you have chemical processors, and you basically create physical flowcharts, where you have a machine node moving along a grid path that you define. each spot on the grid can also have a command, in which the machine node will execute that command (grab/drop chemical, rotate, fuse, etc. etc.) and you program the machine to produce/move/whatever
gets pretty complicated in the end
Originally posted by Charu
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Complicated is how i see it. The more efficient solutions I have looked up have been pretty easy to follow. I haven't completed it, but i enjoy the challenge of the game.
For the sake of leaderboard thing I went for each one separately so, two optimal solutions for two different problems in the same level. Mixing both would require some arbitrary metric.
I see what you mean, balancing trade-offs like that is indeed cool and more akin to real world problems; I just don't like operating under vaguely defined goals. You do end up grasping that trade-off when going through both ends of the spectrum though.
Didn't know about factorio, looks pretty interesting (and a potential time sink zzz). Thanks for the recommendation.
sank like 8 ish hours in the first couple days, it's a little bit frustrating because the systems you design are massive, and complex as hell and can very easily spiral into disaray and disorganization
Originally posted by Charu
Only yours, for an easy price of $19.99! You too can experience the wonders of full motion rump sticking.
That and the solution to your disarray is to remove the entire complexity of the game through robots that do stuff for you, which kinda ruins the fun in some ways.
It's a great game and it's got some good mods too.
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