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For the first level, the fact I get to crash any number of delicate glass panes makes it worth the effort to do a solution that keeps the producers running at full speed. Also, for the first level with a split, the instruction uses four sensor and the "all" tile to do a splite every 8 cycles or so: It is possible to do a clean split every three cycles (the creator is on 2 out of 3 cycles) using a single sensor and the "none" tile. I added two sensor to control colour (because of size constraints the two conveyors have different lenth) and suddenly had my first no-waste level. this is fun!
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I tried to minimize the number of pieces on the black box level. I did it with 50:
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I really like the game!
One thing I would like to be added is a backwards by one frame function similar to the forwards by one frame already in the test tab. it would make troubleshooting somewhat easier.
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White Tee completion:
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Nice game!It's less abstract than manufactoria, what makes it easier. And could you split the mute button for Music and SFX?
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Hint for white tile copier: Add a sensor and power it OFF to stop the copier. When the tile passes over the sensor, the copier will shoot out another tile.
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This game is really fantastic, one of the best factory type games, right up there with codex. Two observations: (1) the early difficulty ramp was very slow - i almost got bored of the game due to how easy the first 10 or so levels seemed, luckily i stuck with it, and the later levels and all the 'other island' levels are all amazing. (2) Its sort of annoying that tile producers always seem to create a tile on the first turn. While this is handy for simple tile-pathway driven designs, when i get to more complex designs i prefer to use externally triggered systems, and it irks me that there is always a 'waste' tile. It would be great if you had the option to toggle the starting power of copiers on/off like you can with every other piece of powered equipment.
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Ugh. Great game, thoroughly enjoying it, but a small bug is occasionally biting me in the rear. Sometimes when I run a quick test to see if part of my layout is behaving properly things get changed after I stop the test. The most recent occurrence changed a sprayer to a conveyor, and I've also had sensors become conveyors, and conveyors change direction. Aside from trouble with the colors (since I'm color blind, no fault of the game) this is the only problem I've had with the game.
Note: I cannot reproduce this bug with any reliability, just happens every now and again.
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The some relay is not, in fact, superfluous. It allows one copier to be triggered by two separate sensors at the same time without producing two of the item it copies, by feeding both in to a some gate. It can also clear up messy wiring when you want many sensors to feed in to one gate or tool.
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The "some" relay is superfluous: Just add all the wires directly to the targeted object.
And I found a bug: Up to three sprayers will work with one bottle of paint if they are spraying at the same time.
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I think the game would benefit from added scoring and metrics for your solution. We have run time and part count. I'd like to see metrics on smashed parts or wasted resources. And perhaps a combined rating like "dollars profit over 1 month". The game might even attempt to determine separate measurements for latency and continuous production rate.
This allows those so inclined to set their own goals and rules, yet doesn't make the game less accessible to those who are struggling to complete the levels.
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This game borrows (openly) more from Manufactoid than from Manufactoria or Codex of Alchemical Engineering. Manufactoid is by the author of Codex, but is lesser known, probably because it's not a browser game. It allowed program code to be written in a language called Lua to coordinate factory operation.
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Czech Flag in 0:42 with 70 parts:
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There are better versions of games like this, such as manufactoria, these "puzzles" are too easy, music's shit and half the pieces are unnecessary. For example put 1 sensor at the beginning of every level link it up with everything and hey presto the sensor reliant tools are permanently on.
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Too bad that copier only produces white blocks instead of colored ones... but still there is a tricky map challenge for anyone that interested in special copiers:
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Over all a very clever game, certainly one of the best executed factory type games I've played. I agree with some of the other comments about it being too forgiving but rather than just fail the user I think a better way of scoring would be to try and hit a particular tile failure rate like a real production line would. I suspect the lower than expected score is partially down to the graphics which unfortunately let an otherwise excellent game down a little.
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My solution to Rainbow with only "none" logic gates: eNpNkUu21DAMROWP5OhjJW2nH48tMGXKplgjS2IBTfWBAfG5KZ
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Black box using only one tile copier
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My solution to Obelisk. I have no idea how I pulled this mess into something that actually worked. The whole system is just bogus, but at least it works!
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An example of finite state machine without MEM tile: eNqt0Ft2hSAMBdAQuAkJ4aHQj06rk+60ephDzdoLRc2JJqKvST
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my version of "set & clear" (one of the 3 levels i had the most trouble with)
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edit this map and get the star i dont care how you do it but i want to test to see if anyone can figure this out. eNoNxckNACAMxEAvh5AQEfXwo7SUls4gfowF51AWMoMJaoyKuq
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Wow great game. HArd levels are pretty cool. What would be good would be the possibility to superpose some objects ....like conveyer starts and sensors. 5/5, I don't get why you didn't get first place....submachine 32 levels wasn't that great. BTW: Black Box in 1:41, 96 parts: eNqlz1tuxSAMBFBDzRjbBHJDKrWb63a7rHby29+CDi+NDBSR9y
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