![]() Basic blocks include things such as the conveyor belt, welder, sensors and a broad range of other devices that grow increasingly complex as you advance. In order to make this happen you’ll have to place blocks (unlimited) to transport varying numbers of cubes to varying numbers of end points between the two aforementioned points. While this sounds like a straight forward task you’ll also need to consider things like block modification to turn them into the appropriate delivery form required. The main requirements in puzzles involve transporting blocks from their spawn point to the intended delivery point by crafting a means of transportation. With each puzzle you’ll unlock the next puzzle in the sequence across the worlds which introduce new mechanics, challenges and blocks to use to meet the levels objectives while giving you a sense of progression and increasing difficulty. In addition to this strange setup players will find audio logs as they adventure through the levels left by other captives who have seemingly gone insane in their own ways from the never ending block based puzzles that they have been forced to attempt. The core Infinifactory offering is a highly structured experience with players selecting levels from the central hub of 6 world chapters and 50+ total puzzles which also serves as your prison to the alien captives that observe over you. With many different block types to master, a competitive leader board and dark sense of humour there is plenty to enjoy in Infinifactory as you break down the puzzles laid out before you and conquer them through logical constructions. So this solution shows off a couple unusual techniques for building complex machinery.Infinifactory throws players into an alien controlled facility as you create assembly lines in first person for blocks to go from point A to point B across 6 challenging worlds. The Drill - this level disallows everything except conveyors, platforms, and eviscerators, and asks you to modify input that's stuck on a track. After building it I realized that it would've been better if I'd gone 10->1 instead of 1->10, since then I wouldn't have needed to pause it while the central piece resets after each batch. More Bars in More Places - here's a relatively simple machine that builds columns of 10 different lengths. Welders on rotating arms are just about my favorite thing in this game. Large Satellite Reassembly - some nice moving parts here. But I liked the way I built the central pillar from above and below simultaneously.īattle Station (Hard) front view, top view - rather complex for the space provided, which makes it kinda hard to see everything that's going on. Megabuild Megachallenge #1 - despite the name, this is actually pretty simple. Here's some more complex machinery, all from user levels, so no campaign spoilers here: ![]() If you do want to move something that has to be next to other blocks, you can build it separately and drop/slide it into place. Basically: everything will connect except for the functional surfaces of most blocks, like the tops of conveyors or the front of sensors. Yep! The key is understanding how things connect at buildtime. And here's what I threw together in a few minutes to get the cycle-score achievement for that level. Gneiss Chair - Here is my first solution, moderately overcomplex and slow, back when all this was new. And then I realized that the lights were the wrong way round - almost started over, but I realized that I could just drop out the first input and everything would be fine.ĭrone Maintenance - pretty simple, but I was happy with how cleanly it came together. It used to take me so long to come up with something this simple. Landing Alignment Lights - this was from wayyyy back when I was first learning how to use rotators. If I'd realized how long that takes to run in realtime I'd have been more careful.Īlso, I grabbed a few gifs of things I thought looked interesting from the early levels: For the Subversive Engineering achievement (complete a level in over 10k cycles) I kinda threw together something slapdash and started it going without calculating things very precisely - fortunately it ended up being just over 10k anyway. But I haven't investigated it much, since that metric was only recently added.Īnyway, I went and got all the steam achievements! Mostly this involved rerunning old solutions from before achievements were added I only had to tweak or rebuild a couple of puzzles. A lot of the best solutions I've seen involve using ridiculously large structures to transfer kinetic force. ![]() The block count metric is a bit weird, since platforms don't count.
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