Microtopia

Microtopia

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Trails and You: Basics and common designs [WIP]
By Lickorice
Highly WIP. Publishing early to share some common designs.
   
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Disclaimer
Hey, it's totally fine if you want to read this guide! But just a heads-up—some players find that discovering the unfolding mechanics of Microtopia is part of the fun. If you’d rather experience everything on your own and avoid spoilers about gameplay mechanics, you might want to stop here.

However, if you're ready to bend trails to your will, then keep reading!
References
Counting subnetworks
Guide can eventually tackle this, but is still highly WIP. Please read on Counters in Counters by Whompratt . Personally, the "always-true" gate unlocks as soon as you unlock the Carry Gate, but is more convenient when you unlock the Caste Gate.
  • For carry gate, just set TWO gates with (1) Carrying ANY (2) Not carrying ANY
  • For caste gate, just set Not in Caste: Inventor Ant
Common patterns
Single-input (smelter, workshop) design
WIP

Double-input (facility) design
  • First image shows the carry optimization so ants can loop back and refeed their excess
  • First image also shows two different lanes with two different dispensers for the ingredients
  • Second image shows the stockpile shutoff (bottom) and the counter-caste gate combo (top)
3 Comments
gussmed 7 Oct @ 2:54pm 
If one input runs out for any reason, all ants in this loop will eventually pick up the other source material, causing this to lock up. So far as I can tell, there's no way around the need to force an unload of ants leaving the 2-input Facility with one of the source materials.
Lickorice  [author] 14 Mar @ 12:54pm 
woops. realized that the pics cant be zoomed-in, thanks!
Theb Roken 13 Mar @ 10:37pm 
Any chance you could enlarge the pictures, and explain what's going on?