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I just got supporter's edition yesterday, never played shapez1. Even with Factorio, Satisfactory DSP under my belt, I can happily say Shapez 2 has found a sweet spot in the pantheon of factory games. Congrats for being the featured livestreamer on the steam store!
That feeling when you're at milestone 7 and watch this video during dinner, only to find out you've been using spacebelts wrong all the time. Never realised the throughput was based on the height you yeet your shapes in :')
Shapez 2 basically took everything Nilaus stands for and implemented it in this game. Symmetry? CHECK BLUEPRINTS? CHECK Beltwork? CHECK CITY BLOCKS? PLATFORMS? CHECK LOVE this series @Nilaus
Pro tip: when doing modular design, try to limit each module to perform a single responsibility. If you can describe the modules function without using the word AND, you are on the right track.
+support for playing in hard mode. Given you're actually competent, I have zero doubt about your ability to complete it and it'll be super interesting to see lol
I'm about 8 hours in and just unlocked trains. I can't belive how fast I forgot about the wonders of modular design, thank you for reminding me. Time to clean up everything in my game
I've learned I really need to read the tooltips better. Launchers are way better for belt intersections than switching levels. And I did not realize the alternate stackers were faster. The spaghetti of my playthrough shall be cleansed.
@@sciguystfm With the drawback that they end up requiring more space to route the belts, so if you’re trying to stamp out a whole belt’s worth of stackers you end up consuming about the same amount of space, unless you find some clever case-specific geometry.
So I just got done with the beginning of the game and I was feeling a bit overwhelmed, so I closed the game and came to RU-vid. This video popped up and it is exactly what I needed to get inspired. Im genuinely excited to get deeper into space now using city blocks!
This game really encourages modular design, which feels awesome. It also gave me a really cool idea for a factory game. Imagine you could take one of the blueprinted platforms and shrink it to some size that accomodated your inputs and outputs. So a 4-in 4-out platform could be a 4x1 building or a 2x1 2-story building or whatever. Then if you used those shrunken buildings on another platform you could shrink that into a building. At any point you could "zoom" into a building and edit it.
I think the game meant hard for us, but for you, it is super easy… after watching ur dsp series (which I loved) you’re so good at making everything compact and it’s more fun watching ytbers getting pushed to their limits so I think the hard choice was better as it is more fun to watch. Keep up the great content! ❤️
Man glad I watched this, played for quite a bit, have a bunch of blueprints, even a fully automated builder, but never realised you could actually build buildings on layer 2 and up, I thought it was belts only for some reason.... That's gonna open up a whole new level of optimizations :)
One thing I learned, if you go a bit further out you can find most of the basic shapes ready to use and don't need to split/rotate/modify some others to get the basic shape in so many steps. Sure platform points but quite often it is cheaper to have a longer belt then multiple steps to get it from parts. Also the switch to show completes tasks in the bottom right helps a ton to see what tasks you can do and save you from scrolling down over all the completed ones.
I don't mind you picking hard because I will pick normal and learn from you like you said (keeps it from being a copy and paste thing). This game is fun and something I wanted that has no enemies and just focus on the building part.
I love your compact designs and will definitely take inspiration with my own builds. Also thank you for choosing the higher difficulty cause I definitely will not be for a while so it's going to be really cool to seen how you solve complex designs.
The realization that jumpers can be used beyond just jumping the gaps of platforms will clean so much up for me. I have been struggling to find an effective way of high throughput because all three levels are blocked. Nilaus knows the way
This convinced me to play the game again. I bounced off it last time, overwhelmed at trying to figure out whether my modular builds should be 4, 8, 12 lanes... watching you play with perfect symmetry made the game click differently for me, thinking not so much in terms of having the perfect set of operational modules, but flexible ones that can be tweaked on their outputs if necessary. A palette of reusable modules, rather than a restrictive programming language. Thinking about it a little more casually, and letting myself relax into the sheer amount of space the games give... yeah, this is much better.
It's very interesting to see how different people play this. I've just completed all the tasks on my first playthrough and will be restarting on a higher difficulty, and I immediately noticed how I was thinking of making more compact factories by making more custom built factories for the shapes you made here. This really goes to show much this game allows for player expression. I will definitely take some of your ideas for modular blocks with my own compact custom built factories. Also, I was not aware the bent stacker was faster! Thank you for that info.
Me about to refactor my whole factory after watching this ;-; It'll probably be for the better since the more I look at it the more I think I'm breaking the rule of no spaghetti
Such a great game and love your designs. I have learned a lot about designing compact and concise designs in these factory games mostly from your content. So a huge thank you for your continued support of these games and your well thought out guides and information.
These videos cannot come out fast enough, such a satisfying play style and genre, Loved Shapez 1, so excited for this one (buying it soon, it's too satisfying not to!)
... I'm 15 hours into this game, and didn't realize I could copy paste an entire platform. This is why I watch your videos. I always feel like I learn at least 1 or 2 helpful tricks, controls, or mechanics.
I was looking at the previous videos to find the blueprint folder structure you made to help me organize mines, couldn't find it, but found a new episode out right now XD
This was very helpful as someone who has started playing and could TELL there was a better way to use platforms but couldn't visualize it. Will hopefully implement platform blueprints in my next session! Thanks for sharing.
I love the choice you made of playing hard difficulty, I agree with the reasons you gave, it really will force you to come up with really good designs and we'll all learn alot.
I have always had an itch for factory games, but most dont work for me due to the complexity of belts and combinations. This is extremely straightforward with how belts work and interact, it also has shapes instead of "items" to craft where you need to learn recipes, its just understanding how to create shapes instead, lovely game.
And here was was being pleased as peaches for coming up with a 2x2 foundation stacker design as a module to use all over the place. Then this guy just casually slaps together a 1x2 stacker with the same throughput.
well you made me feel silly for all the spaghetti i’ve been making whenever i swap > rotate > swap aha, you made it look so simple. next time i open i think i’ll take some of your modular machine thinking into mind though! i’ve not been saving designs enough and just winging it every time, with more complex shapes i’m really losing it all in the crowds
I had a hard time figuring out how to scale up this game. I was building new factories for almost every new shape. But modules like that makes so much sense!
Really happy you chose hard difficulty even though I'm currently playing through on normal. It means I can take inspiration from your designs without feeling under pressure to do things exactly the way you did them. Would you mind (slightly) turning down the music in the balance though? I think it would be better if it was just a little softer. It's mainly a problem when you zoom out, sometimes it gets really loud and your voice volume gets lost a little.
A few design suggestions. 1. Never build on the ground floor. You have three floors available, if you only build from the 2nd floor up you can always send byproducts to the ground floor for routing off platform, it gives you a "logistics floor". 2. Always route byproducts off platform. You never know when you might need a piece, so rather than throwing things in the trash, route byproducts off platform on the sides. If you don't need the pieces right now, have a "Trashing platform" handle the trashing.
Since the third floor is not available until about halfway through the game, what are you using before then? I use the third floor for logistics once it's available.
It's very interesting to see other people's designs. I'm currently going through all of my blueprints to remake as many as I can to take input and output 12 belts instead of 4. I was hoping to build a stacker module that would stack 12 belts of shapes onto 12 others, with 12 outputs on a 2x1 tile, but the best I've been able to manage is on a T-shaped one. I'm hoping Tobias makes a 3x1 tile in an upcoming update.
You can always decide if you want to copy, take inspiration from, or entirely ignore his videos. Nilaus deciding to post has nothing to do with your decision. Is the problem that other people might play the game differently than you?
Some of these unlockable things are crazy efficient... I've been using only the starting machines, and with those even that first transformation would have used up multiple platforms and way more miners (to double cut and rotate two sources, and stack them)
Great video love the Modular approach. used your stacker design as a starter. I would recommend to modify the inputs so that it still works when you only feed bottom. and for the outputs i adjusted as well so if i feed only bottom or top output also is only top or bottom. Looking forward to next videos. also fine with the Hard mode choice even though i play on normal first, the modular blocks will still apply the same.
I understand it's bad for platform point economy, but I would love it if you had a simple platform that takes four belts in and simply raises them to the second level. That would be peak modularity!
Inspiring. Improvement suggestion for you stacker (if I saw it right): You could change it, so the bottom inputs and the two top inputs are stacked. This way you can use it easier with only 4 input each on the bottom.
Yeah I wasn't sure how to play once it expanded to this part of the game, thanks for posting this! I'm excited to go back and play Also thanks for playing hard it looks fun I might try hard as well.
Hard difficulty is great! I'm only doing normal coz I didn't even know/realise about the launchers! Personally I'm looking forward to doing both the hard difficulty and hex shapes but first I need to get through the certification! :D
Then I would need to maintain a lot of extra blueprints depending on which direction I want it rotated and how much i want to cut and if both options then even more options. Alternatively, I have to manually configure rotators and cutters every time I build a new miner... for what? Saving a couple of tiles of space. I prefer my modular approach a lot more. I've see other creators play and most of them spend the majority of the time doing the same thing over and over (and making random mistakes)
@@Nilaus that's true, but it's also why you're running out of blueprint points so quickly, using multiple platforms when you could compress it into a much smaller one. I've got a few limited extractors, normal one, one with a rotate, one with a half destroyer, and one with a rotate and half destroy. Means that I'm a lot closer to the goal before I'm off the starting platform.
so far I am playing on insane (only have access to bent stackers), and I have been designing everything for 4 belts (rather than 8) on a single platform (not the double ones), and I have been trying to leave enough space in the designs to rotate every line on its way in so that way I do not need rotator blueprints.
I started watching your videos when I started playing Factorio, and I learned so much about modular designs from you and was finally able to launch a rocket with the help of your videos. Now that I’m playing through Shapez 2, my designs are so much better, and I look forward to your videos to see how my designs differ from yours. Thank you so much for your content on these games!
looks like "slice" factories are a lot harder to build. A lot of my Shapez1 builds had inputs running north and outputs to the east and were designed as thin as practical so you could stack them up to get the speed you wanted. This worked great, because you could directly build a slice from your prototype factory.
The problem arises with cutters etc which will cut/swap the "west" part for example. So if you build facing north it is always the left part which gets cut