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Spacechem nothing works
Spacechem nothing works







spacechem nothing works

Now, since I am that autistic, it actually works out nicely. This bitch of a mission is the stuff of nightmares. Not too shabby for only 2 reactors.Ĩ.5a : Ω-Pseudoethyne. After an initial improvement fromģ433 to 1798 cycles, I put a few screenshots 6.6 : ‘Molecular Foundry’, improving my 2-reactor design.Splits, leaving only 2 loose hydrogen, resulting in With as little waste as possible, which culminated into two 7 H 2O/24 H + 24 OH I started by writing down variations on how Reactors and dealing with stalls, ratio balancing, bonder priorities and flip flops (oh god,

spacechem nothing works

And then later came sensors, fusion, the careful interplay with multiple Holy crap, you can do that?!? That truly opened my eyes to the depth

spacechem nothing works

Just ‘park’ the waldo against the wall where it executes that instructionĬontinuously. It came from, creating the shortest path possible and the parked-waldo pattern, where you That's where I learned the line/bouncer pattern, where reflect the waldo back the way Looking around the site more I found the impossible how cycle and symbol bests for the first Well rather than letting blue spawn its own carbon (a mistake that I never made again), but I Lasted about a day because then Sahishar had noticed that you could start with a in/grab as That my 104/1/42 took the top spot – my first first place :D. The loops and improving the relaying, and then later scrapped the whole thing for aĪnd then a few days later I found the upload site I actually spent a few days just trying to improve on this mission to see Single cycle, how target shape is irrelevant and how effectively pass a molecule from one

SPACECHEM NOTHING WORKS HOW TO

How to use waldo priority to do in/bond combos as well as make double-bonds in a For some reason, that was what made the game click The moment I really got hooked was level 3.1: This can be balanced with a period of 216 inputs. I've even drawn them on my hands when I didn't have any paper close by.Ĭarbon splatter. (name, inputs, targets and features/buildings – basically what my mission viewer outputs),ĭesign tryouts, reactor connections and their products, ratio calculations and fusion/fission I have pages upon pages of level descriptions My designs mentally and/or on paper first. Says I've played for about 330 hours, but I'm sure it's closer to 1000 because I work out most of Hasn't been a single day that I haven't had SpaceChem on my mind at least at some point. This game has basically been my addiction for the last two years. As soon as I saw it pop up on steam's featured list, I knew this In much the same way as Scrooge McDuck hasĪ modest amount of cash. It is now exactly 2 years ago that SpaceChem entered my life.Īs you may have guessed, I kinda like this game. Don't be dissuaded by the difficulty just know you that you need to be up for a serious challenge.I jotted this down in one go, so it will ramble on a bit. SpaceChem offers up some extremely demanding puzzles that you're unlikely to solve - or at least solve efficiently - by fluke. This is nothing like Tetris or Bejeweled. Unfortunately, those who fall outside this group may find the bombardment of complicated rules and unfamiliar terms to be overwhelming and off-putting. Working on these "visual program" puzzles - all of which have open-ended solutions that provide room for creative reasoning - is like attacking logic problems the same way engineers do: there's no one right answer, but there are more efficient answers. The chemistry at work here is fictional, but the logic is similar, as are most of the terms. In this case, those people are kids and adults with a natural aptitude for disciplines including chemistry, math, programming, and engineering. SpaceChem is one of those niche games that only appeals to a select few, but if you're one of them you're likely to be passionate about it.









Spacechem nothing works