hawaiisetr.blogg.se

Infinifactory too hard
Infinifactory too hard













Infinifactory indeed.ĭisasters like this are part of the fun. This, of course, has lead to moments where I've ended up bunching all of my modules together, at which point the welders just go nuts, turning out an endless, inflexible sausage of metal that disappears into the distance.

Infinifactory too hard how to#

I've also had to learn how to use standard blocks as pauses within a conveyor belt so that I can bunch modules together before they reach welders. A conveyor belt really can be a unit of time. I've spent the last few hours using conveyor belt kinks to slow down certain modules so they arrive at welders at the right moment. Solving these sorts of problems - and others like it - are where the game really comes together. I did eventually solve this one but - um - not like this. It's not uncommon - not uncommon for me, anyway - to construct a complex unit from a range of modules, and then get it to the goal facing the wrong way. A puzzle might task you with putting together a spaceship from three different parts, but the trick comes from the fact that those parts spawn in different locations and need to then be transported half-way across a map to a floating island that hovers at an entirely different height. Often, that debugging revolves around problems caused by the environment. Even when you're connecting push blocks with distant switches, it's still a very straightforward process, and the most complex design will take only a few minutes to build - at which point the fun of debugging begins. Puzzles swiftly become pleasantly challenging, but the solution will always lie with the same handful of basic elements: conveyor belts to move pieces around, rotators to change their direction, welders to stick multiple pieces together with the brisk sizzle from a laser. These pieces are all pretty simple to get to grips with, too. You move around the environment here in the first-person, and you select the pieces you can use from a familiar tray at the bottom of the screen. Infinifactory's a lot more approachable than SpaceChem, I think, and this is largely down to the way it uses the UI and mechanics of building games like Infiniminer and Minecraft to really thrust you into its world. This wasn't hard, but I made it look hard, and that's what counts. With this shift in focus comes an unexpected boon. Factories replace reactors, and squat little chunks of utilitarian hardware fill in for atoms and molecules, This isn't just about terminology, either.

infinifactory too hard

Here, though, you're working in three dimensions, and on a far more human scale than SpaceChem allowed for.

infinifactory too hard

Often, there is no single point of manufacture, and you're essentially constructing a production line on which things take shape as they move. Infinifactory is all about building machines that allow you to piece together the specific objects you'll need to clear specific challenges - and then transport those objects from the point of manufacture to the goal. It's that I want to start tinkering, because tinkering will get you going here, even in lieu of an actual plan. Most of all, I love the fact that my initial response to the unveiling of an impossible new puzzle - and they all look impossible at first - isn't that I want to lie down in another room and maybe eat a biscuit. I love the squeal of victory that erupts when a solution suddenly presents itself, of course, but I also love the protracted groan when things go wrong in an unforeseen, hilarious, and yet entirely logical, manner. Actually, you're probably going to love it, because, grim and dehumanised as this follow-up to SpaceChem often is, it's also a profoundly loveable game. If you're happy to think of a conveyor belt as a unit of time, you're probably going to get on okay with Infinifactory.













Infinifactory too hard