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Spacechem exploding head syndrome
Spacechem exploding head syndrome








spacechem exploding head syndrome
  1. #SPACECHEM EXPLODING HEAD SYNDROME HOW TO#
  2. #SPACECHEM EXPLODING HEAD SYNDROME MANUAL#

Produce the most marvellous contraptions. Levels like ‘No Thanks Necessary’ and ‘In-Place Swap’ also tend to Or, if you will, "This is my solution! There are many like it, but this one is mine!" Even if it's a horrible kluge of spaghettying waldos, there'sĪlways that 'I made this' sense of acomplishment. Number reddit and forums posts of people describing their experiences, and everybody is always Then there's the sense of elation you get when you see your solution running.

spacechem exploding head syndrome

So not only are you designing andĬonstructing a solution, you're creating your solution! Especially in the later Turning the former into the latter is entirely up to you. One True Solution, but here you're just given the inputs and targets, and how you go about In most puzzle games, everyone works towards the

spacechem exploding head syndrome

Then there's the open-endedness of it all. There's the fact that it's basicallyĬhemically-flavored symbolic programming with two threads, and later multiple cores as well. There are a few reasons why SpaceChem gives me a happy. And, again, happy dance ensued after that. I think it ook meĪbout 5 hours to build, and then another 4 to actually complete it once, because I kept messing

#SPACECHEM EXPLODING HEAD SYNDROME MANUAL#

Yes, but possible with the right amount of patience and manual controls. Reasons, one of which was that I could actually see how it would be possible. Okay, first I just sat there mesmerized,īut after that I wanted to try something like this too. I had to try some insane low-reactor stuff as well. Reverse of this was the first thing that came to mind :).Īnd then there's 4.6 : ‘No Need For Introductions’, in particular my 1-reactor

#SPACECHEM EXPLODING HEAD SYNDROME HOW TO#

How many puzzlegames do you know that elicit thatĪnd, of course, once I realized how to use special elements for custom missions, doing the I think Iĭanced across the room when I saw it work. My own carbomega splitter on paper, and it worked exactly how I envisioned it. Has you sorting and disecting Carbomega molecules, usually inside a single reactor. 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, 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 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

spacechem exploding head syndrome

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 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. I jotted this down in one go, so it will ramble on a bit.










Spacechem exploding head syndrome