors, dye each one, then recombine in order to achieve the same throughput is less efficient in terms of building variance by requiring splitters and combiners, not to talk about having 3 blueprints for dyeing (vs 1 here). Also, it takes up a bigger floorplan even if you dye all 3 colors in one 1x1 tile just because of the splitters. That said, if your philosophy is to process only one layer at a time, then your way is more efficient.
@@minamagdy4126 No, if you need throughput you can just do all 3 floors the same color, if you don't need throughput you can do all floors a different color, or 2 floors of 1 color and 1 floor of another. Also, you're not limited to merely painting the same **shape** either, you can put different shapes on different levels as well. It's an incredibly versatile design that doesn't need to be limited. The main use I can see of actually doing multi-color painting would be for making shapes that only use 1 of any given corner piece dyed a specific color, since you won't need that many of them.
@@tylerchase7 I get where you're coming from but I can't help but build factories as if "bigger is always better." If it's even 5% more efficient I'll use more space. If I only need to paint a corner, I'd rather cut a full painted shape before transport.
Because the train stations discretize items into 360 (up to 1080 with research) there isn't much point in having lots and lots of trains per line. 80% of your trains will be empty, and because the train station can buffer 3 full packages of 360/1080, you aren't slowing down your factory either. It just causes congestion, especially if you're sharing rails. Hopefully we get train control options like in satisfactory to say "wait until full"
Even with max upgraded belts, it's 1.5 minutes to load a train station so it's only worth adding a second train if your round trip is greater than 1.5 minutes, which is basically never going to be the case.
Belts cap at 180/min, and 4 per floor of the station, so station fills at 720 items/min and a 1080 package is produced at 90 seconds.
With 3 floors, that's 3240 items/train car at 2160 items/min/train car
I just built a four-sector long rail where I was replacing a space belt. With the space belt I was getting a constant flow of max-belt levels of items.
With a single train with a single car, I was spending more time *without* items at the vortex than with. My production absolutely slowed down; items were backing up and maxing out the loading station as the single train attempted to move items. Those items would run out at the delivery station long, long before the train would return with another load.
The answer to my problem was more trains.
I could have probably also gone with more stations and a longer single train? But adding trains *definitely* improved my throughput. You want the items backing up at the *delivery* station, not running out before the train returns.
@@Moleculor the most likely problem is you upgraded your belts and machines a bunch but didn't touch train capacity. In a worst case scenario, belts at 180/min x 4 per floor will fill a base car of 360 in 30 seconds. You are the exact situation I talked about a second train being a solution.
Don’t bother with a round trip, once you can get them to jump straight into the vortex. I have trains coming from obscene distances away to jump in. I added more trains until they balanced with production. You can have 100 trains going down 1 line if you don’t care about return trip routing, too.
@tolem9793 sure you can, but there's no point. It doesn't do anything but potentially delay other trains.
Doesn’t delay anything. Train jumps in the vortex, and it respawns within a couple seconds, taking the next load in to drop off. When your factory for a milestone shape is minutes away, this saves a ton of time.
24:05 Instead of burning half of each shape, the difference between them is a halves swap. Side by side swapper would have left you with 2x the shapes to send in.
Sometimes it's jus easier and faster to destory some of it than messing with twice the amount of shapes. Especially when you are already on 3x floors with 4 lanes each. Just make shapes a little bit slower and start building for another shape in the meantime.
Train fun gets even better when you send them right into the void and have multiple lanes supplying the jump pad.
I absolutely cant wait for your take on make anything machines. I've been tinkering with the smallest working example and I just KNOW you'll have some clever uses of circuits for such a thing
I worked like 3 hours into making a painting system on one floor. My design is on a long platform and needs 2 ink input, I was so happy. Then I opened this video...
This game is nuts, can't keep away.
26:00 I think instead of stacking two halves together it'd be more efficient to use a Swapper platform since the orientation doesn't matter when both layers are the same shape and just the colours matter.
The orientation does matter when loading on the train, as each shape will delete the other orientation when it enters the loader. So there would need to be some rotation involved, though that could be done within the swapper tile. Ultimately, I agree that swappers are a good fit for this shape.
@@salionshatterstar I guess I should have specified that they need to be identical when rotated 180 degrees, yes.
I picked up this game after seeing your first few episodes and have been enjoying the hell out of it! Thanks for covering it!
I had made that 1x2 platform that swaps the layers to collate similar shapes onto one belt yesterday. Super good to see someone so skilled come up with the same idea independently
My jaw actually dropped seeing how you made a 4/8/12 lane painter in a 1x1 like that. Well done!
This is just like watching Olympic gymnasts. I am impressed, amazed, fascinated, and I also know that I can't do it and won't ever be able to do it. Great stuff.
That painting design is amazing! Thank you!
I love this series! never stop making it!
Very cool. I can't wait to see what higher level of abstraction the game will throw at us next!
Man I spent like 45 minutes trying to come up with a 1x1 painter for multiple levels, and you've just done it in mere minutes!
I really love the UI and sound effects in this game. I've been holding off on playing factory games until Factorio's Space Age is released because I don't want to be burned out by the time I can play, but after watching these I'm strongly considering grabbing Shapez 2 as well. I love how quickly you can put together something that works and looks good.
One thing I would LOVE is the ability to adjust belt launcher distance like we can for the trains. Make it an upgrade even - That would be OP and so useful.
When you were doing level 2 of the Hunter's badge... why didn't you just use swapping instead of splitting (harvest 16 lanes of circles, paint 8 blue stack them into 8 lanes of blue/white & white/blue circles, swap, rotate half of the output 180), ? That looks extremely overcomplicated.
Thanks
Can't wait for you to unlock the third floor!
36:00 you could make a slight adjustment to your rotation blueprints by moving the rotators on the platforms closer to the output, that way the blueprints will resemble an arrow pointing in the direction of their belt flow
great vid!
Playing the game I have also realized it is best to work with the main 4 complete shapes, it is a good idea to make the complete shapes and train it to near the vortex for future use (together with all the colors).
Mmmmm trains!!! Great series, thank you!
First to post tutorials as always greatly appreciated! Thanks for all the help with DSP as well!
Thanks for your help! ❤
18:11 "Eleven platforms," while looking at 52 platform points worth of platforms.
I thought I was doing well to finagle an 8 lane painter into a 2x1 platform, but that was next level crazy.
Loved the intro👌
Yay more Shapez!
25:25 ish. If you'd like, you can include rotators within the "Split Side by Side" block. That way, all the outputs will be uniform and you won't need to add a partial "Rotate Half" block after.
But then it is no generic as it only works on symmetric shapes
@@Nilaus Oops, I gave the wrong time stamp; I'd meant to type "24:25 ish". So what I meant to suggest was, in the "Split Side by Side" block, add a 180 rotator after each cutter in the output lanes that have an extra empty belt on the first level before merging. That'd make both the first and second floors output in the same orientation. Or was that block designed for asymmetric shapes, with an application that requires the floors to have opposite orientations? If so, I may have forgotten that purpose ;-)
I can imagine you mining the basic shapes and the colours from far away, training each of them to close to your home, then only ever having to build close to home.
i like how its not just green circuits over and over. its random shapes that vary, and you just apply the knowledge and processes to them, and it always different. it's not just copying our way through the whole tech tree 😅
The mobius strip piece looks like it makes the track able to have 2 trains in opposite directions at once
OMFG, I'm in the top 5% and just realised I completely forgot about chucking shapes locally.
I've spent so much time building efficient BPs with this handicap.
I'm about to power up with this knowledge.
Looks like the Split Into 2 block always benefits from one side being rotated 180 degrees afterwards. Might be good to incorporate that into the base blueprint!
I also like to split or cut the basic shapes in the forms i need. Then add paint as necessary and stack the things back together.
Thanks for that early present! I like the design though I'll shift it all down instead because I like having the labels on the top right corner ❤
The loop actually does serve a purpose by moving the train over one tile.
I prefer to put my painters with the fluid inputs adjacent. They can share fluid that way and it gives you one tile where you can wiggle in a pipe from the second layer by just dropping down one and then going left one.
I look forward to you unlocking the third floor.
I just discovered that if you click/select a belt or building, the info area on the side will tell you how efficiently is it being used! 🙂
You don't need a train unloader at the Vortex, just a well-aimed launcher.
And 60 Research points to unlock...
about my comment on the pre-previous video, the space pipes are just a bit confusing, the loaders are like 1500/min aka 4 miners, so that's 6000 per full space miner.
a space pipe can do this, but TWELVE times, in short, a full 4x4 miners can fill one lane of one layer of a space pipe!
compared to shapez, these have a full lane per 4 miners, so they max out at 16 miners per layer aka a full space miner per floor/layer
that is why I was confused
I restarted my world on hard rather than normal after last episode. This is going to be much more "fun"
Thanks a lot for the huge help and content! Is there a way you can share/we can see your Blueprints?? I'd love to have the same folders and designs... Thanks!
I made the most cursed cutting block it cuts 8 full lanes in halves .... But doesn't destroy anything.... And its on a 1 by 1 platform. I had to use every factorio trick i could think of that would apply to fit it in 😅 so there's a lot of jumping and what not
5:50 Your painter buildings are blocking two of the paint launchers. I thought that might be a problem, but I just ran a test and it turns out painters pass fluids through them, so it doesn't reduce throughput at all. Thought I'd mention it in case anyone else wondered about it.
I'd love to see some logic working. Loving this game. Its a huge time sink
Thx for the video
They're not jellyfish. They're METROIDS!! ^_^
i know this is late, but with the final Hunter's Badge one, didn't you have a block that flips one side independently because of the specific symmetrical shape thing?
18:11: I'm not confused right... it takes up 11 platform, but it costs 52 points. Will still often beat out the belts but there are lengths where belts win out, and close calls where'd I'd still use belts for simplicities sake.
I wonder if, or how long until, he corrects this miscommunication
Wanted to point out, your 1x1 painting platform has a slight issue, Its only taking in 3 of the 4 paint lanes as one lane is blocked by the painter in front of the receiver. Its fixable by pushing the painer on both the far left and far right back 1 lane.
8:10 if you don't connect the levels, than you have them paint different colors, not?
How do you see the bigger preview of the shapes on the space belt ?
im gonna watch you play a lot because I was wracking my head for hours yesterday trying to make some blueprints im really not cut out for this game
Lol it's rough if your trying to match his pace and compare your designs to his.
just go at your own pace, embrace the spaghetti. My designs always have stuff jumping over each other and messy. I might bring 8 lanes in and have 4 lanes out when it should be able to do 8 but, I can approach optimization later when I'm more experienced or have more tools
@@okachobe1 im just trying to build blueprints in the 2x1 space platform form factor and I just cant figure out the logistics for the life of me. Like I tried making a 2x1 blueprint that paints 8 input belts but its really hard
@@incription do 4 input belts instead and just use that block twice and then combine them again to simplify the process
Nilaus is there enough space in 1 block for 2 times rotating in same direction, so you don't have to build 2 blocks?
They need to add a flipper machine! That would add another layer of depth ! Hmmm why we didnt think of this in alpha lol 😂
Hi! There seems to be a throughput issue when using the blueprint that splits the top and bottom of the outputs to the opposite side
Thank you Nilaus for ruining the watch experience of Shapez 2 on youtube for me (/s). I tried watching Let's game it uot's video on this game and just couldn't because it was so unorganized and your was organized.
i had the same experience with factorio. watched someone else's first and was happy doing it. then watched nilaus and could never go back to the spaghetti mall again
That's the entire point of the Let's Game It Out channel.
I think I missed it in the video, but.. do the loops and twists in the train paths do anything other than look cool?
So when does the Master Classes start? I'm watching the blueprint selection and I am lost lol
Wheee! ❤
I spend so darn long getting my 8 belt painter blueprint into a 2x1... Darn, gonna have to go try again....
Are Blueprints too cheap in your opinion? Or will the Blueprint cost just explode once we get a bit later in the game?
Can you jump trains through the loops? Please say you can? I'll test it later. 😁
You can. You can jump through the loops. 👍
Lol I didn't realize you only need 1 pipe connected for the painter to paint.. I had all 3 connected and was wondering how I'd even make it compact 😂
Something I think I’ve noticed is that when it is simulating something in the background (I’m assuming that’s how it optimises) that a factory will stop producing at maximum efficiency and when I go over to check on it the belts will be half empty. If I stay there while it refills it’ll run as expected. Not sure what causes this
It’s something that satisfactory/minecraft uses as well. It’ll take some optimizing (this feature is typically buggy at first) but essentially if you’re a certain distance away it will start just calculating numbers rather than render the whole setup. Which saves countless frames!
Put multiple stops in front of trains. 🚂🚂⭐⚡
I wonder now, is it possible to make a one level single block Cutter...
Pausing the video to get the blueprint instead of subscribing to the Patreon is the same feeling I can only imagine people get when they right click, save as, all the stupid yacht monkee jpegs
how come every time i check youtube first time in the morning, you have just posted?
Can you not add multiple wagons to the same train to increase one train's total load?
You can - Even add filler wagons to space it out
Isnt easier to make a doble flip in 1 set?
you thought we wouldn't notice the unload station you meant to be a load station you swapped after a cut. we did. 21:00
Loved watching the first couple of episodes but the viewing experience does decrease once everything is based off blueprints. I'm sure these are probably very useful for those currently playing along with you.
It's possible to download blueprint ???
Where i Can fond it?
on his Patreon page
👍🏻
You know the space roads can carry 3 floors of shapez as well. so you do not need to run multiple lines. just feed your items on different levels. and this helps with seperating items as well.
Is there a specific reason why he hasn’t unlocked the third floor yet? It surely would enable him to build more efficiently and produce more of everything. It would be a lot of work to add everything that gets more efficient with a third floor later in the game instead of designing it on three floors immediately.
I’m very much enjoying this series, but just as a point of feedback, it feels like it’s lacking a bit in actual design content. Most of the modules are already pre-designed (presumably in the Twitch streams), and that leaves the UA-cam series feeling a bit like just watching you stamp down pre-made blueprints we didn’t get to see you design. I’d love to see more of the thought process that goes into designing all those awesome blocks you’re using!
Did you leave your timestamp clap in :D
❤❤Chuu chuuu🎉🎉❤❤❤
Im at the part where I have unlocked trains and can see a use case for them. Im going to watch this video in hopes I learn how to use them because no joke I could not figure it out. Sorry I suck.
What did Nilaus do to fix his throughput problem at the end, where the route length might have caused a problem before stacking? The editing is getting too much on some of these videos - where Nilaus normally excels is a “this is the problem, and this is how I solved it” but there is so much chopped out of these now…
He selected the two platforms with very uneven throughput on the layers and pressed "I" to delete all shapes on those belts. The key is also shown in the "popup help" (lower screen) after selecting a platform.
This is how to increase your IQ
Why did you do that with the train 😭
twists make trains a bit faster i think
When does he learn shape orientation doesn’t matter?
When do you learn that it matters when stacking multiple layers I.e. always
Swapper???
You are so big brained wtf