![]() ![]() Who really counts conveyor belt lengths here? Usually i just build incrementally. Predicting timings will be a bit more complicated, but i think only advanced players do that.Can keep welding/eviscerating factory blocks (which i like personally).rotation of big objects will look more natural.GRA's are still possible, but there is no reason to use them.So actually no need for half cycles anyway. The distance blocks travel while rotating has this pattern: If you do make them non-weldable, can you let factory blocks weld to other factory blocks, but not to input blocks? This might be an okay compromise. coughshamelessselfpromotion cough Welding Welders (Horizontal), ![]() It would also completely ruin a couple of my workshop puzzles where you have to weld welders which I think are really fun, but I guess I'm probably a little biased here. This falling into place business makes it easy to break if blocks get pushed, so to stabilize it, I have to weld them after they settle. Sometimes, due to wanting a pusher to push while being next to other blocks, you have to build your machine and let it fall into place. On the other hand I know I've done factory welding for things besides fast transportation. I feel like this game should be about building stuff, not moving things. A super efficient factory will get crushed by an inefficient one that uses rotator arms. My gut reaction is yes because giant rotator arms seem so cheaty. But if the platforms can still be welded nearly all of these cases will still work and it should hardly matter. Right now platforms behave just like inputs which means they can be used to test (later) parts of a factory without having to wait for the inputs every time. The only solution using this without rotators I know is this 1-1 solution though and it isn't even the fastest infinite 1-1 solution. The only disadvantage I see with this are solutions that use factory blocks as setup, but later switch to inputs. Disallowing eviscerating of factory blocks would mean that all rotating arms have this disadvantage because they need inputs. This still means they are the best way for levels that have waste blocks (like the maintenance levels) and levels where transportation is the main objective (only affects the early levels). Infinite rotating arms at least need some inputs as drawback. ![]() Right now, finite rotating arms have no drawback at all (if there is enough space). And this does exactly that while being only a minor change to the current mechanics. I hate right out banning stuff and would prefer that every strategy has advantages and disadvantages. I thought about most of these suggestions and some of my own ideas, but in the end I have to say: I think this is the best way forward. Most factory blocks can't be eviscerated, so this is only a very small change. Thus my suggestion is allow welding of factory blocks but deny eviscerating of factory blocks. So I think the best change is one which will make scuzz blocks impossible, but does not eliminate solutions with rotator arms. It is also clearly a result of the difference in opinion between 10-cycle solutions and infinite solutions. It explains the mixed opinions on rotator arms, as they are often used in tandem. It explains the cheaty feeling of the solution, because you're not really solving the original puzzle, you're solving a puzzle with additional inputs. I think the real problem is scuzz blocks. this one by _wl and this one by Entity_). this and this by eduran) and some don't (e.g.
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