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- Infinifactory proving ground routine 5 max input rate how to#
- Infinifactory proving ground routine 5 max input rate trial#
I had to figure out how to break up a steam of incoming resource blocks into two groups of three and two. You can't imagine how rewarding that can be to someone in their sixties to be able to solve something like SMALL Excavator. Now splitting an input in half was pretty straightforward, but three and two? It took me a few minutes and then I had an epiphany and it turned out to be elegantly simple. Now it's odd because I'm someone who doesn't like puzzle games, but I like this. There is a path visualization tool which helps, but sometimes it's just easier to put a plain block as a milestone locator. On the other hand, being 3D means placement of all the conveyer blocks, the welding blocks, etc have to take into account the places where you let objects fall to give yourself more room.
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At least unlike SpaceChem you don't really feel hemmed in, and having a 3D world really makes it easier to visualize the possible solutions.
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Infinifactory proving ground routine 5 max input rate 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).