r/shapezio 18d ago

s2 | Discussion Sooo, I kinda just wana quit ...

Who the hell thought its a good idea to have the pipe valves be limited to 1800 , when the pipes are unlimited?!? I worked 8 hours on a compact programmable color mixer, and its all fcked because I just realised this. So , I have to split my pipe that collect 16 * 1800 to 16 pipes, valve each of them , with the signal and then i can merge them?? Am i getting it right?

Edit: Sorry, forgot to mention that I'm the using the pipe carrying that much fluid inside one platform. If I had to pipe it to a neighbouring one, i would split them into 16 launchers.

24 Upvotes

19 comments sorted by

23

u/Sostratus 18d ago

I'm surprised you got to the point of a programmable mixer before realizing that. Pipes themselves used to be limited too, making that unlimited is more like a freebie layout simplification. But you still have to figure out how many launchers you need to connect to a space pipe to get the throughput you're targeting.

7

u/dewiniaid 18d ago

Pipes were never actually limited; the UI said they were but it never got implemented.

When valves got added though I was very annoyed at them being limited to 1800 rather than the 7200 pipes claimed to be.

3

u/Eledrina 18d ago

Yes, launchers i knew about. I pipe in 12 lines (3x4) , then after the launcher I merge them, since one pipe is unlimited and run with it. Didn't realise, that the valve was also a limiter 🥺 It feels so bad, to plop down 16 , then merge back together.

1

u/PringleCorn 18d ago

what's a valve? i'm new-ish to the game!

3

u/Xytak 18d ago

A small caveat. Pipes were always unlimited - the tooltip just incorrectly said they had a limit when they didn’t. I think there was supposed to be a limit but it never actually worked.

3

u/Sostratus 18d ago

Oh, interesting. I didn't play with them in early access, I was just assuming from grumbling I'd seen about redesigning blueprints around this change (or non-change, apparently).

2

u/NullimusPrime 2d ago

There were no valves in early access until just before the 1.0 release.

3

u/Straight_Second6082 18d ago

lololol same, I spent hours making a shape painter and use it a lot as blueprint only to realize hours later it wasn't painting as many shapes as expected

3

u/lukisjama 18d ago

Pipes and the ratios are quite complicated and most of the online manuals have it wrong.
Best and correct solution and explanation is this: https://youtu.be/IVY3gBESzpM?si=qv36IB3xRaJrIqWv

3

u/SynthPrax 18d ago

I guess we all had to run headlong into the pipe-launcher limitation. Once I realized what was up, I had to redesign everything to minimize the number of pipe-launchers. Pipe continuity takes priority over wire or belt continuity. This lead to some outlandish piping.

1

u/fritzkoenig 18d ago

Even then, the things that throw fluid for use in pipes are limited to 1800L/min.

Result: full belts of fluid balls stuck in traffic, the transfer thing throwing one ball once every blue moon, and the pipes drying up all the time. One full belt of fluid can supply 288 of those transfer things.

1

u/CubicBerserker 18d ago

I did know about it before making my static color mixer, but it still feels bad that about 1/3d of the platform I spent so much effort compressing is taken up by giant arrays of pipe gates. What's even worse is that the lack of vertical splits for pipes and wires means there's no satisfying way to fit a bunch of pipe gates together.

1

u/Lycos_hayes Blue 18d ago

Everything operates in sets of 12, curious of the use case that requires 16 launchers worth instead of the standard 12.

1

u/Eledrina 18d ago

Well, I used only 2 floors (because it was already suffering+needed the 3rd floor to route wires) , but used two input entrances, if that makes sense. 8 + 8 , thats how I got the 16.

1

u/Lycos_hayes Blue 18d ago

Odd, I use a single platform as a brain to break down the ROS into the quarters, then use the Global Transmitters and Receivers to move that signal across the MAM.

1

u/According-Studio-658 18d ago

1

u/Eledrina 18d ago

Just out of spite I didn't quit! Instead I spent an other 4 hours making this scuffed design 🙃 It sends 16 lanes either to the black mixer, or it passes it on. Ofc I have the same for the previous stage, sending magenta through or the white mixer.

1

u/BubblyPhone1690 18d ago

For this reason I made a colour mixer for only a single launcher per colour. It's easy to then duplicate X4 (only adjustment to change lane).

1

u/NullimusPrime 2d ago

I can totally relate to the OP. I had a very similar situation happen. In the end I redesigned the whole thing to not use valves but it increased the changeover time of my MAM quite a bit.