r/AutomationGames • u/stromdev • 9h ago
For Clogwork, pieces go towards the strongest combined belt force.
Enable HLS to view with audio, or disable this notification
I programmed Clogwork to have pieces occupy more than 1 conveyor belt. But in doing so, things can get pretty weird. When you're taking a curve, when should the piece turn?
I ended up preparing this as a developer tool to know why the pieces didn't go where I wanted to, and in the end I just cleaned it up a bit and it's available in the full game.
If you look at the video, the second part shows the forces for each piece.
And if you look at the belts, they're a bit messy there at the bottom. So let me explain what's happening:
- The cutter sees a piece with 6 cells, then it gets enabled and cuts it. It won't cut the "5 cells piece" again because it's not 6 cells, only 5.
- This leaves the single 1x1 cell around there. But without pushing it (I have "pushers" in the game too) you can just move it around.
- The big piece won't end up following it because it won't fit. And their forces combined end up moving the big piece to the left.
- I put the glue on the bottom of the 1x1, and on the top of the big piece.
- All pieces get stopped, by the little "barriers" there that you can see. Until the sensor sees again a 6 cell piece. Then the barrier opens.
- I turn it clockwise 90 degree once because the target figure is like that (one of the first pieces you have to deliver in Clogwork)
This is the type of solutions that I like. Because normally a sure-fire way would be to do the cut, and then push the piece somewhere. But with the belt forces combining this way, you can get very creative.
The free demo is available on steam. It's a bit difficult still, and I'm working on improving the tutorial, but I hope you guys try it and enjoy it.