![]() ![]() Then the blockers push it back where it was. But if all three blockers retract, the block can move and trip a sensor. If one or two of the blockers retracts, nothing happens because the block still can't move. Just make a 3x1 block on a conveyer, held back by three blockers. All we need is an AND gate that takes three inputs. So, if we synchronize a 6-clock, a 10-clock, and a 14-clock, then all three will be aligned every 210 cycles. Build factories that assemble products for your alien overlords, and try not to die in the process. The least common multiple of 6, 10, and 14 is, conveniently for us, 210. Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Now you could just make a loop of conveyors 210 blocks long, but that's wasteful, and who wants to count all those? There's a better way: joining several clocks together with an AND gate. All of the blocks should be in same order as in-game. ![]() Heres a list of the name and how it looks. Really long clocks: Let's say you need a 210-clock. These blocks will be found from the custom puzzle section, at the advanced puzzle menu. You can do that in two ways, either add a second block, or a second sensor, halfway around from the first. ![]() If you want a 3-clock, just make a 6-clock, and double its frequency. Unfortunately, it's impossible to make a loop with an odd number of blocks. LIKE SPACECHEM IN 3D Design and run factories in a first-person, fully 3D environment. (4,6,8.any even number)-clock: Just make a conveyor loop, put a block on it, and a sensor somewhere. Description Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. All of them could be made smaller and/or more vertical (for smaller footprint) if necessary.ġ-clock: Easy, just put a down-sensor on the floor.Ģ-clock: Build two conveyors facing one another, and put a block on one, and a sensor by the other. Note: All the circuits here are optimized for visual clarity. An N-clock is a circuit that activates its output every N cycles. A bit of subtlety could go a long way when flashy in-your-face cutscenes dominate AAA.Īnd I have to say, the aesthetic is very, very fitting.I've been playing around with circuits, mainly clocks. So, I myself am only on the 5th level, but so far the plot looks to be of the variety that unfolds slowly, and you could easily get by without noticing.
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