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5408 Posts in 239 Topics by 2430 Members
Latest Member: Shreyas
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1  Playing the Game / Custom Puzzle Levels / Re: b612's puzzles on: March 17, 2013, 11:55:55 AM
For production line (gydetyd): carocyf
2  Playing the Game / Custom Puzzle Levels / Re: Pivotdude123's Puzzles on: January 12, 2013, 08:36:08 PM
For Ready when you are (CYXUDYX): luvozob
3  Playing the Game / Open Design Challenges / Re: LYGOFOG : random-to-random matching on: January 12, 2013, 09:06:53 AM
Why not 2 ticks: midahos
4  General / Support / Re: Bug on: January 11, 2013, 10:46:21 PM
That's a known error with pre-placed doors. The game does not reset the owner flag of doors when the simulation is stopped causing this behavior.
5  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: December 30, 2012, 05:29:52 PM
For Extract and Jam II (dofacar): gexemex
6  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: December 15, 2012, 02:52:22 AM
For Extract and Jam (sopuhym): lubicih
7  Playing the Game / Custom Puzzle Levels / Re: Werbad's Puzzles on: November 12, 2012, 12:37:32 AM
Nice work for The Bus, here's my solution:
beroxut

It's been a while since I made this solution but I think this is how it works:
imageNew crates are generated on a 20 tick cycle.
On every cycle I first retrieve the value of the rightmost crate.
At the end of the cycle, when the new crates arrive, I alternate between dropping F's on crate 1 and 3 and on crate 2 and 4.
If either of the crates are F's the rightmost value is grabbed and stored in a circular buffer at the top left side of the machine.
Since I check every second crate each cycle I can check all of the moving crates for F's every 2 cycles.

When all crates have been found and the buffer is full I deliver the contents of the buffer to the lower right and stop the crate cycle.
Since the buffer crates will be 1 off from the target crates, the buffer includes a 1 crate which I use to correct the values.
Finally I grab the last crate to end up on the rightmost matcher and subtract the buffer crates from this value, generating the final stream of crates under the matchers.
8  Playing the Game / Custom Puzzle Levels / Re: Werbad's Puzzles on: November 11, 2012, 12:21:18 AM
Nice work for Daisy Wheel Printer there Rene, not quite what I had in mind but a solution none the less.

Here's my solution: hemuxan

Not only is repairing the daisy wheel a demanding task, you also need to be able to use the printer once it's been restored to a working state.
Needless to say it takes a while for this solution to stop printing gibberish.
9  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: July 19, 2012, 12:31:09 AM
For Even More Odd (fecagyf): bexafif
10  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: July 17, 2012, 10:06:18 PM
No, it bans copiers and turn gates
11  Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles on: July 05, 2012, 11:24:09 AM
For How Not To Stop Timing (miboziv): gesubem
12  Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles on: July 04, 2012, 04:29:28 PM
For The Torch (gymagim): pynuhik

Like Rene I spent most of my time solving the meta-puzzle.
13  Playing the Game / Custom Puzzle Levels / Re: Xindaris' Puzzles on: June 29, 2012, 07:02:54 PM
For Say When (libyfop): letohoc
14  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: June 24, 2012, 02:34:08 PM
For Production Line (vubyxig): boxibuv
15  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: June 09, 2012, 01:39:58 PM
For OutOfMemoryError (bilupib): fobekus
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