![]() I think what really puts SpaceChem above Infinifactory is the overall difficulty. I've been pondering the same thing as I've played it, and I have to agree, sadly. Yeah, it's an old post, but I deliberately wasn't keeping up with the thread to avoid spoilers, so it's the first time I'm seeing it. Many bugs involving the block simulation and audio have been fixed. Our deepest condolences go out to the scuzz block enthusiast community.Ĭhanges to input rate are now included as undo/redo events.Ī bug that caused animated GIFs to record as solid gray images on OS X has been fixed. Platform blocks can no longer be eviscerated. As a result, you may have to re-solve some of them. ![]() There were so many requests for this!Ī handful of puzzles from the second, third, and fifth planets have been tweaked to be easier to solve. It is still on by default.Ī volume slider to turn down the ambient background sounds has been added to the options menu. Your save file is now automatically backed up, in case a power outage, computer crash, or 12 year-old hacker corrupts your save file.Īn option to disable anti-aliasing has been added to the options menu. You can now scroll through custom and user-created puzzles. You can now rate user-created puzzles in the score window that shows immediately after solving them. Now you can see the underside of blocks you could previously only imagine! ![]() You can now crouch by holding the jetpack descend key when on the ground. Voice-over captions are now available, and can be turned on in the options menu. It is available in the block menu and can be added to the hotbar. It adds seven puzzles to the game and introduces a new mechanic, teleportation, and a new block type, the upside-down conveyor.Ī simple area selection tool has been added, which allows you to quickly select a group of blocks and move or delete it with a single click. Here's a list of everything in this update!Ī new mini-campaign, The Heist, has been added to the game. Not everything we added in this update was cool enough to warrant a screenshot. (which wasn't too annoying in this case since it was for one small part) It's a worthy boss level, even if it requires you to understand some basic logic gates for the stamping process. If you've finished the game, I heartily recommend looking at this. Goes right to the finish line after that. A lifter basically sorts the four blue panels into their respective holding positions. Finishing touch being gluing the blue panels on. A closer look at the core.ĥ) Satellite panel assembly area. Essentially putting the core together (farthest, cross-shaped) and then gluing all the parts on one side, flipping it around and gluing all the parts on the other side. ![]() Shows a flip-flop in action for further splitting the blocks.Ĥ) Main assembly area. ![]() Since there are two sets of 3x1 cockpits and two sets of 1x1 cockpits in the final solution, this needed a section all on its own to sort everything out. Yes, I actually had to use the rafters to have enough space for the solution. Logic machine on the right side of image, stamping process on the left sideģ) Rafters, for processing the 'cockpit' blocks. Due to needing to rotate 4 times then eject the block, a little logic machine needed to be created. Example, building the white piecesĢ) 4x stamp machine. Some pieces are assembled here just because they're easy shapes. A bunch of awkward lifts and shovers to send them all on their way, but hey, if it works, it works. Because solution spoilers, and because the resultant GIFs are freaking huge, here's the breakdown in links:ġ) Where all the materials come out. Click to expand.Not only is it a terribly awkward shape, the top block has FOUR stamps on it. ![]()
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