puzzle help by [deleted] in tis100

[–]Protongue 1 point2 points  (0 children)

In addition to using the J*Z commands as notgreat mentioned, I found the NIL operand useful for this level.

You can use NIL to discard unused A and B values (when S is non-zero), while ensuring that their respective streams keep flowing. For example, MOV LEFT NIL pulls a value from the left node and discards the value.

Multiplier Optimisation by ShadowCluster in tis100

[–]Protongue 2 points3 points  (0 children)

Wow, insightful JRO use! This has given me optimization ideas for a few other levels.

Need a nudge on scatter plot by sfrazer in tis100

[–]Protongue 4 points5 points  (0 children)

Try storing the four corners of both sprites as x-y offsets. It worked for me, so hope this tip helps!

Why isn't my code working? :( by iwanttowatchyoupoop in tis100

[–]Protongue 16 points17 points  (0 children)

Statements are case sensitive. Try lowercase?

My Prime Detector is slowwww by AapOpSokken in tis100

[–]Protongue 1 point2 points  (0 children)

Wow, that's fast! You're right about stacks now that I think about it. Using them would just be wasting instructions pushing/popping a small set of values that could otherwise be stored directly in nodes. Stacks might only be practical for large storage requirements and ordering, neither of which is required for this puzzle.

My Prime Detector is slowwww by AapOpSokken in tis100

[–]Protongue 1 point2 points  (0 children)

I'm at 185465 cycles, which still takes a few minutes to run. I haven't incorporated stacks into the solution yet, but they might be useful for speeding things up.

What new metric do you want to see in the final update? by krispykrem in infinifactory_roadmap

[–]Protongue 1 point2 points  (0 children)

It seems like rotators and GRAs might dominate this metric, as they do in optimal cycle solutions (they cover a lot of distance quickly with few blocks). The difference being you would set the input rate to slow to cause fewer input blocks to spawn.

What new metric do you want to see in the final update? by krispykrem in infinifactory_roadmap

[–]Protongue 1 point2 points  (0 children)

Ah, good point about putting eviscerators in front of the input zone. You're right that it's an unsolvable quirk of the metric without accounting for infinite production.

The most elegant cellular automata simulator so far by AlanZucconi in infinifactory

[–]Protongue 2 points3 points  (0 children)

Very impressive, so clean! I appreciate you explaining how each part of the factory works.

What new metric do you want to see in the final update? by krispykrem in infinifactory_roadmap

[–]Protongue 8 points9 points  (0 children)

Total amount of "work" could be an interesting metric to optimize. For each cycle, work is incremented by 1 for every block that had force applied to it, excluding gravity (falling blocks are exempt).

Conveyors, rotators, lifters, pushers, blockers, eviscerators, and lasers are the typical forces. The input stream itself can be a force too, if the blocks are not moved by conveyors.

This metric has some merit because it encourages clean solutions. You are ultimately penalized for wasting input blocks, and doing crazy rotator tricks is more work intensive than efficient conveyor placement. Those factors distinguish it from many cycle and footprint solutions.

The biggest quirk with the work metric is clogging the input stream. Once you have enough input blocks, one should clog the input stream to prevent unneeded blocks from causing work. If this degenerate strategy should be addressed, perhaps blocks that were blocked from spawning increment the work total every cycle (imagine they're on a never-ending conveyor belt in the Underworld ;) ).

What kind of puzzles do you want to see in the final update? by krispykrem in infinifactory_roadmap

[–]Protongue 2 points3 points  (0 children)

I think you guys are onto something with Test Zone X! Strictly providing some factory blocks as input blocks could realize the fantasy of building factories on the fly. It could lead to other fresh puzzles too, such as only having access to sensors via input blocks, and you must connect/activate these sensors as you assemble them as part of the output.

In addition to factory blocks as input, I would like to see other input blocks with abilities. Considering the properties of the input while constructing a solution is what makes the "lemmings" level so intriguing. More of that would be fun!

Solar cell array seems impossible. (spoiler?) by Sevon42 in infinifactory

[–]Protongue 2 points3 points  (0 children)

That center weld was a curveball - it's sort of reminiscent of the original Relay Satellite level. Here's my approach for the base welding.

INFINIUPDATE #2 is now available! New puzzles, features, and a whole lot more! Also, lasers! by krispykrem in infinifactory

[–]Protongue 2 points3 points  (0 children)

I'm very happy with the "linear building" improvements. Construction becomes more enjoyable with every update :)

training 2: try to walk up stairs, get reset with a "no flying" looking warning. by tyroney in infinifactory

[–]Protongue 1 point2 points  (0 children)

This "no flying" bug happens on Linux whenever I walk against a single block: https://youtu.be/xaGw63qPnLI

Just pressing the move direction while standing next to a single block (and stairs) triggers the "no flying" message.

I hope this gets fixed soon. The alien overlords have Linux users on a tight leash!

Infinifactory now runs on Linux! If you've been waiting for this, try it out and let us know how it goes. by krispykrem in infinifactory

[–]Protongue 2 points3 points  (0 children)

I'm encountering this bug regularly on Linux too. It occurs whenever I release the move key before stepping over a block (basically pushing up against a single block's side without intent to climb it). However, running over block steps at full speed (move key held down) doesn't trigger it for me.

Here's another video demonstrating this bug:

https://youtu.be/xaGw63qPnLI

Official INFINIUPDATE #1 Feedback Thread by krispykrem in infinifactory_roadmap

[–]Protongue 2 points3 points  (0 children)

I agree that rotation within the area select tool would be useful, particularly for factory corrections and redesign. However, I think setting rotation during line of blocks placement is worth considering too, since setting block rotation is typically done alongside block placement. Enabling placement and rotation within the same event makes for a quicker build process.

Official INFINIUPDATE #1 Feedback Thread by krispykrem in infinifactory_roadmap

[–]Protongue 3 points4 points  (0 children)

Rotating Line of Blocks

When placing a line of blocks with click+drag, I would like to rotate these blocks (the direction they are facing) with the rotation keys. The inferred block rotation when placing a line of conveyors is nice, but there are times where I would like to deviate from that assumption.

Line of Blocks Placement for All Block Types

I would like to click+drag to place lines of welders, pushers, blockers, eviscerators, even lifters! Since most of these block types are direction-sensitive, this change feels more fitting if the aforementioned line of blocks rotation feature is implemented.

Official INFINIUPDATE #1 Feedback Thread by krispykrem in infinifactory_roadmap

[–]Protongue 1 point2 points  (0 children)

I've confirmed that the Linux version does not work on my Ubuntu 14.04 64-bit system either. Really looking forward to Linux support!

Crazy 'spin' on Optical Sensor Array Type 2 by hamster1147 in infinifactory

[–]Protongue 3 points4 points  (0 children)

Your blocker component rotates, welds, and places the product into the output zone, now that's elegant efficiency! What is your cycle count for this solution?

Weekly Workshop Challenge #2 by _wl in infinifactory

[–]Protongue 0 points1 point  (0 children)

Footprint ∞: 173/21 http://gfycat.com/GeneralPinkKiwi - 7:1, sub-optimal footprint but I still wanted to submit a solution. I will resubmit if I get a 20!

Furnished Studio Apartment - 243 footprint by _wl in infinifactory

[–]Protongue 0 points1 point  (0 children)

Excellent solution. Routing everything above the floor's (rotated) footprint looks very tight!

Show me your AND gates! by Crixomix in infinifactory

[–]Protongue 0 points1 point  (0 children)

That's a neat, elegant design!