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KRYPTON

2013-07-10 21:51 by cearn |
 * spacechem

9

So it's my birthday and all I got was a splitting headache over Reppe Chemistry
:(

Posted in spacechem | 9 Replies |    
 



MY CHEMICAL ROMANCE

2013-05-10 23:09 by cearn |
 * spacechem

1
Warning : Ramble
I jotted this down in one go, so it will ramble on a bit. You have been warned.

It is now exactly 2 years ago that SpaceChem entered my life.


As you may have guessed, I kinda like this game. In much the same way as Scrooge
McDuck has a modest amount of cash. As soon as I saw it pop up on steam's
featured list, I knew this was something for me.

This game has basically been my addiction for the last two years. I can honestly
say that there hasn't been a single day that I haven't had SpaceChem on my mind
at least at some point. Steam says I've played for about 330 hours, but I'm sure
it's closer to 1000 because I work out most of my designs mentally and/or on
paper first. I have pages upon pages of level descriptions (name, inputs,
targets and features/buildings – basically what my mission viewer outputs),
design tryouts, reactor connections and their products, ratio calculations and
fusion/fission schemes. I've even drawn them on my hands when I didn't have any
paper close by.


Friedel-Crafts, Misproportioned, Cyanogen, and a 2-rx plan for No Thanks
Necessary. Solved Cyanogen on the plane back from holidays.

Organometallics (top) and fission schemes for Not A Planet. I did it by reducing
Ce down to H via a feedback loop, which required a 56-counter. Oh, this game.

Pseudoscience:cearn. A hellish assignment made by Lanky just for me :). Also
various other missions (bottom) and fission schemes (everywhere).

Figuring out the Si3O4 splitter for KOHCTPYKTOP.

Notebook at work: Impostor and combustion Engine.

Pocket notebook with ideas for Solder Coarsening and Combustion Engine.

Overflow. Calculations for balancing out 1 N2 + 11 O2 to n NO. Optimally, 14/33
of O2 should become N.

Carbon splatter. This can be balanced with a period of 216 inputs. I think …
haven't dared to try it yet.


MY OWN STORY

The moment I really got hooked was level 3.1: ‘Everyday Is The First Day’. For
some reason, that was what made the game click in my head. How to use waldo
priority to do in/bond combos as well as make double-bonds in a single cycle,
how target shape is irrelevant and how effectively pass a molecule from one
waldo to another. I actually spent a few days just trying to improve on this
mission to see how far I could take it. I started with a 136/1/24 serial
solution that I later improved to 117/1/25) by tightening the loops and
improving the relaying, and then later scrapped the whole thing for a 104/1/42
parallel solution, which I was very happy with.


And then a few days later I found the upload site SolutionNet, and upon
uploading noticed that my 104/1/42 took the top spot – my first first place :D.
Okay, so it only lasted about a day because then Sahishar had noticed that you
could start with a in/grab as well rather than letting blue spawn its own carbon
(a mistake that I never made again), but I was still very happy with it.

Looking around the site more I found the impossible how cycle and symbol bests
for the first mission. That's where I learned the line/bouncer pattern, where
reflect the waldo back the way it came from, creating the shortest path
possible; and the parked-waldo pattern, where you just ‘park’ the waldo against
the wall where it executes that instruction continuously. Holy crap, you can do
that?!? That truly opened my eyes to the depth this game had. And then later
came sensors, fusion, the careful interplay with multiple reactors and dealing
with stalls, ratio balancing, bonder priorities and flip flops (oh god, the flip
flops).

PROUD MOMENTS

 * 5.5 : ‘Exploding Head Syndrome’. I started by writing down variations on how
   to get from H2 (1,8 or 10) to 2 Pu (94) + 25 H2 + 25 O2 with as little waste
   as possible, which culminated into two 7 H2O/24 H + 24 OH splits, leaving
   only 2 loose hydrogen, resulting in this solution.
 * 6.6 : ‘Molecular Foundry’, improving my 2-reactor design. After an initial
   improvement from 3433 to 1798 cycles, I put a few screenshots on my phone to
   improve during vacation. That ended up at 1647. Not too shabby for only 2
   reactors.

 * 8.5a : Ω-Pseudoethyne. This bitch of a mission is the stuff of nightmares. As
   one redditor notes: "|<------You must be THIS AUTISTIC to solve this
   level------>|". Now, since I am that autistic, it actually works out nicely.
   
   Anyway, this one has you sorting and disecting Carbomega molecules, usually
   inside a single reactor. I designed my own carbomega splitter on paper, and
   it worked exactly how I envisioned it. I think I danced across the room when
   I saw it work. How many puzzlegames do you know that elicit that kind of
   reaction?
   
   And, of course, once I realized how to use special elements for custom
   missions, doing the reverse of this was the first thing that came to mind :).

 * 
   Could be SpaceChem's tagline.
   And then there's 4.6 : ‘No Need For Introductions’, in particular my
   1-reactor solution for it. When I saw snapdragon's 1-reactor Gas Works Park,
   I knew I had to try some insane low-reactor stuff as well. Okay, first I just
   sat there mesmerized, but after that I wanted to try something like this too.
   I decided on NNFI for a number of reasons, one of which was that I could
   actually see how it would be possible. Completely bonkers, yes, but possible
   with the right amount of patience and manual controls. I think it ook me
   about 5 hours to build, and then another 4 to actually complete it once,
   because I kept messing up on the controls forcing a restart. And, again,
   happy dance ensued after that.


THE JOY OF SPACECHEM

There are a few reasons why SpaceChem gives me a happy. There's the fact that
it's basically chemically-flavored symbolic programming with two threads, and
later multiple cores as well. Then there's the open-endedness of it all. In most
puzzle games, everyone works towards the One True Solution, but here you're just
given the inputs and targets, and how you go about turning the former into the
latter is entirely up to you. So not only are you designing and constructing a
solution, you're creating your solution! Especially in the later missions, every
solution will be unique.

NERDGASMS

Then there's the sense of elation you get when you see your solution running.
I've looked at quite a number reddit and forums posts of people describing their
experiences, and everybody is always so proud of what they've made. Even if it's
a horrible kluge of spaghettying waldos, there's always that 'I made this' sense
of acomplishment. Or, if you will, "This is my solution! There are many like it,
but this one is mine!"

For example, there's this for mission 3.1. Or this monstrosity. Levels like ‘No
Thanks Necessary’ and ‘In-Place Swap’ also tend to produce the most marvellous
contraptions.


One comment I saw on Penny-Arcade sums up the experience best:

> this goddamned game. spend 20-40 minutes finishing a level and think "hey I'm
> pretty clever" only to load the next one and have the game kick you in the
> balls and whisper "nope, you're actually dumb as shit" in your ear while
> you're rolling on the ground.

But, oh, that moment of feeling clever feels so good!



This seems to be a common thought.

DEPTH

As mentioned before, the game also has a lot of depth, but you do have to dig
for it. The in-game tutorials does an adequatish job explaining what every
instruction does (though some wil disagree : I've seen enough posts of people
not knowing you can move start symbols or bonders, that symbols can change color
or direction, and that molecule shape doesn't matter), but it does very little
in terms of hand-holding. Most things you have to find out on your own. At first
I thought bond+/- had to be issued while you were over the bonder plates, but a
little experimentation would show that to be false. The same is true with seeing
how simultaneous instructions work (i.e., red before blue), and how the output
of one reactor becomes the input for the next (the order and placement of the
output is carried over to the input). But there's more: not only is there
waldo-priority, there's also a hidden order in how bonders work, and even
reactors have a certain type of priority. There's also a strange quantum effect
where you can have two atoms at the same place during in/fusion and fission/out
combos. And there's particle-smashing where you can just kill off atoms if you
in/bond in a certain way, but I'd count that as a bug.

But aside from just those mechanisms, there's a wealth of design patterns as
well. Using the different priorities you can in/out and (un)bond in a tight
space, which allows for really efficient designs. With the line pattern you can
create fast and symbol-efficient relay reactors, and the parked-waldo can help
cut symbols as well. And when you get to flip-flips, oh lawdy the things you can
do with those. They're not just useful for simple counters like 2n, 3, 5, etc,
but you can combine them inside splitter reactors to create really odd output
ratios, like 11:13 or 7:17. And yes, there are missions where that would be
useful.

There are also a number of missions that make you use familiar things in
different ways. One example is sorting without sensors. This can be done using
bonders (see ‘Nonsense’ and a number of Lanky's missions), or nuke-ops like in
‘Nobility’. That was one of the missions I took on holiday to solve, thinking it
would be a standard nuke mission, then I came home and noticed I didn't have
sensors. Damn you, GuavaMoment! There's even missions with nuke-unbonding now,
and catalysts, and special-element-fission.

HEAD-ASPLODY CHALLENGES

There's also the challenge aspect. This game is hard, and if you have an
optimizing type of mind, it becomes even harder. In some cases, you can spend
more time on a single mission than on completing the campaigns of entire games.
The addition of the comparison histograms is also a stroke of evil genius.
There's always the drive to make the best solution you can think of, but that
drive will become even stronger when you can actually see that better solutions
exist.

And you can also set your own challenges. You can go for speed, or for
symbol-efficiency. A number of people have gone for 1- or 2-reactor solutions in
missions where it's theoretically possible, but you have to really work at it.
Missions like ‘No Thanks Necessary’, ‘Gas Works Park’ and ‘Precursor Compounds’.
And, of course, ‘No Need For Introductions’ :). You can also try for 1-waldo
solutions, or not to use sensors where they are available, or even go for the
slowest solution, like Guavamoments's 260110-cycle Of Pancakes and Spaceships.

You can also let others pick the challenges for you, in the form of a
tournament. Last year there was an official little tourney at PAX, and
Guavamoment's Something Awful tournament. This last one was just insane in both
missions and solutions. This was around the time I make my mission viewer, which
allowed for a number of new things, like the use of the special symbols and
breaking the max-bond limit for input molecules. The things PseudoDude did on
some missions have to be seen to be believed. Look at California Screaming, for
example. Absolutely crazy. I was also very, very impressed how people managed to
make balanced solutions for ‘Nightmare Factory’. I have sometimes called
SpaceChem a celebration of human ingenuity, and this tournament certainly showed
it.

EDUMECATIONAL, USING SCIENCE!

The game also has great potential for education. Not really for learning
chemistry (although with all those fusion/fission levels I now know the periodic
table better than I ever did in school), but mostly in planning and
problem-solving. Before you can even start, you should analyze what you have and
what you need to get, and how which steps would be necessary to do it.

For example, for Every Day, you need to get two C's, triple-bond them, and then
bond two extra H's on each end. For Ω-Pseudoethyne, you need to split the
Carbomega J,S and P into C=Ω chunks, and make sure you use two H2 for each C=Ω.
You can't do a mission like that without at least some forethought.

It's great for learning how to debug problems. Invariably, something will go
wrong somewhere, and you have to sit down, figure out when it goes sour, and
then try to fix it. It can be a missing bond, or perhaps it the spaghetti mess
you accidentally create an extra bond somewhere; path-lengths may get out of
sequence so that you get collisions later on; and on production levels you will
encounter pipeline stalls on both input and outputs or other timing issues, and
you have to look really carefully to spot and fix those things. You can learn to
create counters with flip-flops and create gates with sensors, which ties in
with electrical engineering. For nuke missions you will need to know the
periodic table pretty well, and know enough arithmetic to produce the right
outputs.

And for my own purposes, figuring out savegame and the custom-mission format was
a nice flashback to decompiling old GBA assembly code. Ahh, good times.


So yeah, that's pretty much what SpaceChem means to me. This is the most
mindbendingly awesome game ever. All hail Zachatronics.

Posted in spacechem | 1 Reply |    
 



MORE RESEARCHNET OVERVIEW CHANGES

2013-04-17 13:29 by cearn |
 * spacechem

Reply

Each level how has graphics representing difficulty and type. I've also expanded
the links for each level to include a direct link to the mission viewer, as well
as solutionNet links.

linkie

Posted in spacechem | Leave a reply |    
 



OMG, HELP! DIHYDROGEN MONOXIDE D:

2013-04-02 23:10 by cearn |
 * tainment

Reply
Sigh.
www.wlbz2.com/news/watercooler/article/237789/109/Florida-DJs-in-hot-water-over-April-Fools-prank
:

> Val and Scott were joking that "dihydrogen monoxide" was coming out of Lee
> County residents' taps.
> That's another name for water.
> But many who didn't know that thought it may be unsafe to drink.
> That led to several calls at Lee County Utilities.
> 
> ...
> 
> Val and Scott have been suspended indefinitely.





Posted in tainment | Leave a reply |    
 



SPACECHEM TOOLS UPDATE

2013-04-01 17:02 by cearn |
 * spacechem

2

I had some time to play with the researchnet overview on an iPad the other day,
and noticed just how cumbersome copy-pasting is on a tablet. It annoyed me so
much that I made the mission viewer accept the code as a URL parameter as well.
So now, instead of having to …


 1.  click on 'show code'
 2.  click and hold on the textarea
 3.  select 'Select All'
 4.  remove the on-screen keyboard
 5.  select 'Copy'
 6.  click 'mission viewer' to go to the mission viewer
 7.  click and hold on the textarea to be able to select 'Paste'
 8.  remove the on-screen keyboard, again
 9.  hit 'SEND CODE'
 10. reload the researchnet page and retrace all previous steps because
     apparently you inserted or deleted a character on the gorram keyboard that
     popped up,


it's now more along the lines of …


 1. click on 'show code'
 2. click 'mission viewer' to go to the mission viewer, with code already
    inserted and submitted.


This should simplify things immensely. Note, though that the HTTP variables have
a character limit that according to some sources may be 512 characters, in which
case the bigger missions might not load properly. However, other sources sat it
can be as large as 8000 for Apache servers and in testing it seems to work out,
so it might be nothing to worry about.

This new feature also opens up the possibility of directly inputting a code
without user intervention, using ?code=[CODE GOES HERE]. However, be careful
with that, because mission codes contains plusses ('+'), which are normally read
as spaces (' ') in urls. All spaces are converted back to plusses to be sure,
but yo udo need to be sure there aren't any actual spaces in the url.


Linkies:

 * researchnet overview
 * mission viewer

Posted in spacechem | 2 Replies |    
 



TONC UPDATES (FINALLY!)

2013-03-24 21:34 by cearn |
 * tonc

4

And at long last, I get off my ass and fix tonc's code for the arm-eabi ↔
arm-none-eabi change. Also fixed some other things in html and css, and updated
the PDF. I had to export the PDF via chrome this time, though, so it'll look a
little different. It also lost me about 60 pages, now where did those go all of
a sudden …

But yeah … tonc is at 1.4.2 now.

 * link to tonc
 * link to tonc files

Posted in tonc | 4 Replies |    
 



OH HAI THAR, RESEARCHNET

2013-03-17 19:05 by cearn |
 * spacechem

3

I finially figured out where the researchNet data is stored. So now I can
maaaaake this:


http://www.coranac.com/spacechem/researchnet


This is an overview of all the current researchNet missions. I might spruce it
up in the future – maybe use the proper type and difficulty pictures and show
the level's mission details directly rather than just a code to put in the
mission-viewer, but for how this will do nicely.

Posted in spacechem | 3 Replies |    
 



FIREFOX 3DVIEW

2013-03-03 16:08 by cearn |
 * Uncategorized

Reply

So the other day a collegue of mine shown me the 3dview of Firefox's inspector
tool. It's seriously awesome.

Firefox -> Inspect element (Q) -> 3dview


Legend:
 * red=table
 * green=span
 * cyan=div
 * indigo=ul
 * blue=a

[Show as slideshow]










Posted in Uncategorized | Leave a reply |    
 



→ A ↓ → A ↓ PLEASE?

2012-12-21 9:32 by cearn |
 * tainment

Reply


(I know, I know, everybody's doing this. But it's still the right thing to do,
dammit)
Posted in tainment | Leave a reply |    
 



SPACECHEM MISSION VIEWER V1.2

2012-11-27 0:03 by cearn |
 * spacechem

7

I made a small yet important update to the mission viewer yesterday : element
substitution.

When I asked Lanky (the guy who's responsible for most of the new ResearchNet
assignment) how he made his special-element missions, he said he had asked Zach
to simply replace certain elements with the greek ones. After feeling a bit
stupid for not thinking of that myself, I went along and added that option to
the viewer. And then when showing this to Lanky, he suggested an any→any
substitution option, so that's now possible as well.


Fig 1. Conversion settings for Ru→Ω, Os→Σ, and Hs→Δ (which is element 203).

It works as follows. There is now a “conversion bar”, seen in Fig 1. There are
three types of fields here:

 * A conversion enable checkbox.
 * Search input-fields for the special elements Θ-Av. Av is the symbol for
   Australium.
 * A batch-converter field, where you can specify any-any conversions by
   entering search:replacement pairs.

The example from Fig 1 has 'Ru' for the Ω substitution, so any Ru's will be
converted to Ωs. The batch string will be parsed into Os→Σ and Hs→Δ
substitutions. As you can see, you can use either the element's symbol or number
here – the special elements have numbers 200 through 204.



 

The conversion process will change both the elements in the molecule, and in the
formula. At present, the formula substitution uses a simple text conversion, so
it can get confused by single-letter elements, but otherwise it works fine. Only
valid SpaceChem elements are considered, so you shouldn't be able create a
mission code that crashes the game (I hope).

 

All in all, this change presents two interesting possibilities. First, the
ability to create puzzles with special elements with relative ease. Second, the
ability to break bond-limits. for example, you could change O-C-O into O-H-O
using a 'C:H' batch. Not that anyone would be wildly Mad enough to use that as a
target, right? Right?!?

 
Ahem, so yeah: http://coranac.com/spacechem/mission-viewer.
Posted in spacechem | 7 Replies |    
 



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