![]() I believe that theoretically you should be able to replace it with a regular sensor, but it does allow more compact solutions and as such is very handy. The last of the new blocks is a special counter sensor that activates only after it has detected a set number of blocks. I found these to be more straightforward though still quite fun. Naturally these call for puzzles involving large blocks or sheets of raw material that must then be cut up into the correct shapes. Next are the lasers which are like eviscerators except that they have infinite range and can be controlled by sensors. Quite fun and challenging as you wrap your head around how to build up a stream of blocks into finished objects. It teleports blocks, one at a time, from one location to another which are otherwise unconnected so the puzzles using it mostly involve breaking down an object into single blocks and then reconstructing on the other end. Then there’s the teleporter though it’s only used for the first set of missions in the new campaign. The first of these of course is the downward-facing conveyor belt which is incredibly useful and convenient for making lifters easier to handle and getting blocks out of areas once assembly is complete. The set includes four new types of blocks. It’s a fair bit shorter than the first set of puzzles but more than makes up for it with the large sizes of the puzzles and their bewildering complexity. Story-wise, this set of missions takes place after the end of the first campaign and as its title indicates, covers the efforts of the escaped engineers to create a resistance against the Overlords. So this solution shows off a couple unusual techniques for building complex machinery.As previously promised, I went back to play Infinifactory’s Resistance Campaign or at least tried my best at them. The Drill - this level disallows everything except conveyors, platforms, and eviscerators, and asks you to modify input that's stuck on a track. After building it I realized that it would've been better if I'd gone 10->1 instead of 1->10, since then I wouldn't have needed to pause it while the central piece resets after each batch. More Bars in More Places - here's a relatively simple machine that builds columns of 10 different lengths. Welders on rotating arms are just about my favorite thing in this game. Large Satellite Reassembly - some nice moving parts here. But I liked the way I built the central pillar from above and below simultaneously.īattle Station (Hard) front view, top view - rather complex for the space provided, which makes it kinda hard to see everything that's going on. Megabuild Megachallenge #1 - despite the name, this is actually pretty simple. Here's some more complex machinery, all from user levels, so no campaign spoilers here: If you do want to move something that has to be next to other blocks, you can build it separately and drop/slide it into place. Basically: everything will connect except for the functional surfaces of most blocks, like the tops of conveyors or the front of sensors. Yep! The key is understanding how things connect at buildtime. ![]() And here's what I threw together in a few minutes to get the cycle-score achievement for that level. Gneiss Chair - Here is my first solution, moderately overcomplex and slow, back when all this was new. And then I realized that the lights were the wrong way round - almost started over, but I realized that I could just drop out the first input and everything would be fine.ĭrone Maintenance - pretty simple, but I was happy with how cleanly it came together. It used to take me so long to come up with something this simple. Landing Alignment Lights - this was from wayyyy back when I was first learning how to use rotators. If I'd realized how long that takes to run in realtime I'd have been more careful.Īlso, I grabbed a few gifs of things I thought looked interesting from the early levels: For the Subversive Engineering achievement (complete a level in over 10k cycles) I kinda threw together something slapdash and started it going without calculating things very precisely - fortunately it ended up being just over 10k anyway. But I haven't investigated it much, since that metric was only recently added.Īnyway, I went and got all the steam achievements! Mostly this involved rerunning old solutions from before achievements were added I only had to tweak or rebuild a couple of puzzles. A lot of the best solutions I've seen involve using ridiculously large structures to transfer kinetic force. The block count metric is a bit weird, since platforms don't count.
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