![]() (AFAIR that was the bar with the top cross inside of the skip drive.) It did move along because it has no chance not to. While most stuff was already welded then, some was welded "on-the-fly" when moving the result to the target area. *edit* I had lots of space for support and welding at the welding area beacuse I've put in the lower part (cross plus 4 diagonals) from the side, but the rest directly from above. Ok, I hope I could express myself and it's of any help. (Many holes in the build target.)Īs you cannot put the skip drive into the target area by a conveyor on the floor as usual, I had a bar with some conveyors going through the skip drive just below the central horizontal level. When you look close, there are many places where you can put welders or supporting blocks. * the central bar, consisting (bottom up) of a short bar, the central jewel(?), a short bar and the top cross.Īll other pieces, the horicontal diagonal bars and the upper diagnoal bars, go in there unassembled. * the cross on the floor and the four adjactent diagonals (pointing up) Youtube solutions don't help as there is no way to reproduce what they did and I usually completed all the previous levels on my own.Īs with many puzzles, I had a welding area on the vertical level of the goal. It takes at least 5 hours to build a factory only for it to not work.Īnyone who completed this level to help me with a walkthrough that I can get into my game? This happens with larger parts assembled and when I am about to put the whole thing together things go wrong and I end up with piece assembled the wrong way as they enter the area and give me an error. I tried several times, but I get cramped into small space and have stuff colliding with each other and pushing each other into places I don't want them to go. Is there anyone who completed this level to help me out, since I am stuck on this level before the ending of the game. ![]() It is an item that has to be built by welding four of different kinds of pieces together that are also slanted and require conveyors in certain spots to be able to move them. I guess that's all I have to say.I am currently trying to complete the last level in this game called skip drive. I think the coolest thing in IF is building factories with moving parts it means so much more is possible. The best thing about IF is that the material blocks and the factory blocks obey the same rules, unlike in spacechem where the waldos exist in a separate layer from the atoms. ![]() Also, when multiple-block structures are sitting on multiple conveyors, the logic seems very inconsistent and odd (and don't get me started about rotators). Not that I see a better we to do it, but the diagonal blocks that sort of count as a block and sort of don't are very weird. This is probably just me reacting to Skip Drive, but the I never really got over the wonky physics. I did notice the tie-ins to SC that were in here, especially the bit with the fishcake (:P). I liked the story better in IF vs SC: SC's storyline felt rushed and cliched, and the fact that there was so little of it made it worse. You can make do without them of course (one of the great things about IF vs SC) but I would have really wanted a Latch/Memory Cell as a single block, as well as a sticky pusher. There were a couple of blocks that I was really hoping we could get that we didn't. I thought the difficulty curve in this was a lot better than it was in SpaceChem: For me the last couple puzzles on the last planet in SC where orders of magnitude harder than rest of the game, where as the Homeward Fleet in this ramped up pretty well from the end of the previous mission. I played all of the SpaceChem campaign and have 1 puzzle on ResearchNet, so when I heard this was coming out I was pretty psyched: now onto my reaction: I played the original CoAE when it came out, then totally forgot about Zach until SpaceChem came out, when i rediscovered CoAE:MO (and also found out that he made Infiniminer: who knew?).
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