if you need a challenge you can always optimize your solutions as the histograms are well populated already. Overall thoughts: the game is easier than spacechem, but presents new challenges and you will probably enjoy it just the same. there are no boss fights and most sections only require you to solve some of the puzzles before you can advance. apart from training missions, you can choose to skip some puzzles. Progression is less linear and you won't get stuck on a single mission. the new sensors and pushers make more complex systems possible, and add a lot of different ways of solving puzzles. The game is shorter and does not get as hard as spacechem. unlike in spacechem where you're constantly fighting getting everything to fit in your reactors, in infinifactory space is basically infinite that said, you will need to work in 3D, so perhaps a different type of complexity there's no double/triple bonding, fission/fusion etc. F12 in steam, cheap and fast, helps understand a lot better imo.So spacechem differences I've noticed so far (this all based on the game as it currently is, may change as EA goes on)Ĭomplexity of products is overall lower. Only exception is you may need an additional block to support your falling parts.ĮDIT : next time, please, include screenshots of what you are describing. For this, you will need to place your conduit smartly in order to have the connection made after the not-welded part falls.Įvery need is different, but here is a pusher triggered by an input from outside.Īll my examples are set on the ground directly, but it works the same if you are above the ground. Now, the harder trick is when you need the trigger of the pusher to come from the rest of the factory, from the welded-to-the-ground part of the factory. Here is the most simple example of a pusher making a rotation + conveyor combo. So if you want to insert a "not welded" part in your factory, you were right to try to place it above the ground. What you just need to understand is that every block touching another block before you start the clock are weld together. Didn't get a chance to try yet, though, as other responsibilities called me away from the computer.Īre there any other build tips / options for getting this useful widget in place in my factories? This may require some tweaking to ensure that the conduit hooks up properly, but seems like it should push and pull the conveyor. My final idea was to raise up both the pusher and conveyor (welded together), remove support so that they fall and remain as a unit. When triggered the pusher pushed the conveyor out, but when the signal went away and the pusher retracted, the conveyor didn't come with it. Once the factory started, the conveyor fell down next to the pusher. After seeing some overcomplicated solutions I decided to create a compilation of my simple solutions along with some tips. Then I put the pusher on the ground, put a platform in front of it, conveyor on the platform, then deleted the platform leaving the conveyor leaving it suspended. If the conveyor is only attached to the pusher, then on trigger it moves out, and when the trigger is removed it retracts (still connected). So then I tried raising up the pusher/conveyor up. The conduit lit up at the appropriate time, but nothing moved. My first attempt was just a pusher on the ground with a conveyor next to its push plate along with sensor/conduit to trigger it. I was wondering if more experienced abductees could clarify some things? Here's what my experimentation has yielded, but I was wondering if there are other options that I'm missing.įirst, it appears that any factory part that starts adjacent to a terrain block is welded to the terrain. A common trick I've noticed is to have a pusher working against a factory block (usually rotator or conveyer), and I've tried implementing that myself, but seem to be hitting some limitations. I'm in awe of some of the mechanisms posted (and I'm sure I'm missing some due to trying to minimize spoilers for levels I haven't reached yet). Ok, so I picked this game up the other day, and it's mix of Minecraft + Portal is very appealing.
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