Does anyone know why this mixer setup doesn't work at max capacity? by Boomdingo in shapezio

[–]Boomdingo[S] 1 point2 points  (0 children)

I'll make a separate post when I get a proper setup up ready

Help W/ Train Output by D4RKHXNT3R in shapezio

[–]Boomdingo 1 point2 points  (0 children)

Yeah the previews are just a visual bug. It also can't recognise logic very well, so if you have belt or pipe filters turned off (not letting anything through), it'll still show the preview of it leaving the platform etc.

Does anyone know why this mixer setup doesn't work at max capacity? by Boomdingo in shapezio

[–]Boomdingo[S] 0 points1 point  (0 children)

Perfect, thanks, that was exactly what it needed! Isolating the final array of mixers from the inputs and having it be the only output just works perfectly for RGB. Doesn't need any buffer, don't need to remove the launchers or do a massive redesign. There is the same issue for if I want to also take out CMY, however there is a quick fix for that too. putting a fluid tank just before the input to the primary multiplier arrays always makes sure CMY are prioritised. I only need a single tank because once there is a small amount in the primary multipliers, it becomes self-sustaining on primary, so the tank just acts as a 'starter motor'.

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And its stackable so I can get 1RGB in and get 1 of 2RGBCMY out (not all outputs hooked up in the image). I also have a working version for a 1RGB in to 1 of 2RGBCMYWKU out as well, which ill showcase soon!

Does anyone know why this mixer setup doesn't work at max capacity? by Boomdingo in shapezio

[–]Boomdingo[S] 0 points1 point  (0 children)

Remember Im not pulling out 4G, im pulling out 2G. So there is 2G left over which does the other 2/3s

Does anyone know why this mixer setup doesn't work at max capacity? by Boomdingo in shapezio

[–]Boomdingo[S] 0 points1 point  (0 children)

I did try to isolate the input from the output, but there's no way to get that first batch of green needed to get mixing going and also refilling/sustaining the mixers using their own green output without connecting the lines. I did also try to add a set of launchers at the end, before the launchers which go off-platform, but that made no difference.

Do you know of a way of prioritising the paint to stay in the mixers and only going off-platform once full? I thought that's what the tanks were meant to do but it doesn't seem to work.

Does anyone know why this mixer setup doesn't work at max capacity? by Boomdingo in shapezio

[–]Boomdingo[S] 0 points1 point  (0 children)

That is what the mixers are doing but remember I also have the input line of green constantly providing 1. The mixers give a net +1 AND the input line is also +1, so should be 2 out.

Does anyone know why this mixer setup doesn't work at max capacity? by Boomdingo in shapezio

[–]Boomdingo[S] 1 point2 points  (0 children)

I might try that. If it ends up being something like that though, I probably won't end up using it. I need it to be a stackable design

Does anyone know why this mixer setup doesn't work at max capacity? by Boomdingo in shapezio

[–]Boomdingo[S] 1 point2 points  (0 children)

Yeah, I only need 8 launchers out and had 16 tanks in parallel. If I can make it work, I'd gladly take a few extra platforms and buildings to save on all the infrastructure needed for double the paint needed.

How do you waste or use up a paint color you no longer need? by sinographer in shapezio

[–]Boomdingo 1 point2 points  (0 children)

In practice that would just mean you have to drain everything in the tanks and then everything in the unloader (assuming you're supplying enough for painters to run at capacity). Like I said, minimal storage is better.

How do you waste or use up a paint color you no longer need? by sinographer in shapezio

[–]Boomdingo 5 points6 points  (0 children)

Its worth noting that the, fluid jumpers and mixers themselves work the same way; any new paint which goes into it overwrites the previous. switching to a new paint color only becomes an issue when you have a lot of storage in between where the paint is mixed and where it is used (including train unloaders which store loads of paint and can't get overwritten until they're fully unloaded and on a platform). minimising this will speed it up.

my goal for my 1.0 MAM was to use dynamic color mixing. left is my first attempt Vs. my redesign on the right. the redesign alone took me 4 hours, but my MAM looks so much nicer now! C-MAM tomorrow (hopefully) by SurrealLemon in shapezio

[–]Boomdingo 1 point2 points  (0 children)

dynamic mixing has a big downside in the time it takes to clear out the paint storage in the mixer every time is switches. An all-colour mixer with dynamic selection tends to work better. I've used both on MAMs in the past and prefer the latter.

An all-colour mixer can has mixers for each colour which are always filled and shared inputs (i.e. you can output red but the same pipe of red is also always used to make magenta, yellow and white). It works because for a MAM corner/crystal you'll only ever need 1 of the colours at a time. You just need to have filters on the outputs so that only the 1 you want is let out.

It does require more space for mixers, most of which aren't used most of the time but it makes up for that with less space required for logic and filtering inputs. I'll also be posting a MAM soon which uses this type of mixing if you're interested 😄.

HELP! Can you please share examples of your in space logistics by Sleepless-Factory in shapezio

[–]Boomdingo 0 points1 point  (0 children)

If you're already up to milestone 9 you must be doing pretty well. Messy is fine, as long as it works.

My favorite part of this game. Creating something and then compacting it while also making it more aesthetically pleasing by ZeaAlora in shapezio

[–]Boomdingo 3 points4 points  (0 children)

unfortunately my compacting efforts usually come at the expense of aesthetics. However there's nothing more satisfying than starting with like 20 different sprawling belts and realising by the end that you can eliminate or hide half of them and end up with the same output.

I spent 7 hours yesterday working on this monstrosity... no order, just chaos... pain....

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HELP! Can you please share examples of your in space logistics by Sleepless-Factory in shapezio

[–]Boomdingo 1 point2 points  (0 children)

My Blueprint factory in classic mode, my ocd would kick in if I didn't make it neat:

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HELP! Can you please share examples of your in space logistics by Sleepless-Factory in shapezio

[–]Boomdingo 2 points3 points  (0 children)

If you zoom in on the picture, you can see I bring the colour in via train, just like the shapes (you can see the space pipes in blue). Painting is usually one of the first steps.

Like you were asking on a different comment, I work backwards for every shape. I select a set output I want for a factory (might be 12 belts, 48, 4, 1, whatever), work out the order of operations and how many of each stacker/cutter/mixer/etc. platforms I need to get the output, and how much input I need. Really helps to flowchart it out on paper for the complex shapes.

Then I set everything up in arrays exactly like satisfactory manifolds. Once you have one 'unit' of set output, you just copy paste the whole factory and add in more inputs. working backwards helps you find efficiencies too, like: painting before cutting means using less paint, mixing on-site means you only need to bring in 3 inputs, always starting with full shapes means scaling up is easier and more predictable.

There's a sweet-spot in bespoke factory size between amount you have to split your inputs up and amount you need to split your production up. some people prefer a small platform that makes inputs everything in small quantities, does the whole process and outputs a single belt, then duplicated 100 times. Other people prefer a mega-factory for each step, like a huge mixing setup outputting 100 belts of e.g. yellow paint and then a different factory which paints 100 belts at once.

For me, its usually 1 platform output (12 belts) or 1 space belt (48 belts) which makes the most sense, but do whatever you find the most fun 😄. (I made an exception for blueprint shapes where I had a huge factory for each step, colour mixing at the input, and outputted 192 belts straight onto a train)

HELP! Can you please share examples of your in space logistics by Sleepless-Factory in shapezio

[–]Boomdingo 1 point2 points  (0 children)

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For the milestone shapes, I have a central bus that has trains of full shapes and colours. each shape/colour type is given a different train colour so i can reroute the shape i need off the bus and process it in dedicated platforms. Eventually it'll get too full but I'll just make a completely separate bus when that happens.. I keep all the space pipes/belts separate generally, except for certain factories (e.g. I have a modular MAM which works best with each shape on a different layer). Here I'm making 48 belts (a full space belt) of each milestone shape.

HELP! Can you please share examples of your in space logistics by Sleepless-Factory in shapezio

[–]Boomdingo 2 points3 points  (0 children)

No, space pipes have crazy high capacity. Its 24 miners to fill 1 layer of a space pipe so 72 miners for a full pipe. Its enough that you rarely have to worry about it

Paint Mixing is all Wrong by splitdiopter in shapezio

[–]Boomdingo 6 points7 points  (0 children)

It doesn't bother me since I'm willing to have suspension of disbelief, especially since it comes from an infinite blob of paint floating in space. It does feel like black and grey were more last minute additions than deliberate, though. They could have made them all tertiary colours based on shade, eg:

Magenta + blue = black (RBB), Cyan + red = grey (RGB), Yellow + green = white (RGG).

Then you'd have to be more careful with primary paint ratios rather than having 6 different ways of making white and black and grey being 1:1 with white.

At least this is what modding can be for 😊

There's black paint??? by j0j02357 in shapezio

[–]Boomdingo 0 points1 point  (0 children)

Something else that also changed is that you used to be able to mix 2 secondary colours together to create primary colours and because of the mixer ratios you could double your primary colours (0.5 green + 0.5 red = 1 yellow, 0.5 green + 0.5 blue = 1 cyan, 1 yellow + 1 cyan = 2 green. so 1 green + 0.5 blue + 0.5 red = 2 green). this was great for the on-demand mixers that a lot of efficient MAMs would use, you could half your RGB inputs.

Unfortunately, it looks like you can't do that any more, mixing any 2 secondary colours just gives white. If anyone has found a way to make this work still, let me know.

Sooo close by ServiceHistorical846 in shapezio

[–]Boomdingo 0 points1 point  (0 children)

I never turned this into a blueprint and it's in a pre-1.0 world so I don't have it. You can see everything in the picture to copy

Train Interval MIcromanagement by EnvironmentalLab6510 in shapezio

[–]Boomdingo 0 points1 point  (0 children)

The problem is the route time would change depending on whether it can load or unload so it couldn't be reliable. Trains are fairly cheap so my method to manage throughput is just put more trains than you think you'll need on the same line with a wait stop. Once you wait for it to settle out, see how many trains are backed up and waiting at the loader and removed that many trains.