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Infinifactory rotate single block
Infinifactory rotate single block













infinifactory rotate single block
  1. #INFINIFACTORY ROTATE SINGLE BLOCK FULL#
  2. #INFINIFACTORY ROTATE SINGLE BLOCK TRIAL#

You really can't appreciate how complex these puzzles are without videos, and even then, you would have to experience all the trial and error it takes. But if he's still planning on tweaking levels, the histograms would have to get wiped anyway. For the most part I think he's already got it tuned nicely, but I really like that it's taking "early access" seriously. I do expect some levels will be tweaked, part of the early access is that every level has a three question survey about difficulty and fun after you beat it. The online histograms aren't there yet, you only get your own scores, but I'm sure he'll add them soon. I doubt anyone who didn't like SpaceChem is going to like this either, unless it was only the interface putting you off of SpaceChem. I think the opposite is true too, though. I'm loving it, and if you love SpaceChem i think it's safe to say you'll love this too. The controls could use some tweaks, but it's already lots better than SpaceChem's UI. It's polished and fun, the learning curve ramps up nicely, and I haven't run into any bugs (except a crash on exit after many hours playing). I invented a nice pusher+blocker combo, that pushes and immediately retracts again on every signal change, without delay.I bought it and played it all evening. This adds about 5 cycles of reaction time, but that still works fine. I chose to make a stack of 5 crates that is filled from above, the 4 bottom levels have pushers next to them (in two different directions), each goes to a cannon. This time, i went with a single supply buffer for all cannons, because i don't have time to check which buffer needs filling. Got a nice control panel in front of the battle screen so you don't have to look at the factory itself. Got only hit once on my first try, surviving with 100% health should be doable. So i went ahead and build a better setup, that can be used without pausing the game. I used this to survive with 100% health, but it involves a lot of pausing, firing the shots at the right time, and checking which supplies need ammo to redirect the flow. More switches to control which supply is filled. If people want I can take a few screenshots of the giant mess of wires that is the ammo system.įor my first try, i build a simple setup with a lot of switches: The defense cannons each have their own supply buffer. Has anyone personally managed to get through with 100% health left? In the end I got through with about 10-20% health left, though if I completely disconnected quadrant 3 (nothing shows up there anyways disappointingly) I could probably do a lot better. The missiles run around to 2 then 1, stocking 3 missiles each before overflowing down to 3 and 4 where the missiles are just split 50-50.

#INFINIFACTORY ROTATE SINGLE BLOCK FULL#

I have every third shot go down to the lower cannons, and from there they all go to 2 and then to 1 when 2 gets full (though every fourth shot will go straight to 1, skipping 2). The only real issue with it is the ammo feeding system, for the cannons I found myself running out fairly often even after making one-shot switches. Also when firing the cannons the ammo indicator pushers retract just as the shot is fired which personally makes firing the cannons feel very satisfying especially when clearing out quadrants 1,2, and 4 all at once. The cannons are set up to fire only one shot at a time with some rising edge detectors and it takes about 3-4 cycles for a shot to be fired after hitting the button. The pushers by the cannon toggles are just there to help with timing. The toggles in the front are the firing systems and the pushers behind that are ammo indicators. This level was especially fun once I had managed to build a responsive and some-what reliable firing system for everything.















Infinifactory rotate single block