shapez
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Building a simple flood gate (Create high throughput for lvl 30+ shapes)
By kb_z
Once you clear the base game and unlock all the "extras" the requirement for progressing to the next level changes from amount of shapes to throughput that gradually increases.

This guide will help you by creating a floodgate which will take in a relatively small input and release it all at once to generate max throughput (up to [16 lanes] * [max conveyor belt speed]
   
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1. The idea
You're working on automating your factory, but it would take a lot of time and resources to generate the required throughput for later levels, right? Well, yes and no.

The basic idea for this device is split into 2 parts:
- The storage system
- The clock
2. Requirements
You must have all the "wires" items unlocked for this to work.
If you don't, come back when you have them.
3. The Storage System
Top View
Wires

How does the Storage System work?
* The left side filters' input is the signal from the hub, it will prevent any shapes that are not required from going into the storage system.
* The array of Belt Readers to the left of the input of the system are required in order to identify whether or not there's shapes arriving into the storage system.
* The array of Belt Readers next to the input of the system are required in order to identify whether or not there's shapes leaving the storage system.

The filters in the middle section are triggered by the clock, details in [The Clock] section.

The importance of the filters on the left side
Once the objective of the current level is complete, the hub will require a new shape, this will cause the filter to prevent any of the previous shapes from coming into the [Storage System].
Since no more shapes can come into the system, and all the remaining shapes will most likely have left the [Storage System] at this point, both Belt Reader arrays will return a 0 (no movement detected) to the clock, which will allow us to "flip" the clock by emptying it's storage.

Once the new shapes start arriving, the belt readers will send a signal to the clock which will instead tell it to start charging up again.
4. The Clock
Top View:
Wires View:

How does the clock work?
The clock works as a battery. You start charging it whenever the [Storage System] registers activity (the wire to the right), and discharge it once there's nothing going into or out from the [Storage System]

Once the battery is full, it'll send a signal to the [Storage System]'s filter array in the middle, which will allow shapes to be released from the storage system into the hub.


Can we tune the clock?
You can technically change the speed at which it charges, however due to the fact that a single storage unit can store 5K shapes, it provides more than enough time to store shapes in the main [Storage System].

5. Wrapping it up
Regardless of the amount of items your factories make, this solution should allow you to clear levels by brute forcing the final delivery.

Bonus Screenshots (should make it easier to build with respect to the hub)
Top View (zoomed out)
Wires View
Taking it to the limit
2 storage systems for 2 fully automated shape factories, one per side of the hub. Each factory provides a single conveyor belt at full capacity once production ramps up. And everything is handled by a single clock.

Once the clock signals stuff to go in, I cut off any other shapes to prevent slow-downs and have only the required shape to go in.
Proof this thing works :)

Since my factories are too efficient, I had to slow down the rate at which the clock is filled, as I ran into an issue where the clock doesn't fully discharge before the next set of shapes makes it into the Storage Systems
6. Thanks
Thanks for taking your time reading this guide, hopefully it'll help you level up your shape factories.

Regards, kb_z.
13 Comments
kb_z  [author] 2 Sep @ 4:31am 
Hopefully it's fixed now.
kb_z  [author] 2 Sep @ 3:41am 
The image file seems to have vanished from steam... I see file in the list of uploaded files when editing the guide, but it's showing as missing... dunno if I still have the save file.
MestreLion 1 Sep @ 9:21pm 
The "Wires View" in section "3 - The Storage System" is missing. Sure, it's not hard to figure it out given the explanation and the zoomed out wiring in section 5, but still...
Lin Manden 24 Feb @ 2:48pm 
I use this trick to implement a floodgate.
LuizGDPO 23 Aug, 2024 @ 7:55am 
I once made a really simple floodgate without wires n stuff for the watermelon thingy and i didn't read a guide, it's really just the idea of "Production small? Store a lotta stuff and shove it down hub to fake productivity!"
Dif00l 12 Jan, 2024 @ 1:24am 
Also the 1x1 filter mod is really helpful to avoid tunnels, etc. https://mod.io/g/shapez/m/pnmod-filters
Dif00l 12 Jan, 2024 @ 1:22am 
Nice Work, small comment, there is now a custom storage mod which provides the ability to configure the size. This gives the possibility to tune the clock to the required size and it's not necessary to wait until the fix 5000 pieces. https://mod.io/g/shapez/m/custom-storage
nullified (gmn.gg) 12 Mar, 2023 @ 1:30pm 
awesome! i have like a basic gate design and i've been looking to improve it so that I can complete the later levels with ease. thanks!
Rapha 19 Sep, 2021 @ 12:38pm 
good guide
Angel 7 Aug, 2021 @ 4:56am 
I've experimented a bit and finally got it working, and the solution turns out to be very simple. I removed one of the two filters to the left of the clock storage, and placed the other directly at the entrance of the storage, so there's no belt between it and the storage. I fill it with one full belt. This way it takes a little longer for the clock storage to fill up, but... the binary counter works beautifully.