SpaceChem sandbox mode?

I received an email from a gentleman seeking to build a computer inside of a custom SpaceChem pipeline assignment. Some of the features he requested were:

  • the ability to place more reactors,
  • the ability to use the “defense controls”, and
  • the ability to place storage tanks.
If we were to ship a “sandbox” style of custom assignments, what features do you think it ought to have? Post your answers in the comments!

8 Comments

  1. Noah Yetter October 27, 2011 4:45 pm

    It should basically be a blank slate, with the ability to use ALL the tools we’ve been given. Unlimited reactors, unlimited space to place reactors and pipelines, configurable raw material sources and finished product destinations. All reactor types and all commands available.

  2. Tyrope October 27, 2011 4:57 pm

    i agree with Noah, except the ‘blank slate’ should be one of the (unlocked?) planet backgrounds.

  3. Johnicholas October 27, 2011 5:57 pm

    Preplaced molecules in the pipelines, please?

    We actually already have a computer:

    http://www.reddit.com/r/spacechem/comments/f9fab/post_tag_systems_implement_with_a_self_loop/

    It’s just prohibitively hard to program.

  4. payjack October 27, 2011 6:25 pm

    multiple track layers and the ability to use more than two (red/blue) commands in a cell.
    bigger reactors.
    non obstructed terrain.
    possibly more than two tracks, too?

    also, inb4 yo dawg i herd yo like computers so i put a computer in your computer so you can compute while you compute.

  5. jet October 27, 2011 8:48 pm

    any decent computer needs some inputs! make many many inputs you can click on or off like the boss battles

    erhm, on second thought, maybe you should just spend some time working on KORNCHEMSTRUCTOR SEQUEL 3D! you need to make a game where you exist in a 3d sandbox world but design physical computing machines like in these games that have functions that help you explore the world and defend yourself from baddies.

  6. notgreat October 27, 2011 10:51 pm

    I expect it’d be too difficult, but having a reactor with no size limits (that is, the atoms can go outside the reactor’s bounds) would be very important for a machine with a large amount of memory.

    Perhaps runtime choosing of the input molecules? That’d also give you a lot more potential data

  7. Jasharin October 27, 2011 10:52 pm

    The ability to save designs! This should make it easier to incorporate saves into the main game, which would be great for when you want to try a puzzle in a different way without destroying what you’ve already done.

    Or an iterator/counter command! It has a number that starts at zero (or one) and increments every time a waldo passes over it. When the counter reaches a user-defined number, the waldo is redirected along another track (a la the flip flop or sensor) and the counter is reset!

    The iterator/counter command could even be put into a DLC! That would be great, because the world needs more SpaceChem.

  8. Blueation October 29, 2011 11:29 pm

    The ability of choosing Boss-level reactors instead of output: The laser-reactor can’t be duplicated with the ordinary outputs and thus a nice choice to actually have.

    The ability of using the 4 Unknown elements, because we can’t use them in researchnet and I do want to try some things with them. Maybe even adding them to researchnet, so people can’t use brute force solutions anymore on the levels that can be brute-force-soved (talking about making all the elements using the fuse and split)

Post a Comment

Your email is never published nor shared. Required fields are marked *

*
*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>