Shapez 2 – Chain MAM (3 Unique Platforms) Blueprint

Chain MAM (3 Unique Platforms)

By Squint.

I built a MAM that consists of 16 (or 20) identical platforms in a row. The first in the chain will know because it will not receive an input. The platforms behind it will know their order. 4 platforms together will make a layer, and crystalize it if needed. That only works when you place a platform to do that under every 4th MAM platform.

As input it takes one belt of shapes with one of each corner (any order), and each of the primary colours (max. 5400 L/m per colour when you paint a white corner with white crystal). You can leave out the Crystalizer platforms, it will still work fine – as long as the target shape does not need it. Because it builds the top layer closest to the start of the chain, shapes with fewer layers will not have to travel all the way from the end.

Features:

  • Pins (makes its own)
  • Crystals (optional)
  • Handles missing corners
  • 4 or 5 layers (makes no difference)
  • Very easy to set up
  • Logic is visualized
  • Full belt speed (overview screenshot shows 4 MAMs)

Limitations:

  • No pins under crystals (pins are stacked not pushed)
  • Crystal means full layer (no swapping)
  • Single colour crystal per layer (no swapping)

Was a lot of fun to make. Initially I tried to get the crystalizer in the same platform, but it just wasn’t working out and I kept breaking my own logic, so instead I made the logic easier to follow for debugging. I may try to get the Crystalizer to 2×1 instead.

Level 253 now, I think it’s time to move on from Relaxed to Insane. If anyone plays with this or improves upon it I’d love to hear it.

Click to enlarge…

I hope this was helpful to you!

Volodymyr Azimoff
About Volodymyr Azimoff 7951 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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