LYGOFOG : random-to-random matching

Kevan (2006-09-06) Will get the ball rolling with a good challenge that Ben came up with, that opens with a few simple components - given a Gate on top of a Random Crate on top of a Target, and an infinite source of random crates, make a machine to match the crate. (You're free to move each of the two starting gizmos around the screen, if it fits your machine better.)

To load this problem into Rubicon, press "L" and type "[level]lygofog[/level]", then go into game mode.

Kevan (2006-09-13) (My first-draft and rather tortuous solution can be seen at [b]balokeh[/b].)

Zaratustra (2006-09-14) I did a not-quite-perfect one at [b]juhovaz[/b].

Zaratustra (2006-09-14) I made a much better one in [b]dizomiz[/b]. It solves the zero bug and has full-speed parsing.

Kevan (2006-09-15) Ah, tut, I'm afraid those two machines don't work any more - the latest version of the code is a bit more fierce about firing up furnaces to burn even moving objects, so some of your clever tricks with them (particularly having one to the right of a gate, which was a nice way of making empty gates useful) means that your machines don't quite work now. Dizomiz is fairly easily salvageable apart from the gate trick. Sorry about that. The perils of beta-testing.

Zaratustra (2006-09-15) The updated version is at [b]nigobev[/b], and it should work until you fix the thing I exploited.

Zaratustra (2006-09-16) ... and, finally, one without furnace abusing at [b]nocinok[/b].

krajzega (2006-10-08) First, hello everyone. Nice new thing there, Kevan, I hope it gets a bit of interest from people.

My humble solution is at [b]vumugyd[/b]. It feels a bit clumsy (I used a dozer to handle 0's as a special case), but it should work for every digit. I'm wondering if it's similar to solutions by other people - haven't seen them yet. I'll edit after I view them :).

EDIT: Ok, after viewing Zaratustra's entry, I'm still going to say that my way of handling 0's is unique. Not that it is the simplest or most elegant... but certainly unique in a crippled kinda way :P.

krajzega (2006-10-08) [b]xeteluh[/b] has a slightly updated, more compact version. The principle is exactly the same, I just removed everything unnecessary.

sluutthefeared (2006-10-09) Here's my quick solution. [b]banucus[/b]

Ultimatum479 (2006-10-15) Wow. Banucus is so efficient, and nocinok just looks so cool. ^_^

Mine looked basically like balokeh, so I didn't bother wasting Warehouse space by saving it permanently. After all, it's not fully functional anyway; doesn't work with 0s...

Hand-E-Food (2006-10-30) That one was fun!  [url=http://kevan.org/rubicon/game.php?level=BEBUCIB]BEBUCIB[/url]

Otto (2006-11-07) [quote author=Hand-E-Food link=topic=3.msg305#msg305 date=1162174244]
That one was fun!  [url=http://kevan.org/rubicon/game.php?level=BEBUCIB]BEBUCIB[/url]
[/quote]
Nice one, but it doesn't work for zero.

lopsidation (2007-02-05) What about [level]babikev[/level]? I made this without looking at all the others, and now it seems that it's pretty different.

pivotdude123 (2013-01-11) I believe I missed the point: [level]LONIZIT[/level]

curly (2013-01-12) Or in 3 ticks: [level]tudumed[/level]

Werbad (2013-01-12) Why not 2 ticks: [level]midahos[/level]

Winches

Zaratustra (2006-09-14) I tried to make a vertical chain of winches, with a space between each, so they'd pull the crate up. This didn't quite work. What's the use of winches, anyway?

Kevan (2006-09-15) They're a bit weird, but they're handy as one-use pipes, if you want to take the first crate that comes along somewhere, but ignore the rest.

grim (2006-10-08) Chains of winches really don't work predictably. I think RUBE has the same problem - it's a specification issue in the original language. If there is an upward winch and a downward winch both able to act on the same cargo, which one takes precedence? ???

grim (2006-10-09) [quote author=Mia Kristos link=topic=4.msg33#msg33 date=1160428870]
[quote author=grim link=topic=4.msg28#msg28 date=1160350394]If there is an upward winch and a downward winch both able to act on the same cargo, which one takes precedence? ???
[/quote]

I tested that.  The downward one.
[/quote]

True. I suppose it makes a kind of sense, what with gravity and that. It means that winches are predictable after all, which is good, and that they chain downwards ok, but not upwards.

With pipes, it seems the upwards one takes precedence. Could be useful, somehow...

borogove (2006-10-17) See level [level]lakyfyg[/level] for one use of winches (it's a very inefficient solution for level 5).

I was playing with trying to get a dozer to do a circular route (right, down, left, back up).  The trick with this is figuring out how to get a dozer to follow a switchback on an uphill slope - without having it just go back down when it turns around.

I was trying all sorts of things (I think it might be possible using door keys) - then I hit upon a solution using a barrel and a winch.

The dozer pushes the barrel up the slope, until a winch hoists it out of the dozers path.  The dozer then turns about as the winch lowers the barrel, and the barrel provides a platform that reroutes the dozer up the next slope.

The neat thing about this is that the barrel is put back into its starting position, ready to do the whole thing again.

(ps. Thanks, Kevan, for such a cool game!)

SMK-CA (2006-10-22) [quote author=borogove link=topic=4.msg72#msg72 date=1161089258]

I was playing with trying to get a dozer to do a circular route (right, down, left, back up).  The trick with this is figuring out how to get a dozer to follow a switchback on an uphill slope - without having it just go back down when it turns around.
[/quote]

Works with 2 dozers also ([level]basigek[/level])

pdbogen (2006-10-24) I also used winches in my solution for Puzzle #8: [url]http://kevan.org/rubicon/game.php?level=jagozog[/url]

Travholt (2006-10-26) [quote author=pdbogen link=topic=4.msg79#msg79 date=1161699764]
I also used winches in my solution for Puzzle #8: [url]http://kevan.org/rubicon/game.php?level=jagozog[/url]
[/quote]

So did I. [level]hygevyt[/level] Simpler than yours, but takes longer.

Nic (2006-10-28) I used winches and locks for Puzzle #12, in a rather abusive way: [b][url=http://kevan.org/rubicon/game.php?level=rubebag]rubebag[/url][/b] (But hey, it's fast)

I wish I knew how to switch back dozers like in [b][url=http://kevan.org/rubicon/game.php?level=lakyfyg]lakyfyg[/url][/b] earlier...

Gameman (2007-02-03) [quote author=Nic link=topic=4.msg226#msg226 date=1162018968]
I used winches and locks for Puzzle #12, in a rather abusive way: [b][url=http://kevan.org/rubicon/game.php?level=rubebag]rubebag[/url][/b] (But hey, it's fast)

I wish I knew how to switch back dozers like in [b][url=http://kevan.org/rubicon/game.php?level=lakyfyg]lakyfyg[/url][/b] earlier...
[/quote]...well thats one way of putting it!

Sorter - three levels

Zaratustra (2006-09-14) Here's a small level pack to start things up. This will be the ruler by which every other user level will be held against! Or not.

The Sorter is a sequence of three levels with almost the same objective. Play one, play all.

easy - [level]gobudif[/level]
medium - [level]kedodib[/level]
hard - [level]soryxin[/level]

flerdle (2006-10-06) There appears to be no F generated by the random barrel generator.

finka (2006-10-06) You can always hack your way around the no-F problem, as in [b]derubyd[/b].

flerdle (2006-10-06) Perhaps I should have put this as a support topic.

Kevan (2006-10-06) It's alright, I've just been asleep. I've fixed it now, random crates and barrels can now generate Fs. Thanks.

borogove (2006-10-18) (SPOILERS!)

I don't know if it's what you had in mind, but here are my solutions for your medium and hard levels:

[level]nudolig[/level] - medium solution
[level]cudabur[/level] - hard solution (with lots of extra decorations that aren't part of the solution, but look funky!)

Is there any way of getting two arbitrary crates to swap sides?  I just rely on few tricks repeated lots of times: replicating crates lots,  using gates+furnaces to ween out what I want, and pipes to conserve space by protecting good crates from furnaces.

Handi (2006-10-25) --> More SPOILERS!

I really like your solution for the hard, borogove and it's much MUCH clearer then mine.
But for some kind of reason, I didn't think about the double filtering (ex: to get an 8, filter first all that is >8 and then all the <8 )
Instead, I tried the "funnel" trick and luckily got enough room!  :D

[b][url=http://kevan.org/rubicon/game.php?level=ropalys]ropalys[/url][/b] - hard solution  (I've added some decorations)

jf (2006-10-26) Here is a solution that works for all three levels, by setting the typeface blocks in the "typewriter": [level]bixuvik[/level]

Mr K (2006-10-27) Here is a solution to the medium one, using only ONE sorter (gate): [level]boditur[/level]

Edited to say:

Seeing sluutthefeared's solution to another puzzle made me realize I made boditur way more complex than necessary. Here's a  much simpler solution: [level]sazykad[/level]

jnz (2006-10-28) [quote author=Mr K link=topic=5.msg206#msg206 date=1161992374]
Here is a solution to the medium one, using only ONE sorter (gate): [level]boditur[/level]
[/quote]

And here I thought I was being clever with a solution that only used 2 gates: [level]pudifed[/level].  It takes about 10 minutes to run.

Hand-E-Food (2006-10-31) The hard level was a good challenge!  I didn't bother with the medium one after working out the hard one.

easy - [level]gobudif[/level] - solution - [level]nebizig[/level]
hard - [level]soryxin[/level] - solution - [level]reduzan[/level]

DASEGOS: Multiplier

Zaratustra (2006-09-15) This little machine multiplies two numbers from 0 to F. The result will appear on the striped tiles, the least significant digit on top and the most significant on bottom.

Other ideas on the same venue could include:

> More digits
> Other operations
> Decimal digits instead of hex

sluutthefeared (2006-10-09) Here's mine. [level]tivolic[/level]
I had some troubles, but I think I got it worked out.

sluutthefeared (2006-10-10) I was looking at yours and I noticed the most significant digit is off in some cases, such as D*D or B*9.

In the case of B*9, the least significant bits with a carry should be 2,4,6,8,1,3, but yours ends with an extra 2 in it, 2,4,6,8,2,1,3. Not sure where that extra 2 came from since it shouldn't be repeated again, possibly a timing problem there?

Also, in some cases comparing the least significant bit with the initial operand doesn't work properly.
For example, 8*A is 50 and 9*A is 5A. When comparing the least significant bit with the operand the machine will count that A as a carry when it's not.

sluutthefeared (2006-10-13) I decided to make another.  [level]zobuzid[/level]
In this one I used some tricks to get it to run at full speed and be a bit more compact.

sluutthefeared (2006-11-20) I enjoyed working on this problem before, so to get used to the physics changes I decided to return to it.
[level]xyhedaz[/level]

colcolpicle (2009-08-06) [shadow=black,left][color=LimeGreen]I made another multiplyer ;D [glow=red,2,300][level]lehapyk[/level][/glow][/color][/shadow]

Rene (2009-08-07) That's cool. It inspired me to make this decimal adder:
[url]http://kevan.org/rubicon/forums/index.php/topic,334.0.html[/url]

Maybe somebody can transform that into a multiplier for arbitrary long decimal numbers?  ;D

XEKANUB - bizarre key block behavior

Zaratustra (2006-09-15) Key blocks behave oddly when set on a sequence.

Kevan (2006-09-24) Yes, they did get a bit weird and inconsistent when chained - because doors aren't attached to specific key blocks, you can have one block create a door and another immediately decide to delete it.

The cleanest way to resolve this has been to say that doors don't trigger other doors, and to change the create/delete rules. Seems a pity to lose the chaining, but I think the new implementation is probably the most intuitive.

Zaratustra (2006-09-25) Maybe add directional information to gates, then? You'd just need two more gate types.

Kevan (2006-10-05) Done! I'm still not convinced that chained doors are particularly useful, but they're fun to watch, and it'd be good to see if anyone comes up with any clever uses for them.

SMK-CA (2006-10-16) Heres one [level]cydotyg[/level].

MagiMaster (2006-10-16) [level]HENIREF[/level] is a bit strange.  Especially the cyclical bits.  The lower bit just shows that the key blocks are asymetrical.

SIZAHOB: serial incrementer

finka (2006-10-06) This machine takes a theoretically infinite stream of digits and increments it, accounting for carries.  I've set it up so that the string is fed back into itself every three digits, so it's functioning as a 3-digit counter, and stacking the results at the bottom of the play area.  It processes one digit every twelve ticks; is it possible to go faster?

Another challenge: design a serial adder (that takes two streams of digits and adds them), the faster the better.

Zaratustra (2006-10-06) like the one in [b]vakahyl[/b]?

finka (2006-10-07) Not really.  I'm thinking of treating the strings of digits as continuous numbers, and you've neglected the carry there. 

I've made an octal one at [b]doretog[/b].  Using octal was very convenient for detecting the carries.  In hex it seems to be quite a bit harder.

daniel (2006-10-12) [quote author=finka link=topic=8.msg20#msg20 date=1160122653]
Another challenge: design a serial adder (that takes two streams of digits and adds them), the faster the better.
[/quote]

My attempt on an adder is stored as [b]xobacek[/b]. It is a bit slow and I am not totaly satified with the carry logic, but it seems to work ok in all cases.

Status save, and more

flerdle (2006-10-06) wahey, first of topics here.

You don't seem to be able to start the base levels from anywhere other than the first.  If you save where you are in the base set as a user level, you can come back to that in another session but it won't progress to the next base level.  I don't want to do levels 1 through 9 again, that's all :)

Also, if you're doing a user-created level (like the sorting ones), pressing clear will remove everything (all the user's structure) not just what you've added.  Perhaps it's not important, but it can be annoying when you realise you're on the wrong track completely and have to remove all your own stuff manually.

Me, procrastinating?  never...

Shiv (2006-10-16) Indeed.  It'd be very nice if you could select which of the base levels you wanted to play.  I was on level 10 I think (maybe 9, it was the one where you first see the hexadecimal stuff, the A I believe) and my applet crashed.  Now I don't wanna go back to that level because I'd have to play through all the previous levels.

Really wanna finish them though.  It's  avery fun game.


What really bites is I was so close to beating that level too and for whatever reason it just locked up and I had to kill the Firefox process.

Travholt (2006-10-24) Yeah, there really needs to be some way to jump to a certain level, if only just a simple code a la the saved games.

Otherwise, a great game! I love the way you're totally free to make any solution you like, so long as it gets the job done.

John259 (2006-10-25) Kevan,

Firstly, thanks for creating Rubicon!

But having to restart at level 1 every time makes the program far less attractive. With that facility added it would have the potential to be a real winner.

Pause, single-step and slow motion options would be useful additions too but not as urgently required IMHO.

John

Kevan (2006-10-25) Actually yes, I hate puzzle games where you can't save and resume, I don't know why I didn't implement this from the start.

You now get a password when you start a level (it's also shown while the machine is running), which you can load in the same way that you load a user-designed level. I've put all twelve passwords up at [url]http://kevan.org/rubicon/secret[/url] for Shiv and anyone else who doesn't want to play through the early lot again.

John259 (2006-10-25) Kevan,

You are an officer and a gentleman! Many thanks for adding that so incredibly quickly!

John

Travholt (2006-10-25) Yay! Thanks!

(I'm really having trouble with level 7 ([level]analogy[/level]), I must be missing something obvious ...)

FUGUDIX: Logic gates / NOT gate

grim (2006-10-09) Hello all,

Has anyone tried implementing the logic gates AND, OR, NOT, and their ilk?

I have a first attempt at a 'not' gate temporarily held at FUGUDIX, which normalises input to consist only of 0 and 1 crates, and outputs them in notted form. It is, well, um, somewhat Rubian.  :)

A replacement for this, and some binary logic gates operating on the same principle, would be lovely to see.

grim.

krajzega (2006-10-09) Well, a NOT gate should be pretty simple - see the one at [level]decareb[/level]. Adding random generation and validation would be trivial, so I didn't bother ;).

grim (2006-10-09) [quote author=krajzega link=topic=10.msg37#msg37 date=1160433208]
Well, a NOT gate should be pretty simple - see the one at [b]decareb[/b]. Adding random generation and validation would be trivial, so I didn't bother ;).
[/quote]
Ah, there we go - good job. I had my inputs back to front somewhere.  ::)

Binary ones shouldn't be too hard either, though it occurs to me I'm working on a different problem right now: synchronising randomly-spaced inputs from two separate input streams.

krajzega (2006-10-09) [b]cykodyk[/b] has a simple full-speed OR gate. And should also be easy, I might do it or might go to sleep ;).

EDIT: [level]vurulog[/level] is improved, the former one worked wrong for long strings of data.

grim (2006-10-09) Shaky sort of AND at [b]virofad[/b] -- works ok but the timing is a bit delicate.

krajzega (2006-10-10) [quote]
Shaky sort of AND at virofad -- works ok but the timing is a bit delicate.
[/quote]

I've got a somewhat simpler one (timing-wise) at [level]bypupyn[/level]. Yours looks way more cool while running though - I couldn't believe at first that all those crates end up in the right places :).

grim (2006-10-11) [quote author=krajzega link=topic=10.msg43#msg43 date=1160489859]
[quote]
Shaky sort of AND at virofad -- works ok but the timing is a bit delicate.
[/quote]

I've got a somewhat simpler one (timing-wise) at [b]bypupyn[/b]. Yours looks way more cool while running though - I couldn't believe at first that all those crates end up in the right places :).

[/quote]
Likewise, I couldn't believe it when I saw the crates in yours arriving, in perfectly spaced martial sequence :)

I thought mine would break with long sequences, but in fact it seems just fine.

Handi (2006-10-26) Here's a fancy way for an OR Operator  ;D
Click [level]beravet[/level]

Otto (2006-10-29) Here's all three gates, in box form. :)

[level]porokyt[/level]

The upper left one is a NOT gate.
The middle bottom one is an OR gate.
The upper right one is an AND gate.

All three are streaming gates, you put in a stream of numbers, it does its thing. The AND and OR gates act on pairs of numbers, of course, so you only get half of what you put in...

Edit: And just for fun, here's an XOR: [level]genutyl[/level] :D

Edit2: Fixed them to handle long streams correctly.

Skid (2006-11-02) I just made a quick attempt at an AND gate: [level]fefekyl[/level].  It will only take two boxes input right now, but I'm sure there's a way to loop it by using something other than the bulldozer.

Blargh (2006-11-03) [quote author=Skid link=topic=10.msg455#msg455 date=1162511416]
I just made a quick attempt at an AND gate: [level]fefekyl[/level].  It will only take two boxes input right now, but I'm sure there's a way to loop it by using something other than the bulldozer.
[/quote]
if you place a furnace 1 space above where you currently have a furnace the crate will get copied down once before getting deleted by the furnace, that way you wouldn't need the dozer.

Forum to Rubicon links

krajzega (2006-10-10) Just wondering, would it be hard to hack SMF and Rubicon so that you could automagically link to your saved levels. Something like [level]cykodyk[/level], being transformed to a link which loads the Rubicon applet with the proper level? I think that it would be a very useful feature, considering that most of the posts on the forum include at least one level name.

Kevan (2006-10-10) Looks like it should be possible - it can certainly be done at the Java end, and was one of the next things I was going to implement. I'll have a look at hacking SMF, over the weekend.

Kevan (2006-10-14) Hacked! And it's even retroactively edited your post.

For everyone else, wrapping [level] and [/level] tags around a filename will convert it into the appropriate link. I'll look into adding an actual button to the edit toolbar.

Kevan (2006-10-14) And there, that was easy.

krajzega (2006-10-15) Great :).

A Question About Randomness

SMK-CA (2006-10-11) Is it just me or does the random block produce more numbers than letters?  I created an experiment to find out (use "modosad" to load it from the warehouse and just hit start...) and that's how it appears.

daniel (2006-10-12) I'd expect it to generate each symbol with the same frequency (I have made a machine that checks this and it shows no significant bias in the random numbers). That will of course result in a 10/6 ratio between numbers and letters.

Linux problem

barnoid (2006-10-11) Hi.

It seems whenever I run Rubicon under any browser on Linux (tested Firefox, Konqueror and the Sun applet viewer) it causes X to start using 100% CPU.

Versions tested:
xorg 7.0.0 and 6.8.2
Sun Java 1.5.0_07 and 1.5.0_09 both i386
Firefox 1.5.0.4 and 1.5.0.7
Konqueror 3.3.1 and 3.5.4
Linux 2.6.9 (RHEL4) and 2.6.17.6 (Debian)

Makes the game (and computer) unusably slow, which is a shame because it looks fun.

barnoid

krajzega (2006-10-11) Perhaps there's something wrong with your Java install? On my computer, Rubicon seems to work perfectly on both Windows and Linux (though I admit, I only used it under Linux once).

grim (2006-10-11) [quote author=barnoid link=topic=13.msg48#msg48 date=1160580137]
Hi.

It seems whenever I run Rubicon under any browser on Linux (tested Firefox, Konqueror and the Sun applet viewer) it causes X to start using 100% CPU.

Versions tested:
xorg 7.0.0 and 6.8.2
Sun Java 1.5.0_07 and 1.5.0_09 both i386
Firefox 1.5.0.4 and 1.5.0.7
Konqueror 3.3.1 and 3.5.4
Linux 2.6.9 (RHEL4) and 2.6.17.6 (Debian)

Makes the game (and computer) unusably slow, which is a shame because it looks fun.

barnoid
[/quote]
Yes, I have the same problem under Ubuntu 6.01 -- Firefox 1.5.0.7 & Sun JRE 1.5.0_05. Although I've been using it anyway; it's just bearable so long as I'm not trying to do other things.

Challange: Count number of boxes of each type

daniel (2006-10-12) I have made a machine to solve this problem but I challenge everyone to try to solve it too before I post my solution.

Input: A stream of random boxes.
Output: 16 counters, one for each type of box.

The machine should be able to count more than 16 boxes of each type (mine goes to 255). There are no timing constraints, you can feed new boxes to the machine as slow as you want (I do 4 cycles per box, but I think it could handle one box every other cycle).

Good luck!

krajzega (2006-10-13) I don't know about handling a crate every other cycle - I can't make the dozers deliver less than two-cycle gaps between crates. My counters can handle full speed though, with no gaps between inputs. The problems lies with the pipes and dozers.

The solution is at [level]fusydis[/level]. It might be a bit buggy, I didn't really check the thing after all the copy-pasting. Just left it running for a while, and it seemed to give plausible results. Now it's time to see yours ;).

The counters are on the hazard tiles, with more significant digits on the right. The layout of the counters themselves is as follows:
[code]
37BF
26AE
159D
048C
[/code]

sluutthefeared (2006-10-14) I was doing the carry a bit differently so my counters weren't quite compact enough to fit in all 16 blocks. So I took the basic counters from yours krajzega and used a different way to feed them numbers so it would be full speed.
[level]zimasat[/level]
The counters have a crate in their section to signify what's being counted, and like yours the hazard symbols are the counts with most significant digit to the right.

krajzega (2006-10-14) Very nice, I wouldn't think of the pipe/adder/copier trick for sorting the blocks. I'll remember that just in case I would need it somewhere else ;).

I must admit that I concentrated on creating a compact full-speed counter, and didn't put that much thought in the design of the whole machine - just enough to make it work. I'm wondering how the counters in the original poster's solution work, and if they are any similar to mine.

daniel (2006-10-16) Wow, those are nice machines! I specially like sluutthefeared's full speed sorting. Both of the solutions posted so far have much nicer sorting than my solution. I started by making the counter and added the sorting in an ad-hoc fashion later. My machine that started this challenge can be seen at [level]doxumib[/level]. Note that the digits in the counters are in natural order (least significant to the right). The counter are also easy to extend to more digits and are very compact, 6 tiles high (but can be be packed with one tile overlap) and 3 tile wide per digit.

Feature request: Pause and single step

daniel (2006-10-12) First I must say that this is a very cool game or programming language or whatever, fun and addicting anyway!

Now the request:
To aid in debugging it would be really nice to be able to pause and single step the machine. Maybe even step backward but I guess that would require storing past states of the machine and may not be feasible.

Wriiight (2006-10-24) I don't think I'll ever be able to figure out how ZIMASAT works without one.  You guys are geniuses.

Kevan (2006-10-24) Yes, this was something I wanted to implement but figured could wait until the game was out of beta, given that it was interface rather than universe mechanics. Stepping backwards would need an awful lot of state storage, but stepping forwards should be fine, and will be implemented soonish (and is mostly a matter of deciding exactly how to work it into the control buttons).

A bug with copying

krajzega (2006-10-13) Found a reproducible bug in Rubicon - at least its easily reproducible on my system:

- press SHIFT and mark a part of the level, [i]from top row to bottom row[/i].
- press C

Tada! ArrayIndexOutOfBoundsException:

[code]
java.lang.ArrayIndexOutOfBoundsException: 31
at rubicon.keyPressed(rubicon.java:495)
at processing.core.PApplet.handleKeyEvent(PApplet.java:1698)
at processing.core.PApplet.dequeueKeyEvents(PApplet.java:1674)
at processing.core.PApplet.handleDisplay(PApplet.java:1366)
at processing.core.PGraphics.requestDisplay(PGraphics.java:535)
at processing.core.PApplet.run(PApplet.java:1152)
at java.lang.Thread.run(Unknown Source)
java.lang.ArrayIndexOutOfBoundsException: 31
at rubicon.keyPressed(rubicon.java:495)
at processing.core.PApplet.handleKeyEvent(PApplet.java:1698)
at processing.core.PApplet.dequeueKeyEvents(PApplet.java:1674)
at processing.core.PApplet.handleDisplay(PApplet.java:1366)
at processing.core.PGraphics.requestDisplay(PGraphics.java:535)
at processing.core.PApplet.run(PApplet.java:1152)
at java.lang.Thread.run(Unknown Source)
[/code]

Looks like you are going one index to far when trying to copy?

Kevan (2006-10-14) Thanks, I thought I'd tested all permutations of this, but must have missed that one. It's now fixed, and I added a red border to the pasted rectangle, while I was there.

sluutthefeared (2006-10-15) Found another bug.
If you make a selection beginning with the first column you can't copy the selected area.

Kevan (2006-10-15) Fixed.

Lazyone (2006-11-07) I have noticed that when you copy some of the items are not copied and moved it will leave things that were to be copied over there

Kevan (2006-11-07) I have no idea what that sentence is trying to say. Can you build an example?

Djonn (2006-11-07) I think I know what Lazyone means, as I have this problem a lot.
When copying/pasting inside a level (i.e. not starting from scratch, but still in the sandbox), when you paste over existing stuff the result is quite unpredictable, as some of the existing values are overwritten (as expected), whereas others are left unchanged. In the same way, when deleting, not everything is deleted.

Kevan (2006-11-07) Oh, sorry, I was confusing myself by reading it as in-game copiers, rather than the copy-and-paste functionality, should have read the thread in context.

It looks like it's a problem with the blue-shaded "locked" squares, which are staying locked even in sandbox mode. I'll take a look into it later tonight when I've got a moment. Thanks.

Bucky (2006-11-08) I ran into the same problem.

Kevan (2006-11-08) Fixed in v1.20.

Archive your levels!

Kevan (2006-10-14) On reflection the save message was probably a bit terse (I've now made the warning more explicit), but if you don't use the warehouse link to name your level after you've saved it, then it [i]will be deleted[/i] when we need to make space on the server (given that the save directory is going to fill up with a lot of temporary work and duplication, over time).

If you're posting any levels to the forums, you should make sure that you've archived them permanently through the warehouse link, so that the server knows they're worth keeping, and so that the forum references will always work.

You don't need to click the warehouse link immediately after saving - if you visit the Warehouse now ([url]http://kevan.org/rubicon/warehouse.php[/url]), you can type in the names of your already-saved levels and fill in their details.

jf (2006-11-16) If and when you have an interface to list the contents of the warehouse, can you add a function to allow the designer of a level to delete it? I've saved junk in the warehouse now and then -- broken levels that I would delete if I could.

Zaratustra (2006-11-17) Kevan, maybe you could add a warning to levels that haven't been warehoused when you play them?

Kevan (2006-11-18) It seemed a bit hectoring, but yeah, maybe it's a good idea. v1.22 now has warnings.

Counting Problem

MagiMaster (2006-10-23) [level]SIVOVON[/level]

It's not all that difficult of a level, but I thought it might be worth posting, so here it is.  I'll try to post my solution before too long (but I've got other stuff to do, so it might be a little while).

SMK-CA (2006-10-23) Try [level]lebokub[/level] :D

adharris (2006-10-24) Here's mine: muhecyg

Kevan (2006-10-24) That's a brilliant use of winches. I came up with a similar but uglier solution in [level]kizifub[/level].

daniel (2006-10-24) Here is my solution: [level]zylehen[/level]. I made it before looking at the other ones. It generates crates at full speed but is otherwise similar to the ones posted above. I added a few redundant tiles just for symmetry.  ;)

MagiMaster (2006-10-24) Wow.  Those are all much better than mine ([level]CEHIBIT[/level]).  :P  ;D

caled (2006-10-25) http://kevan.org/rubicon/game.php?level=bybibuz
Mine's a bit different... its also by far the slowest

sluutthefeared (2006-10-25) Here's my attempt.
[level]sukipyr[/level]

Hand-E-Food (2006-10-31) Hooray!  [url=http://kevan.org/rubicon/game.php?level=rekydiv]REKYDIV[/url]

curly (2012-02-11) Solution using no gates [level]zypylyx[/level]

Idea

SMK-CA (2006-10-24) Would it be possible to set it up so that if you have more dozer's pushing on a smaller group of dozer's, then the larger group would move the smaller group?

Kevan (2006-10-24) It would, and it would be interesting to try it, but it'd also be a mistake to make any changes to the basic rules of the Rubicon universe, as this could alter the behaviour of existing machines and puzzles. I could possibly add a stage of "pick your laws of physics for this level" functionality, but there's not enough reason to do so, yet.

Race against time - mazydec

borogove (2006-10-24) The idea I was toying with here is that you have to try to get some work done (ie. sort out barrels 1 - 4) in a certain time limit.

[level]mazydec[/level] - [b]note[/b]: I've used an 'antisign' to restrict the pieces available to the player.  This doesn't always take effect immediately when you load the level: if you find that you've been granted access to copiers and conveyors, then switch to sandbox and back to game mode.

The intention of this level is that you have to sort out barrels 1-4 in time to get to barrel 5.  There is a very narrow window of opportunity in which to get everything to work - if you are too late, you lose.

The fun bit of design this level was trying to make sure there is no way of subverting the timer mechanism.  I think it's foolproof, but I expect someone will find a way of 'hacking' this level - ie. find a way of extending the window of time beyond what I intended!

I'd also be impressed if anyone can find a way of completing the upper part of the puzzle so quickly that they can get the bulldozer down to the 5 barrel before the 'timer' bulldozer..

Enjoy!

Borogove

daniel (2006-10-24) This was a bit tricky. My first attempt was to slow but I came up with a trick to save a few cycles. My solution is stored in the warehouse as [level]bonodut[/level].

borogove (2006-10-25) That works!

I've found two answers to my original challenge!

There's one very simple way of completing the challenge almost instantly.

It's also possible to slow down the timer-bulldozer by a couple of cycles - just enough that you can sneak the worker-bulldozer in ahead of it.  You have to cheat a bit though!

daniel (2006-10-25) [quote author=borogove link=topic=20.msg108#msg108 date=1161785350]
There's one very simple way of completing the challenge almost instantly.
[/quote]

Do you mean like this (rot13 to hide spoiler):
Fvapr oneeryf ner hfrq engure guna pengrf, lbh pna whfg chg sbhe arj oneeryf ba gur gnetrgf naq vtaber gur bevtvany sbhe.

Insanity (2006-10-25) Well, talking of cheats and subverting the timer... [level]meledih[/level] is a truly awful way of solving this one =P

borogove (2006-10-25) Yes - that's the very simple way that I had in mind!  Oops!!!

Kevan (2006-10-27) Due to a bug fix (the fact that barrels could trigger target matchers), this level is no longer solvable. Although it's no longer hackable with extra barrels either.

I've put a copy up with crates instead of barrels at [level]lizapav[/level]

Bucky (2006-11-03) Here's a related puzzle: berokyc

In this case, either getting to the end really quickly or subverting the timer is acceptable.

Djonn (2006-11-04) Bucky: I suppose [level]fakufih[/level] is what you had in mind.

Another fast puzzle:
[level]JYKUNIB[/level] (My solution:[level]jymoveg[/level])

Bucky (2006-11-05) [level]jobedob[/level] (solution: [level]vakomid[/level])

Then I combined the two techniques:
[level]vukilug[/level](solution:[level]sycubok[/level])

Bucky (2006-11-22) The new physics still allow for a similar problem to fast is good to be solved, as long as the crates get spaced out.
[level]mysybov[/level] (spoiler:vudohap)

jnz (2006-11-22) My solution to Fast is still good (mysybov): [level]xedygyb[/level]

PYSYDAG: A Binary Converter

adharris (2006-10-24) Here is my initial attempt at a binary converter.  Convert a string of binary digits into hex.  Mine only does 4 bits, and does it in an ugly brute force way.  Im working on one that will do longer strings in a more elegent method, but I thought I'd post this and let you all work on it with me.

Handi (2006-10-26) This is an upgrade of your converter, adharris. It uses relatively the same principle but it isn't tangled with pipes and has a cooler design  ;D
It's also a challenge, where you must put a specific string of 8 barrels to win. Oh yeah, and you also need to add another little thing to have the "Binary Machine" working properly, but I let you discover it by yourself !

Give it a try: [b][url=http://kevan.org/rubicon/game.php?level=todikic]todikic (The Binary Machine) [/url][/b]

Have Fun!

sluutthefeared (2006-10-26) Here's my binary converter. Takes a string of any length.
[level]zupulit[/level]

EDIT: Here's a small change, it now generates a unique string each time and puts it under the hex output.
[level]fibogyv[/level]

Handi (2006-10-26) Sweet

mlauenstein (2006-10-26) [quote author=Handi link=topic=21.msg122#msg122 date=1161822056]
This is an upgrade of your converter, adharris. It uses relatively the same principle but it isn't tangled with pipes and has a cooler design  ;D
It's also a challenge, where you must put a specific string of 8 barrels to win. Oh yeah, and you also need to add another little thing to have the "Binary Machine" working properly, but I let you discover it by yourself !

Give it a try: [b][url=http://kevan.org/rubicon/game.php?level=todikic]todikic (The Binary Machine) [/url][/b]

Have Fun!

[/quote]

Here's my solution to TODIKIC

http://kevan.org/rubicon/game.php?level=devyfog

Handi (2006-10-27) Here's how I planned it : [level]zobebod[/level]

ginkgo (2006-10-29) This is my binary Converter:

[url=http://kevan.org/rubicon/game.php?level=nunobyg]nunobyg[/url]

It's not as compact and sophisticated as sluutthefeared's version, but i think it's pretty robust and also takes strings of any length.

Edit: Here is a sped up version: [url=http://kevan.org/rubicon/game.php?level=mirurut]mirurut[/url]

sluutthefeared (2006-10-29) Nice solution ginkgo, runs much quicker than mine.

sluutthefeared (2006-11-30) I made another with the new physics. Can't make things full speed with the new physics, but this one is pretty fast.
[level]fesimoz[/level]

EDIT: err, this one doesn't work quite right.

Designing levels

borogove (2006-10-24) Some possible ideas for enhancements:
- Allow users to see the list of levels that they've saved in the warehouse.
- Have a 'next level' field in the warehouse, so that designers can create a series of challenges similar to the built-in levels.
- When a user loads a level from the warehouse, automatically switch into Game mode - and make sure that all the antisign objects are deleted from the toolbox.
- Don't allow the players to delete (or draw over) parts of the original level design (unless they switch to Sandbox mode).  Currently, players can just delete any bits of the level that are built out of pieces that are available in the user's toolbox.

Thanks!

Borogove

Kevan (2006-10-25) Exploring the warehouse was something I was going to implement eventually, but the 'next level' idea is a great one, I'll certainly bear it in mind.

The game-mode and antisign issues were bugs, and should both be fixed now.

As for deleting parts of the level design - I did think about this earlier in development, but it seemed clearer for a user who was halfway through solving a puzzle if they simply knew that [i]all[/i] girders could be deleted, rather than having to remember which were their own and which were the level designer's. This does put the onus on the level designer to be careful not to build puzzles which can be solved by erasing decoration, but if there's going to be an onus, that seems a more appropriate person for it to be on - there's plenty of other scenery to choose from.

I might be overlooking cases where you'd want to give the player specific components and allow them to use more of them, just not to delete the originals. It seems a very obscure thing to want, though, off the top of my head.

borogove (2006-10-25) Hi Kevan,

Thanks for the reply!

I appreciate that if this is an intentional design decision then it just makes things that much more challenging for the level designer to get it right.  However, as a player I think that I'd feel like I was cheating if I could only solve a level by deleting the original scenery...

I do think there could be cases where a designer might want to use playable pieces in the level design though: for example, see [level]tiratad[/level], which could be solved very easily by removing the turn signal. (There are other ways of solving that level though!)

One other idea in the same vein -- which would allow level designers to pose some more interesting challenges -- would be to have a type of tile that is only available in the sandbox (so it can't be deleted by players), which behaves the same as a blank square.  (It could appear dark grey instead of black).  This would allow the designer to create bits of a level that can't be filled in.  Could be used for a number of things: for example, to create holes that must be avoided, or to create an area in which bulldozers can't be turned back or blocked.

Also (just to keep you busy), it'd be great if you could restrict the player to certain numbers of each type of piece (like in Lemmings!).

I assume that we might also see something happening with the '$' amount that appears in the sandbox - for example, restrict players to having a limited budget to solve a particular level.

Ta,

Andrew

Travholt (2006-10-25) [quote author=borogove link=topic=22.msg111#msg111 date=1161787813]
Also (just to keep you busy), it'd be great if you could restrict the player to certain numbers of each type of piece (like in Lemmings!).
[/quote]

Nooooo, please don't! There's already enough of that type of game. I was delighted when I discovered that there were no restrictions, and that's exactly what's appealing with this game: Instead of trying to find a predefined solution -- you just use your brains and creativity.

Kevan (2006-10-27) I don't know, I think I'd feel that the [i]designer[/i] was probably cheating, if the only way I could complete a level was to erase its scenery. Maybe if I can think of a way to automatically distinguish fixed scenery from user-placed scenery - I'm not sure if Processing has any easy way to colour-tint sprites...

Good point about the turn signal. Maybe another antisign-type component that means the player can't place or erase anything adjacent to it?

The blank square thing seems like a useful idea, and has now been added. The Lemmings thing is something I'd considered for designers who wanted to use them (probably as an antisign-type block where you put the relevant block above it, and a barrel below showing how many can be used), but I won't get around to it just yet.

Rene (2006-10-28)
First of all, great game, Kevan! The pieces have just the right combination of usefulness and limitation. I also like graphics design.

I have to say, I agree with borogrove. As a puzzle solver, I find it awkward that I have to remember which parts I have added in an attempted solution, and which parts were there originally. When I am stranted halfway through a attempt, I typically just load the level anew, instead of painstakingly removing my own parts.
There are plenty of nice and fun levels out there that would be very easy when you remove parts of the original design (see e.g. [level]jatelab[/level]).

It doesn't help that the "clear" button removes all pieces, instead of returning you to the original puzzle (did it do that in the basic levels as well ???)

But besides this minor annoyance, I tremendously enjoy the game and all the creative puzzles since I found it on JayIsGames

Rene

SUXUNYD - Help! I've forgotten the solution!

borogove (2006-10-24) I'm pretty sure this level is solvable!

I had a working solution - then I deleted all the supporting pieces and added a bit of decoration.  Now I can't remember how I got a solution.

Any takers?

[level]suxunyd[/level]

daniel (2006-10-24) Here's my take on it: [level]gytadon[/level]

borogove (2006-10-24) That works. I should have made it clearer: the solution I was looking for involved only barrels!

Try [level]GEBAPAC[/level], which makes the intent slightly more explicit.

You'll be pleased to know that I've found the solution again!

daniel (2006-10-25) Oh, that made it much harder. I found the solution [level]gikogid[/level] mostly by trial and error.

vinzomatik (2006-10-25) here is a simple solution for the first one
http://kevan.org/rubicon/game.php?level=vegiged

happycloud (2006-10-26) my solution to the harder one [b]cyconez[/b]

jnz (2006-10-28) Another solution for the hard version: [level]bigufed[/level].  I think it has a certain symmetry to it.

gfgfgfg (2007-01-18) Easy = [level]lagibus[/level]
It's SO SIMPLE!!

SM (2007-01-18) [level]dotebop[/level]

solution in six ticks

jf (2007-01-18) Solution to bigufed in 10 ticks: [level]hycubob[/level]. (First, I came up with [level]jipovax[/level], then I looked at jnz's solution and optimized mine a bit.)

Gameman (2007-01-26) [level]suxunyd[/level]:[level]pugydyh[/level]

rihodym: binary sorter

Mystiq (2006-10-24) I know it's very simple, but I started out trying to make the fibonacci sequence, and failed miserably. :)

borogove (2006-10-24) [level]ZEFYGET[/level] - a completely unoptimised hexadecimal little-endian 2-digit fibonacci counter.

That leaves plenty of scope for improvement...

Mystiq (2006-10-25) foferak

I made it look better, added a display on the right, and shrunk it. The long path for the dozer on the right is to give the random crate generator time to fill up the system. In fact, I shrunk it so much that some of the "pipes" get overloaded and it causes some number slots to halt.

All of the furnaces are because I noticed it was dumping numbers in the wrong slots due to overflows.

finka (2006-10-25) The octal serial adder [level]doretog[/level] I made awhile ago is set up to generate the Fibonacci sequence, with an expandable number of digits.  You could get one in hex by using the adder component from Daniel Nilsson's [level]xobacek[/level]. 

sluutthefeared (2006-10-25) I thought the fibonacci sequence would be interesting so I tried it out.
[level]gysypop[/level]
I couldn't think of a way to make it go any faster but maybe I'll try a 3 or 4 digit one later.

Railway Shunting Puzzles

John259 (2006-10-25) Has anybody tried to construst railway shunting puzzles in Rubicon? Would it be possible?

For example:

--- Two long trains passing each other on a single-track railway line at a short passing loop which isn't long enough to hold either train. This manouvre is called a double saw-by I believe.

--- A long train turning round at a small reversing wye (EDCBA becomes ABCDE).

--- Rather more advanced: Inglenook and Timesaver (see Wikipedia articles and their links).

John

simple........

james (2006-10-25) [url]http://kevan.org/rubicon/game.php?level=gumuhud[/url]


this is number 12, but i can't solve it..

TfGuy44 (2006-10-26) My answer was [level]jaruvah[/level].

Hand-E-Food (2006-10-30) Another way to get there... [url=http://kevan.org/rubicon/game.php?level=DIGYBYB]DIGYBYB[/url]

ukelele: i'm stumped

Mystiq (2006-10-25) I got through all the others pretty easily, but I'm totally stuck here.

james (2006-10-25) JOTUFIG

half assed, but that was my solution XD

Travholt (2006-10-25) And here's mine: [level]mamocig[/level]

Made a funnel (I seem to like them) and went with what came out of that. For fun I tried using as few dozers as possible while also using a low number of other pieces. There might be a way to use only two dozers too, but it's bedtime! ;)

sluutthefeared (2006-10-25) Here's a different design with 1 funnel and 1 dozer Travholt.
[level]rarakih[/level]

Djonn (2006-10-26) My solution (simpler I believe): [level]covuvuz[/level]

james (2006-10-26) http://kevan.org/rubicon/game.php?level=sugefep

Twee (2008-11-23) When I first discovered this game, my Level 11 solution was a mess of dozers and conveyor belts. Here's my 14-tick solution: [level]hagecut[/level]

ddsdiur (2008-11-23) [level]dyvovok[/level]

Timing is the hard part for me

Bucky (2008-11-24) Actually, my favorite solution to ukelele is the horribly-overkill programmable device demonstrated in [level]zebatyd[/level].  Warning: contains massive spoiler!

jf (2008-12-02) Here is a solution using only 17 pieces: [level]nuvydeb[/level]

TTTPPP (2011-05-26) Here's a solution only using downpipes, conveyors and girders: [level]jaresyv[/level]

the inferno

FL4WL3SS (2006-10-25) I just finished this one. Check it out!

[level]xagadyn[/level]

-FL4WL3SS

Handi (2006-10-26) I guess you had the old version of the game  :-\
You can't complete the top ones because of the furnaces!

FL4WL3SS (2006-10-26) Yeah, that was the point, to have it continue, as long as you got the 0 and F up there!

Here is my design for it:

modified: [level]morybyk[/level]

-FL4WL3SS

daniel (2006-10-26) My solution is in the warehouse as [level]gudepyk[/level]. It's a bit slow, it might take considerable time before it puts all crates in the right positions. The furnaces are no problem, you can make the lights green anyway.

Flarg (2006-10-26) Speed is gated by how quickly the center dozer sweeps.  Slight optimization:

[level]bybasif[/level]

FL4WL3SS (2006-10-26) Hmm... I guess I could take a pointer on those top one's to keep it green. I need to make a modification to my own design ;)

Good work!

-FL4WL3SS

Prox (2006-10-26) Here's my solution: [level]fonygib[/level]

My biggest trouble was getting the crates up to the top, until I hit upon the copier trick.

daniel (2006-10-26) Here's my new solution: [level]patuguh[/level].
The idea is the same as in my old solution but this one is faster and it looks nice too.  ;D

FL4WL3SS (2006-10-26) Nice work everyone!

-FL4WL3SS

Handi (2006-10-27) Nice Job, FLAWLESS
I've made something quite original here  8)
[level]vyvocod[/level]
A lot of decorations

Handi (2006-10-27) Oh Daniel, I see you too you used the copier-furnace trick to replace pipes! It works nicely, ah?  :)

Mr K (2006-10-28) Here's another shot: [level]doxuzus[/level]

dacodemasta (2008-04-17) and heres mine :)
[level]cuzicig[/level]

immibis (2008-04-18) [level]rifikop[/level]

HEPABAL - Very large incrementer (64 hexidecimal places)

asterick (2006-10-26) I'm not taking full credit for this, as I didn't come up with the thing entirely by myself (the carry logic for instance)

I think this is the largest incrementer possible (I think)

[url]http://kevan.org/rubicon/game.php?level=HEPABAL[/url]

Bucky (2006-11-04) That doesn't work all the way.  The first 16 digits go just fine, but then on the next carry it increments the rest of the system!

daniel (2006-11-04) No, it works fine as far as I can see. It's just that the count doesn't start at zero but at -256 (if interpreted as a 2's complement number) and than all the Fs are changed to 0s when it goes from negative to positive. I guess asterick made it that way to show that the caries work (or else you would have to wait an eternity to see them all change).

william (2007-04-13) how did you watch it for that long

Hyenas Here (2007-04-13) [quote author=william link=topic=29.msg2494#msg2494 date=1176474720]
how did you watch it for that long
[/quote]

It only takes approx 256 tics. This is the point where the first two crates reach F (16 digits for the second crate, or 256 if the first 16 cycle 16 times) , "carrying" the next digit all the way down the line.

Gorgeous work asterick.

Bucky (2007-04-13) Here's an even larger one with 80 digits and a faster carrying between rows.  It's based on the same mechanism, but the removal of all the furnaces except for the last one allowed me to collapse three rows at the top of each layer into a single row.  [level]rybicol[/level].

Binary Machine

Handi (2006-10-26) Hello, I've made a 8-bit binary to hex converter, which is also a nice but fast game.
I've already posted it in the design contest, [b][url=http://kevan.org/rubicon/forums/index.php?topic=21.0]here[/url][/b].
You can also access it directly at [b][url=http://kevan.org/rubicon/game.php?level=todikic]todikic[/url][/b].
Enjoy !  :)

Counting Problem 2

MagiMaster (2006-10-26) [level]CYLOMEZ[/level]

Here's a different kind of counting problem.  Unfortunately, I can't figure out a good way to prevent the player from just filling in the box at the bottom and blocking up the barrels at the top.  The idea is to count out the right number of barrels from the top to get the bulldozer across.

Here's my solution: [level]LONOHEV[/level]  (There are probably better solutions.)

SM (2006-10-26)
A little bit more stuff than necessary in my solution, but hey isnt' that the point?

[url]http://kevan.org/rubicon/game.php?level=NYBEVUC[/url]

daniel (2006-10-26) Here is my solution [level]jubises[/level]. It looks like we came up with slightly different solutions. I think I like SM's the most because it doesn't depend on timing.

Tiralmo (2006-10-26) Thinning the stream and delaying a few barrels results in a working solution of [level]xibecek[/level] which goes on to trap the dozer and fill half the screen.

Handi (2006-10-27) Here's my solution...  [level]xekyfat[/level] ... I just realised it was rougly the same thing as yours, Magi !

meeple (2006-10-27) hixeled

More complicated, but it actually counts the barrels.

sluutthefeared (2006-10-27) [quote author=meeple link=topic=34.msg171#msg171 date=1161960312]
hixeled

More complicated, but it actually counts the barrels.
[/quote]
That's really cool, I like the key and the duplicator/pipe/furnace to increment the counter. I've been using adders and subtracters to do (X+1)-X to get a 1 into the counter when a box passes.

MagiMaster (2006-10-27) If anyone's interested, here's an updated version using the new fixed blank tile (and slightly less time on the bulldozer).  [level]BIXUDYN[/level]  Most of the existing solutions will still work fine (probably all of them).

HIXELED and NYBEVUC are more like what I had in mind (even though I didn't work it out myself) since they didn't depend on timing to stop the barrels.  NYBEVUC might now work because of the closer bulldozer, but it shouldn't be hard to make it run faster.

MagiMaster's Simple Puzzles

MagiMaster (2006-10-27) Instead of creating a new thread for every new puzzle I make (especially when they're little ones) I'll just post most of my new levels here.

[b]Tiny 1:[/b] [level]XUXUBES[/level].  My solution [level]GIXYGIH[/level].  (Is there something like a spoiler tag that can be used for solutions?)
[b]Tiny 2:[/b] [level]MIRENUV[/level] (originally [level]FASOLEN[/level]).  My solution [level]ZURUHEX[/level].
[b]Tiny 3:[/b] [level]HYBIXEX[/level] (originally [level]DYTADAM[/level]).  My solution [level]VUSIFYV[/level].
[b]Tiny 4:[/b] [level]RITINEZ[/level].  My solution [level]LECODED[/level].
[b]Tiny 5:[/b] [level]FENORIV[/level].  My solution [level]DIMYDUH[/level].
[b]Tiny 6:[/b] [level]KECYNYG[/level].  My solution [level]TOVUNAD[/level].
[b]Tiny 7:[/b] [level]GAPUSIR[/level].  My solution [level]LADALIV[/level].
[b]Tiny 8:[/b] [level]GEBYFYR[/level].  My solution [level]LIHUHOC[/level].
[b]Tiny 9:[/b] [level]FUBIBYH[/level].  My solution [level]FEPECUR[/level].

[b]Passing Trains 1:[/b] [level]MAHYTOH[/level].  My solution [level]BAHYFOT[/level].  (BTW, this is based on the train shunting idea in the design discussion folder.)
[b]Passing Trains 2:[/b] [level]CELALAL[/level].  My solution [level]CUFAZYT[/level].
[b]Passing Trains 3:[/b] [level]PIDUGOS[/level].  My solution [level]GEGIBYG[/level].  (There are better ones below.)
[b]Passing Trains 4:[/b] [level]FYSOXIH[/level].  My solution [level]FYDOHAN[/level].
[b]Passing Trains 5:[/b] [level]DOMEDYG[/level].  My solution [level]PASUFUG[/level].
[b]Too Many Trains:[/b] [level]KYHEHAR[/level].  (This was just made as an experiment.)

[b]Counting Problem 1:[/b] [level]SIVOVON[/level].  My solution [level]CEHIBIT[/level].  (From [url=http://kevan.org/rubicon/forums/index.php?topic=18.0]here[/url].)
[b]Counting Problem 2:[/b] [level]CYLOMEZ[/level].  My solution [level]LONOHEV[/level].  (From [url=http://kevan.org/rubicon/forums/index.php?topic=34.0]here[/url].  Here's a slightly modified version: [level]BIXUDYN[/level].)
[b]Counting Problem 3:[/b] [level]NEKIBOZ[/level].  My solution [level]HYFENUT[/level].
[b]Counting Problem 4:[/b] [level]SEXUDUB[/level].  My solution [level]COTUNAT[/level].

[b]Decryption 1:[/b] [level]SISOGEM[/level].  My solution [level]PILOBYC[/level].
[b]Decryption 2:[/b] [level]FUKIXEP[/level].  My solution [level]KOXACOT[/level].
[b]Decryption 3:[/b] [level]MOZEXAD[/level].  My solution [level]RERUPUG[/level].
[b]Decryption 4:[/b] [level]CUDUZUC[/level].  My solution [level]HEPOFYP[/level].
[b]Decryption 5:[/b] [level]LYBABUV[/level].  My solution [level]DOTYTAV[/level].
[b]Decryption 6:[/b] [level]ZUNACIG[/level].  My solution [level]DUBERIC[/level].

[b]Catch 1:[/b] [level]SOGUFED[/level].  My solution [level]XEGUDUT[/level].
[b]Catch 2:[/b] [level]PIHINOM[/level].  My solution [level]CIHADEB[/level].

[b]Matching Problem 1:[/b] [level]TECYCYR[/level].  My solution [level]VYHUTIN[/level].
[b]Matching Problem 2:[/b] [level]XYMOGAH[/level].  My solution [level]LYBUXAB[/level].
[b]Matching Problem 3:[/b] [level]MYMOBOK[/level].  My solution [level]XOXEXYF[/level].
[b]Matching Problem 4a:[/b] [level]BUCYHIN[/level].  I haven't solved it yet.
[b]Matching Problem 4b:[/b] [level]XYZUTEM[/level].  I haven't solved it yet either.  (This is a slightly easier version of 4a.)

[b]Goldmine 1:[/b] [level]COPUVOD[/level].  My solution [level]BYCYSEV[/level].
[b]Goldmine 2:[/b] [level]TAKONIK[/level].  My solution [level]POSIPOB[/level].

[b]The Wall 1:[/b] [level]CUDUSAL[/level].  My solution [level]GABOBOH[/level].
[b]The Wall 2:[/b] [level]TYZAVAD[/level].  My solution [level]PEHOBYG[/level].
[b]The Wall 3:[/b] [level]SUCUDOB[/level].  My solution [level]BONYTIG[/level].
[b]The Wall 4:[/b] [level]BIDODYS[/level].  My solution [level]VOZUSUS[/level].

[b]Diabolical Machine 1:[/b] [level]TOHOGIR[/level].  No solution yet.

Here's Mr. K's puzzles posted in this thread:
[b]Trains:[/b] [level]NICITYZ[/level]
[b]6 Trains:[/b] [level]ZIPOXOH[/level]

And Lazyone's:
[b]Decypher:[/b] [level]XOCACAP[/level]

Also, 20eight managed to solve Too Many Trains: [level]RAGONYM[/level] (although not in the intended way :D)

Handi (2006-10-27) xuxubes is a really simple one. Here's a 2 min solution: [level]nebomid[/level]
It's interesting to do though. Nice idea, keep going  ;)

Aioua (2006-10-27) My solution to MAHYTOH... [url=http://kevan.org/rubicon/game.php?level=DOPESOH]dopesoh[/url]

Handi (2006-10-27) MAHYTOH: [level]mygunav[/level] (I tried some new tricks)

jf (2006-10-27) Nice levels. My solution to mahytoh: [level]jygyzat[/level]

sluutthefeared (2006-10-27) My solutions:
xuxubes - [level]nuvecek[/level]
mahytoh - [level]fekibyx[/level]

jf (2006-10-27) Very nice solution fekibyx -- I like how the one train stops at the cross-over to let the other train pass. Excellent.

Kevan (2006-10-27) Fun problems. My solutions are [level]jolavyr[/level] and [level]syzyboz[/level].

sluutthefeared (2006-10-27) Here's a slightly modified version of my previous solution to mahytoh - [level]jogonot[/level]

daniel (2006-10-27) Nice puzzles and nice solutions. This is how I solved them: [level]cybobal[/level], [level]hulukux[/level].

MagiMaster (2006-10-27) Here's another passing trains puzzle.  [level]CELALAL[/level]  (My solution [level]CUFAZYT[/level])

For the train puzzles, hard mode would be "don't use bulldozers or duplicators".  JOGONOT is a really cool solution for the first one.   ;D

Edit: Actually, here's a better (hard mode, and possibly minimal solution for CELALAL: [level]KUGIDEK[/level])

sluutthefeared (2006-10-27) [quote author=MagiMaster link=topic=35.msg201#msg201 date=1161989457]
Here's another passing trains puzzle.  [level]CELALAL[/level]  (My solution [level]CUFAZYT[/level])

For the train puzzles, hard mode would be "don't use bulldozers or duplicators".  JOGONOT is a really cool solution for the first one.  ;D
[/quote]
Here's a quick solution.
[level]jylumic[/level]
I don't really like it though, I'm going to try something closer to jogonot, where they don't trade off cargo.

Mr K (2006-10-28) Here's a simple solution to xuxubes using tanks: [level]jabicyz[/level]
Here's one without: [level]cegahug[/level]
Here's one for mahytoh: [level]gizogig[/level]

MagiMaster (2006-10-28) I'll add this one as well, even though I'm not entirely sure it's solvable.  [level]PIDUGOS[/level]  I'll post my solution if/when I find one.  ;)

zxo (2006-10-28) my solutions:

xuxubes:  [level]cydexus[/level] -- rather different; not quite as elegant as some of the others, even though I only move 2 blocks
mahytoh: [level]fygumof[/level] -- a bit different
celelal: [level]gamymor[/level] -- pretty similar to the ones already there

Mr K (2006-10-28) [quote author=MagiMaster link=topic=35.msg219#msg219 date=1162014868]
I'll add this one as well, even though I'm not entirely sure it's solvable.  [level]PIDUGOS[/level]  I'll post my solution if/when I find one.  ;)
[/quote]

Here's a solution: [level]tydoboc[/level]

jf (2006-10-28) This was a very interesting and tough challenge with your puzzle [level]PIDUGOS[/level]. Here is my solution: [level]hexicoh[/level] (inspired by the elegant technique in [level]jogonot[/level].) I wanted to avoid the drop chutes but I can't stay up all night.

Rene (2006-10-28)
Wow! That was a tough one [level]PIDUGOS[/level]. Very nice puzzle.

Here is my solution:
[level]cehuloz[/level]

Rene

20eight (2006-10-28) I'm new to the site, so my attempt at [level]PIDUGOS[/level] is nearly as graceful as the ones already posted; but here it is: [level]DIPIMYZ[/level]

Mr K (2006-10-28) [quote author=20eight link=topic=35.msg239#msg239 date=1162061249]
I'm new to the site, so my attempt at PIDUGOS is nearly as graceful as the ones already posted; but here it is: DIPIMYZ (sorry, I don't know how to do the hyperlink yet).
[/quote]

There's a button on the post page, above the smilies and to the left.

MagiMaster (2006-10-28) Phew. I finally finished my solution.  Talk about a Rube Goldberg machine.  [level]GEGIBYG[/level]  I had to use both copiers and extra dozers.  Oh well.  :D

Do you think it'd be possible to make one of these puzzles that couldn't be solved (other than for lack of space)?

Here's a new puzzle, Tiny 2: [level]FASOLEN[/level].  My solution is in the first post.

Lazyone (2006-10-28) My solution for fasolen is http://kevan.org/rubicon/game.php?level=zabomyd

Kevan (2006-10-28) Nice use of the locked blanks. My solution to fasolen: [level]debuzus[/level].

MagiMaster (2006-10-28) Thanks.  It's a little surprising that DEBUZUS doesn't get the crates backwards.  ;D

Handi (2006-10-28) yeah, [level]pidugos[/level] was definetely something (still, it was easier then the Clock of Doom by Lazyone, [level]zoxakin[/level], [url=http://kevan.org/rubicon/forums/index.php?topic=37.0]Click[/url] for the thread)

The main difficulty I had is that I thought it would be TOO easy, so I allowed too little space for the swapping of the top ones.
Here's my messy solution :

pidugos : [level]pybedyr[/level]

And here's for fasolen : [level]gedokob[/level]  ;D

Mr K (2006-10-28) [quote author=MagiMaster link=topic=35.msg241#msg241 date=1162064607]Do you think it'd be possible to make one of these puzzles that couldn't be solved (other than for lack of space)?[/quote]

Well, you run out of different crate symbols real fast. You having to start reusing crate symbols, which lets the builder choose different finishing locations than intended. So you need to leave it up to them to keep to the spirit intended. But if space isn't an issues, then you could make one of these with an infinite number of trains, and it'd still be solvable in the spirit intended. As long as there's enough room, it can be done.

Here's one with six trains: [level]zipoxoh[/level] The train stations are slightly altered in a way that don't change function, just allow for more space, just in case there's a space issue like you brought up. Notice that the two new stations are forced to use the same symbols, in reverse order.

Here's a solution keeping with the intended spirit of the puzzle: [level]fokehur[/level] Most of the original tractors either kept their freight or traded for new freight. Only the top two tractors were replaced. I don't know if I could've made them push freight into their stations.

I think an eight train level would be solvable. There's not enough room for ten train level.

MagiMaster (2006-10-29) I think you could make the train cargo something like 011 and 233 instead of 123 and 456.  It shouldn't invalidate any existing solutions, and shouldn't admit many significantly new ones either.  Then you'd have crates for 8 trains.  If you wanted to get technical, you could use certain sets of permutations to make even more trains.  For example, 012, 234, 035, 146, 567, etc.  (Anyone see the pattern?  You can get at least 10 groups like that.)  If you didn't care about reversing the trains, you could just use 000, 111, etc.

Just for as an experiment I made this one: [level]KYHEHAR[/level]

(BTW, I like your stations.  Much more compact than mine.)

One more thing, here's another Tiny puzzle I made earlier but didn't post (due to lag).  [level]DYTADAM[/level]

Nic (2006-10-29) DYTADAM brute-forced: [level]vovymel[/level]

There's [i]definitely[/i] a more elegant solution.

Mr K (2006-10-29) [quote author=Nic link=topic=35.msg271#msg271 date=1162102870]
DYTADAM brute-forced: [level]vovymel[/level]

There's [i]definitely[/i] a more elegant solution.
[/quote]
Try this: [level]gimyluv[/level] ;D

MagiMaster (2006-10-29) That certainly is an elegant solution.  My reponse to that was to make these: [level]MIRENUV[/level] and [level]HYBIXEX[/level].  ;D

jf (2006-10-29) Here is my solution to DYTADAM: [level]kebuneb[/level]. (This solution also works for HYBYXEX.)

daniel (2006-10-29) Here are my solutions:
Tiny 2 & Tiny 2b: [level]tirekox[/level].
Tiny 3: [level]cykicos[/level].
Tiny 3b: [level]bumybyz[/level]

MagiMaster (2006-10-29) Here's two new Passing Train puzzles.  They're a little different that the others.  [level]FYSOXIH[/level] and [level]DOMEDYG[/level].

Lazyone (2006-10-29) My solutions are http://kevan.org/rubicon/game.php?level=rekohot

and http://kevan.org/rubicon/game.php?level=rogadom


Nice levels Magi

daniel (2006-10-29) Here's my solution to Passing Trains 5: [level]vylobad[/level].

20eight (2006-10-30) my solution to [level]fysoxih[/level]:

[level]rugoxyt[/level]

Mr K (2006-10-30) You're gonna hate me Magimaster: [level]fovohub[/level]  :) (you should force two more spots blank)
Solutions to tinies: [level]lonafad[/level], [level]pubonyh[/level]

Try this tiny: [level]bovuzat[/level]
and this trains: [level]nicityz[/level]

Mr K (2006-10-30) Here's a different delayed trains: [level]hidudud[/level] I wanted to greatly increase the difference time between the different gates opening, so I slowed down the RNG.

20eight (2006-10-30) my solution to[b] passing trains 5[/b]:  [level]giteden[/level]

MagiMaster (2006-10-30) Yeah.  There should be two more forced blanks in that level then.   :D  (And [level]BOVUZAT[/level] and [level]NICITYZ[/level] are pretty cool.)

Unfortunately, [level]HIDUDUD[/level] still causes the trains to leave at about the same time fairly often.  It's due to the distribution used.  Both trains leave at the first 0, which is a geometric distribution.  Looking up the mean and variance, the trains will, on average, leave on the 16th barrel and something like 2/3 of the trains will leave withing the first 32 barrels.  To make them less likely to leave near each other, a two digit counter with random initial digits would work better.  (That'd be a uniform distribution.  On average they'd leave after 128 barrels and 2/3 within +/-73 of that.  [Not exactly, but close enough.])

jf (2006-10-30) Here is my solution to Passing Trains 4: [level]hanuzax[/level]. I keep the trains intact with their original boxcars, in order, for the duration of the trips, and track switching is controlled by train position, completely independent of departure time. Enjoy!

Lazyone (2006-10-30) the solution for nicityz   [level]kubybix[/level]

Mr K (2006-10-30) I solved the trains in the middle here: [level]dagovys[/level] I even made all four train cross paths at the exact same spot.

[quote author=MagiMaster link=topic=35.msg317#msg317 date=1162191167]
Yeah.  There should be two more forced blanks in that level then.  :D  (And [level]BOVUZAT[/level] and [level]NICITYZ[/level] are pretty cool.)

Unfortunately, [level]HIDUHUD[/level] still causes the trains to leave at about the same time fairly often.  It's due to the distribution used.  Both trains leave at the first 0, which is a geometric distribution.  Looking up the mean and variance, the trains will, on average, leave on the 16th barrel and something like 2/3 of the trains will leave withing the first 32 barrels.  To make them less likely to leave near each other, a two digit counter with random initial digits would work better.  (That'd be a uniform distribution.  On average they'd leave after 128 barrels and 2/3 within +/-73 of that.  [Not exactly, but close enough.])
[/quote]

Yeah, of course the randomness of the barrels are isn't changing. The time between each was changed. If you are generating one every turn, you're average gate opening is going to be at the 16th turn, with a majority being between the 8th and the 24th turn. Your average difference in openings will be around 16 (24 - 8)turns.

But slow down the rate of barrels to say, one every five turns, then your average opening wil be on the 80th turn (still 16 barrels) with a majority being between the 40th turn and the 120th turn. Your average difference in openings will now be 80 turns (120 - 40). That's 64 more turns of action generally possible (on average) than the other way.

If that doesn't convince you try the opposite direction. speed up the RNG to 16 barrels a turn. Most of the time, the gates will open the exact same turn. you won't have any difference at all. The speed of the RNG matters.

It should be obvious from just trying it, too. With the slowed down RNG with a flat track between trains (like here: [level]nakenib[/level]), most of the time only one train even makes it out the gate, because the other train has already come the whole distance across. With the speedy RNG, that hardly ever happens. The difference in time between openings is much smaller.

No, I haven't changed how often the number zero is generated. I just stretched out the time between each zero (the the number of barrels between hasn't changed, and doesn't need too).

A two digit RNG isn't necessary. You adjust the tractor path length , the number of barrels dropped per tractor circuit, and the base barrel that you are measuring against. Watch the difference gate openings in this example: [level]vagunib[/level] Each train must race to cross the finish line (four screen lengths away) before the other train even starts. And one train usually does win. Try this marathon with a speedy RNG, and the trains will meet in the middle most of the time, losing before getting half a screen length.

MagiMaster (2006-10-30) Yeah.  I know that slowing down the barrels does make the average time between trains greater.  All I'm saying is that for the number of barrels generated, a uniform distribution has a better average difference.  (And you usually don't have to wait so long for the first train to leave.)  Here's my example: [level]BEGUSYT[/level]

Also, here's a new Tiny puzzle.  [level]RITINEZ[/level]

daniel (2006-10-30) [level]kyfodih[/level] is my take on Tiny 4.

MagiMaster (2006-10-30) Here's one more Tiny puzzle.  (I need to make more Counting puzzles now.  ;D)  [level]FENORIV[/level]

jnz (2006-10-30) My solution to RITINEZ: [level]diduhok[/level]

FL4WL3SS (2006-10-30) FENORIV: [level]lyxybyc[/level]

This one was fun, nice design!

-FL4WL3SS

daniel (2006-10-30) I first made a solution to FENORIV (Tiny 5) that used only one of the crates. Then I though that a solution that used all three crates was more in the spirit of the puzzle. This is what I ended up with: [level]xiriked[/level]. (I think it's a bit bizarre that a dozer can drive on top of another moving dozer).

SM (2006-10-30) FENORIV:


[url]http://kevan.org/rubicon/game.php?level=labugud[/url]

FL4WL3SS (2006-10-30) You know what else is a bit odd about dozers? Check this out

[level]vyxygil[/level]

Find it interesting that when a dozer is pushing a barrel another dozer can ride on top of the barrel!  ???

-FL4WL3SS

MagiMaster (2006-10-31) New Counting puzzle.  (Not a great one, but still.)  [level]NEKIBOZ[/level]

jnz (2006-10-31) My solution to NEKIBOZ: [level]guzuroh[/level]

daniel (2006-10-31) Here is my Counting Problem 3 (NEKIBOZ) solution: [level]bohizyt[/level].
I must say that guzuroh looks so cool!

FL4WL3SS (2006-10-31) My solution to NEKIBOZ

[level]kavepod[/level]

-FL4WL3SS

zxo (2006-11-01) solutions to Simple 4 and 5

[level]pydofud[/level]
[level]ragireb[/level]

Mr K (2006-11-01) I just remember that there's no need to use forced blanks to stop someone from put a prop in front of a key. The sand box has the parts to make keys start extended.

Here's my solution to nekiboz: [level]pefepyc[/level]

jf (2006-11-01) I finally finished my solution to "6 Trains" [level]ZIPOXOH[/level] posted by Mr K in this thread. You could mention that puzzle at the top of this thread, grouped alongside the other "Passing Trains" puzzles, which, by the way, was a great idea for a puzzle theme!

I set out to solve 6 Trains with these goals: (1) original boxcars arrive at destination, (2) while maintaining their starting order along the entire path, and (3) with no added dozers.

Enjoy: [level]hitafim[/level]

PS. This particular puzzle ate my brain at a time when I needed some distraction, but I will not be attempting Too Many Trains!

Mr K (2006-11-01) Wow jf. I'm going to have to study that solution you made for 6 trains. It's full of so many tricks and ideas.

FL4WL3SS (2006-11-01) Wow, yeah I agree with Mr. K, thats impressive jf. I'm gonna have to take a look at that further. Good work!

-FL4WL3SS

20eight (2006-11-01) my tiny 5: [level]buromon[/level]

MagiMaster (2006-11-01) Here's a new one: [level]SOGUFED[/level]

(Also, I collected all of the puzzles from other people posted in here.  [I found 3 from Mr. K.]  I added them to the first post.)

jnz (2006-11-02) My solution to SOGUFED: [level]midugip[/level]

FL4WL3SS (2006-11-02) My solution to SOGUFED

[level]puxegeg[/level]

-FL4WL3SS

FL4WL3SS (2006-11-02) Ha, jnz, thats a great solution! I like it a lot, totally simple, but pretty sharp.

-FL4WL3SS

Lazyone (2006-11-02) Nice level here is my solution [level]nimizeb[/level]

Blargh (2006-11-02) my solution to sogufed: [level]kybedum[/level]

MagiMaster (2006-11-02) Here's Tiny 6: [level]KECYNYG[/level]   ;D

Edit: I just saw [level]KYBEDUM[/level].  All dozers is a very cool way to solve that one.  ;D

Lazyone (2006-11-02) Nice solution Blargh and here i was making it all complicated.

Here is my solution to tiny 6 [level]jamiceg[/level]

daniel (2006-11-02) Here's my solution to Catch: [level]hidaveg[/level]. Done prior to looking at other solutions as always.

jnz (2006-11-02) My solution to Tiny 6 (KECYNYG): [level]fovacyh[/level]

zxo (2006-11-02) Tiny 6 solution: [level]xenykah[/level]

I had one for Catch too, but I accidentally closed the window before I copied the puzzle name.  Besides, it wasn't as cool compared to some of the others (nice work, guys!)

Mr K (2006-11-02) Here's my Catch solution: [level]gynabeg[/level]

(The tiny level I created is totally not solvable. There's no need to put it on the first post.

Hand-E-Food (2006-11-03) Lots of fun!  My solutions:

[b]Passing Trains 1:[/b] [level]MAHYTOH[/level]: [level]ziloxyb[/level]
[b]Passing Trains 2:[/b] [level]CELALAL[/level]: [level]bedupog[/level]
[b]Passing Trains 3:[/b] [level]PIDUGOS[/level]: [level]zahefoh[/level]
[b]Passing Trains 4:[/b] [level]FYSOXIH[/level]: [level]sibonis[/level]
[b]Passing Trains 5:[/b] [level]DOMEDYG[/level]: [level]buvosud[/level]
[b]Too Many Trains:[/b] [level]KYHEHAR[/level]

[b]Counting Problem 1:[/b] [level]SIVOVON[/level]: [level]rekydiv[/level]
[b]Counting Problem 2:[/b] [level]CYLOMEZ[/level]: [level]zekyrid[/level]
[b]Counting Problem 3:[/b] [level]NEKIBOZ[/level]: [level]befasuk[/level]

[b]Catch:[/b] [level]SOGUFED[/level]: [level]lybeniz[/level]

[b]Tiny:[/b] [level]BOVUZAT[/level]: Is it at all possible to get the "2" in place?
[b]Trains:[/b] [level]NICITYZ[/level]: [level]nizicap[/level]
[b]6 Trains:[/b] [level]ZIPOXOH[/level]: [level]dutigeh[/level]

MagiMaster (2006-11-03) [quote author=Mr K link=topic=35.msg453#msg453 date=1162498970]
The tiny level I created is totally not solvable. There's no need to put it on the first post.
[/quote]

I didn't really think it was, but I couldn't be sure.  I'll remove it from the list then.

jf (2006-11-05) My Tiny 6 solution: [level]kofelys[/level]

jf (2006-11-05) My solution to Catch [level]SOGUFED[/level]:  [level]gylygyn[/level]. *** SPOILER...?*** I'm using the horsie-ride and walking-on-fire tricks I've seen in other puzzle solutions.

MagiMaster (2006-11-06) Here's a new Tiny puzzle.  [level]GAPUSIR[/level]  (I need to find a new puzzle type.  :P)

Lazyone (2006-11-06) [level]Gudopoz[/level] was my solution for [level]gapusir[/level]

MagiMaster (2006-11-06) Wow.  That was fast.  Here's another one: [level]SEXUDUB[/level].  ;D

Lazyone (2006-11-07) [level]lorymug[/level] is my solution for [level]SEXUDUB[/level]

jnz (2006-11-07) Solution to Tiny 7 (GAPUSIR): [level]balumol[/level]
And for Counting Problem 4 (SEXUDUB): [level]xikerad[/level]

BirdOfAsh (2006-11-07) my solution to [level]sexudub[/level]: [level]sutufym[/level]

daniel (2006-11-08) [level]denetoz[/level]: Solution to Tiny 7 (gapusir)

MagiMaster (2006-11-08) Here's another Tiny puzzle...  (I've got to stop making these.  :P)  [level]GEBYFYR[/level]

Kevan (2006-11-08) These are great, I much prefer them to the massively constrained ones. My solution's at [level]piluxit[/level].

Lazyone (2006-11-09) My solution for [level]gebyfyr[/level]  is [level]Kedadob[/level]

MagiMaster (2006-11-09) [quote author=Kevan link=topic=35.msg634#msg634 date=1163030114]
These are great, I much prefer them to the massively constrained ones.
[/quote]

Thanks.  It's just that these are getting to be too similar to each other.  What I'm really trying to make is a Tiny puzzle that requires a very large machine to solve.  Oh well, maybe I can pull it off with the Counting Problem puzzles.

Also, I think I meant to put some forced blanks over the furnaces, but I checked both your solutions and it didn't really change anything, so I won't bother making another copy of the level.

Edit:  Here's a slightly different puzzle: [level]TECYCYR[/level]

jnz (2006-11-09) My solution for Tiny 8 (GEBYFYR): [level]vafymit[/level]

Lazyone (2006-11-09) for [level]TECYCYR[/level] its not pretty but it works ( old physics) [level]hopoxit[/level]

[level]babovog[/level] new Physics

Both fixed for the 1 problem thanks Daniel  :)

jf (2006-11-09) I just now found your solution VYHUTIN to TECYCYR -- so simple! Here is my solution which I had just finished: [level]badekud[/level]. My goal was to solve it without a single dozer. Voila.

Lazyone (2006-11-09) Very nice JF and  MagiMaster here mine is so over engineered once again  :)

daniel (2006-11-09) [quote author=Lazyone link=topic=35.msg645#msg645 date=1163070566]

for [level]TECYCYR[/level] its not pretty but it works ( old physics) [level]nohybuz[/level]

[level]musenic[/level] new Physics
[/quote]

Both solutions sometimes put a 1 instead of a 0 on the leftmost target. This happens if the 1:st, 2:nd and 4:th crate that comes out at the top are 1:s.

jf (2006-11-09) [quote author=Daniel Nilsson link=topic=35.msg650#msg650 date=1163090794]
[quote author=Lazyone link=topic=35.msg645#msg645 date=1163070566]

for [level]TECYCYR[/level] its not pretty but it works ( old physics) [level]nohybuz[/level]

[level]musenic[/level] new Physics
[/quote]

Both solutions sometimes put a 1 instead of a 0 on the leftmost target. This happens if the 1:st, 2:nd and 4:th crate that comes out at the top are 1:s.
[/quote]
You don't mean [level]badekud[/level] do you? I don't think it's possible. I loaded it up in the sandbox with 1, 1, !=1, 1 just to see, and it works fine. Logically it should not be possible, I think.

daniel (2006-11-09) No, I mean Lazyone's two solutions. Those in the post I quoted.

MagiMaster (2006-11-09) I've got a new one.  It's fairly easy, but I intend to make at least a couple similar ones that should be more difficult.  [level]SISOGEM[/level]

jf (2006-11-09) Oh, now I notice the links in the post.  :-[  -- SISOGEM looks cool... nice puzzles MagiMaster.

jnz (2006-11-09) My solution to Decryption (SISOGEM): [level]didalur[/level].  Since using no dozers seems to be the current "in thing", I thought I'd try it out.

adept (2006-11-09) my solution to decription :[level]bovusuf[/level]
I like dozers :)

BirdOfAsh (2006-11-10) My solution to [level]SISOGEM[/level]: [level]fohiteb[/level]

MagiMaster (2006-11-10) Well, here's Decryption 2.  It's still not as hard as I'd like it to be though.  [level]FUKIXEP[/level]

Lazyone (2006-11-10) for [level]FUKIXEP[/level] I came up with [level]gacehyk[/level]

jf (2006-11-10) SISOGEM just looks cool, starting up, so I had to try it, but when I saw jnz had posted a dozer-less solution I though, are you nuts? :)

Still, since I've been creating sans-dozer solutions lately I thought Ok it must be possible here too, and I worked out my solution [level]nebocub[/level].

Now I've finally opened jnz's solution and I like it! As hard as I struggle for a solution, there is always another one out there using yet a different approach.

Lazyone (2006-11-10) here is my no dozer solution [level]vukokyf[/level] to [level]SISOGEM[/level]

jf (2006-11-10) Excellent Lazyone! It's fascinating how much more there is to discover about solving these puzzles.

jnz (2006-11-11) I'm liking the other solutions to SISOGEM.  jf's for the nice way of splitting the stream of 8s and Lazyone's for the pure efficiency.  :)  An interesting puzzle.

MagiMaster (2006-11-11) Nice solutions everyone.  I'm glad you are enjoying my puzzles.  ;D  Here's a couple more decryption puzzles.  Number 4 is fairly difficult unless you know something about modular arithmetic.  I have one more idea for making these harder, but it'll take me a while to get it built (and make sure it's solvable ;)).

Decryption 3: [level]MOZEXAD[/level]
Decryption 4: [level]CUDUZUC[/level]

jnz (2006-11-12) My solution for Decryption 4 (CUDUZUC): [level]pufuxil[/level].  No dozers again.

MagiMaster (2006-11-12) Nice.  I don't think solving this next one without dozers will be so easy though.  [level]LYBABUV[/level]

After this though, I don't know how to make it more difficult.  Just about anything else would be more of the same.  Oh well, I might think of something eventually.

JumpRope (2006-11-12) Very nice puzzles. Thanks for sharing.

Catch: [level]SOGUFED[/level].  My solution [level]GACAGOF[/level].

MagiMaster (2006-11-13) Here's a new one I made: [level]ZUNACIG[/level].  (Although, if I was trying to keep these in order of difficulty, this would probably be 8 or 9.)  I haven't got around to solving it yet, but I did the math and it should be solvable (if there's enough room).

Edit: Ok.  I managed to solve it.  Has anyone else solved this or number 5?

jf (2006-11-13) When I read that jnz had solved CUDUZUC without dozers, the gauntlet was thrown (by me, at myself). I could not open the solution, and I had to return later, when I had enough time to survive through another excellent puzzle from MagiMaster. Only, when I returned, there was already LYBABUV waiting. Ok, so now what choice did I have, after all? My solution to LYBABUV, Decryption 5: [level]sydugab[/level], without dozers. A tough, tough puzzle. I plan on working through the earlier decryption puzzles as well. Nice job MagiMaster -- these are really tough.

MagiMaster (2006-11-13) :o  Wow.  That's impressive.  I didn't think there'd be room for a dozerless solution (although it looks smaller than mine now :)).

Edit: Here's a decryption puzzle by Lazyone: [level]LEMYVUB[/level] and my solution to it [level]HEDYRAF[/level].  Oh yeah, in the original level, one of the dozers is a turn too early.  It cuts off one of the copies of the solution crates.  I moved it up one square for my solution.

Edit (again): Here's a new Catch puzzle as well.  [level]PIHINOM[/level]

jnz (2006-11-13) Solution for Catch 2 (PIHINOM): [level]toxifos[/level].  I'd almost convinced myself that a dozerless solution was impossible.  ;D

MagiMaster (2006-11-14) ;D  Perhaps I'll try and make a (non-trivial) level that requires bulldozers to solve.  (How'd that work though...  ???)

Hand-E-Food (2006-11-14) I had fun with this one. :D

[b]Counting Problem 4:[/b] [level]SEXUDUB[/level]: [level]saduhez[/level]

MagiMaster (2006-11-14) I'm glad everyone's enjoying my puzzles.  :D  Here's a new Tiny one: [level]FUBIBYH[/level]

Lazyone (2006-11-14) here is my solution to  [level]FUBIBYH[/level] :[level]makirex[/level] and without dozers [level]xibozaz[/level]

BirdOfAsh (2006-11-15) My solution to [b]tiny 9[/b]: hohynyx

Shamil (2006-11-15) Lazyone's [b]Decypher[/b] [level]LEMYVUB[/level] is a nice try, but it's not solvable.

In fact, the last crate on the right is not copied down, but the one before is copied 2 times...

Lazyone (2006-11-15) [level]Xocacap[/level] is the fixed version. MagiMaster had made the adjustment to be able to solve it. This puzzle was at first a suggestion on how to make it a little harder. It was a modified version of his decypher 2 or 3 at the time. MagiMaster has since made the other levels alot more challanging  So give those a shot.

jf (2006-11-15) I actually prefer your dozer-based solution to LYBABUV because it just looks so orderly and clean compared to my dozer-less solution. I was only restricting my solutions lately to zero dozers as an experiment. That said, here is my solution to Decryption 6 [level]ZUNACIG[/level]: [level]haladyp[/level].

All I can say is, what a puzzle, this ZUNACIG! First, there is reverse-engineering the encryption itself. Then, there is figuring out what math to use, to reverse the encryption given the practical limitations of space. And then, there is the "coding" and "debugging" of the solution.

MagiMaster (2006-11-16) Knowing some details of modular arithmetic helps.  For example, -3*(5*x) = x (mod 16), so to reverse a multiply by 5 you can multiply by 3 then negate it.

Anyway, I'm impressed that you pulled it off again.  I guess something like this kinda implies that nearly any level that can be solved with dozers can be solved without.  (Except for getting into tight spaces I guess.)

jf (2006-11-16) Yes, the modular arithmetic is interesting, isn't it? You can choose to negate some operations, to handle them in a smaller space. For example, to add B * x, you can instead subtract 5 * x, which is what I do to divide by 3. At the risk of a *** SPOILER *** these are my equations to reverse the encryption:

e = ((d - 1) * 5) - 1 + ((i + 0) * 5) - (-1)
f = ((c + d - 1) * 5) - 1 + ((j + i) * 5) - e
g = ((b + c - 1) * 5) - 1 + ((k + j + i) * 5) - f
h = ((a + b - 1) * 5) - 1 + ((l + k + j + i) * 5) - g

It's not exactly the reverse if you write out the encryption and solve for e-h -- I adjusted it to make easy-to-implement patterns. At the risk of a bigger spoiler, I won't describe more here unless anybody is interested. This took the puzzle to another level -- *quite* an interesting challenge, it was.

Edit: I only now see that what I just wrote about 5 * x and divide by 3, is exactly what you wrote in the post above.  :)

MagiMaster (2006-11-16) Yeah.  I wrote it all out and solved it too, but I didn't really think of trying to make the equations easier to implement.  :D

I might make another decryption puzzle later, but for now here's a new Matching Problem: [level]XYMOGAH[/level]

jf (2006-11-16) And here is a solution for [level]XYMOGAH[/level]: Knitting Loom for Xymogah [level]pusabid[/level].

Hand-E-Food (2006-11-16) [b]Matching Problem 1:[/b] [level]TECYCYR[/level]: [level]furemuz[/level] – <pant>... <pant>... Finally! :P

MagiMaster (2006-11-17) ;D  Those are both very cool solutions.

Here's another Matching Problem, although, I'm not sure there's enough room to solve it.  [level]MYMOBOK[/level]

daniel (2006-11-21) Those matching and decryption puzzles are really cool and the solutions are amazing.  :o
I haven't even tried to solve them, would take me too long. I did solve Tiny 9 though: [level]gukevup[/level].

MagiMaster (2006-11-21) Unfortunately, I haven't managed to solve the newest matching problem yet (so I'm still not sure it's solvable.)  :)

20eight (2006-11-22) here are my solutions to the tiny's (don't know why it took me so long to get to these):

tiny 1  - [level]xuxubes[/level]:[level]dululed[/level]
tiny 2b - [level]minenuv[/level]:[level]zixytaz[/level]
tiny 3b - [level]hybixex[/level]:[level]horenis[/level]
tiny 4  - [level]ritinez[/level]:[level]gimosub[/level]
tiny 5  - [level]fenoriv[/level]:[level]buromon[/level] (previously posted)
tiny 6  - [level]kecynyg[/level]:[level]kivabyl[/level] ([level]zezerym[/level] was my attempt before I saw that the order was off)
tiny 7  - [level]gapusir[/level]:[level]vypamyt[/level]
tiny 8  - [level]gebyfyr[/level]:[level]ripyveg[/level]
tiny 9  - [level]fubibyh[/level]:[level]bihepam[/level]

20eight (2006-11-22) here are my solutions to the counting problems:

counting problem 1  - [level]sivovon[/level]:[level]jecokob[/level]
counting problem 2b- [level]bixudyn[/level]:[level]lihabig[/level]
counting problem 3  - [level]nekiboz[/level]:[level]fomykef[/level]
counting problem 4  - [level]sexudub[/level]:[level]givoxic[/level]

20eight (2006-11-23) decryption 1 - [level]sisogem[/level]:[level]guvuzyn[/level]
decryption 2 - [level]fukixep[/level]:[level]kogebed[/level]
decryption 3 - [level]mozexad[/level]:[level]nykepux[/level]

for the others, I'm hitting a wall on the division part.  I'm giving up (for now).

20eight (2006-11-23) catch 1 - [level]sogufed[/level]:[level]bepigec[/level]
catch 2 - [level]pihinom[/level]:[level]bigukum[/level] (jnz's solution, [level]toxifos[/level], is brilliant)

20eight (2006-11-23) matching problem 1 - [level]tecycyr[/level]:[level]myhabyb[/level] (I checked this several times replacing the ? with an F and it worked every time, but it still looks like dumb luck to me)
matching problem 2 - [level]xymogah[/level]:[level]mixuteb[/level] (you can probably tell that I looked at the other solutions to #1 before moving on to #2)

MagiMaster (2006-11-23) Wow.  That's a lot of solutions.  :)  I like [level]MIXUTEB[/level] (just dumping a bunch of 1s over it).

20eight (2006-11-24) passing trains 1 - [level]mahytoh[/level]:[level]xecocys[/level]
passing trains 2 - [level]celalal[/level]:[level]dyveniz[/level]
passing trains 3 - [level]pidugos[/level]:[level]dipimyz[/level] (previously posted)
passing trains 4 - [level]fysoxih[/level]:[level]rugoxyt[/level] (previously posted)
passing trains 5 - [level]domedyg[/level]:[level]giteden[/level] (previously posted)
too many trains - [level]kyhehar[/level]:[level]ragonym[/level] (I know this is kinda lame; I just wanted to find some way to do it)

trains - [level]nicityz[/level]:[level]kahixam[/level]
6 trains - [level]zipoxoh[/level]:[level]hividyz[/level]

MagiMaster (2006-11-24) Even if it's not quite the intended solution, you're still the only one to solve Too Many Trains so far.  ;D

Rene (2006-11-24) [quote author=MagiMaster link=topic=35.msg880#msg880 date=1163735259]

Here's another Matching Problem, although, I'm not sure there's enough room to solve it.  [level]MYMOBOK[/level]
[/quote]

You were right, it was a lot of trouble fitting everything in. I was one or two spaces short all the time. But I managed to fit it in at the end:
[level]votumot[/level]

Great puzzle!

Rene

MagiMaster (2006-11-25) :o  Wow, that's impressive.  I still haven't solved that one yet, but at least I know it's solvable now.  (I was about to change the 0 barrels pushing out the random barrels to a dozer, but I guess I'll leave it this way now.)

Rene (2006-11-28)
Here is another solution to [level]mymobok[/level]: [level]jemitir[/level]
Now there is more space to spare

MagiMaster (2006-11-28) Very nice.  I thought it might be possible to do something along those lines, but I haven't been able to work it out myself yet.  (I've been kinda busy lately.  I probably won't be able to get back to this for a few weeks.  :()

zxo (2006-11-29) Here's some that I finally got around to solving:

Tiny 7: [level]vumekek[/level]
Tiny 8: [level]gysovuz[/level]
Tiny 9: [level]bixolyg[/level]
decrypt 1: [level]befegel[/level]

zxo (2006-11-29) Solution to Catch 2 (in my usual patchwork style): [level]fegehis[/level]

jboymicro (2006-12-31) Solution to p trains 2: [level]rydegul[/level]

Magilvia (2006-12-31) Here's a 29 ticks solution for HYBIXEX:[url=http://kevan.org/rubicon/game.php?level=dyvusok]dyvusok[/url]
I'm working on all of your puzzles but I'll post only intresting solutions  :)

jboymicro (2007-01-01) Catch: [level]gicovog[/level]

MagiMaster (2007-01-11) Nice solutions everyone.  :D

Unfortunately, I've been out of touch for a while (Chirstmas break) so I haven't made (or solved) any new puzzles in a while.  Maybe soon I can spend some time here again.  :)

Edit: I finally managed to solve Matching 3 myself.  [level]XOXEXYF[/level]  It came out fairly similar to Rene's first solution, but oh well. :)

MagiMaster (2007-01-14) Since I finally solved Matching Problem 3, I made a new one.  Here's Matching Problem 4: [level]BUCYHIN[/level]  Warning: It's likely even harder.  I haven't solved it yet.

Edit: Err... I have no idea how to solve this at the moment.  I'm not sure if there's enough room overall or enough room around the gates, combined with the fact that it's not straight-forward knowing when to get everything started.

Another edit: Here's another puzzle, Goldmine: [level]COPUVOD[/level]

Rene (2007-01-15) Mmmm, you could have left a little bit more space to the right side of the matchers. I played around with various potential solutions, but they all needed 2-3 spaces more on the right side. In the end, I found one that didn't:

    Solution to Matching Problem 4 [level]bucyhin[/level]: [level]fizyvyd[/level]

Also this solution would have been helped with a couple of spaces more on the right. About half the equipment is there to compensate for that lack of space.
You have plenty of time to figure out how it works, a full run takes about 20 minutes.

MagiMaster (2007-01-15) That's impressive.  Solved in 10803 ticks.  I did spend some time tweaking with the position of the gates and matchers, but I figured that a little more space on the left would be more helpful.  Also, I thought that making sure each crate only appeared once would make things somewhat easier, but it looks like just using 16 random crates would have been easier (since it'd free up lots of space).  I may add that one as a new puzzle later.  (I don't think I'll call that one a matching problem though.)

Also, I made another new puzzle, Goldmine 2: [level]TAKONIK[/level].  I think I underrated it when I saved it to the Warehouse though.  (I saved it as Puzzle-Medium.  After solving it, I think it should be rated Hard.)

Bucky (2007-01-15) [quote author=Rene link=topic=35.msg1659#msg1659 date=1168820491]
Mmmm, you could have left a little bit more space to the right side of the matchers.

[/quote]

I agree.

MagiMaster (2007-01-15) Hmm... Should I make a second version with everything shifted over about 2 spaces, or not?  It is solvable as it is, but I didn't really want it to be insanely hard.

jnz (2007-01-15) For Goldmine (COPUVOD): [level]vezohuh[/level]
For Goldmine 2 (TAKONIK): [level]fymekul[/level].  I thought there wasn't going to be enough space to lift everything using this method but I decided to try anyway. 

Rene (2007-01-15) [quote author=MagiMaster link=topic=35.msg1664#msg1664 date=1168836113]
Hmm... Should I make a second version with everything shifted over about 2 spaces, or not?  It is solvable as it is, but I didn't really want it to be insanely hard.
[/quote]

If you shift things over, you will just create a shortage of space on the left side. You could create more space on the right by e.g. moving the counter below the randomizer, instead of side-by-side. That would give more variation in solutions, I would think. It would would maybe also open up for a solution that is faster (that is, is not matching one target at a time).

MagiMaster (2007-01-15) Well, here's a more spacious version then: [level]XYZUTEM[/level]

jf (2007-01-16) For Goldmine 2 ([level]takonik[/level]): [level]pogylem[/level].

Crouch (2007-01-16) Hello everybody, I just found Rubicon yesterday and after the normal levels I had some fun with Lazyone's 'Decypher'.
My solution isn't a very elegant one, but it does the job:

Decypher ([url=http://kevan.org/rubicon/game.php?level=XOCACAP]xocacap[/url]) - [url=http://kevan.org/rubicon/game.php?level=xeriboz]solution[/url]

jnz (2007-01-16) [quote author=Crouch link=topic=35.msg1680#msg1680 date=1168977168]
Hello everybody, I just found Rubicon yesterday and after the normal levels I had some fun with Lazyone's 'Decypher'.
My solution isn't a very elegant one, but it does the job:

Decypher ([url=http://kevan.org/rubicon/game.php?level=XOCACAP]xocacap[/url]) - [url=http://kevan.org/rubicon/game.php?level=xeriboz]solution[/url]
[/quote]

That's a pretty hard puzzle to tackle right out of the gate.  Well done.  If you study some of the other solutions you'll start learning some tricks/idioms that will save you some space and let you get that elegance you are looking for.

Also you might want to know that there's an easier way to link a level.  Just use the crate icon (with the question mark) in the toolbar and the 7 letter code for the level.

Rene (2007-01-17) My solution to Goldmine 2 is to labourously move all the sand through a carefully tuned sieve that leaves the gold grains untouched: [level]nutynyb[/level]

Crouch (2007-01-18) [quote author=jnz link=topic=35.msg1687#msg1687 date=1168987244]Also you might want to know that there's an easier way to link a level.  Just use the crate icon (with the question mark) in the toolbar and the 7 letter code for the level.
[/quote]
Thanks for the hint, I overlooked it when I posted.
And I'm certainly going to study some other solutions. There are some pretty nice ones out there.

MagiMaster (2007-02-01) Here's a new puzzle for yall.  The Wall: [level]CUDUSAL[/level]  I've got a couple of ideas for more difficult versions, but it might be a few days before I can work on them.  (Plus I still need to solve my last two puzzles.  :P)

Rene (2007-02-01)
My solution to The Wall ([level]cudusal[/level]): [level]rizafec[/level]  (12 ticks)

jnz (2007-02-01) My solution for The Wall (cudusal): [level]gavevyg[/level] (10 ticks).  Who can beat that?

I suspect we'll be seeing another version shortly that has a gate on top of the question mark crate.

jf (2007-02-01) The Wall in 8 ticks: [level]zyzyxuf[/level].

Edit: My solution looks very close to Rene's -- just a different direction. I'm waiting for the 6-tick solution now.  :)

Rene (2007-02-01)
The wall in 6 ticks: [level]zilucov[/level]  ;D

SM (2007-02-01) Solution to [level]CUDUSAL[/level]

"Another Brick in the Wall" : [level]SUBOREV[/level]

Tried to solve it within the spirit of the puzzle...


...we don't need no education....

jf (2007-02-01) Also in the spirit of the puzzle: [level]poburom[/level]. Fun puzzle!

Kevan (2007-02-01) Enjoyed that one a lot, in a maddening sort of way. I got as far as [level]byxasad[/level] before realising that there wouldn't be room for machinery to solve for zero. I'm a sucker for state-based signalling, rather than precision timers...

Bucky (2007-02-01) here's mine for Cudusal: [level]buzisak[/level] EDIT: 5 ticks

SM (2007-02-01) Kevan:

[spoiler]Could you add another key based 1 crate producer to the bottom line and one extra dozor to the top (so F would release 2 dozors)?  Then set a machine up top to detect a 0 crate releasing a single dozor only - so that when it gets the the bottom it basically adds 15 1 crates together getting to zero?

May not be enough space.  I love the design though and the use of keys.[/spoiler]


i.e. [level]VEPADAH[/level]

jnz (2007-02-02) In the spirit solution for The Wall (CUDUSAL): [level]nozecin[/level].  Runs in 21 + 2(F-?) ticks.

MagiMaster (2007-02-02) Nice solutions. ;D  Since there are so many good solutions for it, I won't make fix that, but I did make a new one.  [level]TYZAVAD[/level]  I'll add my solution to the first post once I get it worked out.  :)

Edit: Alright, got it. :D

jf (2007-02-02) My solution for The Wall 2: [level]dygexos[/level].

Gameman (2007-02-02) xuxubes:xunecof

Rene (2007-02-02) Another brick in The Wall 2 ([level]tyzavad[/level]): [level]kolycuf[/level]

[i]....we don't need no thoughts control....[/i]

EDIT: MagiMaster - I looked at your solution for The Wall 2 ([level]NENULID[/level]). That's an inventive solution! Unfortunately, it failed the second time I ran it: with crates F-0.

MagiMaster (2007-02-03) Ugh.  I see what happened.  Not too hard to fix though. :)  I'll put my new solution in the first post.

20eight (2007-02-03) the wall - [level]cudusal[/level]:[level]fyxobig[/level]

I'm glad to see that I wasn't the only one who ignored the spirit of the puzzle.

I especially liked jnz's solution, [level]poburom[/level].

MagiMaster (2007-02-07) I'm glad to see everyone enjoying my puzzles again.  ;D

Here's another one, The Wall 3: [level]SUCUDOB[/level]

jf (2007-02-07) Keep those puzzles coming!  :)

My solution for The Wall 3 ([level]SUCUBOB[/level]): [level]pehemiv[/level].

Gameman (2007-02-07) [level]cexedud[level/] to the wall

jnz (2007-02-07) My solution for The Wall 3 (SUCUDOB): [level]cusugis[/level]

lopsidation (2007-02-07) Solution to wall 1: [level]kocebit[/level] (without looking at the others)
Nice puzzle, the "0" exeption was hard to implement.

SM (2007-02-08) Solution to the Wall 3:


[level]dagelax[/level]

adept (2007-02-08) my solution to wall [level]xuduheh[/level]

and wall 2 [level]rocodus[/level]

MagiMaster (2007-02-08) Here's another Wall puzzle, since everyone's having so much fun  ;D
The Wall 4: [level]CODEFEB[/level]

jnz (2007-02-08) I The Wall 4 is one crate short of puzzle...

MagiMaster (2007-02-09) Doh!  :P ([level]BIDODYS[/level])

jnz (2007-02-09) My solution to The Wall 4 (BIDODYS): [level]sinavup[/level].  More precision timing.

jackmott (2007-02-12) I'm rather fond of this solution I came up with for Tiny6:

[level]budacok[/level]

I've not seen the 'stack o barrels' method for doing a switch quickly across a long distance before, though im sure its been done.

Rene (2007-02-13) Here is my solution to The Wall 3 ([level]sucudob[/level]): [level]hesitaf[/level]

I made it some time ago, but noticed just now that I did not post it.

[i].... no dark sarcasm in the classroom ....[/i]

And The Wall 4 ([level]bidodys[/level]): [level]bitugyf[/level]

[i].... teachers leave those kids alone![/i]

MagiMaster (2007-02-16) Here's another Counting Problem, but didn't someone else already do one like this?  ???  [level]GOGYBIX[/level]

Rene (2007-02-16) [quote author=MagiMaster link=topic=35.msg2078#msg2078 date=1171649469]
Here's another Counting Problem, but didn't someone else already do one like this?  ???  [level]GOGYBIX[/level]
[/quote]

Hand-E-Food's Trineray Arithmetic ([level]dubynod[/level]) is very similar. That was a brilliant puzzle back then, and I very much enjoyed doing the solution. It is so much the same, that I decided to copy your puzzle into my solution to Trineray Arithmetic, instead of the other way around:[level]dygyfeg[/level]

jnz (2007-02-17) My solution for Counting Problem 5 (GOGYBIX): [level]kukyfig[/level].  Since I never solved Hand-E-Food's, this was new to me.  I went with a table lookup.  Rene's arithmetic method is interesting and I'm going to have to study it further to see how it works.

MagiMaster (2007-02-17) Doh.  That's too similar.  I don't think the number of crates at the top can be reduced.  The values can be changed (1,4,7 and 1,3,7 both will work) but the solutions will still be fairly similar.  Hmm... I'll have to think about this for a while.  (I probably won't add this to my main list though.)

Edit: How does [level]TOHOGIR[/level] look.  (It's not archived yet.)

adept (2007-02-22) my solution to wall 4 [level]vefegut[/level]

MagiMaster (2007-02-24) Well, I added this one as Diabolical Machine 1 (even though I don't think it's that diabolical)  [level]TOHOGIR[/level]
Let me know if this is too similar to an existing puzzle though.

error1 (2007-04-29) wall 1 the hard way [level]piderat[/level]

jf (2007-04-30) [quote author=MagiMaster link=topic=35.msg2204#msg2204 date=1172293711]
Well, I added this one as Diabolical Machine 1 (even though I don't think it's that diabolical)  [level]TOHOGIR[/level]
Let me know if this is too similar to an existing puzzle though.
[/quote]

For Diabolical Machine 1: [level]sesybyg[/level]. I found this puzzle to be quite a challenge, due in part to the lack of copiers.

MagiMaster (2007-05-27) Nice solution jf.  (Sorry for the long delay.  I haven't been keeping up with this forum in a while.)  I guess it might be somewhat diabolical after all.

Unfortunately, I don't have any new ideas and I have other stuff to work on, so it'll probably be a while before I make any new puzzles.

curly (2012-02-11) [level]nopylax[/level] is a complicated solution to Catch ([level]sogufed[/level]) from a newbie who thought that the furnace ate EVERYTHING not just crates.

ais523 (2012-03-10) For Diabolical Machine 1 (togohir): [level]dotovid[/levle] The main problem for me wasn't copiers, but space; perhaps I shouldn't have tried to cram everything over the left-hand side. (What do you think of the method I use to divert the barrel into the left-hand input of the machine at the end? That was borne out of necessity rather than an attempt to show off; I don't think I've done anything like it before.)

Rene (2012-03-11) Apparently I missed this one the first time around. So here it is.

For Diabolical Machine ([level]tohogir[/level]): [level]puvyfal[/level]

Lazyone's puzzles

Lazyone (2006-10-27) Here are a couple of new puzzles. Tell me what you think

**Please note that some of the puzzles are in my beta mode. Changes may be made later to actually make the puzzle easier or even solveable. I try to solve the puzzles first for the most part but sometimes i do not. And other times i make changes to very the degree of skill level required or to compensate for my stupidity and making it too easy or not solveable **  ;D

[level]bacades[/level], [level]zudybuh[/level], [level]lumerab[/level]

lumerab's modified version [level]balolep[/level]

Clock. [level]zoxakin[/level] ( Harder level )

Some random levels

[level]hurobef[/level]

[level]hubozek[/level]

A nice simple one [level]levytig[/level]

I decided to make my own evil train one [level]kugopaf[/level]

Two puzzles one easy and one a little harder (maybe not)

A nice simple puzzle [level]hudurat[/level] that has gone to the girls [level]vudifit[/level].

Has anyone tried making a maze out of just gates? Here is an easy example [level]mibafyf[/level]

Another easy puzzle [level]zymufog[/level]

Maze 1  [level]pacidap[/level] spoiler [level]zagatyg[/level]

Maze 2 [level]xipakyf[/level]

Math 3 [level]Nebelyb[/level]

Another easy level [level]Vydaves[/level] slightly modified [level]syryvel[/level]

Shift 1 Easy Version [level]Dutifed[/level]

          Medium version [level]Jaxopek[/level]

          Harder Version [level]konipod[/level]

Shift 2 [level]kypuhyr[/level]

Shift 3 [level]Gecared[/level]

Shift 4 [level]Gimigid[/level]

Shift 5 [level]dylybuc[/level]

Shift 5 Medium Version [level]Kepyzal[/level]

Shift 6 [level]xazynux[/level]

Shift 7 [level]Jirapax[/level]

Shift 8 [level]higutav[/level]

Shift 9 [level]Zoragas[/level]

Hot 1 [level]Juteguz[/level]

TfGuy44 (2006-10-27) I'm still working on the first two. They're good.

But that third one, lumerab, has a fatal flaw in it's design. Check it out: [level]maxekig[/level]

Kevan (2006-10-27) That's actually a fatal flaw in the game design; target matchers are only supposed to trigger for crates. I think it only breaks one existing user level design, if I change this, so I'll make the fix now.

daniel (2006-10-27) Here are my solutions:
[level]nosefoh[/level] - Trial and error to find the right timing.
[level]rocypix[/level] - Not the way you intended to produce the right numbers I guess.
[level]penyfar[/level] - Why make it harder than it needs to be.
Edit: more solutions:
[level]gutadud[/level] - Ignores the intended random target string.
[level]lomynat[/level] - Very fast, I don't think it can be done faster.

sluutthefeared (2006-10-27) I made this solution to lumerab before you made the one without copiers. [level]nemibox[/level]
Suppose I'll try again without copying.

Lazyone (2006-10-27) I must say this is a very good game Kevan good job.

Handi (2006-10-27) Here's what I got for the first puzzle: [level]xaniceg[/level] (Simplified Version) (I've cut some useless pipes)

Messier version [level]gagagud[/level] (Original Version)

MagiMaster (2006-10-27) Here's my solution to [level]HUROBEF[/level]: [level]SOLAZUC[/level]

Handi (2006-10-28) Nice Levels !
Really liked balolep !  :)

My answers:

bacades : [level]xaniceg[/level]
zudibuh : [level]giguzoh[/level]
balolep : [level]xovytyh[/level]


By the way,

[quote]But that third one, lumerab, has a fatal flaw in it's design. Check it out: maxekig[/quote]

No good to put barrels, the light doesn't turn green.

Lazyone (2006-10-28) Do you guys want more levels?

Handi (2006-10-28) Man, I've just finished the one with the clock. ([level]zoxakin[/level])

It's a real killer, it took me hours to do... and I had to "cheat" a little bit (otherwise it's seriously IMPOSSIBLE).

So, here I proudly post my answer, which I baptized "Clock of Doom" : [level]gecaryp[/level]  8)

Just take a look at it and you'll understand why I've put this name ;D

Btw, good job Lazyone ! And nice game, Kevan !

Handi (2006-10-28) hurobef, zomydyb are easy:

hurobef : [level]nimazoh[/level]
zomydyb : [level]rifogas[/level]

EDIT: And, yes, we want more levels!

zxo (2006-10-28) answer to zomydyb: [level]sazicuh[/level]

fairly simple, really.

EDIT: Handi's is cleverer

TfGuy44 (2006-10-28) [quote author=Handi link=topic=37.msg213#msg213 date=1162004026]
By the way,

[quote]But that third one, lumerab, has a fatal flaw in it's design. Check it out: maxekig[/quote]

No good to put barrels, the light doesn't turn green.
[/quote]

They used to light up with barrels.
The game engine has since been updated because of this!  :P

Lazyone (2006-10-28) Here are a couple of my solutions

For [level]bacades[/level] =[level]huduxim[/level]

For [level]Zudybuh[/level] = [level]pilical[/level]

For [level]Lumerab[/level] or [level]balolep[/level] = [level]xebucom[/level]

Lazyone (2006-10-29) Anybody want to take a crack at this one  [level]zoxakin[/level] while trying to keep within the spirit of the level?

Mr K (2006-10-31) Here's a couple solutions for the clock face: [level]zaguror[/level] They're mostly the same, I was just trying to multi-purpose some different parts.

(There's a level link button right above the smilies, btw, so you can link to your levels simply)

Edited to say: hmm, my second solution seems to be missing. I'll see if I can find it in my browser history tomorrow.

Here it is: [level]jufibex[/level]

Lazyone (2006-10-31) Here should be a nice easy level.

[level]vapuvor[/level]

Mr K (2006-10-31) vapuvor solved: [level]xabihih[/level]

Lazyone (2006-11-01) My solution to [level]kugopaf[/level]  is [level]hibobuc[/level] there has to be an easier way and keeping with the spirit of the level

BirdOfAsh (2006-11-01) my solution to [b]vapuvor[/b]:

[level]pibyzum[/level]

FL4WL3SS (2006-11-02) I couldn't figure out how to get that work at all. Thats a good solution Bird. I had extracted the 4 and 5 just as you did and gotten the 1's, but i just couldn't direct them correctly.

-FL4WL3SS

Lazyone (2006-11-02) A nice simple puzzle [level]hudurat[/level].



MagiMaster (2006-11-02) Here's my solution to [level]HUDURAT[/level]: [level]XOBIDOG[/level]

Lazyone (2006-11-07) Has anyone tried making a maze out of just gates? Here is an easy example [level]mibafyf[/level]

Another easy puzzle [level]zymufog[/level]

Maze 1 [level]pacidap[/level] spoiler [level]zagatyg[/level]

Otto (2006-11-07) [quote author=Lazyone link=topic=37.msg589#msg589 date=1162886411]
Has anyone tried making a maze out of just gates? Here is an easy example [level]mibafyf[/level][/quote]
Solution: [level]dutorer[/level]

[quote author=Lazyone link=topic=37.msg589#msg589 date=1162886411]Another easy puzzle [level]zymufog[/level][/quote]
Solution: [level]cyzomis[/level]

jnz (2006-11-07) Solution to example (mibafyf): [level]bavuxyh[/level]
Solution to easy puzzle (zymufog): [level]desapip[/level]
Both work in either physics model.

FL4WL3SS (2006-11-07) Solution to ZYMUFOG

[level]perinud[/level]

-FL4WL3SS

Lazyone (2006-11-07) here is maze 2 [level]xipakyf[/level] hopefully i didnt forget something to make it super easy.  my solution [level]ferogun[/level]

Otto (2006-11-08) [quote author=Lazyone link=topic=37.msg610#msg610 date=1162938164]
here is maze 2 [level]xipakyf[/level] hopefully i didnt forget something to make it super easy
[/quote]
Solution: [level]vakigid[/level]

SM (2006-11-08) Solution to Xipakyf

[level]pilugih[/level]

zxo (2006-11-08) My solution to HUDURAT: [level]rybobeh[/level]

Lazyone (2006-11-09) Another nice easy level [level]ginalyd[/level]

jnz (2006-11-09) My solution to math (ginalyd): [level]falizag[/level]

MagiMaster (2006-11-09) Here's mine: [level]NYVUDOV[/level]

Handi (2006-11-09) Hello,
I'm back on the forum (much less actively though).
Here's my solution to ginalyd: [level]bomozib[/level]

Lazyone (2006-11-09) Math 2 [level]gukiniv[/level]

jnz (2006-11-09) My solution to Math 2 (gukiniv): [level]bebizod[/level]

Handi (2006-11-09) Handi's Math2 Solution: [level]sixygot[/level]

Lazyone (2006-11-10) Here is Math 3 [level]Nebelyb[/level]

Another easy level [level]Vydaves[/level]

MagiMaster (2006-11-10) Here's my easy solution: [level]JUXIPAZ[/level]

daniel (2006-11-10) Solution to easy: [level]xazodec[/level]

Lazyone (2006-11-10) [level]syryvel[/level] a slightly modified version of [level]Vydaves[/level]


[level]Nudevyt[/level] real easy puzzle but i thought it could have it uses in other levels. Solution [level]neridun[/level]

Handi (2006-11-11) My solution to easy is as everyone else's so I won't post it.
I made a little modification to Lazyone's level, so here's  [b]easy version 2[/b] : [level]bepihix[/level] .  And here's my solution: [level]dakibub[/level]

My solution to math 3 : [level]sidocev[/level] 
[i]P.S: In math 3, I've found a new (I think it's new) way to regulate the total amount of crates that pass on a conveyor. Mine is made only for 5's (or any crate below), but it could be adjusted to include every crate.[/i]

Lazyone (2006-11-11) Nice solution for math 3 Handi

For [level]syryvel[/level] my solution was [level]Sutylem[/level]

Handi (2006-11-11) Oops!.. I think you removed too much blocked spaces in your update of easy...: [level]syryvel[/level] : [level]zulebeh[/level]

Lazyone (2006-11-11) DOH you are correct Handi here is the version 1.3 [level]zevagax[/level].

cprah (2006-11-11) My solution to [level]levytig[/level] (chip on shoulder)

[level]zedaxuz[/level]

My solution to [level]zevagax[/level]

[level]sibekod[/level]

Lazyone (2006-11-11) another easy one [level]Kohogen[/level]

cprah (2006-11-11) My solution to [level]kohogen[/level]

[level]kutixid[/level]

jnz (2006-11-11) My solution for Easy (Kohogen): [level]kovydek[/level]

Lazyone (2006-11-11) Easy 7 [level]Dutifed[/level]

Medium version [level]Jaxopek[/level]

Harder Version [level]konipod[/level] I messed up and put a target instead of a winch on the bottom OOPS.

Mr K (2006-11-11) Here's math 3: [level]nubyfif[/level]

MagiMaster (2006-11-11) Here's my Easy 7 solution: [level]RUHOBOB[/level]

jnz (2006-11-11) My solution for Extract medium version (Jaxopek): [level]vodenat[/level].
I'm completely stumped on the Harder version.

Handi (2006-11-12) Solution to [level]kohogen[/level]: [level]gufabac[/level]

Easy Extraction: [level]nogafyp[/level]
Medium Extraction: [level]gekurub[/level]
Hadr Extraction: [i]Doesn't seem possible to me[/i]. 
--> Hey Lazyone... Because you have put too much "blocked spaces" on the other level doesn't mean you should compensate by putting less on this one!  :P

Lazyone (2006-11-12) harder version is fixed [level]konipod[/level] and it isnt that hard really. I put the wrong thing there.

I really blame MagiMaster for it. If you get the chance check out his decypher levels.
will fry the brain a little bit.

MagiMaster (2006-11-12) Hey.  Don't blame me...  (By the way, there's a fifth one now.   ;D)
Edit: Oh wait.  Is it the fifth one you're talking about?

Here's my solution: [level]MUMOKUG[/level]

20eight (2006-11-12) maze 1 - [level]pacidap[/level]:[level]bugybig[/level]
maze 2 - [level]xipakyf[/level]:[level]mugycyr[/level]
math 3 - [level]nebelyb[/level]:[level]biredap[/level]

jnz (2006-11-12) My solution for konipod: [level]gogilok[/level] (no dozers)

Lazyone (2006-11-12) here is Shift 2 [level]kypuhyr[/level]
and Shift 3 [level]Gecared[/level]

jnz (2006-11-12) My solution to Shift 3 (Gecared): [level]bukibon[/level].  I think I cheated a bit on the right.  ;)

Handi (2006-11-13) My solution to [level]konipod[/level]: [level]cenasod[/level]

Lazyone (2006-11-13) here is Shift 4 [level]Gimigid[/level]

Handi (2006-11-14) Here's my solution to Shift 3: [level]dyvycud[/level]

Lazyone (2006-11-14) Here is shift 5 [level]dylybuc[/level]

Handi (2006-11-14) Ok, looks like I am late by one shift again... heres my shift 4 solution: [level]vytumub[/level]. Nice level btw :)!

Nic (2006-11-14) Shift 5 - [level]dylybuc[/level]:[level]pigyhul[/level]

SM (2006-11-14) Shift 5 solution

[level]detysad[/level]

jnz (2006-11-14) My solutions for Shift 5 (I couldn't decide which way to do it, so you get 2 versions :)):
Left to right: [level]sykezub[/level]
Right to left: [level]lodigyb[/level]

Lazyone (2006-11-14) Shift 6 [level]xazynux[/level]

SM (2006-11-14) Solution to Shift 6... ([level]Xazynux[/level])


[level]mypebed[/level]

The hardest part of this was figuring out what boxes were ending up where...

Lazyone (2006-11-14) Shift 7 [level]Jirapax[/level]

20eight (2006-11-14) Shift 1a - [level]dutifed[/level]:[level]rufapeb[/level]
Shift 1b - [level]jaxopek[/level]:[level]losifep[/level] (I like jnz's better)
Shift 2  - [level]kypuhyr[/level]:[level]kidybih[/level]
Shift 3  - [level]gecared[/level]:[level]vihubeb[/level]

Lazyone (2006-11-15) Shift 5 Medium Version [level]Kepyzal[/level]

Shift 8 [level]higutav[/level]

Shift 9 [level]Zoragas[/level]

20eight (2006-11-15) Shift 5 - [level]dylybuc[/level]:[level]fanynig[/level] (I like SM's mirroring technique)
Shift 6 - [level]xazynux[/level]:[level]ruhadub[/level]

Lazyone (2006-11-15) Hot 1 [level]Juteguz[/level]

Shamil (2006-11-15) My solution of "timing" [level]zudybuh[/level] : [level]xycyxeg[/level]

jnz (2006-11-15) My solution for Hot 1 (Juteguz): [level]vexobys[/level].
Hey Lazyone, no fair editing to retroactively make impossible puzzles solvable.  ;)

Handi (2006-11-15) Another alternative for Hot 1 (juteguz) :  [level]nybosam[/level]

Btw, I quite agree with jnz  ;D. Still an interesting puzzle

Lazyone (2006-11-15) Who me? Make a unsolveable level then modify  it. Never!  ;) That is what i get for making a level when i am half asleep.


Hot 2 [level]Hebilab[/level]

Lazyone (2006-11-16) A nice easy puzzle [level]Digifek[/level]

jnz (2006-11-16) The first version of Hot 2 that I saw, I thought was unsolvable.  Then I saw another version ([level]zurylas[/level]) and I came up with a solution for it: [level]tiderab[/level], which is basically a way to combine the C-crate copier and the 1-crate copier into a D-crate generator which then feeds the guts of my Hot 1 solution (but now clocked at 1/12 instead of 1/4 rate).  Now I see you've created yet another version ([level]Hebilab[/level]).  I think my solution should work there too with minor modifications.  I should get extra credit for solving the version that you gave up on.  ;)

MagiMaster (2006-11-16) Here's my solution for Keypad: [level]TEKYDOP[/level]

Lazyone (2006-11-18) Keypad 2 [level]taxiviv[/level]

Lazyone (2006-11-18) A nice easy one

Hot 3 [level]Xehahib[/level]

my solution [level]nudahed[/level]

jnz (2006-11-18) My solution for Hot 3 (Xehahib): [level]bizugup[/level].  You're right; that was easy.

MagiMaster (2006-11-19) Here's my, somewhat odd, solution: [level]FUNYPOB[/level]

Edit: Just noticed that it's the same as Lazyone's.  :D

daniel (2006-11-23) And here is my very similar solution: [level]zaboben[/level]

Lazyone (2006-11-23) Keypad 2 [level]taxiviv[/level]  is  still needs a solution if anyone wants to.

Bucky (2006-11-23) taxiviv:[level]sufizem[/level]? (variation on generic solver)

EDIT:[level]hinihol[/level] is the same except that I removed some unneeded elements.

lopsidation (2007-02-08) Okay, my easy(vydaves) solution is completely different from everyone else's:[level]bupifen[/level]

New tile: Fixed Blank Space

TfGuy44 (2006-10-27) When someone designs a puzzle level, any tiles they place must stay fixed for the person solving it.

There needs to be a way for the designer to stop the solver from placing anything but blank space in some square.

This could probably be done with a new tile that denotes a fixed blank space.

This could stop the problem of the solver "blocking" something the designer didn't want blocked, like the timer bulldozer in Insanity's solution ([level]meledih[/level]) to (the newest version of) Borogove's puzzle, [level]lizapav[/level].

Any thoughts?

Kevan (2006-10-27) Borogove suggested this as well. My first thought was that a clever designer could get around this with collapsing barrels - the timer bulldozer could have run through a maze of furnaces that start off clogged with them, and they'd all disappear immediately. But blocking off smaller things (like the end of that dozer's route) seems fiddly or even impossible, and the complexity will just make levels ugly or difficult to design, or both.

So there's a new tile, bolted a bit clumsily onto the interface (I was going to quietly replace one of the existing ones, but they've all now been used in existing levels somewhere). It's a grey cross that just turns into empty space when a level starts running. Have fun.

TfGuy44 (2006-10-27) Aww, I here I was thinking I had an original idea.  :P

Either way, *perfect* implementation of the new tile. It's great. Thanks. ;D

Hand-E-Food (2006-11-06) One other thing I've noticed is in game mode, you can remove any existing tile that you have available to use.  ie. If there are dozers in a level, the player can remove the dozers.  If dozers happen to be anti-ed, the player cannot remove them.

EDIT: Pardon me.  I just saw the new posts on this.

CYDAZOL - find the fun solution

borogove (2006-10-27) There may well be a number of ways of solving this level, but I have one particular solution in mind - it'd be interesting to see who can find it.  The intended solution uses: one of one type of piece, two of another, and thirty-one of third type.

[level]CYDAZOL[/level]

Borogove

Lazyone (2006-10-27) my solution is [level]sinesyt[/level]

nice level

FL4WL3SS (2006-10-27) That was fun...[level]fogyruc[/level]

-FL4WL3SS

jf (2006-10-27) That was tough! Very nice visual layout, and excellent puzzle. I found a solution using fewer pieces than the challenge: one of one type of piece, two of another type of piece, and only twenty-six of a third type. By coincidence, the level is solved at the last possible moment. SPOILER [level]rybageb[/level]

sluutthefeared (2006-10-27) Not the solution you wanted, but this is what I came up with. [level]fefyzym[/level]
I assume you intended the conveyor belts and gates to be used but I couldn't see how.

Travholt (2006-10-27) How about two of one type and 32 girders and left ramps (23 and 9, respectively)? [level]cehafep[/level]

borogove (2006-10-27) Wow - some very cool solutions there!  I had been tempted to design the level so that only one piece type was available to use.  I'm so glad I left it open for other solutions!

The piece that I had 31 of in my solution is... the door key.  Any takers?

Rene (2006-10-28) [quote author=borogove link=topic=39.msg172#msg172 date=1161962694]
There may well be a number of ways of solving this level, but I have one particular solution in mind - it'd be interesting to see who can find it.  The intended solution uses: one of one type of piece, two of another, and thirty-one of third type.

[level]CYDAZOL[/level]

Borogove
[/quote]

Minimal solution to CYDAZOL, only 8 pieces used. Takes a while to finish, though  ;D

[level]cokybif[/level]

Nice level design!

Rene

Tiralmo (2006-10-29) [level]lotivuk[/level] is a solution which uses 2 of one type of piece (Turn Signals) 1 of another (Girder) and only 11 door keys.

dacodemasta (2008-04-17) :P 7 peices: 2 turn signals, 2 downward winches, 3 door keys: [level]peferic[/level] :P

Handi's Puzzles

Handi (2006-10-27) Hello !
Here are my puzzles.
Usually, I will also post my answer, but some time later to prevent the temptation of doing a little "peek" when stuck.  :)

[b][color=Blue]Cubicle[/color][/b] : [level]lyxotur[/level] .  Solution:  [level]relunox[/level]
[b][color=Blue]Splitted Beta[/color][/b] : [level]nuzufyt[/level] .  Solution:  Look in the thread, I've lost mine
[b][color=Blue]Count It Well[/color][/b] : [level]xysecyg[/level] .  Solution: [level]necidev[/level]
[b][color=Blue]Sacrifice[/color][/b] : [level]fynabab[/level] .  Solution: [level]xepynik[/level]
[b][color=Blue]Vicious Circle 1[/color][/b] : [level]noxupec[/level] .  Solution: [level]kypihur[/level]
[b][color=Blue]Stuck[/color][/b] : [level]dinuxaz[/level] .  Solution: [level]segyges[/level]
[b][color=Blue]Dozer Sync[/color][/b] : [level]vutixud[/level] .  Solution: [level]pesefuz[/level]
[b][color=Blue]Triplex[/color][/b] : [level]nozanap[/level] .  Solution: [level]miveriz[/level] (by jnz)
[b][color=Blue]Octuplex[/color][/b] : [level]xokyvib[/level] .  Solution: [level]zusuvod[/level] (by jnz)
[b][color=Blue]Distribute[/color][/b] : [level]motezys[/level] .

Enjoy !

sluutthefeared (2006-10-27) Here's my attempt. [level]gosebys[/level]

Kevan (2006-10-27) [level]fegepod[/level], using a boring timer - I think Sluut's use of the main crate stream is nicer.

I enjoyed the initial double-take impossibility of getting two crates off of a tiny shelf.

Handi (2006-10-27) Very nice solutions, guys!
First, me too I thought about the timer, but i then realised I don't need it : [level]relunox[/level]

Travholt (2006-10-27) [level]honobus[/level] -- this was fun!

[b]Edit:[/b] Didn't look at the other until after making my own -- funny how they've all basically the same (well, except for Kevan's "boring timer"... ;)). But I guess that's because of the perilously placed dozer.

[b]Edit2:[/b] I kinda like the timing of mine, though ... :)

MagiMaster (2006-10-27) I haven't look at the other solutions yet, but here's mine: [level]FIZENYR[/level]   ;D

Edit: Ok... I looked at the solutions now.  So we all used the adder/barrel/key to stop the dozer?  Is there any other way?

Prox (2006-10-27) Here's my solution: [level]zelomyf[/level]

The toughest part was figuring out how to handle the dozer.  Once I hit on the adder and key solution, it was pretty easy.

sluutthefeared (2006-10-27) [quote author=Travholt link=topic=40.msg192#msg192 date=1161982645]
[b]Edit2:[/b] I kinda like the timing of mine, though ... :)
[/quote]
I should have used 2 wenches on mine so the bottom wouldn't have to fill up before the dozer can go.

jf (2006-10-28) This was a good, difficult puzzle. I really enjoyed this one. Here is my solution: [level]vynureg[/level]

Handi (2006-10-28) Thank you

If you want a really challenging puzzle, do Lazyone's [level]zoxakin[/level], or check this thread:
[url=http://kevan.org/rubicon/forums/index.php?topic=37.0]http://kevan.org/rubicon/forums/index.php?topic=37.0[/url]

daniel (2006-10-28) Did this before looking at the posted solutions: [level]dudobyg[/level]. It's very similar to the others but I'm posting it anyway.

FL4WL3SS (2006-10-28) I didn't look at any of the other solutions, they're all basically the same, but here's my solution.

[level]kyborux[/level]

-FL4WL3SS

Handi (2006-10-28) All solutions are basically the same because of some unavoidable things :

1 - The Dozer Gate, using Door Key and Packer
2 - The original crate pickup, using the Packer.
3 - The Copier (unless you have another way to start with one crate and make two!)

jf (2006-10-28) Nice layout on the kyborux solution. That's a nice touch, having the gate close back up.

Also, I like the minimalist style of the dudobyg solution. Very nice.

Lazyone (2006-10-28) http://kevan.org/rubicon/game.php?level=lygitag is my solution for the cubicle

Travholt (2006-10-28) After seeing all the other and similar solutions, I went back and looked at my own and realized it could be simplified quite a bit.

[level]gicypis[/level] is as simple as I can get it, I think.

Handi (2006-10-29) Ok, I added another puzzle in the style of Cubicle. Here's [b]Splitted[/b] : [level]xigozax[/level]

All my new puzzles will be added in the first post

Have Fun!

EDIT: Sorry, I just realised Splitted had an unwanted shortcut, so here's [b][color=Green]Splitted Beta[/color][/b] : [level]nuzufyt[/level]

jnz (2006-10-29) My solution for Splitted Beta: [level]byzulys[/level].

MagiMaster (2006-10-29) Here's my solution to Splitted Beta: [level]HICEBAN[/level]  :D

jf (2006-10-29) For Splitted Beta, I had the idea of simplifying the top sort. My solution: [level]jedanal[/level]

daniel (2006-10-29) Here is how I solved Splitted Beta: [level]dyzunyx[/level]

Handi (2006-10-29) Ok guys, here's my original solution to Splitted Beta : (EDIT) Actually, I lost it  :-\    Mr. K, thanx for mentioning it.
like for Cubicle, all solutions are about the same.

Mr K (2006-10-30) [quote author=Handi link=topic=40.msg290#msg290 date=1162142523]
Ok guys, here's my original solution to Splitted Beta : [level]gosimic[/level]
like for Cubicle, all solutions are about the same.
[/quote]

Uh, that goes to a booched six trains, not to splitted beta

Hand-E-Food (2006-10-31) My answer to cubical was pretty much the same as other peoples.

My answer for [b]Splitter Beta[/b]: [level]nucebus[/level].  If you leave it long enough the winch will eventually be blocked.
And as it turns out, it's pretty much the same as everyone elses.  :)

Handi (2006-11-09) [quote]Uh, that goes to a booched six trains, not to splitted beta[/quote]

My bad, you're absolutely right. I kinda "fixed" the problem.


Hand-e-food, I'm glad my name inspired you

Handi (2006-11-10) Ok, here's my third puzzle, [b][color=Teal]Count It Well[/color][/b] : [level]xysecyg[/level]

Hand-E-Food (2006-11-10) [quote author=Handi link=topic=40.msg643#msg643 date=1163041894]Hand-e-food, I'm glad my name inspired you[/quote]
Hehe... I've been using this name since 1997.

Handi (2006-11-10) [quote]Hehe... I've been using this name since 1997.[/quote]
Lol, the coincidence is quite funny!
Especially, if you look on a level I did before you came on the forum: [level]ropalys[/level] (Look at the top-right corner  ;D)

(Don't take it wrong, though. I believe you)

Hand-E-Food (2006-11-10) [quote author=Handi link=topic=40.msg670#msg670 date=1163119476]Lol, the coincidence is quite funny!
Especially, if you look on a level I did before you came on the forum: [level]ropalys[/level] (Look at the top-right corner  ;D)

(Don't take it wrong, though. I believe you)[/quote]
I like it! :D

Lazyone (2006-11-10) I hate when I am blinded by things hidden in plain sight. VERY nice Handi!

my solution to [level]xysecyg[/level] is [level]gisoxop[/level]

Handi (2006-11-10) Good job Lazyone
Here's my solution for [color=Teal]Count It Well[/color], [level]xysecyg[/level]  :  [level]necidev[/level]

Handi (2006-11-12) [b][color=Brown]Sacrifice[/color][/b] : [level]fynabab[/level]

Lazyone (2006-11-12) [level]xohodak[/level] was my solution for sacrafice

jnz (2006-11-12) My solution for Sacrifice (fynabab): [level]xehegys[/level].  Seems I picked the same 4 values to get out of the sacrifice box as Lazyone.  I wonder if there are any other possibilities.

Handi (2006-11-13) I don't think there are any other solutions. You have 4 crates and forcingly they are (should be) all different. You need 2 crates that will be combined to match the 3rd and the 4th must be a zero in order to extract the '1'. When you make the zero (with double 6), you are forced to take the 4. And to make another 4, you need an E and an A.
66-4-A-E is an inevitable combination... unless you can proof the opposite  :). Actually, I would have prefered if several different solutions would be possible, but that's just how the things sorted out...

Handi (2006-11-14) [b][color=Maroon]Vicious Circle 1[/color][/b] : [level]noxupec[/level] .  Solution: [level]kypihur[/level]

Lazyone (2006-11-14) My solution to  [level]noxupec[/level] is [level]Kosyveg[/level]. Great level!

Handi (2006-11-15) Thank you Lazyone!
Good job. Though I prefer my 2-digit timer hehe ;D
[level]kypihur[/level]

Handi (2006-11-15) [b][color=Blue]Stuck[/color][/b] : [level]dinuxaz[/level] .  Solution: [level]segyges[/level] [color=Red][i]
Not so obvious when no dozer...

Lazyone (2006-11-15) [level]Gilalyd[/level] is what i came up with for [level]dinuxaz[/level]

Edit: I cleaned it up a bit just for Handi [level]Vodobyv[/level]

jnz (2006-11-15) My solution for Stuck (dinuxaz): [level]notypih[/level].  Lazyone's is pretty neat for getting the job done with no unpackers.

Handi (2006-11-15) wow, good job guys. Looks like mine was way too complicated!

Handi (2006-11-15) An easy puzzle:
[b][color=Blue]Dozer Sync[/color][/b] : [level]vutixud[/level] .  Solution: [level]pesefuz[/level]

Lazyone (2006-11-15) [level]Dumyduf[/level] is what i came up with for [level]vutixud[/level]

Hand-E-Food (2006-11-16) Dozer Sync: [level]vutixud[/level]: [level]noxihuf[/level]
Stuck: [level]dinuxaz[/level]: [level]laxudys[/level]
Sacrifice: [level]fynabab[/level]: [level]lunalis[/level] - I ended up using different values from the above solutions.  Strangely, I didn't even consider those numbers.
Vicious Circle 1: [level]noxupec[/level]: [level]gyseger[/level] - That was a lot of fun!

jnz (2006-11-16) My solution for Dozer Sync (vutixud): [level]xyredik[/level]

jf (2006-11-16) My solution for Stuck [level]dinuxaz[/level] is [level]maxapub[/level]. Nice puzzle.

Handi (2006-11-19) [color=Red][i][b]NEW:[/b][/i][/color] 
[b][color=Blue]Triplex[/color][/b] : [level]nozanap[/level] . (Still in beta version -- I'm not sure if there's enough space to solve it...  ::) )

Hand-E-Food (2006-11-19) I'm two-thirds of the way there...

Triplex: [level]nozanap[/level]: [level]zukytax[/level]

jnz (2006-11-19) Seems there is enough space to solve Triplex: [level]miveriz[/level]

Handi (2006-11-20) Good Job jnz! Actually, you have won the opportunity to have your solution posted in the first thread! (I hope you don't mind)

jnz (2006-11-20) [quote author=Handi link=topic=40.msg926#msg926 date=1163984522]
Good Job jnz! Actually, you have won the opportunity to have your solution posted in the first thread! (I hope you don't mind)
[/quote]

Thanks!  No, I don't mind at all.  In fact, it is flattering.  :)

Handi (2006-11-21) [color=Red][i][b]NEW:[/b][/i][/color] 
[b][color=Blue]Octuplex[/color][/b] : [level]gopadax[/level] . This one is a little bit harder.
If you don't like this one, try this: [level]xokyvib[/level]

Lazyone (2006-11-21) Solution to [level]gopadax[/level] IS [level]ridegov[/level]

20eight (2006-11-21) cubicle - [level]lyxotur[/level]:[level]nagebat[/level]

SM (2006-11-21) Cubicle:
[level]Cafupep[/level] uses old physics

New physics is similar  [level]sirupeb[/level]

Handi (2006-11-21) [b]Real [color=Blue]Octuplex[/color][/b] : [level]xokyvib[/level] .

jnz (2006-11-22) My solution to Octuplex (xokyvib): [level]zusuvod[/level]

Handi (2006-11-22) Nice use of mirroring jnz :)

Handi (2006-11-22) btw, jnz, I'm going to put your solution once again... looks like I prefer creating puzzles more then solving them

Handi (2006-11-22) [b][color=Blue]Distribute[/color][/b] : [level]motezys[/level] .

Hand-E-Food (2006-11-22) That was good, though I have resorted to pinching previos ideas. :)

Octuplex: [level]xokyvib[/level]: [level]bukeneg[/level]

Lazyone (2006-11-22) for [level]motezys[/level] : [level]Padypiz[/level]

daniel (2006-11-29) Stuck: [level]nunukyb[/level]
Dozer Sync: [level]colynah[/level]

jf (2006-12-08) For Triplex [level]nozanap[/level], my solution [level]zonymul[/level]. (No dozers were harmed in the making of this solution.)

Handi (2006-12-08) Really nice triplex jf!
And no dozers harmed, congratulations!.. I think however that the massive employement of F barrels in underwage and almost slavery conditions, and confinement of more then twenty of these individuals in a triplex, could bring them to revolt and cause you serious troubles...  :D

jf (2006-12-08) I was a little kinder to the F's in my solution to Octuplex: [level]fugirur[/level].  :)

Handi (2006-12-09) Yeah, the F's are golden happy in this one... but what about the grey ghetto, huh???  ;D

adept (2006-12-09) Distribute:[level]motezys[/level] : [level]hepagyd[/level]

After looking at Lazyone's solution, I feel like my life has been way too complex.

Handi (2006-12-12) I'm actually surprised you managed to do it without synchronised dozers!

jf (2006-12-27) For Sacrifice [level]fynabab[/level], [level]faramoc[/level].

Rene (2006-12-28)
I am having a relaxed day, solving Rubicon's puzzles while listening to the radio. Dutch radio 2 is playing the Top 2000, the most popular 2000 songs of all times in Holland. Every song is played completely, the top 2000 continues around the clock until New Year, ending at mid-night with the number one. Right now, number 933 is playing, John Lennon with Jealous Guy, followed by Mecano with Hijo de la Luna. Reportedly, 55% of all Dutch people listen to the Top 2000 (9 million people). If you want to listen to great music as well, go to [url]http://top2000.radio2.nl/2006/page/textpage/luister%20live#[/url] and click on the dog.

Here are my solutions for some of Handi's puzzles:

Cubicle ([level]lyxotur[/level]): [level]kecafem[/level]
Splitted Beta ([level]nuzufyt[/level]): [level]pumyxug[/level]
Count It Well ([level]xysecyg[/level]): [level]lipihyb[/level]
Sacrafice ([level]fynabab[/level]): [level]zuzyryz[/level]
Vicious Circle1 ([level]noxupec[/level]): [level]nodugub[/level]
Stuck ([level]dinuxaz[/level]): [level]dixupyx[/level]
Dozer Sync ([level]vutixud[/level]): [level]gugupab[/level]
Distribute ([level]motezys[/level]): [level]bogukum[/level]


jboymicro (2007-01-01) Solution to Cubicle: [level]zerenur[/level]

These are some really good puzzles.

digitalrift (2007-01-05) [level]dinuxaz[/level]: [level]fuzogef[/level]
[level]lyxotur[/level]: [level]zysanin[/level]

I'm not good enough yet to do the others having just started playing this an hour ago.... :)

20eight (2007-01-15) distribute - [level]motezys[/level]:[level]bikenob[/level]

hatkirby (2007-07-25) Here's my answers!

Cubicle - [level]gofynok[/level]

Decimal counter

Rene (2006-10-27)
Here is a full speed decimal block counter. It is modular, so the count can go up to as many digits as you want.

[url]http://kevan.org/rubicon/game.php?level=zexydas[/url]

On the lower conveyer, you can even add small digits (0-6), but at slightly less than full speed

[b]Design challenge:[/b] create a decimal adder that adds up all digits (0-9). Full speed would be nice.

Rene.

sluutthefeared (2006-10-27) Here's a quick one.
[level]disynym[/level]

It's least significant digit first. I could probably reverse it but I'm lazy.
The first counter can't reset from 9 to 0 fast enough so it resets to 2 to account for the lost blocks. If the stream were going to be intermittent I would have to do it a bit different.

DUGOCUN- Simple letter/number sorter

Languidiir (2006-10-28) I made an extremely simple letter and number sorter. Because all letters are higher than the possible number choices, the letters are seperated from the numbers. Useless, but fun.

Abcde360 (2007-02-24) Enter in the level thing,([level]DUGOCUN[/level]) next time

Abcde360 (2007-02-24) That thing is kinda cool, Anyone could do it, but i like how fast and effective you made it go.

Feature suggestions

Mr K (2006-10-28) I know that you are already thinking about a pause and step increment buttons. Just didn't want to leave that out. Here are some others:

Left click could be assignable, just like right click, instead of empty space. Or middle click, since it just does the same as left click. Just highlight the secondary selection with a different color than left click' is.

A mirror image copy. The copy feature is very usefule, but many levels being made are mostly symetrical, and it'd be nice to be able to use the copy feature to duplicate the other side of the board.

Profiles could have the option of displaying levels we created. To keep profiles from becoming unwieldy, there could be a limit of ten or so. This handy for showing other our levels, but also useful for giving us a place to store our levels. Maybe two spots: public levels, and private levels (that we are still working on, or whatever reason).

And ukelele is spelled uk[u]u[/u]lele

Mr K (2006-10-29) Why were my design suggestions moved from the design forum? And why were they put in the tech support section, where only people who have tech problems will read it? ???

Kevan (2006-10-29) You're making suggestions for the interface, it didn't seem relevant to "General discussion of designing levels and machines". Everyone else has been posting their interface suggestions to Support.

TULUFYN : Basic Compact Timer

Handi (2006-10-28)
[i]Old, Quick Packers:
Here's basically a 2-hexadigits timer that allows you to make a Dozer wait for up to 256 turns.

It can easily be upgraded to 4000+ turns, by adding another 1-hexadigit, but my point was to make it as compact as possible for a realistic amount of turns... I mean, who would want to wait 4000 turns ?!

There's absolutely nothing new over here, I just brought together two usefull techniques (Incrementer & Dozer Gate) and added some examples of settings to make it wait a given amount of turns.[level]TULUFYN[/level][/i]


New, Slow Packers:
The Exact calculation of turns is a little bit harder with slow packers, but it's about 2 times slower, so the max is about 500 turns, which is perfect for any common use.
Here it is : [level]BUPAKUC[/level]

impossible

FL4WL3SS (2006-10-28) I don't know if this one can be solved...

...I can't solve it and it's my puzzle  :P

[level]gekixin[/level]

-FL4WL3SS

Kevan (2006-10-28) Nearest I could get was getting a 2 to the matcher - [level]fivyrex[/level]. It's all a bit too near to the right edge of the screen, I think - there's not enough room to do much addition or subtraction, and there's no way to move crates further to the left when we don't even have any barrels.

Eh. Not much incentive to carry on working on the problem, if the setter didn't have a solution in mind, to be honest.

sluutthefeared (2006-10-29) I've almost got it. Managed to get it up to 8. I'm thinking there might be a way to get a 1 from the top into there somehow.
[level]dygagub[/level]

I agree with Kevan though. With no apparent use for the level design it's just not very fun to work with.

Mr K (2006-10-29) An even number added to an even number will always result in an even number.
An even number subtracted from an even number will always result in an even number.

The target is odd.

The puzzle is impossible without another odd crate that can be used.

sluutthefeared (2006-10-29) But the puzzle starts with a 1. If there were room I could route a 1 down from the top to add to the 8.

Nic (2006-10-29) Close attempt, foiled by order of movement. (Okay, fine, so it was an unfortunate infinite loop)
[level]cudefep[/level]

Cheated attempt, one tube removed.
[level]magybek[/level]

FL4WL3SS (2006-10-29) I'll give you credit for that one, good job Nic.

And isn't that part of the fun of this game, to come up with puzzles that are challenging? Just because I didn't have a solution shouldn't mean it isn't fun, I mean, its fun to try something out for a couple hours on my own and then see what everyone else can come up with. Just my opinion.

Frankly, I stay away from some of the puzzles because they either aren't challenging enough or they only require one solution and no thought process.

-FL4WL3SS

sluutthefeared (2006-10-29) Found  a way without cheating.
[level]bubodul[/level]

Mr K (2006-10-29) Got it! [level]tyhapoz[/level]

On preview: dam!

FL4WL3SS (2006-10-30) GOOD WORK, mr. k and sluut!!

I came so close, that took a lot of trial and error and I didn't get it.

-FL4WL3SS

Nic's Puzzles

Nic (2006-10-29) [level]besofub[/level] -- The puzzle is rather simple: extracting the "2" box.

This one started as a doodle with just the two boxes, the funnels toward the goal, and a big empty area in the middle.
That didn't turn out to be possible, and so, there were a few... changes.
All the elements of the doodle were then deleted to become a puzzle, but it still left signs of its existence.
I bet I missed some sort of trivial solution to this....

[level]vuhunoc[/level] - Original doodle and solution.

---

[level]rebekog[/level] -- Quarters -- Just rotate!

Another one which started as a doodle.

[level]nodyxub[/level] -- Original doodle and solution.  Bottom right quarter is a bit tricky.
[level]monegyn[/level] -- Much simpler solution.

---

[level]kybexig[/level] -- Roomy -- Short level, nothing tricky.

Might be a bit overloaded with X's.

[level]gigupol[/level] -- Solution.

---

[level]gonybum[/level] -- Bit For Bit -- Wouldn't a differentiator be nice?

A trifle easy since the solution was implied in the puzzle.

[level]mesasav[/level] -- Solution.

---

[level]lonibeg[/level] -- Uncertainty -- Wait, what?

Read up on the ruleset again!

[level]rumusir[/level] -- Solution.

---

[level]gicenip[/level] -- Back to Basics -- Zero complications.

Just one crate and a few targets, no restrictions.

[level]digofiv[/level] -- Solution.

---

[level]jydolus[/level] -- Indirect Method -- Circumnavigation, nothing more.

One crate, a section of wall, three targets... and plenty of locking.

[level]vezirot[/level] -- Solution, brute-forced.  I'd like to see a nicer solution.

sluutthefeared (2006-10-29) [level]fatekyh[/level]

Nic (2006-10-29) [level]rihahav[/level]

One more restriction, but I'm probably still missing something obvious.
Original solution still valid.

Handi (2006-10-29) [level]xucumav[/level] works too

Mr K (2006-10-29) Here's a solution to the first easy version: [level]gilybyb[/level]

Here's a solution to the newer version: [level]rudutuk[/level]

I think the second version is more fun, because it isn't as easy.

Lazyone (2006-10-29) [level]habuhyt[/level] is my solution

daniel (2006-10-29) [level]ligosym[/level]
I did my solution after reading only the initial post, so I didn't know about the harder version. My solution is very similar to sluutthefeared's but I created it before looking at his.

Nic (2006-11-06) New puzzle!

[level]rebekog[/level] -- Quarters

Solution at topic post.

SM (2006-11-06) Solution to Quarters!

[level]tuhybik[/level]

Fun puzzle.  Thanks!

Lazyone (2006-11-06) Quarters solution [level]tylecix[/level]

20eight (2006-11-06) [level]besofub[/level]:[level]gevaput[/level]
[level]rebekog[/level]:[level]takaduf[/level]
[level]rihahav[/level]:[level]patesag[/level] (I think this one's pretty cool)

FL4WL3SS (2006-11-06) My solution to BESOFUB

[level]debagom[/level]

-FL4WL3SS

FL4WL3SS (2006-11-06) My solution to REBEKOB

[level]didabur[/level]

-FL4WL3SS

Hand-E-Food (2006-11-10) My solutions:

Conversation: [level]besofub[/level]: [level]hevegel[/level]  That was a real challenge.  I just saw the new version.  Replacing the replicator with a winch satisfies that puzzle.
Quarters: [level]rebekog[/level]: [level]nisadix[/level]

Nic (2006-11-10) New puzzle again.

[level]kybexig[/level] -- Roomy

Solution at topic post.

Lazyone (2006-11-10) [level]zudadaf[/level] was my solution to roomy

Hand-E-Food (2006-11-11) That one was fun! :D

Roomy: [level]kybexig[/level]: [level]hypygep[/level]

Nic (2006-11-12) Two new puzzles!

[level]gonybum[/level] -- Bit For Bit
[level]lonibeg[/level] -- Uncertainty

Solutions at topic post, as usual.

Handi (2006-11-12) [level]lonibeg[/level] : [level]zagebav[/level] ???  ;)
Interesting one

Lazyone (2006-11-12) [level]sexamef[/level] was my solution to [level]lonibeg[/level] took me abit to figure out the top target

daniel (2006-11-12) [level]sozogip[/level]: Solution to Uncertainty.
I had a go at solving Bit For Bit but couldn't get the timing right. It seemed to work most of the time but failed now and then.

Hand-E-Food (2006-11-13) Uncertainty: [level]lonibeg[/level]: [level]feryfum[/level]  That was a very ingenious puzzle design!

Nic (2006-11-18) Two more.

[level]gicenip[/level] -- Back to Basics
[level]jydolus[/level] -- Indirect Method

Solutions be at first post.

Lazyone (2006-11-18) for [level]gicenip[/level] i came up with [level]rubigyg[/level]

MagiMaster (2006-11-19) Here's my Basic solution: [level]MOZYPIK[/level]

jnz (2006-11-19) Solutions for
Back to Basics (gicenip): [level]lohadel[/level]
Indirect Method (jydolus): [level]hozecyz[/level]

20eight (2006-11-21) Back to Basics - [level]gicenip[/level]:[level]sovigyz[/level]
Indirect Method - [level]jydolus[/level]:[level]xebubyk[/level]

SM (2006-11-21) Back to Basics: [level]Gicenip[/level] Solution

Blunt Force Trauma:
[level]Rubobim[/level]

daniel (2006-11-23) I'm in an artistic mode tonight so my solutions have a fair bit of decoration.
Back To Basics: [level]zehyleb[/level]
Indirect Method: [level]gedezab[/level]

Hand-E-Food (2006-11-30) Back to Basics: [level]gicenip[/level]: I had an answer, but I lost the level code.
Indirect Method: [level]jydolus[/level]: [level]juvenut[/level]

jf (2006-12-01) Jydolus using ants: [level]rodakab[/level]

For Gicenip, [level]dulagul[/level], only, now having seen your digofiv, I like that solution much better.

CrimsonTurkey (2006-12-16) To the first one, not very elegant but: http://kevan.org/rubicon/game.php?level=codimim

jf (2006-12-26) I finally made it to these puzzles:
Conversation [level]besofub[/level]: [level]nimydih[/level]. No copiers.
Quarters [level]rebekog[/level]: [level]riveryg[/level]. No dozers.
Roomy [level]kebexig[/level]: [level]soribar[/level]. No doors or trapdoors.
(I didn't set out to avoid copiers, dozers, or trapdoors -- I just happened to not use them.)

gert7 (2006-12-29) I like your puzzle quarters.
Here is my solution: remamup

20eight (2007-01-10) uncertainty - [level]lonibeg[/level]:[level]jetobym[/level]

Crouch (2007-01-18) I think I got the fastest solution possible for 'Quarters' ([level]rebekog[/level]): [level]vuhovas[/level], 14 ticks.
Very nice puzzle.

Edit: Just got 'Uncertainty' ([level]lonibeg[/level]) in 33 ticks: [level]pihifer[/level]. Nice concept, by the way.
And 'Back to basics' ([level]gicenip[/level]) in 9 ticks: [level]nafusar[/level]

Prox's levels

Prox (2006-10-29) I made some levels:

Cross the Streams: [level]jimikyr[/level]
Times Three: [level]benofab[/level]
Random Blocks: [level]siputor[/level]
Adding by Subtracting: [level]hyzoroc[/level]

My solutions:
Cross the Sreams: [level]paryxet[/level]
Timse Three: [level]gohukyd[/level]
Random Blocks: [level]xodykav[/level] - [level]daxevad[/level] (doesn't account for zero)
Adding by Subtracting: [level]suvupad[/level]

Lazyone (2006-10-29) My cross the steam solution [level]jygosim[/level]

My Times three solution [level]syfumyt[/level]

My random blocks solution [level]povosic[/level]

jf (2006-10-29) Here is a Cross the Streams solution which maintains the crossed streams indefinitely, albeit with some bandwith sacrificied to the furnaces ;) [level]dydabib[/level]

daniel (2006-10-29) My cross the streams solution: [level]lunuryd[/level]
and times three: [level]komakax[/level]

denied (2006-10-29) You guys really worked hard at 'cross the streams'.  Here's my [url=http://kevan.org/rubicon/game.php?level=xoguham]simple solution[/url].

SM (2006-10-29) crossing the streams:

[url=http://kevan.org/rubicon/game.php?level=mihamom]http://kevan.org/rubicon/game.php?level=mihamom[/url]

20eight (2006-10-29) my solution to cross the streams:

[url]http://kevan.org/rubicon/game.php?level=gygegan[/url]

20eight (2006-10-29)
and times three (nice puzzle):

[url]http://kevan.org/rubicon/game.php?level=taganyr[/url]

FL4WL3SS (2006-10-30) Stream [level]lirolaf[/level]

-FL4WL3SS

FL4WL3SS (2006-10-30) Three [level]bavamyt[/level]

-FL4WL3SS

Nic (2006-10-30) Cross-stream: [level]kanynad[/level], maximally minimalist approach.  There might be a more efficient solution.

Prox (2006-10-30) I made a new puzzle: [level]siputor[/level] with solution [level]daxevad[/level]

daniel (2006-10-30) My solution to Random Blocks with a bit of extra decoration: [level]podutyg[/level].
By the way, your solution fails for a zero crate, Prox.  ;)

SM (2006-10-30) solution to Random Blocks


[url]http://kevan.org/rubicon/game.php?level=pyduhad[/url]

FL4WL3SS (2006-10-30) Here's my solution to your latest SIPUTOR

[level]cubyzap[/level]

-FL4WL3SS

FL4WL3SS (2006-10-30) Prox, I love your solution to SIPUTOR, thats very impressive!

-FL4WL3SS

Tiralmo (2006-10-30) I believe that [level]GUVAFUM[/level] is the quickest possible way to solve SIPUTOR.

Prox (2006-10-30) Thanks, FL4WL3SS.  I liked it, even though it didn't account for zero.  Here's one that can: [level]xodykav[/level]

Prox (2006-11-01) Got another new one

Adding by Subracting:[level]hyzoroc[/level]
Solution: [level]suvupad[/level]

MagiMaster (2006-11-01) Here's my solution for [level]HYZOROC[/level]: [level]VYREGIG[/level]

Hand-E-Food (2006-11-17) I'm enjoying these! :D

Cross the Streams: [level]jimikyr[/level]: [level]henapop[/level]
Times Three: [level]benofab[/level]: [level]loravez[/level]
Random Blocks: [level]siputor[/level]: [level]hagafut[/level] – Sure there's an easier way, but this keeps with the spirit of things. :)
Adding by Subtracting: [level]hyzoroc[/level]: [level]zudenob[/level]

SM (2006-11-17) Solution to Times Three:

[level]vilukar[/level]

90 degree trap door

Lazyone (2006-10-29) Great Game!!

What about making a trap door that is 90 degrees out of phase instead of 180?

Also a gate that is 90 degrees out  or stay with the 180 degrees but make it so you can use the gate on its side as well?

Hand-E-Food (2006-11-06) On top of this, how about an inverted gate.  The gate is closed unless you place an object next to it.

Nic (2006-11-06) I had that inverted gate idea for a little while, but after thinking about it, it felt flawed :P

The gate would oscillate between closing and opening by itself, defeating its purpose...
The best way to do it (for me) is probably to make it directional either by input (if N/W/S/E is blocked, other directions are unblocked) or by output (if any one of WSE/NSE/NWE/NWS is blocked, N/W/S/E, respectively, is unblocked).  Other ways to do this are plenty and possible.
That'd be four new objects either way (unless you confine it to the horizontal or something), but it'd be very useful.  I wants my antikey.

For the 90-degree door...  A mini-animation to show.
[code]
|      W  W  W        W      W  W  W
| GK  GK  GKW GKW  -->  KW WKW WK  WKW  KW  etc, inaccurate due to parallel processing as opposed to serial processing of tiles
|              W        W  W  W      W[/code]
Where W is key-wall, G is a conveniently placed magical debug girder.
Note that if the key is activated at any moment, the activated wall would go round and round...

Using exceptions (not activated by own wall) would work well though, as long as you use a special key-wall just for this key.

drama, sequences, visability

happycloud (2006-10-30) Hi! great game! I´ve wasted days already!!

Although I also like efficient, fast and economic machines I hereby also state the beauty in machines that solves problems in separate sequences if possible using the same parts for many tasks and slow enough so you can see it.

I made a single digit decimal multiplicator sadly with reversed order of digits so far.

Can someone help me do it with right order of the digits? but most urgently: separate the calculation of the barrels until the last barrel generation is done?

][/url]http://kevan.org/rubicon/game.php?level=gifotof[code]   [/code]

happycloud (2006-10-30) little mistake on that one. the third number in the result falls down...

but now: [level]caxocib[/level]

zxo's puzzles

zxo (2006-10-30) I've got that creative itch -- expect a few puzzles to show up on this thread.

Simple one: [level]dabules[/level] (My Answer: [level]dunixin[/level]) [color=Blue]*sigh* can't read my own writing[/color]

I'm not sure if there's an elegant way to solve this one: [level]pocetyv[/level]. 
Updated version: [level]numopuk[/level] -- moved the 5 further up and corrected the position of the 4.  I can't see POCETYV being solvable (feel free to prove me wrong), but my solution to NUMOPUK is [level]soxagar[/level].

EDIT: [level]dodufyd[/level]: number manipulation
more to come...

jnz (2006-10-30) Simple solution to dabules: [level]zuranak[/level]

And for dodufyd: [level]mobisil[/level]

zxo (2006-10-30) OK, it looks like the 5 in POCETYV might be too far down to solve the puzzle.  Here's an edited version: [level]numopuk[/level]

MagiMaster (2006-10-30) Here's mine for [level]DODUFYD[/level]: [level]ZABUKUP[/level]

zxo (2006-10-30) [quote author=jnz link=topic=52.msg312#msg312 date=1162183073]
Simple solution to dabules: [level]zuranak[/level]

And for dodufyd: [level]mobisil[/level]
[/quote]

Nicely done on dodufyd!  I figured there would be a solution like that, but I spent all my time working on soxagar tonight.  I'll come back to it later, but it'll be hard to top!

jnz (2006-10-30) [quote author=zxo link=topic=52.msg319#msg319 date=1162192386]
Nicely done on dodufyd!  I figured there would be a solution like that, but I spent all my time working on soxagar tonight.  I'll come back to it later, but it'll be hard to top!
[/quote]

Allow me to raise the bar a bit further on dodufyd: [level]camyzov[/level]

FL4WL3SS (2006-10-30) Extraction [level]zimymif[/level]

Quite a simple solution, I suppose.

-FL4WL3SS

Prox (2006-10-30) I found a solution to pocetyv.  It's probably not quite what you were looking for, though: [level]batolol[/level]

20eight (2006-10-30) my solution to [level]dodufyd[/level]:  [level]dovybyg[/level]

jf (2006-10-30) Another take on DABULES: [level]nuzugon[/level]

SM (2006-10-30) solution to dabules

[url]http://kevan.org/rubicon/game.php?level=tugydiv[/url]

Tiralmo (2006-10-30) Quick solutions to dabules and dodofyd:

for dabules: [level]poxesig[/level]
for dodofyd: [level]butuvuf[/level]

Hand-E-Food (2006-11-01) I had a lot of fun with these! My solutions:

[level]dabules[/level]: [level]fubiduf[/level]
[level]numopuk[/level]: [level]rupovid[/level] This answer is a bit of a cop out. ;)
[level]dodufyd[/level]: [level]bidorem[/level]

adept (2006-11-09) first try at sharing a solution- not my best one- but it works

[level]dodufyd[/level] : [level]bazakod[/level]

jf (2006-11-09) My solution for dodufyd: [level]hyxizyb[/level] that does not use dozers.

[i]Oops... I'm sure that was the name, but it can't be found. Do you have any way of searching the warehouse it you can't remember the entire name -- it's got to be one character I missed -- "Solution to dodufyd" hyxif??.[/i]

Update: Thanks Kevan, I corrected the link above (was hyxifyd). I think the "fyd" in dodufyd confused me--I was trying to remember the name to post without writing it down.

Kevan (2006-11-09) It was [level]hyxizyb[/level], checking the directory manually. I'll have a go at a sorted-by-user warehouse listing at some point.

Handi (2006-11-11) Easy and Nice extraction. [level]dabules[/level] : [level]sumumol[/level]
Easy and works with both packers: [level]dodufyd[/level] : [level]tisulyf[/level]

LilFaery (2006-11-12) Incredibly slow, inelegant solution to pocetyv: [level]dybyxyv[/level]
Just for kicks, I felt like razing the entire stack.

Lazyone (2006-11-13) My solution to [level]dodufyd[/level]  is [level]gedynuk[/level]

I thought I had posted these before but I guess not.

[level]dabules[/level] = [level]bukahyh[/level]

dacodemasta (2008-04-10) my fun complex solution to dabules: [level]godaduc[/level]
just cause im bored :P

Werbad (2008-04-10) 4 ticks for [level]dabules[/level]: [level]bugezyb[/level]

Dirdle (2008-04-10) For [level]dabules[/level], [level]fisezik[/level].
For [level]dodufyd[/level], [level]nolycuk[/level].
Neither solution is particularly spectacular.

jf (2008-04-10) [quote author=Werbad link=topic=52.msg3626#msg3626 date=1207824042]
4 ticks for [level]dabules[/level]: [level]bugezyb[/level]
[/quote]

Thanks Werbad, that was a nice challenge! I also found a 4-tick solution for [level]dabules[/level]: [level]hibexib[/level].

Werbad (2008-04-10) 3 ticks for [level]dabules[/level]: [level]vebahuh[/level]

immibis (2008-04-28) For dodufyd: [level]fybiket[/level]

jaspertje1 (2012-09-26) for [level]numopuk[/level]: [level]basoken[/level]
for [level]dodufyd[/level]: [level]rilubug[/level]

Daniel Nilsson's puzzles

daniel (2006-10-30) I'll do as everybody else and make one thread for my puzzles.

[b]DEADBEEF[/b] ([level]pylekyl[/level]): A two part puzzle; figuring out the right sequence and grabbing the crates for it. I have no solution for it myself yet, but it's solvable.

[b]Key Communication 1[/b] ([level]regecyg[/level]): Solution [level]xocapyb[/level]
[b]Key Communication 2[/b] ([level]zenegus[/level]): Solution [level]cusudum[/level]
[b]Key Communication 3[/b] ([level]jocemav[/level]): Solution [level]kutegyg[/level]

Prox (2006-10-31) Solved it: [level]myhofif[/level]

This one was a fun one.

daniel (2006-11-02) Here are three new puzzles. They have all the same basic idea but the higher numbered are supposed to be harder (they are at least not easier) than the lower numbered.
[level]regecyg[/level]: Key Communication 1
[level]zenegus[/level]: Key Communication 2
[level]jocemav[/level]: Key Communication 3
I have solutions but I will wait a bit before posting them.

jnz (2006-11-02) Solution to Key Communication 1 (regecyg): [level]disegyb[/level]
Solution to Key Communication 3 (jocemav): [level]pimafib[/level]

MagiMaster (2006-11-02) Here's my solution to #1: [level]FOKUFUB[/level]
Here's my solution to #2: [level]FODOPUG[/level]  (It should also work for #3.)

Djonn (2006-11-02) My solution to #3: [level]mipyseg[/level]
Timing is quite delicate, I first tried a full speed one ([level]gahisop[/level]), but it doesn't work for values >C.
This one is half speed and works for all values, with a little hack for E & F.

Prox (2006-11-02) Here's my solution to the first one: [level]zyxihet[/level]

20eight (2006-11-03) DeadBeef is a great puzzle, Daniel.  Here's my solution:[level]dobarox[/level]

Djonn (2006-11-03) By the way my solution to DEADBEEF: [level]dekuhud[/level] (note to self, double check when noting the save game names).

daniel (2006-11-04) I have updated the top post with my solutions to the Key Communication puzzles.

jf (2006-11-05) Here is my solution to Key Communication 3: [level]hoxefug[/level]. I used brute force, especially in handling the 0 case. I like your own solution much better.

FL4WL3SS' Puzzazzles

FL4WL3SS (2006-10-30) I like creating these puzzles so I figured I might as well start a FL4WL3SS thread

EDIT: I will just post all new one's in this post

[level]conyton[/level] solution: [level]docigeh[/level]
[level]zibumek[/level] solution: [level]pigobin[/level]
Here's the latest: [level]tuvicup[/level] solution: coming soon!

-FL4WL3SS

MagiMaster (2006-10-31) Here's my solution to CONYTON: [level]FIDUBOB[/level]

Prox (2006-10-31) Here's my solution to conyton: [level]cysozyd[/level]

Mr K (2006-10-31) Here's my conyton solution: [level]bazutag[/level]It started much more complex, but I kept coming up with new things I could do. I had other stacked dozer tricks, but these were my favorites.

FL4WL3SS (2006-10-31) Here's my solution to CONYTON

[level]docigeh[/level]

-FL4WL3SS

Mr K (2006-10-31) Finally figuredd out to do this the way i wanted to: [level]rivikaz[/level]

FL4WL3SS (2006-10-31) Nice and efficient Mr. K!

-FL4WL3SS

20eight (2006-11-01) Mr K's get the prize, but here's my solution to [level]conyton[/level]:  [level]labuhan[/level]

SM (2006-11-01) My solution for zibumek

[level]BUGYMAX[/level]

FL4WL3SS (2006-11-01) I like the efficiency of that SM!

I need to learn more tricks, my solutions are so boring

-FL4WL3SS

Prox (2006-11-01) My solution to the second one: [level]bagehyb[/level]

MagiMaster (2006-11-01) Here's my DOA solution: [level]XYBOMOB[/level]

Blargh (2006-11-02) solution for the second one: [level]xevaguc[/level]

FL4WL3SS (2006-11-06) Another puzzle: [level]tuvicup[/level]

I'll also post up top with solution to come.

-FL4WL3SS

jnz (2006-11-06) My solution to DOA (zibumek): [level]rapovyl[/level].  Requires the fast copiers.  :)
gates of hell (tuvicup): [level]mucirek[/level]

SM (2006-11-06) Solution to Tuvicup

[level]ryfukul[/level]

Lazyone (2006-11-06) my solution is [level]desabat[/level]

SM (2006-11-07) Wow.  Nice work Lazyone.  Very efficient.

Hand-E-Food (2006-11-08) My solution to Dead on Arrival: [level]zibumek[/level]: [level]dipukim[/level]

HIBADIG: Memory-Registers

ginkgo (2006-10-31) This is a 16-Position Read-only memory-bank:

[level]hibadig[/level]

You input lookup-adresses and get a copy of the block in the corresponding position.

The machine is quite large. Maybe there are still ways to get it smaller.

I'm curious, if it's possible to make rewriteable Memory in Rubicon. At least a few memory-cells. Anyone in for a challenge?  ;D

Otto (2006-11-04) [level]gocypyg[/level]

This is my first attempt at read/write memory. However, it has a bug which I can't figure out without more sleep. :)

Anything dropped into the space below the yellow striped column causes a read. It'll spit out a copy of the existing value.

Anything dropped into the space below the gray checkered column will cause a write. Unfortunately, causing a write also causes a read as well.

I have another idea that may work... but.. later. :)

ginkgo (2006-11-05) This is my design for a single RAM-Cell:

[level]nudebok[/level]

It is slower than ROM(not a big surprise to me) , and you have to remember, that all read-operations have to be finished, before you can change the content in the cell.

Now, I only have to find a way, to stack several copies of these and feed them the correct operations..  ???

Djonn (2006-11-06) This is my attempt at a RAM cell [level]cinazyg[/level] (in crosses). Anything on the left triggers a read, anything on the right overwrites the cell value. max speed for read/write is one every other cycle. If a read and a write are executed in the same cycle, the new value is read. These cells should be easy enough to stack, but I don't know how to feed them the correct operations either.
[i]note: for the demonstration one read is triggered every other cycle (stripped), and one write every four cycles (checkered).[/i]

Update: if you use the new physics model (type 'P' after loading an old level, see [url=http://kevan.org/rubicon/forums/index.php?topic=70.15]should packers be slowed down[/url]), when you read and write at the same cycle, you get the old value. This is however very easy to tweak by removing one pipe from the "read" entry if you prefer the other behaviour.

Otto (2006-11-07) [quote author=Djonn link=topic=56.msg553#msg553 date=1162812393]
This is my attempt at a RAM cell [level]cinazyg[/level] (in crosses). Anything on the left triggers a read, anything on the right overwrites the cell value. max speed for read/write is one every other cycle. If a read and a write are executed in the same cycle, the new value is read. These cells should be easy enough to stack, but I don't know how to feed them the correct operations either.
[i]note: for the demonstration one read is triggered every other cycle (stripped), and one write every four cycles (checkered).[/i]

Update: if you use the new physics model (type 'P' after loading an old level, see [url=http://kevan.org/rubicon/forums/index.php?topic=70.15]should packers be slowed down[/url]), when you read and write at the same cycle, you get the old value. This is however very easy to tweak by removing one pipe from the "read" entry if you prefer the other behaviour.
[/quote]
Wow. I really like that design. I never considered copying into a furnace before. Good job!

ginkgo (2006-11-07) Yes, your version is awesome, Djonn.

I guess I tried to hard, to modify my existing ROM cells.

Djonn (2006-11-07) OK, here is my attempt at stacked RAM registers: [level]caranym[/level], unfortunately, I didn't find a way to have a two crates code, so everything is muxed in 1 crate, which means 4 binary registers (could do ternary, kinda easier actually but, this is neater). The two msb code the register index, the 3rd bit is 0 for read and 1 for write, and the lsb is the value for the write.

The input is on the left (from top to bottom: value, read/write, index), in the middle is the muxer, top right is demuxer, bottom right are the actual registers (the soon-to-be-burned crates give their index), and the output.

If anybody finds a way to use a two-crates code, that would be much much nicer (e.g. up to 8 16-valued registers with 1 crate for register index and read/write, and 1 for the value).

[i]Note: the new version: [level]caranym[/level] has a neater (and more compact) demuxer than the previous one ([level]pysizeb[/level]).[/i]

Gameman (2007-01-08) Here's mine:nedukix[move][/move[] [u][/u]And then there was one...

Counting Machine

Hand-E-Food (2006-10-31) Hello peoples.

[b]Challenge:[/b] Create a counting machine.  The input is between 1 and 15 random-numbered crates, and the output is a single crate with the number of crates inputed.

[b]Puzzle:[/b] Now, turning my solution, [url=http://kevan.org/rubicon/game.php?level=rugixuf]RUGIXUF[/url], into a puzzle, can you count out a random number of crates. The puzzle has two inputs and one output.
Right: This output gives you how many crates to count.
Middle: Drop crates in here to count them, regardless of their number.
Left: Any cargo dropped in here will lock the middle input, and calculate the result.

[b]Solution:[/b] My first solution, [url=http://kevan.org/rubicon/game.php?level=fidurip]FIDURIP[/url], can solve for all values except F.

Counting Machine

Hand-E-Food (2006-10-31) Hello peoples.

I have also posted this puzzle as a challenge in the Open Design.

[b]Puzzle:[/b] In this puzzle, [url=http://kevan.org/rubicon/game.php?level=rugixuf]RUGIXUF[/url], you must put the correct number of crates into the counting machine and then give confirmation.  There are two inputs and one output:
Right: This output gives you how many crates to count.
Middle: Drop crates in here to count them, regardless of their number.
Left: Any cargo dropped in here will lock the middle input, and calculate the result.

[b]Solution:[/b] My first solution, [url=http://kevan.org/rubicon/game.php?level=fidurip]FIDURIP[/url], can solve for all values except F.

Mr K (2006-10-31) You built a lock into your the middle input, but you never took advantage of it. Here's a solution that solves for all values, and will keep trying to add to the middle input, so that lock must get engaged in time. [level]recucum[/level]

Rene (2007-01-01)
I revisited an oldy that I did not solve yet. Here is my solution:

    [level]zufimig[/level]

I am quite proud of how small the solution is  :)

immibis (2008-04-30) [level]luculom[/level]

The ultimate Rubicon challange...

daniel (2006-10-31) ...create a [url=http://en.wikipedia.org/wiki/Universal_Turing_machine]Universal Turing Machine[/url]!

Building such a machine would prove that Rubicon is [url=http://en.wikipedia.org/wiki/Turing_completeness]Turing complete[/url] and therefore able to compute any computable function.
The limited space of Rubicon is a problem though, in addition to probably being to small for the state machine,  the storage tape should be infinite. But let's assume that Rubicon was extended to an arbitrary large space. This can be simulated by building the machine in parts. So what parts are needed?
A [url=http://en.wikipedia.org/wiki/Turing_machine]Turing machine[/url] consists of:
[list]
[li]The tape: An infinite line of memory cells that can be read and written. It can be moved left/right to change the current cell.[/li]
[li]The state machine: Given the current state and the symbol from the current tape cell it moves to a new state, writes a new symbol to the cell and moves the tape left or right.[/li]
[/list]
According to Wikipedia the smallest known universal Turing machine has 2-states and 5-symbols. So if Rubicon can simulate that it is Turing complete.

daniel (2006-10-31) The state machine can be represented by a read only random access memory. It needs 10 words of memory (5 symbols * 2 states), each word needs to contain a new state, a new symbol and a move instruction. This can easily fit in two hex-digits. This means that two copies of ginkgo's memory registers in [level]hibadig[/level] will do nicely.

daniel (2006-10-31) The tape should be able to store one of 5 symbols in each cell (i.e. one hex-digit is more than enough). There should be a way to get the symbol stored in the current cell and a way to replace it. There must be functions for moving the whole tape left and right. The design must be infinitely extendable in both directions and all inputs and outputs must be on the same side.
Any takers?

I made a first attempt in [level]daletyc[/level]. I ran out of space and it's time to sleep. The tape is stored on the slopes in the middle. The inputs are marked with hazard signs. The crate input is for new symbols to store and the barrel input signals the direction of movement: 1 = left, 0 = right. The output is destroyed by the central furnace because I had no room to get it out of there. The timing is very delicate.

Nic (2006-11-01) You don't have to specifically emulate the Universal Turing Machine (though it would be nice) to prove that Rubicon is Turing-complete...

Try something simpler if the Turing thing gets untestable (That is, if there's no way to properly test it in the space you can use in the applet).  Just a recommendation.

And you do realize it's much easier to emulate Rule 110 Cellular Automaton directly than emulating the 2-state 5-color turing machine that in turn emulates the automaton, right?  ;)

daniel (2006-11-01) Yes, I am aware that there are easier way to prove Turing completeness than building a Turing machine. But ever since I saw a [url=http://rendell-attic.org/gol/tm.htm]Conway's game of life Turing machine[/url] I have a certain fondness of them.
Given the partial implementation of the tape I think I could implement the whole Turing machine given a larger grid.

Antisign boundary bug

jnz (2006-10-31) If you place an antisign next to an item that is in the uppermost row or leftmost column then that item doesn't get disallowed in game mode.  See [level]NEKIBOZ[/level] for instance.  The upward copier is still available.

Mr K (2006-10-31) I was just coming to report the same problem.

Kevan (2006-11-04) Thanks, this is now fixed.

SM's puzzles

SM (2006-10-31) Ok, after trying to beat lazyone's Kugopaf ([url]http://kevan.org/rubicon/game.php?level=kugopaf[/url]) puzzle for the past two days, I gave up and modified it a bit into a new puzzle that I know is doable.

Puzzles:

"V is for Victory":  [level]SOZOKAR[/level]

"Castles": [level]PIBADYG[/level]

"Randoms": [level]COKYTUL[/level]

"Timing Belt":  [level]DOZEBON[/level]

"Push and Shove": [level]CIGIMYV[/level]

"Fire Fighter": [level]DEBIPIV[/level]

"Hanging Sword of Destiny": [level]RIGIDED[/level]

"Iran's Chernobyl": [level]PYGUVUD[/level]

"Precious Cargo": [level]FULEDUM[/level]

"Too Much Information": [level]BUGULUB[/level]

"Click II": [level]XAGYGYD[/level]

"Click III": [level]MEDORIR[/level]

FL4WL3SS (2006-11-01) Just an FYI SM, there is a crate icon (has a ? on it) above the emoticons in the reply screen. If you hit that it will give you [level][/level] in the edit box, put the name of your puzzle between these and it will become a direct link. I suppose you could type it in too if you were so inclined, but hitting the button is rather simple, I suppose.

-FL4WL3SS

SM (2006-11-01) Thanks FL4WL3SS

20eight (2006-11-01) a solution to [level]pibadyg[/level]: [level]pilymyv[/level]

FL4WL3SS (2006-11-01) PIBADYG:

[level]hetetox[/level]

-FL4WL3SS

Lazyone (2006-11-01) I fixed my mistake on [level]hylodik[/level] so here is my solution to the victory puzzle [level]ruzekyg[/level] and  here is my solution for [level]Kugopaf[/level] - [level]hibobuc[/level].

Thanks Fl4WL3SS

FL4WL3SS (2006-11-01) Lazyone, the 7 never makes it in on hylodik. Just need to move the gate and put a conveyor. Not that it really matters, you solved the puzzle, just lettin ya know for perfectionists sake.

-FL4WL3SS

Hand-E-Food (2006-11-02) I have a solution for Castles: [level]PIBADYG[/level]: [level]rykosyf[/level]

Now to work out the rest...

SM (2006-11-02) Hand-E-Food:

Nice, fast solution!

Here's what I came up with for Castles:  [level]DIXEFAX[/level]

SM (2006-11-30) New Puzzle:


[level]DOZEBON[/level]

and solution:

[level]gegesed[/level]

jnz (2006-11-30) My solution for Timing Belt (DOZEBON): [level]fobygeg[/level]

SM (2006-11-30)

New Puzzle: "Push and Shove"

[level]CIGIMYV[/level]

jnz (2006-11-30) My solution for Push and Shove (CIGIMYV): [level]berumeg[/level].  No dozers, so not really in the spirit of the level.  It gets there eventually, you just have to wait a while.

jf (2006-12-01) My solution to Push and Shove CIGIMYV: [level]biganyg[/level]

My solution to Castles PIBADYG: [level]kyrakup[/level]

sluutthefeared (2006-12-01) My solutions
CIGIMYV: [level]DUVOTIL[/level]
PIBADYG: [level]GUMEXIF[/level]

SM (2006-12-02) NEW LEVEL!

A fire's broken out in an old part of the city.  Five people are trying to make it out of different fire escapes before the doors are sealed shut.  You're just one fire fighter with barely any time, can you save them all? 

Fire Fighter:
[level]debipiv[/level]

jnz (2006-12-02) My solution for Fire Fighter (vygoduz): [level]kalumug[/level]
Edit: should work for the fixed debipiv version too

jf (2006-12-02) My solution for Fire Fighter (debipiv): [level]vedinun[/level]

SM (2006-12-04) NEW PUZZLE

The  "Hanging Sword of Destiny"

[level]rigided[/level]

UPDATE: Thanks to Bucky's suggestion, I've locked a few squares...


Bucky (2006-12-04) hevuxyf:[level]besatic[/level]
I suggest locking a certain square...

Hand-E-Food (2006-12-05) Fire Fighter: [level]debipiv[/level]: [level]cefuhap[/level]

Hanging Sword of Destiny: [level]zolodyv[/level]: [level]mikirel[/level] – I'm seeing a small problem of getting the crate up the shaft of the sword.  I took the liberty of changing that in my solution.  Unless there is another way?

Rene (2006-12-05) My solution to [level]zolodyv[/level]: [level]pahabyk[/level]

I had the same problem as Hand-E-Food, and changed the puzzle in the same way

EDIT: simplyfied solution: [level]jutonob[/level]

sluutthefeared (2006-12-05) Here's my somewhat strange solution to [level]zolodyv[/level]: [level]pygufyp[/level]

jnz (2006-12-05) My solution for Hanging Sword of Destiny (rigided): [level]futynuf[/level] (no dozers)
I recycled some ideas from my Lock Box 5 solution.

sluutthefeared (2006-12-05) Excellent solution jnz.

I should have put more thought into mine, checking for a difference of 1 is great, don't have to wait for that damn E and F to fall in most cases.

jf (2006-12-06) Hanging Sword of Destiny is a very fun puzzle because of the excellent graphic layout. Too bad you can't include a soundtrack with a puzzle. My solution (with lots of dozers in the place of knights on horseback) is [level]xudodur[/level].

Rene (2006-12-07)
My solution for Fire Fighter ([level]debipiv[/level]): [level]bysabin[/level]

Mmmm, I wonder if this is called cheating?

SM (2006-12-07) Rene-

I wouldn't call it cheating- I'd call it ingenious!

Nice use of doorkeys!

SM (2007-01-23) Can you protect your precious cargo while traversing the four chambers of doom?

"Precious Cargo": [level]Fuledum[/level]

jnz (2007-01-23) For Precious Cargo (Fuledum): [level]vevuhun[/level].  We don't want to trust a dozer with something so valuable, now do we?

jf (2007-01-24) Cool solution, jnz. I especially like the defusing of the trap on the top left, and the "pistol" device on the top right. Very elegant design. I sort of just brute-forced my way through: [level]jygamed[/level].

SM (2007-01-24) Is there such a thing as too [i]much[/i] information?

"Too Much Information": [level]BUGULUB[/level]

(I haven't solved this yet - if it is unsolveable, I will move it to the impossible levels thread)


jf (2007-01-25) I found that it was just enough information: [level]ryvipoc[/level].  :)

jnz (2007-01-25) For Too Much Information (BUGULUB): [level]kakiled[/level].  Its like Lock Box 5 ([level]vagigid[/level])

Rene (2007-01-26)
Unlike jnz's, my dozer for Precious Cargo is very trustworthy, and is glued to the cargo all the way, even guarding it with his life at the end! It only looses it once on the way, only to turn around quickly and pick it up again:
   
    [level]dusolas[/level]

Rene (2007-01-26) Too Much Information is very much like your own puzzle Hanging Sword of Destiny, only a lot simpler. I borrowed a technique from jnz's solution to that one:

    Solution to Too Much Information: [level]guzuluf[/level]

EDIT: .... and, not surprisingly, came up with almost the same solution as jnz.

SM (2007-01-27) [quote author=jf link=topic=62.msg1773#msg1773 date=1169706073]
*** NEW PUZZLE ***

I'm not exactly sure what this thing is, but you are supposed to click the switch... at the opportune moment. Here it is, a new Medium (?) level puzzle: Click [level]mytahun[/level].

[/quote]

Ok, you've clicked.

But can you Click Too?

"Click II": [level]xagygyd[/level]

Edit:

O.k.... it's not that hard I guess: [level]Noxybog[/level]

Rene (2007-01-27)
Click II is not so hard indeed: [level]gavexap[/level]

jf (2007-01-27) I see we all three have the same idea for Click II: [level]gobidyg[/level].

SM (2007-01-28) Click II was much easier than I anticipated.  But, like any good horror movie, good puzzles come in threes...  i think this embodies what I wanted to achieve in Click II...


Click III... this time, it's for keeps: [level]MEDORIR[/level]

jnz (2007-01-28) My solution for Click III (MEDORIR): [level]zugakyv[/level].
Edit: jf, try an F crate.  :P

jf (2007-01-28) Ouch... the sequel is scarier. Here is my (fixed) solution: [level]puxusic[/level]. Carry a stopwatch!

Rene (2007-01-28)
Here is Click III unclicked: [level]bedokik[/level]

I looked at Kevan's click counter for this one, and noticed very short times sometimes, like 19 clicks. It turns out that the click counter stops when the puzzle is solved the first time, even if it unsolves itself afterwards.

20eight (2007-02-01) push and shove - [level]cigimyv[/level]:[level]bakubun[/level]
fire fighter - [level]debipiv[/level]:[level]dymobyl[/level]

jf's Puzzles

jf (2006-10-31) I'm keeping this top post up-to-date with a list of all of the puzzles, which you will find introduced each on its own below in the postings of the thread.

THE PUZZLES:

(The most up-to-date listing can be found here: [url]http://www.stardrifter.org/rubisearch/?title=&designer=jf&type=puzzle&difficulty=[/url])

Jack O' Lantern    [level]kirufyd[/level]
Cleanroom    [level]ximacad[/level]
Calibrate    [level]pygegid[/level]
Trap    [level]mogedug[/level]
Pillbox    [level]tyxefov[/level]
Pillbox 2    [level]lasegug[/level]
Insomnia    [level]bedebyc[/level]
Son of Pillbox    [level]podynax[/level]
Timberline    [level]levesof[/level]
Speakeasy    [level]rozirav[/level]
Factory    [level]mosimid[/level]
Imposter    [level]bovyhon[/level]
Bar    [level]tuhukef[/level]
Coffee Table    [level]tacydyz[/level]
Subterranean    [level]gysozom[/level]
Beacon    [level]bobydox[/level]
Vault    [level]sehokyg[/level]
Cistern    [level]dyxycoh[/level]
Driving School    [level]nisaxur[/level]
Click    [level]mytahun[/level]
Queen Sacrifice    [level]sasixic[/level]
Eagle Feather    [level]kelynoc[/level]
Glass Floor Homage    [level]bahives[/level]
Solitaire    [level]fypymor[/level]
Permafrost    [level]tunimes[/level]
Summer Camp    [level]gokuxyp[/level]
Scout    [level]nudahug[/level]
Curse of the Pharaohs    [level]netikyg[/level]
Shoelaces    [level]jeguhid[/level]
Chiclet    [level]jaducyb[/level]
Seismometer    [level]cuparav[/level]
Seismometer II    [level]gukogup[/level]
Cooking School    [level]getyfut[/level]
Odd Crates    [level]syvyhis[/level]
Prediction    [level]deharov[/level]
Oracle of Delphi    [level]nylylos[/level]
Glass Floor Counterfeit    [level]hezifil[/level]
Rings of Saturn    [level]kaxotax[/level]
Foxhole    [level]bebodym[/level]
Foxhole II    [level]gazysup[/level]
Foxhole III    [level]zufixom[/level]
Well    [level]dutubas[/level]
Valet Parking    [level]tasebyg[/level]
Cryptogram    [level]pagigeb[/level]
Unaware Remix    [level]bibotac[/level]
Analogy Remix    [level]hygovud[/level]
Awesome Remix    [level]tudifeg[/level]
Oregano Remix    [level]colocor[/level]
Abseil    [level]mohotan[/level]
Rocket    [level]kodugyh[/level]
Spinning Wheel    [level]byduhel[/level]
Stopwatch Lite    [level]gocomog[/level]
Stopwatch    [level]xulymal[/level]
Smart Card    [level]vynutig[/level]
Stovepipe    [level]jybaryg[/level]
Card Trick    [level]fibuxip[/level]
Bell    [level]xagizod[/level]
Caveat Emptor    [level]vitexus[/level]
Panic    [level]dokigum[/level]
Panic II    [level]rihyfam[/level]
Mousetrap    [level]delogon[/level]
Skeleton Key    [level]pyhahod[/level]
Crisscross    [level]dygafux[/level]
Hockey Stick    [level]sibatok[/level]
Son of Hockey Stick    [level]sahafip[/level]
Cleanroom NP    [level]fevubom[/level]
Card Trick    [level]zymynon[/level]
Passing Trains Remix    [level]xumeted[/level]
Passing Trains Remix MI6    [level]ruguvix[/level]
Burst Transmission    [level]dulunor[/level]
Recycling Center    [level]kycycib[/level]
Moonbeam    [level]pybohab[/level]
Moonbeam II    [level]zobymus[/level]
End Point Anomaly    [level]rolygid[/level]
Snare    [level]jikygoh[/level]
Snare II [level]fimunys[/level]
Pinprick [level]gynizap[/level]
Sour Grapes [level]jogyxyn[/level]
Tatara [level]gixihyd[/level]
Son of Tatara [level]hirudaz[/level]
Late Night [level]gudopog[/level]
Effect Box [level]mekinop[/level]
Ice Box [level]garipod[/level]
Tell Me [level]gusymyf[/level]
Enigma [level]nenikyk[/level]
Enigma II [level]bokycub[/level]
La Chanteuse [level]nodolur[/level]
Ring Ring [level]hanicim[/level]
Ring Ring Ring [level]kezirin[/level]

Also in here:
Insomnia2, by Rene    [level]gekypyb[/level]

^.+game.php.level={.......}......................{[^<]+}.+$

SM (2006-10-31) Fun puzzle!

here's my solution

[url]http://kevan.org/rubicon/game.php?level=Fomidis[/url]

P.S.  How do you do a hyperlink that is just the name of the file?

Lazyone (2006-10-31) [level]duvuram[/level] is my solution

jnz (2006-10-31) [quote author=SM link=topic=62.msg374#msg374 date=1162331416]
P.S.  How do you do a hyperlink that is just the name of the file?
[/quote]

There's an icon in the toolbar (the question mark crate) that will turn the name of a level into a link to that level.

daniel (2006-10-31) My solution: [level]cymudug[/level]

Hand-E-Food (2006-11-01) That was a challenge.  You took away my pipes!  [level]nupitox[/level]

jf (2006-11-01) Those are great solutions, much different and more elegant than my original solution: [level]vugygup[/level]. Now I'm back to the drawing board for a second creation.

FL4WL3SS (2006-11-01) Here is my solution to KIRUFYD

[level]samityb[/level]

-FL4WL3SS

20eight (2006-11-01) cool solution, JF.  Here's mine (a lot like Lazyone): [level]besexol[/level]

jf (2006-11-04) Here is my second puzzle. I have been working for some time on a solution, and hit a dead end. But, I do have a solution for the left side, and since Daniel Nilsson's Key Communication puzzles have solutions (I have not had a chance to try those yet and have not actually seen any solutions), I am posting this before working out the entire solution myself. I'll be working on it after trying the Key Communication puzzles first.

Cleanroom [level]ximacad[/level]

Solution to left side: ponid -- oops I seem to have left two letters out of the level name ;)

jf (2006-11-05) Cleanroom is solved! I just could not put it down. Yesterday I was driving behind a green-recycle dump truck on a small residential street. Looking at this big green square moving ahead of me, with diagonal pattern of flashing lights, all I could think of is Rubicon. Should I thank you or curse you for this great game?  :)

I would really like to hear of any attempts to solve Cleanroom -- IMHO it's a tough cookie. I created the puzzle first, with a general idea of how to solve it, debugged it a bit, and then, I went forward and attempted a solution. Some of the mechanisms just manage to squeeze into the available space, but I did not retrofit the puzzle to fit the solution.

Here is my solution, which took very hard work to find: [level]harocod[/level]

Lazyone (2006-11-05) VERY NICE!  i must say that is impressive in my opinion

jnz (2006-11-05) Space is really at a premium in Cleanroom: [level]zynetam[/level]

jf (2006-11-05) Wow, jnz, very cool. You've made some very interesting tricks work in such a confined environment. Very nice, I should say, excellent.

20eight (2006-11-07) Holy cow, cleanroom took me like seven hours.  Oddly enough, the right side was harder for me to work out (probably because my brain was fried by the time I finished the left side).

[level]cizegog[/level]

Awesome, awesome puzzle, JF.  Of the one's that I've completed, it was the most challeging/intriguing.  Cool solutions - both you and JNZ.

jf (2006-11-08) Very nice, 20eight. It took me a while to see all the intricate mechanisms on the right side -- there is a lot going on there, compacted into a very tight space. Also, your and jnz's solutions look so clean and ordered on the left. And I like to hear that it was tough, as my own solution came only at the end of an extremely grueling trek!

jf (2006-11-17) I have a new level ready: Calibrate [level]pygegid[/level]. I have no solution yet (I haven't time to start on one) so I have no idea of the difficulty. You have been warned.  :)

UPDATE: "Fixed" version of Calibrate: [level]memaxix[/level] cf. post below

NEW UPDATE: Disregard memaxix!

Lazyone (2006-11-17) [b]Dont look if you want to solve it yourself first [/b]

I normally dont post partial solution but I am stuck on the easier part now and am having a total brain fart (for the last couple of hours) here is what i have so far [level]didutug[/level]. Any sugestions?

Will not solve for 0 yet.

jf (2006-11-18) I fixed what IMHO is a bug in Calibrate. The random barrel at the top was a little too random. It's meant to start the sequence at an unknown position, and it also starts the whole machine off at an unknown tick relative to the start. When the solution crate is zero, this means 16 possible phases to account for, which IMHO is too difficult to synchronize to. So, if you can solve the original for 0, for all possible tick offsets from 0 to 15, then I would be impressed. The fix in [level]memaxix[/level] is to always start the machine rolling at the same phase, relative to the start.

So, try this newer version first: Calibrate [level]memaxix[/level]

If somebody solves the first version [level]pygegid[/level] then I will retract the fix and call them two different puzzles!

EDIT: I retract memamix. Calibrate stands as [level]pygegid[/level] (cf. below).

Lazyone (2006-11-18) Then I should get bonus points for solving it with the random barrel [level]Jugobic[/level] ;)

Takes forever


Edit:  I had to Fix an error when the random barrel and random crate are equal it would throw off the solution.

Btw very nice puzzle had me stumped and confused as you see from the earlier post :)

jf (2006-11-18) Cool! I've already gone back to the original to see if I can work it out first. I just can't simplify my own puzzle because I'm having trouble with it, can I? :) I'm close to a solution if I can just work out this tricky timing issue. I'm impressed you got it with the random start time!

Lazyone (2006-11-18) Sure you can adjust your own puzzle just put it a note on the first post saying everything is in beta till a solution is found, Like i did LOL

jf (2006-11-18) Well here it is, my solution to Calibrate [level]pygegid[/level] -- the original, more difficult (with the random starting tick of the machine): [level]xidenel[/level].

Lazyone, you either provoked or inspired me to find the solution to the original Calibrate. :) I solved the timing issue by moving the barrels upwards past the input signal, rather than dropping them down from above, and the spaces in-between the upward pipes allows the movement to spring back into "phase" when the output signal goes blank. Also, I discard the leading edge of the initial conversion, which has a little "switch bounce" to it.

Excellent solution by the way. I'm too bleary-eyed at this point to understand exactly how it works, but it is impressive.

Edit: Bug fixed when random barrel is D and gold crate is F (was jugodez)

jf (2006-12-01) I have a new puzzle: Trap [level]mogedug[/level].

Has anybody else tried Cleanroom or Calibrate?

SM (2006-12-02) TRAP Rules! ([level]MOGEDUG[/level])


Solution:
[level]BYTINIG[/level]

Bucky (2006-12-02) Solution to Trap: [level]julicis[/level].  SM's solution is much cleaner.

BTW, Cleanroom was what gave me the idea for my Ternary Queries puzzle. (limited access to information and a cramped space to deal with it)

sluutthefeared (2006-12-02) Here's my solution to calibrate (pygegid version): [level]jyvenom[/level]

jf (2006-12-02) Those are three cool solutions! My solution to Trap is [level]xuhefud[/level]. sluutthefeared, you should archive jyvenom in the warehouse -- very cool how that works.

sluutthefeared (2006-12-02) Thanks, glad you like it. I suppose I might archive it, but I kind of want to go back and change it.
I don't like the use of the timer for the 0 case, instead I want to check for a carry on my counter then signal that 0 is the answer that way. But I was getting tired and I wasn't quite sure how I would fit that in at the time.

Here's a quick solution to trap: [level]gagyfyc[/level]

jnz (2006-12-02) My solution for Trap (mogedug): [level]tesezyd[/level].  I feel it could use a bit more polish but I'm tired.  :)

Handi (2006-12-03) Here's my sol to Trap: [level]vagitod[/level]

jf (2006-12-03) While working on Ternary Queries I came up with a switching device to direct dozers, and that lead to this new, compact puzzle: Pillbox [level]tyxefov[/level].

Rene (2006-12-03)
Very nice puzzle Pillbox [level]tyxefov[/level]

Here is my solution:
[level]cabacyb[/level]

Rene (2006-12-03)
And here is my solution to Trap ([level]mogedug[/level]): [level]rekirom[/level]

jnz (2006-12-03) My solution for Pillbox (tyxefov): [level]kozazep[/level]

sluutthefeared (2006-12-04) Just finished my solution to cleanroom. [level]gypecys[/level]

I really enjoyed the puzzle, very clever.
The left side was surprisingly easy, but I had some trouble with the right. I first tried to add up the numbers into a single barrel then choose a crate from the stream, but I realized that wouldn't work with 0. I then tried to retro fit my solution to add up 0, 1, 2, 4 and 8 crates but had some trouble with the dozers the way I was doing it. I finally discovered the simplicity of letting a falling dozer land on the doors from the keys to determine which numbers to add.

EDIT: Just saw jnz's solution. Wish I had thought to count down from F to get the final crate instead of counting up. I wouldn't have had to redo the right side to take care of the 0 case then.

jf (2006-12-04) I see three more cool solutions to Pillbox and Cleanroom. Rene's cabacyb uses the same idea to detect the value, but is much more finessed than my own now-seems-over-engineered solution [level]zufolid[/level]. And I also used a falling dozer in Cleanroom to land on the doors to collect 1, 2, 4, and 8, but sluutthefeared's solution is so much more elegant. Very nice.

Also, I like the timing of the dozers in rekirom, and I'm still figuring out how kozazep works.

Edit: Ok, I see how kozazep works, and how cabacyb is so much simpler than zufolid. I had tried to throw off the timing at the start by using the ? barrel to begin in a random spot in the sequence, but only now do I see that the ? resolves to zero on the first addition, which was not the intention. But, the puzzle stands as-is and the solutions are excellent (and cabacyb is still much simpler, just look at the left side compared to zufolid). I've fixed the "bug" in Pillbox 2...

jf (2006-12-04) Ok, you've warmed up on Pillbox, so now it's time to work out Pillbox 2 [level]lasegug[/level].  :)

Rene (2006-12-04)
Thanks for the praise for [level]cabacyb[/level]. I liked the solution as well. At the first try, I did not have the dozer cycle in sync with the time between '1's, and that gave all kinds of spurious errors on the right side. Syncing the dozer cycle with the '1's took some thinking, because of the odd number of cycles. The special handling of 0 is a bit of a hack, but I could not come up with something better.

[quote author=jf link=topic=62.msg1065#msg1065 date=1165199428]
Ok, you've warmed up on Pillbox, so now it's time to work out Pillbox 2 [level]lasegug[/level].  :)
[/quote]

Well, because I did not notice that the cycle starts at '0' for the original Pillbox, [level]cabacyb[/level] does not rely on it, and also works for Pillbox 2. The counter takes two full cycles at the maximum to properly sync with the gate, and therefore can produce 2 incorrect crates (for 'F'). However, these crates drop away when the solution is pushed in.

jf (2006-12-04) Yes I see that now. I handled the sync problem just by duplicating the machinery to match the timing, but your dozer matches it perfectly. And only now do I clearly see the flushing of the initial values -- very clever.

jf (2006-12-05) While working on Ternary Queries (still) I came up with an idea for a puzzle, and here it is: Insomnia [level]bedebyc[/level]. Re: the name -- you've been warned. I have finished my solution, and now I can sleep!

Rene (2006-12-05)
Insomnia - As we are used from you, a very clever puzzle. Well done, JF!

Here is my solution for [level]bedebyc[/level]: [level]byrahov[/level]

jf (2006-12-05) Rene, excellent solution! You've refined it to the minimal principle. I was so bent on finding a certain kind of solution that I didn't think of that which now is clear upon viewing byrahov. Here is my solution: [level]movibir[/level].

jf (2006-12-05) sluutthefeared and Rene, could you please save your solutions gypecys and byrahov in the warehouse so they are not lost? Thx!

jnz (2006-12-05) [s]My cure for Insomnia (bedebyc): [level]jagebor[/level].[/s]
Rene's is much cleaner.  :)

Edit: whoops, accidentally cheated by using copiers.  Got to be more careful editing while in Sandbox mode.
Edit: [level]dabohur[/level] should be according to the rules, but it is even uglier now.

Rene (2006-12-05) [quote author=jf link=topic=62.msg1100#msg1100 date=1165353480]
sluutthefeared and Rene, could you please save your solutions gypecys and byrahov in the warehouse so they are not lost? Thx!
[/quote]

Done!

jnz (2006-12-06) Finally got a solution for Pillbox 2 (lasegug): [level]besimob[/level] (no dozers)
I borrowed Rene's trick of reading the door key state with a packer.  The restartable counter (with the two gates) in [level]cabacyb[/level] is ingenious.  I couldn't get a working restartable counter for mine so I had to make do with a continuous one instead.

Rene (2006-12-07)
I was intrigued by JF's Insomnia, so I have taken it, and made it a bit more difficult by removing the '1' crate. All credits go to JF of course.

    Insomnia2: [level]gekypyb[/level]

I have no solution yet, although I have an idea how it could be solved.

Handi (2006-12-07) I haven't still tried Insomnia 2, but here's my solution to Insomnia 1, which is slightly different and more complicated then others:
  Insomnia1 (bedebyc) Solution: [level]godimil[/level]

EDIT: Seems it's my lucky day... Insomnia2 was super easy to solve by modifying a little bit my solution to Insomnia1  :).
  Insomnia2 (gekypyb) Solution: [level]ketonez[/level]

jf (2006-12-07) I've just stopped by to drop off a new one: Son of Pillbox [level]podynax[/level].

I think I can re-work my Insomnia solution for Insomnia 2 because I found replacement numbers with similar properties to those I am using for Insomnia (I won't go further at the risk of a spoiler here).

Rene (2006-12-07)
I finally took the time to do Cleanroom ([level]ximacad[/level]). What an amazing puzzle!
Here is my solution:
    [level]masisit[/level]

I only borrowed the idea of the falling dozer from the other solutions, and worked out the rest on my own.

jnz (2006-12-07) Solution for Son of Pillbox (podynax): [level]cabepek[/level].
Uses 1 dozer because I don't think you can get to the matcher without one.

jf (2006-12-08) Wow, masisit is superb!

I have not looked at cabepek yet as I have not had a chance to try to solve the puzzle myself first. I'm interested in seeing how you read the "output" as I actually slowed the machine down (by rolling the return 0 over the top to the left) until I could reliably read the gate movement, so I wonder what you used. I'll wait though until I've made my own attempt.

Handi (2006-12-08) Allright, I have used a lot of previously employed tricks, so actually there really isn't anything new in this solution lol:
  Pilbox Son Solution: [level]vytotis[/level]

sluutthefeared (2006-12-08) Solution to son of pillbox.
[level]pykohir[/level]

EDIT: Looks like the counting mechanism is the same as jnz's.

Rene (2006-12-08)
Son of Pillbox was not so hard. Just an adaptation of my solution to Pillbox ([level]cabacyb[/level]).
Here it is: [level]mixizup[/level]

jf (2006-12-08) And here is my Son of Pillbox solution: [level]xibabyd[/level]. And then I get to go see what others came up with.

Rene (2006-12-10) Here is all my solutions to the puzzles. Only Jack O'Lantarn and Calibrate are not posted before.

Jack O'Lantarn ([level]kirufyd[/level]):  [level]duxizet[/level]
Calibrate ([level]pygegid[/level]):  [level]zobyzyv[/level]
Cleanroom ([level]ximacad[/level]):    [level]masisit[/level]
Pillbox ([level]tyxefov[/level]):  [level]cabacyb[/level]
Pillbox 2 ([level]lasegug[/level]):  [level]cabacyb[/level]
Son of Pillbox ([level]podynax[/level]):  [level]mixizup[/level]
Insomnia ([level]bedebyc[/level]):  [level]byrahov[/level]
Trap ([level]mogedug[/level]):  [level]rekirom[/level]
Timberline ([level]levesof[/level]): [level]xavefam[/level]

jf (2006-12-10) Rene, I just saw your new thread (Rene'sPuzzles) and the puzzles look very interesting. I have a new puzzle to share: Timberline [level]levesof[/level].

Rene (2006-12-11) [quote author=jf link=topic=62.msg1152#msg1152 date=1165777407]
Rene, I just saw your new thread (Rene'sPuzzles) and the puzzles look very interesting. I have a new puzzle to share: Timberline [level]levesof[/level].
[/quote]

This must have been the hardest puzzle that I have solved so far  :-\ In fact, I had the same puzzle idea after I created Glass Floor, but I thought it would be impossible to solve. After you posted it, I just couldn't stop trying.  I would love to see whether your solution is similar!

Read on for solution design description and solution; stop reading if you want to try yourself!
[hr]
The initial solution idea was simple enough: push in a test barrel from the left to the right depth, if it ends up to the right of the original value, it is too large. Sample the position of the test barrel by showering '0's over it. Suck up the result string. If the test value is in the rightmost prefix, it is too large.
The hard thing was how to handle the varying size of the prefix to examine. Once I came on the idea to use the same method as sucking up the test string (blocking a variable number of pipes with barrels), I knew I was on the right track.
Then I needed to solve the oscilating problem (a test barrel with a value between two adjacent original values). The '0' shower was too fast, causing the test barrel not to be sucked up sometimes. I gave the top dozer a second task in also removing the '0' shower seed barrels, and with careful tuning of the dozer cycles, that worked out fine.
The only problem left, was initialization. That turned out more difficult than I thought, but in the end I could recreate it in such a way that everything is initialized with the same value.

    Solution to Timberline ([level]levesof[/level]): [level]xavefam[/level]

I wonder if it is possible to do the same puzzle with more crates, I originally thought of using 8 crates. The current solution can go a couple of crates more, especially if you find a way for the bottom dozer to not go all the way out to the left. But it's limit is probably around 6 crates.
But with more crates it also gets slower, and it already takes about 9 minutes to solve  ;)

jf (2006-12-11) Very nice solution. I have not finished testing, but here is my solution so far: [level]bybavub[/level]. I like your design much better. I started with a simple idea for the solution, but as you will see, the implementation is a bit chaotic. If I had time, and not seen your post, I would have tried coming up with a different design, but I've had this puzzle eating up too much of my subconscious this weekend.

jnz (2006-12-12) My solution for Timberline (levesof): [level]buvocem[/level].  I had some timing problems but I hope I have them fixed now.  I had to start from scratch twice on this one.  On one attempt I did try something like Rene's push-from-the-left strategy, but I couldn't solve the oscillating crate problem.  So I just started throwing more dozers at the problem until I got something that worked.

jf (2006-12-13) After seeing Bucky's peaceful Silent Aquarium, I was inspired to create a new puzzle: Speakeasy [level]rozirav[/level]. I have not attempted a solution, but I think it should be possible, despite the lack of room.

cf. [url]http://kevan.org/rubicon/forums/index.php?topic=68.from1165976171;topicseen#msg1187[/url]

Edit: I added the missing F crate (was fehuguz).

SM (2006-12-13) At the risk of missing something obvious, I'm not sure that his solvable... unless I'm missing how to extract the 6 crate from the left side of the puzzle?

jf (2006-12-13) [quote author=SM link=topic=62.msg1190#msg1190 date=1166020492]
At the risk of missing something obvious, I'm not sure that his solvable... unless I'm missing how to extract the 6 crate from the left side of the puzzle?

[/quote]

Oops -- I forgot the F crate. It's fixed now: [level]rozirav[/level]

Edit again: SM fixed the puzzle: [level]vusysys[/level]

SM (2006-12-13) [level]xusixib[/level]

But I feel like I'm missing something b/c this solution requires nothing of the vast majority of the puzzle.

Edit:

Haven't tested this, but my initial thought is that a ? crate would utilize the full puzzle

[i]See[/i] [level]vusysys[/level]

jf (2006-12-13) Exactly -- my mistake. It should be a ? -- that is what comes from testing in the sandbox! I'll keep the puzzle as you fixed it, if you don't mind. Maybe I should try to solve it, too. I also have this new one that I have not attempted yet, which uses some of the pieces in a different arrangement: Factory [level]mosimid[/level].

Edit: Bug fixed (was rygavam.)

Edit again: puzzle [b]retracted[/b]. cf. below.

Hand-E-Food (2006-12-14) That was a great puzzle!  I'm glad I made time for it.

Trap: [level]mogedug[/level]: [level]zidetiv[/level]

Bucky (2006-12-14) Was Factory supposed to be hard? solution: [level]vyfacic[/level]. (not archived)  The first dozer isn't necessery; I just forgot to remove it.

In fact, the second set of barrels (the 1s) isn't necessery either, but it speeds up the solution.

jf (2006-12-14) Ouch. I should not be posting puzzles when I am pressed for time.  :( Factory is supposed to be hard -- but I left a bug in the current version -- I neglected to protect the shipping dock sufficiently. Let me just fix that... Ok, now try [level]mosimid[/level].

Edit: BTW I'm not 100% sure it's solvable without the Copiers and such little space, but I'm going to try.

Edit again: I don't think Factory is a good puzzle, as I've found another flaw. The idea was, whatever input you put in, if it matches the solution crate, then that is what comes back out, and if not, then any other random value except the solution comes out. But I missed a (now obvious) flaw -- when I put in a non-solution value, it's possible that the same non-solution value is selected from the random pool, giving an apparent match. Besides the trouble of deciding on whether or not there is a match, without the use of copiers, this possibility of a false match makes it too difficult to solve, IMHO.

Speakeasy should not suffer from the same problem, but I'm not sure that is solvable in the space available either, unless you hack a vunerability in the puzzle, which I will try when I have time.

EDIT: I've solved Factory. cf. below, or top of thread.

Bucky (2006-12-14) [quote author=jf link=topic=62.msg1198#msg1198 date=1166083605]
Edit: BTW I'm not 100% sure it's solvable without the Copiers and such little space, but I'm going to try.
[/quote]

how about [level]himyvyf[/level]?

[quote]Besides the trouble of deciding on whether or not there is a match, without the use of copiers, this possibility of a false match makes it too difficult to solve, IMHO.[/quote]

Why did you ban copiers in the first place?



[quote]Ouch. I should not be posting puzzles when I am pressed for time.  :( Factory is supposed to be hard -- but I left a bug in the current version.
[/quote]

EDIT:Whoever's in charge of security at that factory should be fired.

jf (2006-12-14) Your mission: capture the imposter. Discretion should be used, as not to attract attention. Therefore, your resources are limited. [level]bovyhon[/level]

Hand-E-Food (2006-12-15) Using far more steel than necessary, the imposter is located and extracted using a process of "elimination."

[i]Nooooo!!!  As I was typing this post there was a power failure.  The solution is saved in the warehouse, but only Kevan above will ever know where.[/i]

[i]... And Hand-E-Food descended from the mountain with a steel tablet.  Etched on this tablet was the word of Kevan: and the word was "[level]geruvak[/level]".[/i]


Imposter: [level]bovyhon[/level]: [level]geruvak[/level]

jf (2006-12-16) Very nice. I've also captured an imposter: [level]dikyxax[/level]

jf (2006-12-21) Here is a new puzzle: Bar [level]tuhukef[/level].

jnz (2006-12-21) My solution for Bar (tuhukef): [level]cabukul[/level].  Sneaky.  :)

jf (2006-12-21) Very nice. My solution is [level]budusat[/level].

Bucky (2006-12-22) Bar done easy:[level]fysykop[/level](unarchived)

adept (2006-12-22) My finished bar [level]tidunyp[/level]

sluutthefeared (2006-12-23) Here's my solution to bar.
[level]dyzolos[/level]

jf (2006-12-27) New puzzle: Coffee Table [level]tacydyz[/level]

adept (2006-12-27) here is a solution to coffee table [level]doximem[/level].  Neat puzzle.  Made me think though several possiblities before seeing a solution.

jf (2006-12-27) Here is my solution: [level]kibyhud[/level]. Doximem is a clean design -- very nice. I thought of trying a similar pattern, but I was already completing my "switch" solution.

Rene (2006-12-27)
Here is my solution to coffee table ([level]tacydyz[/level]): [level]gixydek[/level]

jnz (2006-12-27) My solution for Coffee Table (tacydyz): [level]dizycip[/level].  Is this cheating?

jf (2006-12-27) Ha! I'll be more careful next time.  :)

And Rene, finesse, is all I can say.

Bucky (2006-12-27) My speed solution to Coffee Table:[level]dedidev[/level] (jnz posted while I was working on this)

jf (2006-12-27) Yet another cool solution. Is anybody else working on Glass Floor Vengeance? (Rene's Puzzles thread).

Rene (2006-12-29)
As far as I know, I am the first to solve Speak Easy ([level]vusysys[/level]). Here is my solution:

    [level]sukomox[/level]

The principle was not too hard. It took some time to get everything working correctly, though.

jf (2006-12-29) Nicely done, Rene, elegant and succinct. I opened the solution even though I have not started on Speak Easy myself. Originally, I planned on something similar to what you have, although I didn't think of hashing the pair. It's interesting to see what others do with the same puzzles, as it illuminates blind spots I have in designing solutions to my own puzzles. I plan to strike at a weakness in the puzzle itself, which I half-heartedly tried to eliminate, but in the end, left in place, as an avenue for those who find it.

Rene (2006-12-30)
To be frank, it took me some time understanding what your machinery exactly did. Then I think you had another solution in mind, because you went through some trouble to generate a pair of values, and to make sure that the valid pair is removed from the random set. Both of these complications are not used in my solution.

I wonder about the flaw you mention though. I tried to find a flaw in the machine as well, but I could not find anything. You cannot get to the crate that needs to be matched, and you cannot overload it either - the dozer at the input regulates the pace. You can block the output dozer for some time, but I cannot see what good that does.....

jboymicro (2007-01-01) Jack-o-lantern: [level]caluvic[/level]

jf (2007-01-02) [quote author=jboymicro link=topic=62.msg1382#msg1382 date=1167667539]
Jack-o-lantern: [level]caluvic[/level]
[/quote]

You're putting too many 0's there -- they are switching off the 1 crate, which unsolves the puzzle. You have to keep the 1 in place.

jf (2007-01-02) [quote author=Rene link=topic=62.msg1327#msg1327 date=1167497921]

To be frank, it took me some time understanding what your machinery exactly did. Then I think you had another solution in mind, because you went through some trouble to generate a pair of values, and to make sure that the valid pair is removed from the random set. Both of these complications are not used in my solution.

I wonder about the flaw you mention though. I tried to find a flaw in the machine as well, but I could not find anything. You cannot get to the crate that needs to be matched, and you cannot overload it either - the dozer at the input regulates the pace. You can block the output dozer for some time, but I cannot see what good that does.....

[/quote]

It was fun to create such a puzzle that could pull out a unique pair and keep it aside, but it turns out that it's not necessary, as your solution shows. It was meant to prevent a simple compare, and since I already had *the* solution in mind while creating the puzzle, I did not bother to think of other possible solutions. Your design may hit false positives, but it simply auto-corrects over time.

The flaw I tried to eliminate was the difference in timing of the output of the correct pair vs. any other random pair. I finally spent a little time attempting a solution which would just watch for a time difference in the output, completely ignoring the values, only to find that, apparently, I did manage to eliminate the time difference after all.

Rene (2007-01-02) [quote author=jf link=topic=62.msg1429#msg1429 date=1167779477]
The flaw I tried to eliminate was the difference in timing of the output of the correct pair vs. any other random pair. I finally spent a little time attempting a solution which would just watch for a time difference in the output, completely ignoring the values, only to find that, apparently, I did manage to eliminate the time difference after all.
[/quote]

Dumb, dumb, dumb. I actually noticed a minute time difference between the barrels before, and did not think much of it. Here is a solution that explores the time difference (notice the "faulty" suction device in the top right corner)  8)

    [level]junufel[/level]

jf (2007-01-02) [quote author=Rene link=topic=62.msg1432#msg1432 date=1167781242]
[quote author=jf link=topic=62.msg1429#msg1429 date=1167779477]
The flaw I tried to eliminate was the difference in timing of the output of the correct pair vs. any other random pair. I finally spent a little time attempting a solution which would just watch for a time difference in the output, completely ignoring the values, only to find that, apparently, I did manage to eliminate the time difference after all.
[/quote]

Dumb, dumb, dumb. I actually noticed a minute time difference between the barrels before, and did not think much of it. Here is a solution that explores the time difference (notice the "faulty" suction device in the top right corner)  8)

    [level]junufel[/level]
[/quote]

That's interesting, because I couldn't get a difference, but it's my stupid mistake of having a 2-space dozer pulling the values out at the top, which of course could nullify any slight difference. And when I remember having a difference (in tests, in the sandbox), and finally deciding to leave it in there, I was much more careful in measuring it. I kept saying to myself, "I know there is a difference" yet did not see one in action this morning -- but that's because I was looking at the dozer as part of the puzzle!%!$@!

Let me go back to my attempt from this morning and see where I made my mistake...

Edit: Ok, I see the problem. Measuring the output in the sandbox, I used dozers as timers, and there I gave up keeping them synchronized. But apparently, the remaining difference is not enough to throw off the output, if you use the 2-space dozer draw off the top, or, a "conventional" furnace draw. Your "faulty" mechanism does, however, seem to be sensitive enough to Rubicon timing to notice a difference. In that case, it's a very important device to know about!

jf (2007-01-03) New puzzle: Operating beneath the earth's surface, your mobility may be restricted. Good luck.

Subterranean [level]gysozom[/level].

Rene (2007-01-03) [quote author=jf link=topic=62.msg1433#msg1433 date=1167781653]
Edit: Ok, I see the problem. Measuring the output in the sandbox, I used dozers as timers, and there I gave up keeping them synchronized. But apparently, the remaining difference is not enough to throw off the output, if you use the 2-space dozer draw off the top, or, a "conventional" furnace draw. Your "faulty" mechanism does, however, seem to be sensitive enough to Rubicon timing to notice a difference. In that case, it's a very important device to know about!
[/quote]

I experimented a bit with it, and came up with a new furnace draw that draws barrels at full speed. See my post in Showcase.

Rene (2007-01-03)
Cool puzzle, Subterranean. I got to re-use my sequential comparator from Trinary Arithmetic ([level]judidul[/level]), and some of the Glass Floor knowledge:

    Solution to Subterranean ([level]gysozom[/level]): [level]bakeboz[/level]



jf (2007-01-03) Rene, excellent work. You do have a knack for refining and clarifying the problem to a clear, concise solution. I'll have to spend more time studying your solutions. Once I've found an expedient mechanism, I'm a little impatient to come back and look for the simple answer, which you can see in the difference in how we draw up the batch of solution crates.

Also, I was a little hesitant to open up the solution for fear it would affect my work on Glass Floor Vengeance. Well, it certainly has given me some ideas to work with. The problem with Glass Floor Vengeance is not how to find the value over a short amount of glass -- it's how to find it in a short amount of time. I really like this "sequential comparator" device.

Interestingly, I also based my approach on my own previous solution to Trinary Arithmetic ([level]lucehis[/level]). That wasn't the intention -- I came up with this puzzle with no idea of a solution. If I had spent a little more time studying your [level]judidul[/level], I could have saved a lot of screen real estate.  :)

My solution to Subterranean: [level]vicyxan[/level].

Rene (2007-01-03)
Well -- thanks for the praise. I think it is because I am lazy; I don't want to spend the time to figure out all tricky problems with complex solutions...

Your way to deliver the pattern to the door keys is pretty cool. At first, I did not see a way to deliver the pattern, I thought the keys were not spaced apart enough. In fact, I already started on a time-based solution (which was turning out quite clumsy because of the missing high numbers). It was not until I thought of Bucky's solution to Glass Floor that I turned to binary again.
You spread the keys out quite nicely. Also, the cyclic pattern solution and the binary switch for the keys is something to be re-used.

If you want a tip for Glass Floor Vengeance, then read on.


[hr]

The trick to Glass Floor Vengeance is to make a contraption that ends up with a different arrangement of barrels for each possible value of the crate. It does not really matter what arrangement it is, as long as it is different for each crate. As soon as you have such a contraption, you're almost there. Don't worry about how to decypher the arrangement, you can do that at your leasure in different machinery.

You've been working on it, so you already know that you need to drop new barrels in front of the moving crate. That means you need something faster than the crate. Packer and un-packers are faster, and your best friend here (that's why the crate moves from left to right). But gates are also fast. In fact, a stack of gates works instantaneously - luckily Kevan missed those when he changed the physics model.

SM (2007-01-03) solution to coffee table: [level]tacydyz[/level]

[level]nibuman[/level]

It's probably overly complicated compared to other solutions, but I haven't checked them yet.

On an unrelated note, it's good to be back after the X-mas break, there's a lot of puzzles I have to catch up on!  I (mistakenly?) showed my girlfriend this game in an attempt to explain to her what I do all day, after she heard me swearing while trying to solve an earlier puzzle.  I think she kind of got it, but didn't really care to and now just refers to it as "playing squares"...

jnz (2007-01-04) [quote author=Rene link=topic=62.msg1447#msg1447 date=1167842349]
Solution to Subterranean ([level]gysozom[/level]): [level]bakeboz[/level]
[/quote]

The 3 and 4 barrels fall down in the wrong order thus getting the wrong result when the target is 4.  This just happened to come up for me the first time I ran it.

[quote author=Rene link=topic=62.msg1454#msg1454 date=1167862371]
In fact, I already started on a time-based solution (which was turning out quite clumsy because of the missing high numbers).
[/quote]

Aha, that was my strategy: [level]rezyten[/level].  It is a bit awkward because of the lack of space (especially the dozer that gets threaded through the machinery at the end).

jf (2007-01-04) I've solved Factory [level]mosimid[/level]: [level]nabunas[/level]. After seeing how Rene handled Speakeasy, I decided it was probably not so complicated after all. As you will see, it's basically a brute force solution. The only exotic piece of machinery is the second dozer down, up in the alcove, which pushes across the traffic of the tube. I did put in fancy dozer draws, just to make it more "machine like".

For the last two solutions posted here, I would like to say that nibuman is very nice. I like the simplicity, and the re-use of the single dozer. Rezyten is also quite impressive -- I didn't think a timing solution was feasible (but I did not set out to prevent one). It uses quite a clever reconstruction of missing crates.

Rene (2007-01-04) [quote author=jnz link=topic=62.msg1462#msg1462 date=1167876008]
The 3 and 4 barrels fall down in the wrong order thus getting the wrong result when the target is 4.  This just happened to come up for me the first time I ran it.

[/quote]

And so they did. That's of course easily fixed: [level]xuxygyb[/level]

Your solution is quite amazing, you came up with a surprising approach to generate the high numbers. I still have not figured out how it exactly works....

20eight (2007-01-04) coffee table - [level]tacydyz[/level]:[level]bikykoc[/level]

I think I cheated in liberating a second dozer (looking through the posts, I see that jnz and bucky had the same idea)

20eight (2007-01-05) subterranean - [level]gysosom[/level]:[level]gorifed[/level]

Rene (2007-01-05)
Very interesting horizontal form of the sequential comparator you have there, 20eight  :o. That is worthy of re-use! (there is some unnecessary stuff in there, though)

jf (2007-01-06) I have to agree re: gorifed -- very interesting. Also, the entire elaborate contraption is fun to watch, isn't it? Very nice solution.

sluutthefeared (2007-01-06) Solution to Subterranean: [level]pepidif[/level]

jf (2007-01-08) I like that solution, sluutthefeared -- clean and sharp design.

Bucky's Oscillate started me thinking about an oscillating '?'. Between that and glass floors and Italian traffic, what little time I have for Rubicon these days is stretched pretty thin, yet I managed to come up with a new puzzle and a solution to it.

NEW PUZZLE: Beacon [level]bobydox[/level].

The beacon is broken and needs to be repaired. Can you fix the signal?

Rene (2007-01-08)
Here is my solution to Beacon ([level]bobydox[/level]): [level]dacovid[/level]

It turned out to be a bit of an ugly duckling, because I had to block everything at the end at the right time.

jf (2007-01-09) I like that clever mechanism on the left side of dacovid, Rene. My solution runs much slower -- not only due to the left-side mechanism which is inherently slower, but also since I ended up using a timer to close things down. I started with an idea to detect closure on the left, but became impatient and switched to the timer. Voila, my solution to Beacon: [level]xeredyf[/level].

jnz (2007-01-10) My solution for Beacon (bobydox): [level]goguvib[/level].  Rene's use of the winch is very elegant.

jf (2007-01-12) NEW PUZZLE: Get your locksmith tools ready, and open the Vault: [level]sehokyg[/level].

I saved this as Puzzle (Hard) because IMHO, for newer players, this is a hard level. For the seasoned player, it could be considered Medium. What is the correct appellation?

Edit: Security flaw fixed.

jnz (2007-01-12) I snuck into the Vault and made off with two high-value crates: [level]mapalon[/level]

jf (2007-01-12) Oops! Well done! That was an unintended flaw -- the security officer in charge has been fired. The new system is in place: Vault: [level]sehokyg[/level].

SM (2007-01-12) Solution to the new high-security vault...

[level]molodig[/level]

jnz (2007-01-12) I've had to abandon my stealth approach and stage a daring daylight robbery where I escape with all the crates: [level]dilyxim[/level]
Edit: I was afraid my getaway was taking too long.  Here's a faster version: [level]catikod[/level]

jf (2007-01-12) I like those bold daylight solutions. Here is my midnight solution: [level]xivygac[/level].

Rene (2007-01-12) Here is my daylight "clean the bank out" approach: [level]porumul[/level]

EDIT: I like your catikod approach, jnz. I like the efficiency of the robbery team, and the fact that the dozer actually runs out with the money.

jf (2007-01-12) SM, jnz, and Rene, you've come up with three unique, creative solutions to pulling up a stack of crates. It's a lot of fun to see different solutions to the same puzzle, especially a puzzle I put together myself.

I've usually got a general plan for a solution already in mind when I think up a puzzle. I wanted to see if I could bring the crate in, and take it out again. But I didn't set out to prevent any other kind of solution (although, I wanted to limit the solution to one of the original crates in the stack), and it's so interesting to see the innovation in these other solutions.

jf (2007-01-13) NEW PUZZLE: Dress warm, grab a flashlight, and prepare yourself for a long day. Climb down into the Cistern: [level]dyxycoh[/level]. Some pieces have fallen into the standing water at the bottom, and may not be usable. Good luck.

Rene (2007-01-13) You didn't say how long we had to travel in the Cistern, and how much climbing gear would be required.... And it didn't help that the motorized vehicles broke down either.... Exhausted and frozen, but we managed to get out:

    Solution to Cistern ([level]dyxycoh[/level]): [level]bogepix[/level]

jf (2007-01-13) Bravo Rene! Well done.

My idea was, could I make a puzzle where you had to choose a direction, and then stick with it. I took away copies and packer/unpackers only because I wanted the original crate to come back, and also, the one crate from either the left or right -- although not having those objects to work with makes crawling around in the cistern a little more work, doesn't it? :)

I was looking at the winches, and yes, now I would not be able to get all the crates into the middle (the "daylight" design), but I thought, well, it's possible to... <snip> (cf. bogepix -- but, SPOILER!). And I thought, well, that would be nice to see, but I'm going to stick to my plan.

So, I am very happy to see your solution. I especially enjoy the pristine condition of the central reservoir, and the dextrous juggling of the crates.

And here, then, finally, is the alternate path -- but I must warn you, this one gets a little muddy: [level]betexik[/level].

Bucky (2007-01-13) Vault: [level]dakihom[/level].
I accomplished the theft under the pretense of removing some silver I had cached inside in advance.

jf (2007-01-13) Bucky, nice solution! It made me think of Ocean's Eleven (why, I do not know), and that I have not seen Twelve yet. And I guess there is no difficulty in lifting up a block of solution crates anymore, given the abundance of techniques cropping up lately.  :)

Bucky (2007-01-13) [quote author=jf link=topic=62.msg1634#msg1634 date=1168720080]
It made me think of Ocean's Eleven (why, I do not know), and that I have not seen Twelve yet.
[/quote]

Which two dozers aren't you counting?  I use 13.  (one go-to dozer, 9 on the cyclic removal team, one to remove the bottom crate at the start and two in the timed-release mechanism)

adept (2007-01-13) my vault solution- probably nothing new- I haven't looked at the other solutions yet.

[level]dabuhyf[/level]

sluutthefeared (2007-01-14) Here's my solution to Cistern: [level]dimisyn[/level]

EDIT: Interesting mechanism to determine odd or even jf.
The entire machine looks complex, fun to watch.

Rene (2007-01-14)
Very nice solution to Cistern, sluutthefeared, I especially like the even/odd selector. The thought to use a copy of the crate only occurred to me after I made my solution. You could say I was cleverly misled by JF's use of two winches.
And looking at both yours and JF's designs, I should have spend more time on how to get the crates up, instead of how to deal with them afterwards. You both have very good solutions for that.

jnz (2007-01-16) Well I've finally managed to complete my solution to Cistern (dyxycoh): [level]cyfycen[/level].  I really struggled with lifting the crates.  Ended up going a bit brute force with it, especially on the left side.  Now to study the other solutions.

jf (2007-01-18) Very nice solutions to Cistern from sluutthefeared and jnz. The thought to use a copy of the crate occurred to *me* only after viewing sluutthefeared's solution :). I put the pairs of winches in just because I already had an idea of how I would solve the puzzle, but I can see how you could cleverly mislead puzzle solvers by leaving "hints" in place. Interestingly, I left the stacks predisposed to pick up in ascending value on the left, and descending value on the right, and in that case it *was* a "hint", at solving each side differently, but only one other solution (sluutthefeared's) uses that order, which shows that hints can be completely ignored with no ill effect. These are all very clever solutions -- quite enjoyable to find, and compare to my original idea.

jf (2007-01-19) NEW PUZZLE: Get a pair of leather gloves, some comfortable sunglasses, and pack yourself a light lunch. You're off to a fun day at Driving School: [level]nisaxur[/level]. Enjoy!

Rene (2007-01-19)
Driving school indeed  :D  Here are my exams:

    [level]rybunud[/level]

jf (2007-01-20) Excellent driving, Rene. That's a clever, clean design. Even with your pause at the traffic signal (a nice touch visually) your overall track time is better than mine. Here are my lap times (spoiler warning: read "my solution"): [level]moninil[/level].

jnz (2007-01-22) Well it took me a while but I think I finally passed my driving test: [level]babibal[/level].
One thing I notice we all have in common is (spoiler)[color=#E1E1E1]starting with a barrel to block the door key so we can get from the left to the right[/color].  How hard would it be if that spot were locked?

jf (2007-01-22) That is a cool solution, jnz, with some dramatic twists and turns for that 1 crate!

Edit: I tried putting in spoiler text, but the tags didn't work. So, for now, all I will say is that this spot cannot be locked, or else, the puzzle is not solvable. As your 1 moves into place at the end, try that left-to-right and you'll see what I mean -- a physics asymmetricity, if there is such a word.

jnz (2007-01-23) [quote author=jf link=topic=62.msg1749#msg1749 date=1169503049]
That is a cool solution, jnz, with some dramatic twists and turns for that 1 crate!

Edit: I tried putting in spoiler text, but the tags didn't work. So, for now, all I will say is that this spot cannot be locked, or else, the puzzle is not solvable. As your 1 moves into place at the end, try that left-to-right and you'll see what I mean -- a physics asymmetricity, if there is such a word.
[/quote]

I did the spoiler text by manually setting the foreground color to be the same as the background.  I hope there is a better way that I am just unaware of.

I see now what you mean.  You can go only one direction with that trick.

jf (2007-01-25) *** NEW PUZZLE ***

I'm not exactly sure what this thing is, but you are supposed to click the switch... at the opportune moment. Here it is, a new Medium (?) level puzzle: Click [level]mytahun[/level].

SM (2007-01-25) Solution to Click:

[level]JUDAGUM[/level]

Had to create an exception for a F crate, so I would rate this a "Hard"

[EDIT]
JNZ:  Great solution, I like your different approach to detecting the far right gate trigger.

jnz (2007-01-25) My solution for Click (mytahun): [level]natufux[/level].  I think I could have made the machine a bit smaller if you had counted down with F crates instead of up with 1s.

jf (2007-01-25) Counting up with 1's makes it a little more interesting, because it becomes more straight-forward to drop a reversed deck onto the gate, which in turn makes things a little more complicated when carrying the signal across. Here is my solution (here you can see what I mean by "reversed deck" -- or, is this a "forward deck"?): [level]cibitoc[/level].

Interestingly, due to some preconception as puzzle-maker of this puzzle, I am pushing one barrel up to position instead of setting it at the start -- strange.

Edit: I optimized it a bit: [level]dosikyz[/level].

Rene (2007-01-26)
My solution to Click ([level]mytahun[/level]): [level]typogus[/level]

jf (2007-01-27) *** NEW PUZZLE ***

Sometimes, you have to improvise: Queen Sacrifice [level]sasixic[/level].

Rene (2007-01-27)
My solution to Queen Sacrifice ([level]sasixic[/level]): [level]gykizov[/level]

It is a bit messing around, but it works

jf (2007-01-27) That makes three interesting solutions to Click (SM, jnz, and Rene), and now, already, a solution to Queen Sacrifice! I especially like the action to handle 0, which I won't describe here, for fear of a spoiler.

Here is my solution to Queen Sacrifice ([level]sasixic[/level]): [level]bobakur[/level].

jf (2007-01-28) *** NEW PUZZLE ***

Here is a new Medium level puzzle: Eagle Feather [level]kelynoc[/level].

jnz (2007-01-28) My solution for Eagle Feather (kelynoc): [level]hufivas[/level].  You had to put the matcher all the way at the bottom of the screen, didn't you.  :)

Rene (2007-01-28) I brought in a **[color=#F7F3F7]sorter[/color]** for Eagle Feather. That is a bit of an overkill, but hey, when do you get to use it otherwise?

    Solution to Eagle Feather ([level]kelynoc[/level]): [level]cygibip[/level]

Interesting dozer timer in your solution to Queen Sacrifice, JF!

Gameman (2007-01-28) [level]pogigam[/level] is to j.o.l.

SM (2007-01-28) Solution to Eagle Feather

[level]duzaxam[/level]

jf (2007-01-29) My solution to Eagle Feather is [level]bipabyg[/level].

I like SM's stylish solution.

Rene, I like the application of the ****** (spoiler text). [level]cyqibip[/level] has a minor flaw that should be simple to fix: it's possible with the right mix in the funnel for a second crate to get pushed over with the 'F' at the start, which could either cause it to fall early to the right (harmless), or to the left, which blocks the solution crate.

Gameman, nice work on J.O.L.

adept (2007-01-29) my solution to queen sacrifice [level]zagahub[/level]

Rene- very slick solution to the 0 problem.  That is what gave me the most difficulty.

jf (2007-01-29) [b]NEW PUZZLE
[/b]

If you have not tried Rene's Glass Floor series, I highly recommend it. I enjoyed the puzzles so much, in fact, that I offer Glass Floor Homage: [level]bahives[/level]. Now, get over to Rene's thread and start working on those puzzles.  :)

adept (2007-01-30) solution to Eagle Feather- [level]ladoneg[/level].  harder than it first seemed.

SM (2007-01-30) Solution to [level]Bahives[/level]

[level]LYGYREB[/level]

Spoiler

**** [color=#E1E1E1] I used both the right and the left to demonstrate that ? - ? = 0 and ? + ? = 0 ... bizarre no doubt.  [/color] ****

jnz (2007-01-30) My solution for Queen Sacrifice (sasixic): [level]guluxeh[/level].  This machine isn't as complicated as I thought it'd be.

jf (2007-01-31) [b]NEW PUZZLE[/b]

Game of cards anybody? Solitaire: [level]fypymor[/level].

jf (2007-01-31) [b]ANOTHER NEW PUZZLE[/b]

You will need to dress warm up in the far north, and I suggest bringing an extra thermos full of hot coffee or hot tea. Your assignment: Permafrost [level]tunimes[/level].

Edit: Bug fix (was tokicex).

jnz (2007-01-31) Solitaire is trickier than it first looks.  I don't yet have a plan for that one that I have any hope of fitting in the available space.
Permafrost is easy when you have an icebreaker: [level]lybatuh[/level]

jf (2007-01-31) [quote author=jnz link=topic=62.msg1845#msg1845 date=1170260371]
Solitaire is trickier than it first looks.  I don't yet have a plan for that one that I have any hope of fitting in the available space.
Permafrost is easy when you have an icebreaker: [level]lybatuh[/level]
[/quote]

You had unusually warm weather.  :) I've fixed the puzzle: [level]tunimes[/level].

SM (2007-01-31) Permafrost Defrosted

[level]Bazubog[/level]

Although I wonder if the spaces around the crate shouldn't be blocked off...

20eight (2007-01-31) permafrost - [level]tunimes[/level]:[level]vipyfel[/level]

it takes incredibly long to work in more extreme cases (closer to 0 or f).
[i]
edit: actually, I just realized this won't work in case zero. I'll have to come back to it later.[/i] 

cool puzzle, jf.

jnz (2007-01-31) My solution for the fixed Permafrost (tunimes): [level]dizyfab[/level].  It is cold out there, especially for 0 crates.

jf (2007-01-31) [quote author=jnz link=topic=62.msg1849#msg1849 date=1170267293]
My solution for the fixed Permafrost (tunimes): [level]dizyfab[/level].  It is cold out there, especially for 0 crates.

[/quote]

Cool solution jnz -- elegant handling of the 0 crate. In the sparse layout, I can hear the howl of the wolf on the cold wind. My solution is a little more mechanized: [level]kyvuniz[/level]. I was so happy to discover how to climb across the icy pipes without slipping, that I didn't think of preserving the natural environment better.

20eight (2007-01-31) permafrost - [level]tunimes[/level]:[level]simadar[/level] (fixed version of my previously posted [level]vipyfel[/level])

nice solutions, jnz and jf.

jf, is the mechanism on the right side of [level]kyvuniz[/level] doing anything? at first I figured that it was for the f-case;  but it doesn't seem like it's necessary.  just curious.

Rene (2007-01-31)
Solitair is quite a tough puzzle. It reminds of Insomnia, but the same trick cannot be directly applied here. I managed to re-use some knowledge anyway:

    Solution to Solitair ([level]fypymor[/level]): [level]subapoc[/level]

Rene (2007-01-31)
Permafrost is a nice puzzle. You can see the water flowing underneath the ice. The poor little crate is trapped between two layers of ice, and is desperately trying to get away. I put up some drilling installations that will hopefully free it from its cold prison:

    Solution to Permafrost ([level]tunimes[/level]): [level]deryrob[/level]

jf (2007-02-01) Very interesting solutions to Permafrost, 20eight and Rene. I especially like the simplicity of deryrob.

The extra mechanism on the right side of kyvuniz is just for show, it's not really needed, as well as the far left, which is overkill to handle the 0 case. I originally had another core sample running, but I reduced it to just four. I just thought it was neat to have the dozer skipping over the icy pipes.

Rene, nice solution to Solitaire. Your idea in the bottom left didn't occur to me, even though I rely on a similar device (spoiler) [spoiler]as the timer in the puzzle itself[/spoiler]. Also, (spoiler) [spoiler]I am using the algorithm from your solution to Insomnia [/spoiler] in my solution to Solitaire: [level]honusid[/level]. There is not a lot of space to work in, yet just enough. And I like the fireplace solution to prevent overflow -- neat device. I rely instead on (spoiler) [spoiler]the fairly even distribution of all values[/spoiler].

jf (2007-02-01) I went hiking back up to Timberline [level]levesof[/level] to fix my previous, broken solution. I ended up rewriting from scratch, taking advantage of the two ticks needed for a gate to kick off the crate, which solves the oscillation problem. I arrived at this simplified solution: [level]gikaril[/level].

adept (2007-02-01) permafrost solution [level]hetahad[/level]

SM (2007-02-01) JF:

Your timberline solution is clean, and really enjoyable to watch.  So often solutions are so complex and fast that you hardly have time to appreciate them.  Well done.

Rene (2007-02-01)
My solution to permafrost had a fault in it - when the left and right side reached a result at roughly the same time, it would fail. For that, and because I liked the puzzle so much, I went back and fixed that fault. While I was at it, I also simplified it some: [level]bocuvit[/level]

Hey, did you see the new spoiler facility Kevan put in? It is
[spoiler]pretty cool![/spoiler]

Rene (2007-02-01)
My construction company needed lots of heavy equipement and scaffolding in order to fetch the crate for Glass Floor Homage ([level]bahives[/level]): [level]bakugov[/level]

jf (2007-02-01) [quote author=Rene link=topic=62.msg1869#msg1869 date=1170361166]

My construction company needed lots of heavy equipement and scaffolding in order to fetch the crate for Glass Floor Homage ([level]bahives[/level]): [level]bakugov[/level]
[/quote]

That is so cool.  :D

I solved Glass Floor Homage by staying as far away from the glass plates as possible: [level]balabap[/level].

Gameman (2007-02-02) [level]lepyhut[/level]to bahives[spoiler]since i didnt have gates, i used the power of minusers and furnaces!!!!!!!!!!![/spoiler]

jf (2007-02-08) [b]New Puzzle[/b]

Are those timing intensive puzzles making you dizzy? Are you counting ticks in your sleep? Why then, what you need is a holiday at the Summer Camp: [level]gokuxyp[/level].

jnz (2007-02-09) My trip to Summer Camp (gokuxyp): [level]besegit[/level].  Not that pretty, but it works.

jf (2007-02-09) [b]NEW PUZZLE[/b]

I hope that you've come back from Summer Camp well rested. I'm sorry for the short notice, but a rescue situation has developed in the mountains, and your skills are needed to help guide the stranded crates back to safety. It will not be easy! Your objective: Scout [level]nudahug[/level].

(Here is my Summer Camp solution, but be warned it could be considered a bit of a spoiler for Scout: [level]bimogov[/level]. Although, [spoiler]it will only help you once you have negotiated the climb back with the survivors.[/spoiler])

Bucky (2007-02-10) [quote author=jf link=topic=62.msg2017#msg2017 date=1171056024]
[spoiler]it will only help you once you have negotiated the climb back with the survivors.[/spoiler]
[/quote]

[spoiler]negotiating the climb back[/spoiler] is the easy part; [spoiler]One well-placed girder and a delayed dozer will do the trick.[/spoiler]

jf (2007-02-11) [quote author=Bucky link=topic=62.msg2025#msg2025 date=1171086611]
[quote author=jf link=topic=62.msg2017#msg2017 date=1171056024]
[spoiler]it will only help you once you have negotiated the climb back with the survivors.[/spoiler]
[/quote]

[spoiler]negotiating the climb back[/spoiler] is the easy part; [spoiler]One well-placed girder and a delayed dozer will do the trick.[/spoiler]
[/quote]

Do you mean for the obsolete xuralid, or the current, fixed [level]nudahug[/level]? I had forgotten the X's in the first one.

Rene (2007-02-11)
Here is my Summercamp vacation: [level]sicohom[/level]

jf (2007-02-15) [b]NEW PUZZLE[/b]

Has anybody been working on Scout?

There has been a flurry of activity over in 20eight's thread of excellent puzzles, which I have not had a chance to get to, as I have been spending all of my Rubicon time working on my next puzzle, which I've finally solved.

And so, I would like to offer you an excursion to Ancient Egypt, with a warning: this will be extremely difficult. Muster up your courage and your strength, as this next puzzle will not be solved in one sitting. Beware, the Curse of the Pharaohs: [level]netikyg[/level].

jf (2007-02-17) It's been a week since I put up the puzzle Scout [level]nudahug[/level], and no solutions have been posted yet.

If you want to give it a try before looking at my solution, but are stuck, here are some hints: 1) [spoiler]use the barrels from left to right to detect when it is safe to cross back -- you need at most 15 barrels, and some kind of dozer cycle that will increase/decrease by some number of ticks, so that after 16 trips, all multiples of 16 ticks were attempted[/spoiler], 2) [spoiler]the rest of the barrels are there to make it easier to carry the crates back, one for one[/spoiler], and 3) [spoiler]you will probably need to improvise some kind of timing device on the left, in order to solve, once you have the crates at hand -- it is possible to create a timer without having any barrels[/spoiler].

Here is my solution to Scout: [level]dyzacox[/level].

For Curse of the Pharaohs, I have a solution, but it's not saved in the warehouse yet.  :)

Rene (2007-02-17) Scout is a well-designed puzzle with an original concept. It is also very very tough. I had to pull all the tricks in the book to solve this one.

    Solution to Scout ([level]nudahug[/level]): [level]daceson[/level]

EDIT: JF - I looked at your solution. I am surprised how much simpler your right side is. I did not know that you can [spoiler]run a dozer underneath a turn sign[/spoiler]. Also, your timer is really cool!

Rene (2007-02-18)
The Pharaos have long gone, and their curses have lost their power. At least, I was able to avoid the curse and get the treasure.

    For the Curse of the Pharaos ([level]netikyg[/level]): [level]cuvikad[/level]

The Curse is an interesting puzzle. It looks not too hard at first glance. Then, after careful analysis, it seems totally impossible. Then, after more thought, the solution dawns on you, and a hard puzzle remains.

Bucky (2007-02-18) [quote author=Rene link=topic=62.msg2115#msg2115 date=1171811425]

    For the Curse of the Pharaos ([level]netikyg[/level]): [level]cuvikad[/level]

[/quote]

Hey, Where'd those 0-barrels come from!?

Rene (2007-02-18) [quote author=Bucky link=topic=62.msg2126#msg2126 date=1171840109]
[quote author=Rene link=topic=62.msg2115#msg2115 date=1171811425]

    For the Curse of the Pharaos ([level]netikyg[/level]): [level]cuvikad[/level]

[/quote]

Hey, Where'd those 0-barrels come from!?
[/quote]

Darn  :-[.

Let's say they are provided by the good God trying to help out to exorsize the curse  :D

Here is a version without divine intervention, and with stalactites :D [level]xydotov[/level]

jf (2007-02-19) [quote author=Rene link=topic=62.msg2091#msg2091 date=1171725977]
Scout is a well-designed puzzle with an original concept. It is also very very tough. I had to pull all the tricks in the book to solve this one.

    Solution to Scout ([level]nudahug[/level]): [level]daceson[/level]

EDIT: JF - I looked at your solution. I am surprised how much simpler your right side is. I did not know that you can [spoiler]run a dozer underneath a turn sign[/spoiler]. Also, your timer is really cool!

[/quote]

Very nice solution, Rene. I like how you handled the left side [spoiler]without requiring a timer[/spoiler] -- it didn't even occur to me to [spoiler]manufacture a different valued barrel[/spoiler], which you are free to do as the right side [spoiler]does not require a 1-for-1 exchange for each of the crates[/spoiler].

jf (2007-02-19) [quote author=Rene link=topic=62.msg2130#msg2130 date=1171842143]
[quote author=Bucky link=topic=62.msg2126#msg2126 date=1171840109]
[quote author=Rene link=topic=62.msg2115#msg2115 date=1171811425]

    For the Curse of the Pharaos ([level]netikyg[/level]): [level]cuvikad[/level]

[/quote]

Hey, Where'd those 0-barrels come from!?
[/quote]

Darn  :-[.

Let's say they are provided by the good God trying to help out to exorsize the curse  :D

Here is a version without divine intervention, and with stalactites :D [level]xydotov[/level]
[/quote]

Oh my, I [spoiler]left a bug in the puzzle![/spoiler] The [spoiler]unprotected barrel[/spoiler] was an unintentional, asthetic oversight. Excellent improvisation, Rene!  :D If you would like another tough puzzle, try your hand at the updated Curse of the Pharaohs...

Is that fair, for me to strengthen the puzzle only after you've solved it?  ;) -- well, this was the original intent of the puzzle. It does seem impossible, doesn't it? Even after you've figured it out, it will still seem impossible to implement.


EDIT: I've decided that the puzzle stands as is: [level]netikyg[/level]. Don't look at nutihyd unless you don't mind a bit of a spoiler, as the edits to that compared to netikyg will give away the secret passage that Rene uncovered by way of the heiroglyphics.

Rene (2007-02-19) [quote author=jf link=topic=62.msg2137#msg2137 date=1171908968]
If you would like another tough puzzle, try your hand at the updated Curse of the Pharaohs...

Is that fair, for me to strengthen the puzzle only after you've solved it?  ;) -- well, this was the original intent of the puzzle: Curse of the Pharaohs [level]nutihyd[/level]. It does seem impossible, doesn't it? Even after you've figured it out, it will still seem impossible to implement.

[/quote]

It's kind of unfair, given the time I already spend on solving the puzzle, to be thrown back to the "impossible" stage. It's a tough puzzle even with the thing I exploited.  :-\

Anyway, I had a look at [level]nutihyd[/level], and I figured out a way to do it. In theory. So it is not "impossible" anymore. But without any barrels to use, it will extremely hard to implement. I will give it a try when I find the time (unfortunately that is not now).

jf (2007-02-19) [quote author=Rene link=topic=62.msg2139#msg2139 date=1171914443]
[quote author=jf link=topic=62.msg2137#msg2137 date=1171908968]
If you would like another tough puzzle, try your hand at the updated Curse of the Pharaohs...

Is that fair, for me to strengthen the puzzle only after you've solved it?  ;) -- well, this was the original intent of the puzzle: Curse of the Pharaohs [level]nutihyd[/level]. It does seem impossible, doesn't it? Even after you've figured it out, it will still seem impossible to implement.

[/quote]

It's kind of unfair, given the time I already spend on solving the puzzle, to be thrown back to the "impossible" stage. It's a tough puzzle even with the thing I exploited.  :-\

Anyway, I had a look at [level]nutihyd[/level], and I figured out a way to do it. In theory. So it is not "impossible" anymore. But without any barrels to use, it will extremely hard to implement. I will give it a try when I find the time (unfortunately that is not now).

[/quote]

I have to agree, it's unfair. I had trouble deciding between re-issuing a "fixed" version, or just naming it "v2". You did manage to find and exploit a resource in your solution, which I do not wish to detract from. I had looked specifically at that spot, after I saved the level the warehouse, and decided, "Well, nobody is going to exploit that anyway -- how could they? And if they do, more power to them." It seems I changed my mind about that this morning. Sorry about that!

jf (2007-02-19) Here is my solution to Curse of the Pharaohs (netikyg): [level]tysorid[/level].

It's very difficult working without barrels to help control movement, on top of the question of the puzzle of the crates. Once I had the idea for the puzzle, I fixed the layout, leaving more room at the top to help in movement. Once the layout was set, I was still not sure it was mechanically solvable without barrels. I worked out the sequence in the sandbox, one leg at a time, and after I was calculating the value correctly, I went back and figured out the initialization, which then meant reworking the sequence a bit to accomodate changes in structure.

Rene found a secret passage [spoiler]described in the heiroglyphics[/spoiler], in his solution xydotov. The puzzle is solvable either way. Unfortunately, you won't know whether or not you've taken the passage without looking at xydotov first.  :)

In the end, the curse was lifted.

Rene (2007-02-23)
And here is my solution to [level]nutihyd[/level]: [level]dusyzar[/level]

No devine barrels, no hieroglyphs, no help from anything but a set of dozers. No stalactites either  ;)
It was easier than I thought, actually.

jf (2007-02-26) Nice work, Rene. That's some quick shuffling of crates there, almost like a three-card monte. I'll have to come back later and follow the sequence carefully, as it's too complicated for me to follow in just one minute of viewing.

jf (2007-04-19) NEW PUZZLE: Can you tie these together? Shoelaces: [level]jeguhid[/level].

Hyenas Here (2007-04-20) [quote author=jf link=topic=62.msg2525#msg2525 date=1177025815]
NEW PUZZLE: Can you tie these together? Shoelaces: [level]jeguhid[/level].
[/quote]

If I had more time I'd do a better job: [level]jyfimup[/level]

As an interesting fact, I taught myself how to tie my shoelaces, so i don't know about the bunny in the hole or whatever.

jf (2007-04-20) Yikes, I neglected to disable the copiers! Nice solution -- for extra credit, can you solve Shoelaces without using copiers?

(Trivia: some percentage of people tie their shoelaces with granny knots instead of square knots, resulting in loose shoelaces. Try googling "granny square knot shoelace".)

Bucky (2007-04-20) Shoelaces:[level]coxazed[/level]
EDIT: No copiers:[level]dorucok[/level]  [spoiler]Same solution, but replaced the copiers with piles of barrels.[/spoiler]

geej66 (2007-04-20) Shoelace ([level]jeguhid[/level]) solution with only a couple of bulldozers... just to be different: [level]gybefil[/level]

jf (2007-04-21) Hyenas Here and geej66 came up with interesting solutions to Shoelaces that I had not thought of. My solution was along the lines of Bucky's, of which I think coxazed looks neat visually. My solution is: [level]suzuhyh[/level].

NEW PUZZLE: Here is a new easy one: Chiclet [level]jaducyb[/level].

digitalrift (2007-04-21) Chiclet - [level]gizatod[/level]

Bucky (2007-04-21) Chiclet:[level]sarybiz[/level]

digitalrift (2007-04-22) Ah- nice.  Didn't think of that trick.

error1 (2007-04-25) Chiclet [level]mubunev[/level]

jf (2007-04-26) My solution to Chiclet: [level]xakigan[/level].

NEW PUZZLE

You are needed in the field to adjust a Seismometer: [level]cuparav[/level]. The equipment is already very sensitive, so you are not to add any more gates. Good luck.

EDIT: Fixed due to exploit (cf. below, was [level]ditedal[/level].)

adept (2007-04-26) Chiclet [level]cifydaf[/level]

jf (2007-04-26) [quote author=adept link=topic=62.msg2541#msg2541 date=1177597360]
Chiclet [level]cifydaf[/level]
[/quote]

Oops -- cifydaf fails for 0 or 1.

error1 (2007-04-27) I don't think this is what you meant
seismometer ([level]jyzetet[/level])

edit- didn't work for twos
seismometer solution vr. 2 ([level]hebeked[/level])

jf (2007-04-27) [quote author=error1 link=topic=62.msg2546#msg2546 date=1177633730]
I don't think this is what you meant
seismometer ([level]jyzetet[/level])

edit- didn't work for twos
seismometer solution vr. 2 ([level]hebeked[/level])
[/quote]

Nice solution! But, I have to fix the puzzle. The new version is [level]cuparav[/level].

geej66 (2007-04-27) Seismometer ([level]cuparav[/level]) solution - [level]ryxunec[/level]

As always, very clumsy, not at all elegant...

jf (2007-04-27) [quote author=geej66 link=topic=62.msg2549#msg2549 date=1177693874]
Seismometer ([level]cuparav[/level]) solution - [level]ryxunec[/level]

As always, very clumsy, not at all elegant...
[/quote]

Nice job -- your solution is [spoiler]independent of the phase of the stream[/spoiler], which I didn't consider. I've modified the puzzle to make a sequel (below) which [spoiler]starts the phase randomly to prevent a time-based solution[/spoiler].

My solution to Seismometer ([level]cuparav[/level]): [level]gepaged[/level].

NEW PUZZLE
Seismometer II [level]gukogup[/level]

error1 (2007-04-28) the solution was not time based[spoiler] its zero based[/spoiler]
([level]gukogup[/level]) [level]hexynyr[/level]

jf (2007-04-28) [quote author=error1 link=topic=62.msg2553#msg2553 date=1177727570]
the solution was not time based[spoiler] its zero based[/spoiler]
([level]gukogup[/level]) [level]hexynyr[/level]
[/quote]

Yes, I thought of the sequel after seeing your solution, which also works for the sequel. -- that's what I meant. I like your second solution too, especially the finale.

Timbo (2007-04-28) I have a timebased solution
([level]gukogup[/level])[level]kobuden[/level]

geej66 (2007-04-30) Very cool solution Timbo.

Here's another Seismometer II ([level]gukogup[/level]) solution: [s]fezegok[/s]  [level]xazylaz[/level]

This is more like what I had originally hoped to do - [spoiler]trigger the finale when the barrel reached zero instead of using a timer system[/spoiler]

Hopefully the bug was fixed

Timbo (2007-04-30) Thanks,
[level]fezegok[/level] has a Problem, if the random Crate is a 0.
The 0 Crate you try to deliver isn't copied in the upper right corner.

jf (2007-05-02) Excellent solutions to Seismometer II, Timbo and geej66.

NEW PUZZLE

Pack up your cookbooks and your measuring spoons -- you're off to Cooking School: [level]getyfut[/level]. Ingredients are limited, so plan carefully.

jf (2007-05-05) I hope, when you open up Cooking School, that you are thinking that it's just not possible. Is anybody working on it? If not, I'll go ahead and post my solution next week.

I thought of the puzzle a while back, and only recently solved it, at which time I posted the puzzle here. That freed up some Rubicon time to finish off some other puzzles. There are still a few tough ones in Bucky's thread that I'll get to as I find time.

Rene (2007-05-05) Back from a long absence from Rubicon.

My solution to Seismometer [level]cuparav[/level]: [level]loboded[/level]

Should work for Seismometer II as well.

Rene (2007-05-05) For Cooking School ([level]getyfut[/level]): [level]jyxokug[/level]

It's a variant on my solution ([level]dygyfeg[/level]) to Magimasters Counting Problem ([level]GOGYBIX[/level]), which is again very similar to Hand-E-Food's Trinary Arithmetic ([level]dubynod[/level]).
[spoiler]The sequential comparator is making overtime[/spoiler]

I can see "Cooking School for Pharaos" already coming  :D

Timbo (2007-05-06) My solution for Cooking School ([level]getyfut[/level]): [level]pizugad[/level]
I had the problem with my solution becoming to big, but now it fits exacly in the map

jf (2007-05-08) Great solutions, Timbo and Rene.

My solution to Cooking School is [level]vafidil[/level]. It's interesting that even with the restriction of no copiers, that we came up with three very different designs.

jf (2007-05-10) NEW PUZZLE

Here is a new, easier puzzle: Prediction [level]deharov[/level]. I don't think seasoned Rubicon players will have any trouble with this one.

Edit: Fixed (was cyxymob)

Bucky (2007-05-11) [quote author=jf link=topic=62.msg2594#msg2594 date=1178827937]

Here is a new, easier puzzle: Prediction [level]cyxymob[/level]. I don't think seasoned Rubicon players will have any trouble with this one.
[/quote]

I believe it to be impossible.

jf (2007-05-11) NEW PUZZLE

Here is one more: With Odd Crates [level]syvyhis[/level], even the even crates are solvable.

jf (2007-05-11) [quote author=Bucky link=topic=62.msg2597#msg2597 date=1178844664]
[quote author=jf link=topic=62.msg2594#msg2594 date=1178827937]

Here is a new, easier puzzle: Prediction [level]cyxymob[/level]. I don't think seasoned Rubicon players will have any trouble with this one.
[/quote]

I believe it to be impossible.
[/quote]

Oops -- I posted the puzzle before actually completing the solution. Here is the corrected puzzle: [level]deharov[/level].

Timbo (2007-05-11) For With Odd Crates([level]syvyhis[/level]) [level]hydexoh[/level]
I have used Rene's solution for Cooking School ([level]getyfut[/level]): [level]jyxokug[/level]

Timbo (2007-05-11) For Prediction([level]cyxymob[/level]): [level]danesid[/level]

jf (2007-05-15) Very interesting solutions, Timbo. That's a neat twist in danesid.

My solution for Prediction [level]deharov[/level]: [level]vatiros[/level]

And for Odd Crates [level]syvyhis[/level]: [level]sugahev[/level]

jf (2007-05-16) NEW PUZZLE

The Pythia will answer only one question, but you may ask it more than once. Good luck then, on your visit to the Oracle of Delphi [level]nylylos[/level].

error1 (2007-05-17) Oracle of Delphi solution =  [level]hecineb[/level]

jf (2007-05-17) [quote author=error1 link=topic=62.msg2620#msg2620 date=1179367020]
Oracle of Delphi solution =  [level]hecineb[/level]
[/quote]

That is a cool solution. [spoiler]And, I was hoping someone would solve it using the oracle in two distinct loops.[/spoiler]

My solution to Oracle of Delphi: [level]hysolym[/level]

jf (2007-06-01) N e W  P u Z z L e S

I have two new puzzles: Glass Floor Counterfeit [level]hezifil[/level] and Rings of Saturn [level]kaxotax[/level]. The first puzzle gives you flexibility to solve the problem as you see fit, and the second puzzle imposes harsh restrictions.

Enjoy!

Timbo (2007-06-02) I used a few hours and made following solution for Rings of Saturn ([level]kaxotax[/level]) [level]rafohov[/level]

jf (2007-06-05) [quote author=Timbo link=topic=62.msg2648#msg2648 date=1180796971]
I used a few hours and made following solution for Rings of Saturn ([level]kaxotax[/level]) [level]rafohov[/level]
[/quote]

Excellent solution -- very interesting initialization. My solution to Rings of Saturn uses a different approach: [level]duliguv[/level], which is basically the same as my solution to Glass Floor Counterfeit: [level]hevizaz[/level]. I found that I could not limit the puzzle enough to force an "intended solution", and as you've shown, it is still possible to implement a [spoiler]glass floor solution -- I was hoping somebody would attempt it.[/spoiler]

Rene (2007-06-09) For Glass Floor Counterfeit ([level]hezifil[/level]): [level]kalizeg[/level]

It's completely copied from my solution to Glass Floor Fluid ([level]nokilam[/level]), so if you still want to solve that one, then don't look at my solution

And for Rings of Saturn ([level]kaxotax[/level]): [level]jypogeg[/level]

Rene (2007-06-09)
For Prediction ([level]cyxymob[/level]), I used a straight-forward [spoiler]lookup table[/spoiler]: [level]vigehar[/level]

Timbo's solution ([level]danesid[/level]) is quite original

Rene (2007-06-09)
For Oracle of Delphi ([level]nylylos[/level]): [level]mivubar[/level]


jf (2007-06-20) [quote author=Rene link=topic=62.msg2663#msg2663 date=1181393187]
For Oracle of Delphi ([level]nylylos[/level]): [level]mivubar[/level]
[/quote]

Cool solution, Rene. I had initially planned on exploiting the same pattern. You found a very cool way to solve that.

jf (2007-06-20) NEW PUZZLES

Here is a set of new puzzles:

Foxhole [level]bebodym[/level]
Foxhole II [level]gazysup[/level]
Foxhole III [level]zufixom[/level]

Timbo (2007-06-20) For Foxhole III ([level]zufixome[/level]): [level]gogabim[/level]

geej66 (2007-06-22) For Foxhole - [level]homuvib[/level]

For Foxhole II - [level]kudyduc[/level]

Rene (2007-06-24) For Foxhole ([level]bebodym[/level]): [level]verycab[/level]
For Foxhole II ([level]gazysup[/level]): [level]hubudik[/level]
And Foxhole III ([level]zufixom[/level]): [level]dazezeh[/level]

jf (2007-06-28) NeW PuZzLe: Well [level]dutubas[/level]

Water may be drawn from the well using buckets, raised mechanically or by hand. Please be careful, as the ground may be slippery and the well is not covered.

jnz (2007-06-28) For Well ([level]dutubas[/level]): [level]zadykim[/level]

I'm a bit out of practice but luckily I only needed two of the handholds.

jf (2007-06-29) Nice solution, jnz. I didn't think of using [spoiler]a time-based approach[/spoiler]. My solution to Well: [level]kunadik[/level]

My Foxhole solutions:
Foxhole: [level]cuvonud[/level]
Foxhole II: [level]dybucyv[/level]
Foxhole III: [level]putybap[/level]

And here is a *N*E*W* *P*U*Z*Z*L*E* -- Dress sharp and stay alert as you try your hand at Valet Parking: [level]tasebyg[/level]

Timbo (2007-06-29) Your Foxhole III solution doesn't solve the Problem, if the random crate is an E.
And here my solution for Valet Parking: ([level]tasebyg[/level]) [level]suhigyl[/level]. I first thought that problem has a difficult solution and I am surprised I found this simple one.

jf (2007-06-29) [quote author=Timbo link=topic=62.msg2700#msg2700 date=1183114576]
Your Foxhole III solution doesn't solve the Problem, if the random crate is an E.
[/quote]

Looking at that problem, it occurred to me that Foxhole III can be solved using the formula of an earlier puzzle. That puzzle is [spoiler]Insomnia[/spoiler], for which this new solution could be a spoiler. One added difficulty is [spoiler]culling out the 4 crate[/spoiler]. Here is my new solution to Foxhole III: [level]hugudox[/level].

For Valet Parking, I had exactly the same idea as Timbo: [level]migonob[/level].

Rene (2007-06-29) For Well ([level]dutubas[/level]): [level]sydohot[/level]  --  Nice puzzle.

And for Valet Parking ([level]tasebyg[/level]): [level]tagacob[/level]  -- same idea as Timbo and JF, slightly different solution

jf (2007-07-03) [quote author=Rene link=topic=62.msg2702#msg2702 date=1183149341]
For Well ([level]dutubas[/level]): [level]sydohot[/level]  --  Nice puzzle.
[/quote]

Elegant solution.

Here is a *N*E*W* *P*U*Z*Z*L*E*: Sharpen your pencils, get a clean pad of paper, and pour yourself a fresh cup of coffee -- it's time to solve the Cryptogram: [level]pagigeb[/level].

Rene (2007-07-04) [quote author=jf link=topic=62.msg2707#msg2707 date=1183492182]
Here is a *N*E*W* *P*U*Z*Z*L*E*: Sharpen your pencils, get a clean pad of paper, and pour yourself a fresh cup of coffee -- it's time to solve the Cryptogram: [level]pagigeb[/level].
[/quote]

Oofff !! That is a tough one! Did you solve it yourself yet?
You could have left a '1' crate around to make it a bit easier....

Rene (2007-07-04) [quote author=Rene link=topic=62.msg2708#msg2708 date=1183533798]

Oofff !! That is a tough one! Did you solve it yourself yet?
You could have left a '1' crate around to make it a bit easier....

[/quote]

I managed to solve it after all, and even without a '1' crate

For Cryptogram ([level]pagigeb[/level]): [level]pabizap[/level]

jf (2007-07-05) Yes, I solved Cryptogram before posting the puzzle. Both creating and solving this one were tough. I use the same general design as [level]pabizap[/level].

For Cryptogram: [level]tisomid[/level]

Bucky (2007-07-06) Valet Parking:[level]supiber[/level].  The lack of dozers for "0" really  simplified my final solution.

jf (2007-07-13) Here's a new twist on an old puzzle. Do you remember level 3 ([level]unaware[/level]) of the original levels? Here is that one again, updated with some, shall we say, "restrictions": [level]bibotac[/level].

EDIT: And here is one more: old level 7 ([level]analogy[/level]) made a little bit harder: [level]hygovud[/level].

geej66 (2007-07-15) Analogy Remix ([level]hygovud[/level]) Solution - [level]civicyk[/level]

Unaware Remix ([level]bibotac[/level]) Solution - [level]gidefac[/level]

Very cool idea jf.  I thought about doing something similar with the original levels but I couldn't come up with anything that was a challenge. 

jf (2007-07-17) Here are a few more remixes:

Oregano Remix: [level]colocor[/level]
Awesome Remix: [level]tudifeg[/level]

Here are my solutions to Analogy Remix: [level]dobimav[/level] and Unaware Remix: [level]kabegag[/level].

Bucky (2007-07-17) Oregano remix: [level]begadad[/level] *yawn*
Awesome remix: [level]locodel[/level] (Also easy - I only used four types of pieces.)
Unaware remix:[level]fisokax[/level] (slightly harder)

My favorite part of any of these solutions is the interaction in Unaware between the dozer coming down the conveyer belt and the 4-barrel.

jf (2007-07-17) [quote author=Bucky link=topic=62.msg2715#msg2715 date=1184646576]
Unaware remix:[level]fisokax[/level] (slightly harder)
[/quote]

What was the level name, Bucky? fisokax is not found.

Rene (2007-07-18) Nice twists on the old puzzles. Here are my solutions:

Unaware ([level]bibotac[/level]): [level]nycunus[/level]
Oregano ([level]colocor[/level]): [level]fanuzud[/level]
Awesome ([level]tudifeg[/level]): [level]livyrub[/level]
Analogy ([level]hygovud[/level]): [level]tiryhuv[/level]

TTTPPP (2007-07-20) I think this is the simplest solution to Oregano remix (and probably to Oregano too)

Oregano remix ([level]colocor[/level]): [level]zadezod[/level]

jf (2007-07-20) Here is a new puzzle: Abseil [level]mohotan[/level].

This should be a challenge for even the most experienced Rubicon player. It is solvable.

Bucky (2007-07-21) Abseil seems easy enough.  Abseil([level]mohotan[/level]):[level]kovypat[/level]

Rene (2007-07-22) Interesting puzzle, Abseil, makes you think about certain elements of Rubicon again...

For Abseil ([level]mohotan[/level]): [level]dodotom[/level]

Very funny device there in Bucky's solution  :D

jf (2007-07-23) I had some fun with Abseil: [level]gudezep[/level]

jf (2007-07-24) New Puzzle:

You have received new orders from Mission Control. You are to embark immediately.

Prior to liftoff, however, the external boosters must be balanced.

Good luck.

Rocket: [level]kodugyh[/level]

sly (2007-07-24) That sure was a fun one. :)

Ready for Launch: [level]bygogag[/level]

jf (2007-07-24) Nice solution, sly. Your solution is much more straightforward than mine.

My solution to Rocket: [level]sizypon[/level]. (The extra pieces that look like a structural crossbeam were not added for aesthetics -- it seems that I sometimes leave extra pieces around by mistake in my solutions. But they do add a sort of launching pad look in this case.)

Rene (2007-07-24) For Rocket ([level]kodugyh[/level]): [level]tumumud[/level]

Essentially the same as Sly and JF's solutions, but I found a way to draw the pipe without a large stock of barrels  ;)

geej66 (2007-07-24) My Rocket solution is similar, but different.  For starters the 2's go on the left and the 1's go on the right.

For [level]kodugyh[/level]: [level]pugomac[/level]

TTTPPP (2007-07-25) I've done two more solutions

Analogy Remix ([level]hygovud[/level]): [level]tosykum[/level]
Rocket ([level]kodugyh[/level]): [level]zelihoz[/level]

They were good fun - the first time I saw Rocket I didn't think it was possible.

Edit - My Rocket's pretty similar to Rene's, but quite a bit less neat!

jf (2007-07-26) Those are cool solutions all.

Hear Ye!

I have a new puzzle to dispatch to the lands today. It seems that the king is looking for somebody who can turn straw into gold. Try your hand at the Spinning Wheel [level]byduhel[/level].

PS. The smaller and faster, the better. And try to avoid using dozers, as they were not yet invented.

Rene (2007-07-26) If it pleases Your Majesty, we would like to present to You our most distinguished invention, we call the "Madaget". Your Royal Highness will be delighted to hear that we made our invention as compact as possible, in order not to waste any of the Kingdoms resources, yet maintaining a high gold conversion speed. As for the reference to this concept called "dozer", we are sure that Your Highness will be pleased to hear that we do not care for foreign technology in our inventions.
We are happy to see that, after the initial zero-fund challenge, Your Majesty saw it fit to distribute a few coins as starting funds, in order jump-start the development of Madaget. Although we would have been equally willing and capable to steel the initial funds from Your Majesty's treasure chest if that would have been necessary.

Your's Truly,
Madaget development Team

For the Spinning Wheel ([level]byduhel[/level]): [level]madaget[/level]


jf (2007-07-26) Bravo, Rene! I am certain that the Royal Court will be very much impressed with your invention.

My own invention [level]fitadan[/level] follows the same general principle, but is certainly not as refined. I was going to spend some relaxing time trimming it down, but then I had to open up your solution immediately to see what you came up with, and so that's that  :) . With hindsight I can see the blind spot in my work: [spoiler]Starting with a single F to initialize, I expected to use only one copier, and so I needed the ramp to pull more copies, requiring height from the bottom conveyor, requiring a more elaborate feed of F's, requiring the second gate, which requires the cleanup, which requires the furnace draw to make a copy of the solution, to drive the cleanup. But, as your solution shows, all of the extra hardware is not necessary. I need to have more patience when optimizing my solutions.[/spoiler]

jnz (2007-07-26) For Rocket ([level]kodugyh[/level]): [level]lymizek[/level]
For Spinning Wheel ([level]byduhel[/level]): [level]tezevac[/level].  The delay loop ends up taking all the space.  I see the other solutions are asynchronous, which is much more elegant.

geej66 (2007-07-26) As always, not as elegant as everyone elses:

Spinning Wheel ([level]byduhel[/level]): [level]girikys[/level]

jf (2007-07-27) NEW PUZZLE

"What is this thing? I mean, it serves no useful purpose for there to be a bunch of chompy, crushy things in the middle of a hallway." -- Gwen DeMarco

Enjoy your shift in the Machine Shop: [level]haxyvyd[/level].

Rene (2007-07-27)
For Machine Shop ([level]haxyvyd[/level]): [level]jimymir[/level]

That was hard. I've become too reliant on barrels I guess.

jnz (2007-07-27) For Machine Shop ([level]haxyvyd[/level]): [level]jahimes[/level].  The "kissing dozers" are a nice touch in Rene's solution.

jf (2007-07-28) My solution to Machine Shop: [level]gysinuf[/level]. Rene's solution is fun to watch, and jnz's solution too with the visual juggling of the crates.

Here is a new puzzle, with two choices of difficulty:

Put on some running shoes, stretch your legs, and hit the track. You've just got to try out your brand new Stopwatch: [level]xulymal[/level].

Also available as Stopwatch Lite: [level]gocomog[/level].

jnz (2007-07-30) For Stopwatch ([level]xulymal[/level]): [level]cuvabuk[/level].  It is intentionally a bit odd.

geej66 (2007-07-30) Oh man, jnz just beat me to it.

Stopwatch ([level]xulymal[/level]): [level]kinatab[/level]

At least we have completely different solutions

jf (2007-07-30) Cool solutions, jnz and geej66.

My solution for Stopwatch ([level]xulymal[/level]): [level]kamitab[/level].

For Stopwatch Lite ([level]gocomog[/level]), I tried something else: [level]tumuced[/level].

Rene (2007-07-31) For Stopwatch ([level]xulymal[/level]): [level]jadivir[/level]

That's a cleverly designed full speed counter in that stopwatch, JF  :o

For Stopwatch Lite ([level]gocomog[/level]): [level]gicyhol[/level]  - much simpler

jf (2007-08-01) Rene, that's a very neat trick in [level]jadivir[/level]! I also like the elevator lift at the end.

Here is a new puzzle inspired by Rene's Feed the Monster:

You'll be able to buy all the dog food you could ever need, if you can just enable this little Smart Card [level]vynutig[/level]. Any coin can be used to snap off that little break-away tab on the corner, which you'll need to render the PIN number. (Oh yes, one more thing: watch out for the security devices.)

Rene (2007-08-02)
For Smartcard ([level]dekikit[/level]): [level]nagebah[/level]

That was some good puzzling, as I did not want to use a template copier.

jf (2007-08-08) [quote author=Rene link=topic=62.msg2933#msg2933 date=1186089542]

For Smartcard ([level]dekikit[/level]): [level]nagebah[/level]

That was some good puzzling, as I did not want to use a template copier.
[/quote]

Very nice. I used a madaget template copier ;) on the output of a recursive translation loop: [level]tulobek[/level].

Rene (2007-08-08) [quote author=jf link=topic=62.msg3005#msg3005 date=1186548215]

Very nice. I used a madaget template copier ;) on the output of a recursive translation loop: [level]tulobek[/level].
[/quote]

Good Lord, well done! How do you come up with these things?
But I now finally understand how your solution to Feed the Monster III worked. [spoiler]You let the machinery calculate the correct values recursively, starting with the target value, working backwards.[/spoiler]

jf (2007-08-20) --N-e-W---P-u-Z-z-L-E--

I recommend a hat, overalls, gloves and long sleeves as it might be a bit sooty when you venture into the Stovepipe: [level]jybaryg[/level].

sly (2007-08-21) Good puzzle! I applaud.

for [level]jybarig[/level] : [level]vudohig[/level]

jnz (2007-08-21) For Stovepipe ([level]jybaryg[/level]): [level]ludobyb[/level].

Rene (2007-08-25)
Nice puzzle indeed. It has this "Base Level feel" to it.

For Stove Piipe ([level]jybaryg[/level]): [level]toxylim[/level]

jf (2007-11-09) New puzzle: Bell [level]xagizod[/level].

Bucky (2007-11-09) Stovepipe(jybaryg):[level]giminaf[/level]

jnz (2007-11-09) For Bell ([level]xagizod[/level]): [level]sobabep[/level].  Well, it works sometimes.  Perhaps I should have used a 3 digit counter instead.  Is there a trick to do this deterministically?

Bucky (2007-11-09) It is not possible to solve deterministically... except with my patented impossible problem solver ([level]vofipix[/level])

jf (2007-11-09) [quote author=Bucky link=topic=62.msg3259#msg3259 date=1194643532]
It is not possible to solve deterministically... except with my patented impossible problem solver ([level]vofipix[/level])
[/quote]

That is pretty neat.

[quote author=jnz link=topic=62.msg3258#msg3258 date=1194641391]
For Bell ([level]xagizod[/level]): [level]sobabep[/level].  Well, it works sometimes.  Perhaps I should have used a 3 digit counter instead.  Is there a trick to do this deterministically?
[/quote]

I think a 3 digit counter is pretty safe. For Bell: [level]sidegeg[/level].

Also, I forgot to post my solution to Stovepipe: [level]lanidec[/level].

Timbo (2007-11-10) For stovepipe ([level]jybaryg[/level]): [level]lahegov[/level]
With 69 ticks the fastest solution I could find.

For bell([level]xagizod[/level]): [level]ligogez[/level]
I didn't bothered to initialize the machine with crates. I simply convert the barrel in a crate at the end.

Gameman (2007-11-10) 300th reply!!! yay

Rene (2007-11-11)
My 2-digit solution for Belll ([level]xagizod[/level]): [level]xagizod[/level]

jf (2007-12-27) [quote author=Rene link=topic=62.msg3270#msg3270 date=1194814022]

My 2-digit solution for Belll ([level]xagizod[/level]): [level]xagizod[/level]
[/quote]

That should be [level]bifobon[/level], I think, for those interested.


-N-e-w---P-u-z-z-l-e-

A painting masterpiece has been purchased abroad and is being delivered to the museum today. However, a conspiracy is afoot to switch a counterfeit for the original. Three crates will arrive in the afternoon and you must determine which of the three paintings is authentic.

Caveat Emptor: [level]vitexus[/level]

Enjoy!

jf (2007-12-28) Here are two more new puzzles:

Panic: [level]dokigum[/level]

Panic II: [level]rihyfam[/level]

Rene (2007-12-30)
For Caveat Emptor ([level]vitexus[/level]): [level]gatekin[/level]

My Museum experts manage to produce the original without knowing the correct crate.

Rene (2007-12-31) For Panic ([level]dokigum[/level]): [level]zydagal[/level]

That was unexpectedly difficult. Nice puzzle.

For Panic II ([level]rihyfam[/level]): [level]tudipit[/level]

Panic II was easier. I actually had this solution already for Panic I, before I discovered that the order was wrong.

Timbo (2008-01-04) Why fit the random crate, when you can change it?
For Panik ([level]dokigum[/level]): [level]nibefeg[/level]
For Panik II([level]rihyfam[/level]): [level]rybafuk[/level]
The solutions are different in only one Barrel.

jf (2008-01-04) My experts also find the correct painting without opening the packages: [level]tyzivos[/level] for Caveat Emptor.

For Panic: [level]surodel[/level]
And for Panic II: [level]vamogub[/level]

Clever solutions, Rene and Timbo. I find it so interesting to see the different ways to solve these puzzles I've created, that didn't occur to me when I posted them, that is somehow different than with other puzzles.

jf (2008-01-06) ..n..e..w...p..u..z..z..l..e..

Try to get the cheese without getting caught: Mousetrap [level]delogon[/level].

Rene (2008-01-07)
Smart mice!

For Mousetrap ([level]delogon[/level]): [level]nycidod[/level]

jf (2008-01-09) More mice for Mousetrap ([level]delogon[/level]): [level]degatef[/level].

% $ # N E W * P U Z Z L E @ ! ^

Down in the cellar, in a dark corner in the back, you find an old, lost Skeleton Key: [level]pyhahod[/level]. Can you get it to work?

Rene (2008-01-11)
For Skeleton Key ([level]pyhahod[/level]): [level]kopyhof[/level]

Original puzzle. I thought it was going to be easy until I noticed that you cannot use gates.

jnz (2008-01-18) For Mousetrap ([level]delogon[/level]): [level]sorypyb[/level]
For Skeleton Key ([level]pyhahod[/level]): [level]famecuv[/level]

Bucky (2008-01-19) Mousetrap(delogon):[level]tecupun[/level]

jf (2008-01-26) I forgot to post my solution to Skeleton Key ([level]pyhahod[/level]): [level]dubyzux[/level].

jf (2008-03-11) New puzzle:

Crisscross [level]dygafux[/level]

jnz (2008-03-11) For Crisscross ([level]dygafux[/level]): [level]vypugun[/level]

Werbad (2008-03-13) For Crisscross ([level]dygafux[/level]): [level]rubibos[/level]

jf (2008-03-13) Nice work jnz and Werbad. My solution for Crisscross: [level]dolyben[/level]

>>> N E W  P U Z Z L E S <<<

Here is a new puzzle: Hockey Stick ([level]sibatok[/level])

And one more: Son of Hockey Stick ([level]sahafip[/level])

Werbad (2008-03-14) For Hockey Stick ([level]sibatok[/level]): [level]kogyfig[/level]
[spoiler]Only uses one key so it should work for Son of Hockey Stick as well.
It has some minor miscalculations and timing problems, so the table at the bottom is unnecessarily large...[/spoiler]

Timbo (2008-03-14) My solution to Son of Hockey Stick ([level]sahafip[/level]): [level]kozugob[/level] (worst case 113 ticks, but I am sure faster is possible)

Werbads solution doesn't work, when the random barrels are (from top to bottom) 0, F, F

Edit: [s][level]xabozud[/level][/s] [level]fyzisaf[/level] worst case 111 ticks

Werbad (2008-03-14) Have to adjust the timing it seems... Might make a cleaner solution later.

Edit:
Made a new cleaner solution to Son of Hockey Stick: [level]cyroluv[/level]
It still looks messy though...
Cannot find [level]xabozud[/level]...

jf (2008-03-14) Werbad, Timbo, excellent solutions! I really like the austere simplicity of kozugob.

My solutions are for Hockey Stick, the rough: [level]duginyd[/level], and for Son of Hockey Stick, the refined: [level]pagilyf[/level].

Werbad (2008-03-16) Have been playing around with Timbo's [level]fyzisaf[/level] and gained 7 ticks: [level]kokalup[/level]

Timbo (2008-03-16) Gained some more ticks: [level]gerovov[/level] Worst case 82 ticks

jnz (2008-03-25) For Son of Hockey Stick ([level]sahafip[/level]): [level]ribureh[/level] (no copiers)

jf (2008-03-26) [quote author=jnz link=topic=62.msg3549#msg3549 date=1206473163]
For Son of Hockey Stick ([level]sahafip[/level]): [level]ribureh[/level] (no copiers)
[/quote]

That is a cool solution.

immibis (2008-04-12) For Son of Hockey Stick: [s][level]magobog[/level][/s] [level]bidaril[/level]
Edit: From looking at other people's solutions it seems I probably have the most complex one for this puzzle. What it does is:
[spoiler]
1. Puts a sequence of crates on the gates and produces another sequence of crates based on the direction they go in.
2. Adds all but the first two of this sequence.
3. Times 2n+y ticks, where n is the result of the previous step and y is some unknown number, before triggering the door key.
4. The door key's activation blocks a stream of barrels which allows a dozer to move and grab a barrel, adding 7 so it is equal to the result of step 2.
5. Uses it in a bargrapher-like lookup table for the combination of crates which produced this result.
6. Uses the result of step 6 as the input into a template copier-like device.
[/spoiler]

jf (2008-04-16) I've dusted off the old puzzle Cleanroom ([level]ximacad[/level]) and saved it using new physics as Cleanroom NP ([level]fevubom[/level]). I've wanted to solve that puzzle using new physics for a long time now, and here is my solution: [level]pagifam[/level].

Werbad (2008-04-16) For Cleanroom NP ([level]fevubom[/level]): [level]galarep[/level]

jf (2008-04-16) [quote author=Werbad link=topic=62.msg3647#msg3647 date=1208345209]
For Cleanroom NP ([level]fevubom[/level]): [level]galarep[/level]
[/quote]

That's a cool solution.

I found an old unsolvable puzzle that I never posted, and made it solvable, so here is a new puzzle:

Card Trick [level]zymynon[/level]

jnz (2008-04-16) For Cleanroom NP ([level]fevubom[/level]): [level]docydul[/level].  This wasn't as hard the second time around.  :)

Werbad (2008-04-16) For Card Trick ([level]zymynon[/level]): [level]ficotox[/level]

jf (2008-04-17) [quote author=Werbad link=topic=62.msg3650#msg3650 date=1208378873]
For Card Trick ([level]zymynon[/level]): [level]ficotox[/level]
[/quote]

That is so cool. I wanted to create something like that, [spoiler]but I happened upon this simpler solution[/spoiler]...

For Card Trick: [level]bulahuv[/level]

jnz (2008-04-17) For Card Trick ([level]zymynon[/level]): [level]hofetod[/level]

Rene (2008-04-19)
For Card Trick ([level]zymynon[/level]): [level]sokilet[/level]

jf (2008-04-29) Nice work jnz and Rene. And it's good to see your solutions to some recent puzzles, Rene, for example for Surfing.

Here is a remix of an old puzzle by Mr K: http://kevan.org/rubicon/forums/index.php/topic,63.msg422.html#msg422 (which was inspired by earlier puzzles by MagiMaster):

Passing Trains Remix: [level]xumeted[/level]

I hope this will be a good challenge.

Rene (2008-04-29)
For Passing Trains Remix ([level]xumeted[/level]): [level]xydesag[/level]

This brings back nostalgic memories... ::)

jf (2008-04-29) [quote author=Rene link=topic=62.msg3728#msg3728 date=1209497434]

For Passing Trains Remix ([level]xumeted[/level]): [level]xydesag[/level]

This brings back nostalgic memories... ::)
[/quote]

Well done! You really have a knack for reducing a puzzle to its fundamentals and solving expeditiously. I wonder how I can make this more of a challenge for you. ;)

To steer you towards an "intended solution", here is a variation: Passing Trains Remix MI6 [level]ruguvix[/level].

Rene (2008-04-30) [quote author=jf link=topic=62.msg3731#msg3731 date=1209508814]
To steer you towards an "intended solution", here is a variation: Passing Trains Remix MI6 [level]ruguvix[/level].
[/quote]

... I was already afraid you wanted to cross the middle trains as well.
OK, with a carefully timed train schedule, here is

For Passing Trains Remix MI6 ([level]ruguvix[/level]): [level]tymucat[/level]

jnz (2008-04-30) For Passing Trains Remix ([level]xumeted[/level]): [level]foribek[/level]

jf (2008-05-02) Excellent, Rene. I was happy to see your solution because I was intending to attempt such a design. I was sure it could be done but just didn't have the time yet to start on it. You'll see my solution solves in reverse -- bottom-to-top vs. top-to-bottom.

And very nice work jnz. Of course, I expect you are already at the drawing board for the MI6  ;)

My solution for Passing Trains Remix, which will also work for MI6: [level]pytekih[/level], adapted from my original solution for Passing Trains.

jnz (2008-05-04) [quote author=jf link=topic=62.msg3756#msg3756 date=1209709638]
And very nice work jnz. Of course, I expect you are already at the drawing board for the MI6  ;)

My solution for Passing Trains Remix, which will also work for MI6: [level]pytekih[/level], adapted from my original solution for Passing Trains.
[/quote]
I was working on MI6 but then I got frustrated and peeked at Rene's solution.  :)

The "clapping" mechanism in the middle is very interesting.  I couldn't predict what it would do just by looking at it.

immibis (2008-05-08) For Trap: [level]zogucab[/level]. Very fun puzzle, jf.
For Shoelaces: [level]tylokol[/level]
For Foxhole: [level]vemoryg[/level]
For Analogy Remix: [level]joludun[/level]

immibis (2008-05-10) For Stovepipe: [level]lozizyl[/level]. I notice you forgot to put this one on the front page.
For Eagle Feather: [level]pifuzez[/level]

Edit: For Spinning Wheel: [level]tubaben[/level], and with no ticks to spare for 0's.
Edit #2: For Cleanroom NP: [level]fodicid[/level], forgot to post it before.
Edit #3: For Machine Shop: [level]derebyd[/level]

Edit #4:
For Coffee Table: [level]fidugiz[/level]
For Vault: [level]lifapis[/level]
For Click: [level]nogoger[/level] for all but F
For Chiclet: [level]focezer[/level]

jf (2008-05-14) That is some nice work, immibis.

For Click (nogoger), one way you can handle the F is to [spoiler]add an extra dozer slowly making it's way down to generate an F, which would always arrive behind the other dozer for any other value.[/spoiler]

jnz (2008-05-14) [quote author=immibis link=topic=62.msg3811#msg3811 date=1210397088]
For Vault: [level]lifapis[/level]
[/quote]

This is broken for 1 but looks easily fixable.  You didn't seem to have this problem the first time you solved this level: [level]gufizym[/level]

immibis (2008-05-15) Wait, I solved Vault before?
And yes, the solution is easily fixable, replacing the ramp next to the down pipe with a girder.
If you look at my solution for Spinning Wheel you will see it uses a dozer though as I didn't read the intro before solving it.

jnz (2008-05-15) [quote author=immibis link=topic=62.msg3829#msg3829 date=1210825212]
Wait, I solved Vault before?
[/quote]

According to the warehouse search your previous solution was from 5 months ago:
[url]http://www.stardrifter.org/rubisearch/?title=vault&designer=immibis[/url]
And we all know the warehouse search tool is infallible.  ;)

Twee (2008-11-11) Here's mine for "Bar"([level]tuhukef[/level]): [level]filokiv[/level]
I struggled with some pretty crazy ideas for [spoiler]dumping in barrels and then trying to sort them from crates at the bottom (which method I see Adept actually managed to make work) [/spoiler] before finally realizing I could [spoiler]put a ramp at the top[/spoiler].

Bucky's solution is essentially the same approach as mine, although very slightly slower.

jf (2009-01-04) New puzzle: Burst Transmission [level]dulunor[/level]

Werbad (2009-01-04) For Burst Transmission ([level]dulunor[/level]): [level]cecymof[/level]

Reading the gates was a bit tricky. It turned out way simpler than I'd imagined though.

Rene (2009-01-04)
For Burst Transmission ([level]dulunor[/level]): [level]ximorym[/level]

Funny little puzzle.

jf (2009-01-05) Nice work. That makes three different ways to solve including my solution: [level]dubisyx[/level]

Werbad's solution is really the cat's meow. Very nice.

jf (2009-01-09) New Puzzle

Would you like to help out at the Recycling Center ([level]kycycib[/level])? There is a sorting station and a matching station. Resources are constrained, so be careful around the furnaces.

I hope this is a tough one.  ;)

FYI: [url]http://www.storyofstuff.com/[/url]

Rene (2009-01-10)
For Recycling Center ([level]kycycib[/level]): [level]juzokov[/level]

It was quite tough to get the timing right, and to have everything synced properly. Recycling is a delicate balance :D

Cool site with Annie Leonard, by the way. But she forgets to mention the bio-chemists who create new organisms (genetically modified bacteria and yeasts) on an industrial scale nowadays. These also need recycling...

Werbad (2009-01-10) I started out with the same mechanic as Rene, but I couldn't find any good way of replacing the lost crates, so I made a timing based solution instead: [level]givyryt[/level]
It uses a different setup of the cycler I used in my uneven multiplication solution.

jf (2009-01-26) Nice solutions. I forgot to post my solution to Recycling Center: [level]dogefim[/level].

jf (2009-01-31) Here is a new puzzle:

Moonbeam [level]pybohab[/level]

jnz (2009-02-01) For Moonbeam ([level]pybohab[/level]): [level]cenapos[/level]

jf (2009-02-01) [quote author=jnz link=topic=62.msg4205#msg4205 date=1233458235]
For Moonbeam ([level]pybohab[/level]): [level]cenapos[/level]
[/quote]

Well done -- I didn't think of that! Here is another:

Moonbeam II: [level]zobymus[/level]

Bucky (2009-02-01) Moonbeam 2([level]zobymus[/level]):[level]xobeved[/level]

jnz (2009-02-01) For Moonbeam II ([level]zobymus[/level]): [level]jiguteg[/level]

Werbad (2009-02-01) For Moonbeam ([level]pybohab[/level]): [level]corodob[/level]
For Moonbeam II ([level]zobymus[/level]): [level]romiguz[/level]

Rene (2009-02-01) For Moonbeam ([level]pybohab[/level]): [level]ramekat[/level]
For Moonbeam II ([level]zobymus[/level]): [level]muburys[/level]

Did you really intend to classify this as "hard"?

Edit: I like Bucky's solution to Moonbeam II. If at first you don't succeed: persist!  :D

jf (2009-02-01) [quote author=Rene link=topic=62.msg4211#msg4211 date=1233505869]
Did you really intend to classify this as "hard"?
[/quote]

For this seasoned group of solvers it was a walk in the park, wasn't it? My solution is [level]tolufid[/level], but I like jnz's the best.

I've finally taken the time to solve an old puzzle, Insomnia2 [level]gekypyb[/level] by Rene, which is a modification to my puzzle Insomnia [level]bedebyc[/level]. It has a good meta-puzzle to solve with the missing 1 crate. My solution: [level]dyxagyp[/level].

immibis (2009-02-02) [level]jidatyf[/level] for both Moonbeams.

Twee (2009-04-03) Here's mine for "cooking school" ([level]getyfut[/level]) :[level]zipaveg[/level].  I've heard that "it's never too late to go back to school".
Edit: Here's a simplified version that solves "odd crates" ([level]syvyhis[/level]) : [level]kikifap[/level]

Twee (2009-04-06) Here's mine for "burst transmission" ([level]dulunor[/level]) : [level]midydat[/level]. It's insanely complicated, took me forever to make, and is good for a laugh when compared to Werbad's [level]cecymof[/level].  ;)

jf (2009-04-21) [quote author=Twee link=topic=62.msg4224#msg4224 date=1238771841]
Here's mine for "cooking school" ([level]getyfut[/level]) :[level]zipaveg[/level].  I've heard that "it's never too late to go back to school".
Edit: Here's a simplified version that solves "odd crates" ([level]syvyhis[/level]) : [level]kikifap[/level]
[/quote]

Nicely done. My Cooking School solution was very complicated. I like your clean design. [spoiler]The selector switch is a good idea[/spoiler].

jf (2009-12-14) =+= New Puzzle =+=

I haven't had much time for Rubicon these days. However, an interesting report came across my desk recently. The weight of the heavier crates seems to be throwing off the measuring equipment. Can you please take a look at it, and tell me if you can solve the End Point Anomaly [level]rolygid[/level].

Werbad (2009-12-14) For End Point Anomaly ([level]rolygid[/level]): [level]nomipog[/level]
[spoiler]I didn't realize at first that E and F crates didn't work with my original setup, so I had to extend it with a work-around reading the final doorkey as well.[/spoiler]

Rene (2009-12-16)
For End Point Anomaly ([level]rolygid[/level]): [level]bavinab[/level]
An original puzzle.
I took a different approach than Werbad. [spoiler]But I also use the last gate to detect the E and F special cases[/spoiler]

jf (2009-12-19) My solution for End Point Anomaly ([level]rolygid[/level]): [level]haxidop[/level].

jf (2009-12-21) Here is another new puzzle:

To successfully deliver the crate, you must avoid the Snare [level]jikygoh[/level].

jnz (2009-12-22) For Snare ([level]jikygoh[/level]): [level]kudugyz[/level]  Too tired to verify it works in all cases.  Please tell me if you find a failure.

jf (2009-12-22) [quote author=jnz link=topic=62.msg4518#msg4518 date=1261464226]
For Snare ([level]jikygoh[/level]): [level]kudugyz[/level]  Too tired to verify it works in all cases.  Please tell me if you find a failure.
[/quote]

I found a failure in the snare! Hopefullly, this one is a little bit harder, but I don't think it will give you much trouble: Snare II [level]fimunys[/level].

Werbad (2009-12-22) For Snare II ([level]fimunys[/level]): [level]kyxopal[/level]

Rene (2009-12-27)
For Snare II ([level]fimunys[/level]): [level]luligex[/level]

jnz (2010-01-05) [quote author=jf link=topic=62.msg4519#msg4519 date=1261475274]
I found a failure in the snare! Hopefullly, this one is a little bit harder, but I don't think it will give you much trouble: Snare II [level]fimunys[/level].
[/quote]

I knew it was too good to be true!
For Snare II ([level]fimunys[/level]): [level]sakesal[/level]

jf (2010-01-06) Here are my solutions: for Snare: [level]nagyfud[/level], and for Snare II: [level]bybohad[/level].

jf (2010-01-06) > > > New Puzzle < < <

I have a new puzzle for you all. Be careful though, as this one may be a bit thorny. Wear garden gloves to avoid the Pinprick [level]gynizap[/level].

Werbad (2010-01-07) For Pinprick ([level]gynizap[/level]): [level]gonaber[/level]

Rene (2010-01-08)
For Pinprick ([level]gynizap[/level]): [level]kyseput[/level]


jf (2010-01-09) Nice work. Neither of you had any trouble at all with the little gotchas of this puzzle.

My solution for Pinprick ([level]gynizap[/level]): [level]bobygum[/level].

Rene (2010-01-09) [quote author=jf link=topic=62.msg4542#msg4542 date=1263018296]
Nice work. Neither of you had any trouble at all with the little gotchas of this puzzle.

My solution for Pinprick ([level]gynizap[/level]): [level]bobygum[/level].
[/quote]

Well.... I had some prickly moments anyhow. I have special cases for 0, F, and 1, and [spoiler]at first, I did not realize that you cannot push the pin back without influencing the read-out. So I had to add the bottom stuff to wait for the start of a run.[/spoiler]

I like the one-time-counters in your solution; that may be useful in others as well.

jf (2010-04-11) * * * NEW PUZZLE * * *

The crop needs harvesting, and you have been asked to lend a hand. The grower wants only a specific variety picked, and also asks that you watch out for the Sour Grapes [level]jogyxyn[/level].

jnz (2010-04-11) For Sour Grapes ([level]jogyxyn[/level]): [level]lolagah[/level]

Werbad (2010-04-11) For Sour Grapes ([level]jogyxyn[/level]): [level]kisurek[/level]

jf (2010-04-12) Those solutions make it look so easy!

I especially like jnz's solution. I first opened it up and just immediately ran it, and was a bit startled when [spoiler]my eye caught a 5 crate and then a 3 create fall onto the gate[/spoiler], as in, "How did that just happen?".

I like Werbad's [spoiler]turn-signal trick with the ramp[/spoiler]. I was also surprised there when I saw [spoiler]the dozer slide under it for the first time[/spoiler].

My solution to Sour Grapes: [level]hugegeg[/level]

Twee (2010-04-14) For "Sour Grapes"([level]jogyxyn[/level]): [level]demegal[/level]. I found this very challenging. I came up with several very complicated mechanisms which almost worked before hitting on this relatively simple one. I'm looking forward to seeing everyone else's solutions.

[i]Edit: compacted my machine a bit. (was [level]podyloh[/level])[/i]

jf (2010-04-15) Very nice! That is a simple, sharp solution.

jf (2010-05-08) >->-> New Puzzle <-<-<-

To solve this level, try separating the high-carbon steel from the low-carbon steel using this traditional Japanese Tatara: [level]gixihyd[/level].

colcolpicle (2010-05-08) [level]gixihyd[/level]: [level]sybyvab[/level]

jf (2010-05-08) [quote author=colcolpicle link=topic=62.msg4763#msg4763 date=1273349870]
[level]gixihyd[/level]: [level]sybyvab[/level]
[/quote]

Nicely done!

However, I forgot to mention that it is important to keep the structure beneath the tatara empty. Any accidental cooling could ruin the tamahagane: Son of Tatara [level]hirudaz[/level].

Werbad (2010-05-08) For Son of Tatara ([level]hirudaz[/level]): [level]xyxatun[/level]

Rene (2010-06-18) For (Son of) Tatara ([level]hirudaz[/level]): [level]danadil[/level]

jf (2011-05-02) I had forgotten to save my solution for (Son of) Tatara, so I have recreated the basic design from memory.

For Son of Tatara ([level]hirudaz[/level]): [level]gubysen[/level]

jf (2011-05-03) Here is a light, new puzzle. I don't think it will give any of you regulars any trouble.

I've come back to spend some quality rubicon time in the last few days, and I see that there are still plenty of tough puzzles left. I've lost many solutions-in-progress for Werbad's puzzles, so I have plenty to do over there starting from scratch. And, of course, Rene's [level]gohadis[/level] is waiting.

So grab a flashlight and a ladder. Tonight, after hours, you drop down into the basement and complete the repairs. Watch out for the loose wiring:

Late Night ([level]gudopog[/level])

Rene (2011-05-03) [quote author=jf link=topic=62.msg5127#msg5127 date=1304401122]
Here is a light, new puzzle. I don't think it will give any of you regulars any trouble.
[/quote]

Somehow I do have trouble with it. So much so, that I think it is not possible to solve if the target crate turns out to be even.

Werbad (2011-05-03) For Late Night ([level]gudopog[/level]): [level]depogim[/level]

jf (2011-05-04) [quote author=Rene link=topic=62.msg5129#msg5129 date=1304447869]
[quote author=jf link=topic=62.msg5127#msg5127 date=1304401122]
Here is a light, new puzzle. I don't think it will give any of you regulars any trouble.
[/quote]

Somehow I do have trouble with it. So much so, that I think it is not possible to solve if the target crate turns out to be even.

[/quote]

It is solvable. [spoiler]Don't fall for my deliberate trick of putting lots of sparkly, distracting parts on it.  ;) [/spoiler]

For Late Night ([level]gudopog[/level]): [level]buzebon[/level] which uses a completely different design than Werbad's solution.

Rene (2011-05-04) [quote author=jf link=topic=62.msg5132#msg5132 date=1304468005]
It is solvable. [spoiler]Don't fall for my deliberate trick of putting lots of sparkly, distracting parts on it.  ;) [/spoiler]
[/quote]

Aha. Of course. How could I be so blind :-[
Here is my solution: [level]rucixyb[/level]

colcolpicle (2011-05-09) For Late Night: [level]fababag[/level]

I haven't looked yet, but mine seems a bit cluttered.

jf (2012-01-26) Here is a new puzzle:

Effect Box ([level]mekinop[/level])

Werbad (2012-01-30) For Effect Box ([level]mekinop[/level]): [level]typapek[/level]

jf (2012-01-30) [quote author=Werbad link=topic=62.msg5186#msg5186 date=1327910496]
For Effect Box ([level]mekinop[/level]): [level]typapek[/level]
[/quote]

Nice solution. My solution to Effect Box ([level]mekinop[/level]): [level]catedyb[/level]

jf (2012-01-30) Here is another new puzzle. I hope this is a tough one:  :)

Put on some warm work clothes and see if you can unfreeze the Ice Box [level]garipod[/level].

Werbad (2012-01-31) For Ice Box ([level]garipod[/level]): [level]dataxax[/level]
That I got the timing right for the top dozer was purely coincidental.

jf (2012-01-31) [quote author=Werbad link=topic=62.msg5190#msg5190 date=1327992438]
For Ice Box ([level]garipod[/level]): [level]dataxax[/level]
That I got the timing right for the top dozer was purely coincidental.
[/quote]

That is a cool solution -- that didn't even occur to me. I had started with a particular solution in mind, and then designed a puzzle that would need it.  :)

Here is my solution to Ice Box: [level]bunodyd[/level]

Rene (2012-02-02) For Effect Box ([level]mekinop[/level]): [level]defalab[/level]
For Ice Box ([level]garipod[/level]): [level]dupubyv[/level]

jnz (2012-02-11) For Effect Box ([level]mekinop[/level]): [level]vesasag[/level]
For Ice Box ([level]garipod[/level]): [level]canutof[/level]
(both without dozers)

jf (2012-02-26) +++ New Puzzle +++

This should not be too difficult for you active puzzlers: Tell Me [level]gusymyf[/level]

jf (2012-02-26) ~~~* Another new puzzle:

I've found an odd device in the back of the workroom: Enigma [level]nenikyk[/level]

Excuse me, I see that this piece attaches here: Enigma II [level]bokycub[/level]

Werbad (2012-02-26) For Tell Me ([level]gusymyf[/level]): [level]zukupuf[/level]

Why do I get the feeling this wasn't what you intended:
For Enigma ([level]nenikyk[/level]): [level]debemob[/level]

Edit:
For Enigma II ([level]bokycub[/level]): [level]mifocol[/level]

jf (2012-02-27) [quote author=Werbad link=topic=62.msg5257#msg5257 date=1330300519]
For Enigma II ([level]bokycub[/level]): [level]mifocol[/level]
[/quote]

Nice. Better than mine, I think. For both Enigmas: [level]foceged[/level]

For Tell Me: [level]vedesyc[/level]

I have made a new extremely difficult puzzle, but I'm not sure it's possible to solve yet.

curly (2012-02-27) For Enigma ([level]nenikyk[/level]) : [level]vahevem[/level]
For Enigma II ([level]bokycub[/level]) : [level]zypivut[/level]

[spoiler]Both 5 ticks[/spoiler]

jnz (2012-02-27) For Enigma II ([level]bokycub[/level]): [level]kicihid[/level]

curly (2012-02-27) For Tell Me ([level]gusymyf[/level]) : [level]xozabib[/level]

82 ticks

Werbad (2012-02-27) For Tell Me ([level]gusymyf[/level]): [level]jalupol[/level] (74 ticks)

Edit:
67: [level]madesac[/level]
65: [level]munorar[/level]
63: [level]gimexyb[/level]

Rene (2012-02-28)
For Tell me ([level]gusymyf[/level]): [level]rynuxeb[/level]
For Enigma II ([level]bokycub[/level]): [level]dykafuz[/level] (5 ticks) - works for Enigma as well

jf (2012-02-29) [quote author=curly link=topic=62.msg5261#msg5261 date=1330321515]
For Tell Me ([level]gusymyf[/level]) : [level]xozabib[/level]

82 ticks
[/quote]

Nice work. You are learning the tricks pretty fast.

jf (2012-02-29) :-:-:-:-:-: New Puzzle

Well, well, well. Pretty easy puzzles there, huh? Now I'll give you the real puzzle. I hope this one gives you all as much trouble as it gave me.  ;)

Come one and all. Listen to her lovely voice. Direct from the City of Light, I present to you the beautiful, the one and only, La Chanteuse: [level]nodolur[/level]

Werbad (2012-02-29) I'm going to assume that there is a way to deterministically solve it, without resorting to a statistical solution. Still have no clue how one would do that tho, this one's gonna take a while to figure out.

Werbad (2012-02-29) That was a tough one. Great puzzle!
For La Chanteuse ([level]nodolur[/level]): [level]punigev[/level]

It took me quite a while to figure out a way to do this, and if it wasn't for [spoiler]the F crate already on the matcher[/spoiler] I might've still been sitting here trying to figure it out.

The solution I came up with was basically:
[spoiler]I take a random crate and generate a sequence of 16 crates using this and dropping it on the matcher, if I get a sequence of crates greater than the target value followed by a sequence of lower crates the first lower value will be the target value, assuming the crate picked was an F.

There are some false flags which are handled by taking the potential target, subtracting the random crate and checking if that value is greater than the target. If the random crate was an F the resulting crate will be Target+1, which will be greater in all cases but F, for which it's already solved. If the crate was anything other than F the result will be 0, which obviously won't ever be greater than the target.

If no false flag was triggered I deliver the crate to the matcher, twice to lock it in place since I don't halt the system.[/spoiler]

jf (2012-02-29) [quote author=Werbad link=topic=62.msg5271#msg5271 date=1330510286]
That was a tough one. Great puzzle!
For La Chanteuse ([level]nodolur[/level]): [level]punigev[/level]
[/quote]

Great work, Werbad! It's one thing to figure out how it can be solved, and another thing to build the moving parts to do it.

My solution works differently:

[spoiler]I depend on a sequence of crates starting at 1 and counting up, instead of starting at F and counting down, and I only use a sequence of 15.[/spoiler]

[spoiler]The first crate is duplicated, which is harmless. The sequence I am hoping for then is 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F. Note that there is no zero crate. I drop these onto the matcher and divide the result into left crates, L, and right crates R.[/spoiler]

[spoiler]If the output is (a series of) L, followed by (a series of) R, then it must have started with a 1 crate, and the last of the L series is the target value.[/spoiler]

[spoiler]If the output is L, followed by R, followed by at least one more L, then it could not have started with a 1 crate.[/spoiler]

[spoiler]If the output is only L, and no R crates at all, then the results are inconclusive. It could be 0, 8, 0, 8, ... dropping on a 9, for example, or 4, 8, C, 0, 4, 8, ... dropping on a C. Or, the target crate is F.[/spoiler]

[spoiler]If the output is only R, and no L crates at all, then the target crate must be 0. Odd starting crates will drop sixteen non-zero values.[/spoiler]

[spoiler]If the output is R, followed by at least one L, then it did not start with a 1 crate.[/spoiler]

[spoiler]After coming up with this plan, the hard part was making a machine that would do this. It looks for either a sequence of L followed by a sequence of R, capturing the last L, or for 16 R values. Of course, in the case of a target F, it won't find either and remains solved from the start.[/spoiler]

For La Chanteuse ([level]nodolur[/level]): [level]dakocar[/level]

Rene (2012-03-01) For La Chanteuse ([level]nodolur[/level]): [level]gosapur[/level]

Interesting puzzle. As Werbad, it took me a while to find an algorithm that works as well. I was trying to figure out faster ways to solve it ([spoiler]trying to reliably fabricate a 1 crate[/spoiler]), but could not get them to complete for all values. Once I hit on this slower algorithm, the solution was actually not that hard.
EDIT: I actually use the same algorithm as Werbad, but different solution

jf (2012-03-01) [quote author=Rene link=topic=62.msg5276#msg5276 date=1330583446]
For La Chanteuse ([level]nodolur[/level]): [level]gosapur[/level]
[/quote]

That's an elegant design, Rene. I haven't worked out exactly how the trap works -- I'm guessing that [spoiler]the timing is such that a crate lands on the left platform under the double ++ only on the correct output stream[/spoiler], but haven't verified that detail yet.

I also forgot to comment on your Ice Box solution [level]dupubyv[/level], which also has that clean aesthetic.

Rene (2012-03-01) [quote author=jf link=topic=62.msg5278#msg5278 date=1330624708]
[quote author=Rene link=topic=62.msg5276#msg5276 date=1330583446]
For La Chanteuse ([level]nodolur[/level]): [level]gosapur[/level]
[/quote]

That's an elegant design, Rene. I haven't worked out exactly how the trap works -- I'm guessing that [spoiler]the timing is such that a crate lands on the left platform under the double ++ only on the correct output stream[/spoiler], but haven't verified that detail yet.

I also forgot to comment on your Ice Box solution [level]dupubyv[/level], which also has that clean aesthetic.
[/quote]

Thanks. The trap on the bottom right does all the matching work. [spoiler]The left dozer selects L crates and converts them into their original value, the right dozer selects R crates. The trap retains the first L crate. It holds it under the door key, if and only if it has been preceeded by at least one R crate, and is not followed by another R create. Otherwise, it pops up into the door key, and bocks the mechanism. That is, it recognizes the sequence: one or more R crates, followed by only L crates; exactly the sequence generated by an F initial crate.[/spoiler]

jf (2012-04-29) *NEW PUZZLE*

There was a slip of paper taped to it with [spoiler]"1 7 6 0"[/spoiler] written on it. Other than that, I don't have anything more to tell you: Ring Ring! [level]hanicim[/level]

Werbad (2012-04-29) For Ring Ring! ([level]hanicim[/level]): [level]haculil[/level]

jf (2012-04-29) [quote author=Werbad link=topic=62.msg5380#msg5380 date=1335698395]
For Ring Ring! ([level]hanicim[/level]): [level]haculil[/level]
[/quote]

Well done! I wasn't expecting this puzzle to be solved so fast.

Now let's see if you can find the solution in the dark:

Ring Ring Ring [level]kezirin[/level]

Werbad (2012-04-29) For Ring Ring Ring ([level]kezirin[/level]): [level]cypodab[/level]

Had to use a slightly slower approach there.
I think there might be a way to handle the [spoiler]F and 7 crates[/spoiler] that I ended up with in my other solution, but I didn't manage to find a solution without gates.

jf (2012-04-29) [quote author=Werbad link=topic=62.msg5382#msg5382 date=1335727543]
For Ring Ring Ring ([level]kezirin[/level]): [level]cypodab[/level]

Had to use a slightly slower approach there.
I think there might be a way to handle the [spoiler]F and 7 crates[/spoiler] that I ended up with in my other solution, but I didn't manage to find a solution without gates.
[/quote]

Another nice solution -- I was thinking of an intended solution using [spoiler]modular exponents[/spoiler] and so I didn't even consider this possibility.

My solution to Ring Ring and Ring Ring Ring: [level]dazahar[/level]

[spoiler]I started with x^phi(16) = x^12 = 1 in Z*16, and found that already x^4 = (x^2)^2 = 1, and all odd x mod 16 are in Z*16.[/spoiler]

curly (2012-04-29) For Ring Ring ([level]hanicim[/level]) : [level]mubadyd[/level] [spoiler](didn't use your mechanism)[/spoiler]

For Ring Ring Ring ([level]kezirin[/level]) : [level]satubyd[/level] [spoiler](tries all odd numbers until it finds the one that goes through the mechanism quickly)[/spoiler]

jnz (2012-04-30) For Ring Ring ([level]hanicim[/level]) and Ring Ring Ring ([level]kezirin[/level]): [level]nosebab[/level]
I liked this puzzle.  I used trial-and-error instead of a theory-based approach.  Although I guess I was thinking that [spoiler]the machine calculates f(x) = x * (0 - x) and that would have to have a fixed-point (other than zero).  Clearly f(-1) = -1 no matter what modulus you use but I don't have any proof that some of the rest of the odd numbers wouldn't fall into a separate cycle[/spoiler].  Luckily things worked out pretty well.

Rene (2012-05-03) For Ring Ring ([level]hanicim[/level]) and Ring Ring Ring([level]kezirin[/level]): [level]ryzoror[/level]

No modulo arithmetic here - just trying all possibilities

humbugger (2012-11-15) For Foxhole III[/font] [level]zufixom[/level] : The Key to getting the Fox [level]dydopyc[/level]

I haven't looked for other solutions, so I don't know if it has been done this way before.  I just think that the control of the dozers is different than what I have seen before.

curly (2012-11-17) [quote author=humbugger link=topic=62.msg5508#msg5508 date=1353000321]
For Foxhole III[/font] [level]zufixom[/level] : The Key to getting the Fox [level]dydopyc[/level]

I haven't looked for other solutions, so I don't know if it has been done this way before.  I just think that the control of the dozers is different than what I have seen before.
[/quote]

I found that much harder than I expected.  My solution to [level]zufixom[/level] is [level]nasyhos[/level].  It uses a very different approach to the calculation from your one.  [spoiler]8 minus all the other crates equals the missing one.[/spoiler]

curly (2012-11-17) Actually [spoiler]from combining humbugger's calculation approach with my odd cycles[/spoiler], I've found a much simpler solution [level]myfopup[/level]

humbugger (2013-02-03) Having some fun with Coffee Table[level]tacydyz[/level] : [level]mogideb[/level]
Using a little different method for getting the crates in the right order.

humbugger (2013-02-03) I have looked at Cistern [(level]dyxycoh[/level)0 many times in the past but did not look at any solutions.

Today I took on the challenge to solve it with . ([level]vigimez[/level]).  I thought my solution was
pretty ugly until I looked at some of the others.  I don't think there is a pretty way to solve it.

jf (2013-02-04) [quote author=humbugger link=topic=62.msg5564#msg5564 date=1359933834]
Today I took on the challenge to solve it with . ([level]vigimez[/level]).  I thought my solution was
pretty ugly until I looked at some of the others.  I don't think there is a pretty way to solve it.
[/quote]

Did you mistype the level name? There is no level vigimez.

humbugger (2013-02-05) Sorry :(

For Cistern [level]dyxycoh[/level]
it should be [level]vaagimez[/level]

I did a copy and paste from the navigation field.  It has it with an I instead of an A. ???

I will try this after I post.

humbugger (2013-02-05) this time I mistyped it >:(
for Cistern my solution is  [level]vagimez[/level]

jf (2013-02-06) [quote author=humbugger link=topic=62.msg5569#msg5569 date=1360026544]
this time I mistyped it >:(
for Cistern my solution is  [level]vagimez[/level]
[/quote]

Nice solution. You make it look easy.

jf (2013-03-12) Here's a new puzzle, or rather, a re-mix of an old puzzle (the very first puzzle I posted on this forum):

Jack O' Lantern Remix [level]hisigat[/level]

curly (2013-03-13) For Jack O' Lantern Remix ([level]hisigat[/level]) : [level]zadokeh[/level]

jf (2013-03-13) [quote author=curly link=topic=62.msg5596#msg5596 date=1363155271]
For Jack O' Lantern Remix ([level]hisigat[/level]) : [level]zadokeh[/level]
[/quote]

Nicely done. I used the same idea but [spoiler]I didn't get it to stop at exactly four crates like that[/spoiler].

Rene (2013-03-15) For Jack O'Lantern Remix ([level]hisigat[/level]): [level]jehoviz[/level] - not really hard

humbugger (2013-10-03) I finally got around to solving Oracle of Delphi [level]nylylos[/level]
My solution is Oracle of Delphi - Discovered [level]nakuxyg[/level]

Humbugger

humbugger (2013-10-10) It's me again.

This time I have a solution to Cryptogram [level]pagigeb[/level] - Cryptogram Solved with Timing[level]gahotis[/level]
I think my method of timing the release of he crates is a little different than the other solutions that I have seen.  I'm
not really sure because I had a hard time following the the solutions.

Humbugger

Mr K puzzles

Mr K (2006-10-31) Here's my first: [level]kemumor[/level] The anti sign is failing to work properly, that other conveyor belt is supposed to be off limits, too. Kevan will fix that bug eventually I'm sure, so keep that in mind.

Derivatives of that level are:
[level]gibukeg[/level]
[level]gubadav[/level]

Other ones:

6 trains: [level]zipoxoh[/level]
4 centered trains: [level]nicityz[/level]
Lock box: [level]surehix[/level]
Lock box 3: [level]vudideh[/level]
Lock box 2: [level]lanubob[/level] (much harder than 3, so I'm putting it underneath)
Lock box 4: [level]zyviguh[/level]

daniel (2006-10-31) Here is my solution: [level]cigavag[/level]. It was much harder than it first looked like, a fun puzzle.

jnz (2006-11-01) My solution to kemumor: [level]zocadar[/level].  Not as fast as Daniel's though.

Hand-E-Food (2006-11-01) That was cool.  :)  [level]hapuded[/level]

Mr K (2006-11-01) Nice variety in solutions. I like the symmetry in hapided, and the efficiency in the other solutions.

Here's a different version: [level]gibukeg[/level]

20eight (2006-11-01) wow.  looks like I got a little carried away.  My first attempt was [level]cydyzed[/level].  But then for some reason I figured that ought to change the values on the crates and the result was the vastly over-engineered [level]cehudap[/level].  I can see now that it was much simpler than I thought.

20eight (2006-11-01) I can't say that it's mine, but (borrowing shamelessly from Daniel) here's a solution to [level]gibukeg[/level]:  [level]zyzozad[/level]

Mr K (2006-11-01) Holy crap 20eight! [level]cehuded[/level] is awesome. I love it. I really wanted to see a solution using a strategy like, but I didn't think anyone could/would.

[level]zyzozad[/level] is pretty much the exact solution I came up with, too, except barrels in stead of keys. I think that might be the only solution, but I hope not. It's a boring level when there's only one way to do it. Creativity is much funner.

20eight (2006-11-01) Thanks, Mr K.  I felt silly after I looked at the others; it's nice to know that overthinking is appreciated.

SM (2006-11-01)
My solution

[level]rafazof[/level]

Mr K (2006-11-01) I've been trying to design a level so that the player must continuously re-purpose the tractor for different parts of the whole level. I don't think I need to get rid of conveyor belts to do that though. Try this: [level]gubadav[/level]

jnz (2006-11-01) Heres my update of zocadar to solve gibukeg: [level]nepuvir[/level]

20eight (2006-11-01) my solution for [level]gubadav[/level]: [level]todybet[/level]

FL4WL3SS (2006-11-01) Apparently there is a flaw with the Anti-sign because I had the same problem. When you put them against the sides/top/bottom, they seem not to work properly. FYI for anyone else, just put a brick between the wall and the Anti-sign.

-FL4WL3SS

FL4WL3SS (2006-11-01) My simplistic solution to KEMUMOR

[level]radycix[/level]

-FL4WL3SS

FL4WL3SS (2006-11-01) I enjoyed both of these variations

My solutions to GUBADAV

[level]bukacaz[/level] *Edit: I inadvertantly replaced a winch with a girder, this one should be good.

-FL4WL3SS

Mr K (2006-11-01) I decided I should put my train levels in this thread. Even though the were inspired by MagiMaster's train, it derails his thread to put them in there.

6 trains: [level]zipoxoh[/level]
My solution: [level]fokehur[/level]
4 centered trains: [level]nicityz[/level]
My solution: [level]dagovys[/level]

Here's a brand new one:
Lock box: [level]surehix[/level]

Blargh (2006-11-02) i probably can't make a simpler solution to it, so i'll make a complicated one :-)

solution to kemumor: [level]digexym[/level]

jnz (2006-11-02) My solution to gubadav: [level]mefihif[/level].  As fast as I can get it.  :)

Hand-E-Food (2006-11-02) Those were very challenging puzzles!  My solutions:

6 trains: [level]zipoxoh[/level]: [level]dutigeh[/level]
4 centered trains: [level]nicityz[/level]: [level]nizicap[/level]

zxo (2006-11-03) I found a solution to Lock Box: [level]pukorur[/level]

This was a very challenging and fun level!

Mr K (2006-11-03) I've been sitting on my solution for lock box until someone else posted theirs. I don't think our solutions could be more different, zxo. Here's mine: [level]hyfatyg[/level]. Every solution I had failed on either F or 0, and when I'd fix for one it'd fail for the other.

Lazyone (2006-11-03) My solution to lock box [level]zedibis[/level] it takes forever!

FL4WL3SS (2006-11-03) Good solution Lazyone. I couldn't figure out how to do that one at all. I got stuck on trying to do it one way, that I couldn't figure out another method to try, I had put too much effort into one method.

I'm interested to see Mr. K's solution.

-FL4WL3SS

Lazyone (2006-11-03) Thanks FL4WL3SS

And here is yet another over engineered and long solution for lock box [level]xymaxen[/level]

Mr K (2006-11-03) Here's Lock box 2: [level]lanubob[/level]

Oops, that one's much harder than I realized or intended. I still know a way, but it's gonna take me a couple days, at least.

Here's one not quite so bad:

Lock box 3: [level]vudideh[/level]

Lazyone (2006-11-03) Here is what I have for lock box 2 so far [level]benaryh[/level] it still will not solve for 0 any sugestions?

[level]gyzydav[/level] should work but I ran out of time waiting for it to solve nothing like brute engineering eh?

Ok lets try this again [level]Pusifol[/level] should work for lock box 2

good catch Mr K

SM (2006-11-04) Took me all day- here's a solution to lockbox 2.

had to do a separate system just for when it had to solve for a 0 box- should work for every box possible now.


[level]JUKAKEM[/level]

Mr K (2006-11-04) Lazyone, gyzydav fails on 1. It does work on 0 most cases (I did have a run where i got five 0s before one 1)

SM, that's awesome. I've been not quite sure if there even was a solution for it. I kept changing my mind. None of my tactics have a chance of working yet.

jnz (2006-11-04) My solution for Lock box 2 (lanubob): [level]fupuhub[/level].

Special case to handle Fs.  And a small trick so I don't have to wait for an initial F to show up in the random stream.

zxo (2006-11-04) Well, it took a lot longer than I originally thought, but here is a solution to Lock Box 3: [level]zevobed[/level]

I had to make special cases for 0 and 1 crates in the lock box.

jf (2006-11-04) I'm re-posting my solution to 6 Trains (from MagiMaster's Simple Puzzles thread) here so that it stays with the puzzle's home.

Roller coaster solution for ZIPOXOH: [level]hitafim[/level]

Lazyone (2006-11-04) My solution for [level]Gubadav[/level] is [level]cobihet[/level]

jnz (2006-11-05) Solution for Lock box 3 (vudideh): [level]texilob[/level]

Mr K (2006-11-05) Here's my solution to Lock box 3: [level]gugevir[/level] I don't have a solution for 2, and am shocked that there are so many solutions for it.

Here's another Lock box [level]zyviguh[/level].

TfGuy44 (2006-11-05) I solved Lock Box 4 with just one new element... an up pipe.
Granted, I had to run it a few times until I got lucky...  ;)

jnz (2006-11-05) My solution for Lock Box 4 (zyviguh): [level]jydagyg[/level]

Mr K (2006-11-06) My solution for Lock Box 4 ([level]retados[/level]) turned out to be less complex than I was planning on building. I discovered I had already solved it while planning out my the last couple steps I thought I would need.

jf (2006-11-06) My solution for Lock box 2 (lanubob): [level]rykirif[/level]

It starts off slow as it's waiting for the first 1 from the random crate. Once it has that, it solves the puzzle in short order, using only a single dozer.

jf (2006-11-06) jnz, nice solution to Lock box 2. I like the simple, elegant trap at the end, and also the F crate generator.

Mr K (2006-11-07) jf, that's a cool one. I like it.

I've been working on a solution to this for a while:

Lock box 5: [level]vagigid[/level]

I'm not completely sure it's solvable, but I haven't been able to convince myself it's unsolvable, either. The upward copier maybe superfluous, I guess. I left it in there to give another source of crates, that isn't involved in the other process.

Lazyone (2006-11-07) [level]jutedyz[/level] was my solution to lock box 5

jnz (2006-11-07) Almost solution for Lock box 5 (vagigid): [level]bycuvar[/level] (occasionally selects an E when the target is an F)
Update: here's one that works always for all values (I think): [level]notilok[/level]

Lazyone (2006-11-07) My solution for lock box 4 [level]debogyf[/level]

jf (2006-11-08) My solution to Lock box 5 (vagigid) using no dozers: [level]gelopin[/level]

20eight (2006-11-21) Here's my solution to lockbox:

[level]surehix[/level]:[level]numoryg[/level]

Mine's not unlike Mr K's.  The hard part for me was accounting for both 0's and F's.

I like zxo's best.

Hand-E-Food (2006-11-22) Lock box 5: [level]vagigid[/level]: [level]pagixob[/level]

I can get this one.  It's the rest that are giving me trouble.

My suggestion(s)

BirdOfAsh (2006-11-01) I have all kinds of ideas for different types of the current objects but I dont have time to list them all right now so I will come back to do that...

-Just something i thought about earlier today--- why not make the object buttons in a "compressed" way? I mean it like this: a single button for conveyors, a single button for copiers, etc... but when you click the button a vertical bar pops up from the button and shows you the different forms of that type of object. This could be considered an update for the UI, but it would also allow more space on the bottom for more types of things to play with. And the way I would make it, the button itself would keep the last selected option for that object.

Fibonacci

Hand-E-Food (2006-11-01) Hello peoples,

While it's nothing particularly complex, this small machine demonstrates a point about the Fibonacci's infinate nature: [level]bihaxif[/level]

Enjoy!

Traffic Warden

Hand-E-Food (2006-11-03) [b]Traffic Warden:[/b] [level]dopilor[/level].  Can you direct a busy intersection of crates?  Get each stream of crates to the opposite side of the screen.  The puzzle is designed such that you need to move an infinate number of each crate without replicating or destroying any crates.  It's purely a timing exercise.

EDIT: I've modified the target areas.  With so many crates and targets, it was running very slowly.

Hand-E-Food (2006-11-03) Wow!  I wasn't sure if this was possible, but it is.  My solution: [level]kimeref[/level]

jnz (2006-11-03) My solution: [level]calidux[/level].  It seems like we had basically the same idea.  Limit each stream to 1/4 rate, mix two streams together, and then extract the one you want by timing the dozers.  The 3s are the hardest to get where they are going.  I had a solution that ran at 1/2 rate working for everything but the 3s.

SM (2006-11-03) Thank God I found a solution b/c I'm pretty sure I'm going to lose my job if I spend any more time today doing this.


Complicated solution- but I really wanted to use gates to get this one there.

The hardest part for mine was crossing the 7s and As and - I can't believe this worked, but if  you see how I did it, it's pretty cool...

[level]LUFYLOP[/level]

20eight (2006-11-05) Traffic Warden is an awesome puzzle, Hand-E.  I wasn't sure I would be able to pull it off. 

I tried timing the streams like the others, but I got frustrated so I decided to let the 3's and 7's go first and them cut them of to let the letters their turn.  It's not all that pretty; but it works, [level]ruraguc[/level].

Hand-E-Food (2006-11-06) I'm really glad you all enjoyed it!  Without realising it, I'd made the puzzle twice as hard by placing the inputs and outputs so close to the corners.  I reckon it just made it all the more fun. :)

Rene (2007-01-03)
I looked at this before and did not think I had much to add to the existing solutions. But then I had a neat idea and went with it all the way. Here is my solution:

    [level]lumydeb[/level]

The hardest part was to cross the A's and 3's. That was because it did not seem possible to draw two 4 tick streams through the same up-pipe without the use of a furnace draw (no copiers and furnaces allowed  :-\ ). But then I came up with the contraption in the top-right corner, and that works beautifully.

Budget problems

Bucky (2006-11-04) Try to solve this adding as few new pieces as possible:
mubazyl

Don't bother posting anything over 35.

Bucky (2006-11-04) My best solutions so far for each crate number are:
1:24 new components
2:25 new components
3:27 new components
4:25 new components

Lazyone (2006-11-05) For crate 1 in 22 new components [level]kovinud[/level]

For crate 2 in 24 new components [level]surygab[/level]

For crate 4 in 23 new components [level]vaveran[/level]

Bucky's puzzles

Bucky (2006-11-04) Light puzzles: These puzzles are relatively easy once you find the correct interaction between objects.
Save the Crate 1:[level]kibalid[/level] (modified; original:totobat)
Save the Crate 2:[level]piguben[/level]
Dozer Lift:[level]gadafyx[/level] (spoiler:jodidod)
Swimming Upstream: [level]kofegus[/level]
Magical Lunatic:[level]fasunod[/level]
Uncertainty [level]muhisit[/level]
Extractor: [level]jidaleb[/level] (spoiler: davutam)
Downward Dilemma: [level]ralasep[/level]
One-shot: [level]kehagim[/level]

Medium puzzles: These puzzles are neither light nor heavy for various reasons.
Two-in-one:[level]lebacik[/level]
Obstacle Cource: [level]febagyc[/level](spoiler redudev)(modified; original:[level]fefihor[/level])
Timing is important:[level]sufebeb[/level] (would be Light except that the solution is... odd)
Transcribe 3Pi: [level]ruxaziv[/level] (spoiler: tyvuzut)
Door Key Trap: [level]gohekoc[/level] (spoiler:kolimaz)
Even-Odd Partition Remix:[level]bedibug[/level]
Deadly Tower: [level]zynemev[/level]
Remainders:[level]kedebir[/level]
Crateless:[level]cobasef[/level].
Through the Dungeon:[level]nydadir[/level]

Heavy puzzles:These puzzles are meant to provide a challange even after you figure out the basic principles.
Even-Odd Partition(easy variation): [level]cubyfuh[/level]
Even-Odd Partition(medium variation) [level]sodices[/level]
Even-Odd Partition(hard variation) [level]tutusop[/level]
Ternary Queries: [level]zykidib[/level]
Two-Shot:[level]dakolip[/level]
Bucky's Copying Service: [level]duhovuz[/level]
Bucky's Copying Service Stingy: [level]radygul[/level]
Bucky's Adding Service:[level]hizamis[/level]
Remainders 2 - [level]hobodoz[/level]

Bucky (2006-11-04) Two in one: lebacik (the right side is quite a bit more difficult than the left side)

Lazyone (2006-11-04) for your levels  you can link the puzzles with the crate with the ? in it
so they are like this

[level]jidaleb[/level] = [level]gygykeb[/level]

[level]lebacik[/level] = [level]gaxikez[/level]

TfGuy44 (2006-11-04) [level]lebacik[/level]: [level]malyrez[/level]

MagiMaster (2006-11-04) Here's mine: [level]HUCARIM[/level]

Bucky (2006-11-04) How's this?
ruxaziv (spoiler tyvuzut)

Also, a series of small challenges which turn out to be harder in series than in parallel:
[level]fefihor[/level] (spoiler [level]redudev[/level])

Kevan (2006-11-04) My solutions...

Extractor: [level]lafynid[/level]
Double Trouble: [level]mevafof[/level]

(Are you Bucky from BlogNomic, by any chance?)

Bucky (2006-11-04) Yes, I am Bucky from Blognomic.

The right side of Double Trouble has a mistake where I forgot to lock the space between the blocks.  The corrected version shows up as part of the Obstacle Course.

Kevan (2006-11-04) Beating the Obstacle Course: [level]xokupyp[/level] - I enjoyed the repurposing of the main component a lot, in that one.

And hello; good to see you around.

Bucky (2006-11-04) 'doh, you're making me regret not locking the space below the pits (modified version, [level]febagyc[/level])

[level]totobat[/level]  - please note that the F crate at the top should be a barrel.

MagiMaster (2006-11-04) Here's my solution: [level]BEBAMEP[/level]

Kevan (2006-11-05) Not as neat as MagiMaster's: [level]luvupim[/level]

Bucky (2006-11-05) Here's another save-the-crate scenerio: [level]piguben[/level]  The large block of X's in the lower right corner is to prevent a cheap tractor-flooding tactic

Kevan (2006-11-05) My cheap solution to [level]piguben[/level]: [level]fugimev[/level]

Bucky (2006-11-05) Actually, that's literally exactly the same as the intended solution (as in, the one i did before posting it to make sure it was solvable)

however, [level]tycofur[/level] is even simpler.

Next save the crate: [level]ganodof[/level]
This is moving away a bit from the "save the crate" spirit because it's easy to save but hard to get at afterwards.

This one's a bit more difficult than the save the crate levels:
[level]gohekoc[/level](solution:[level]kolimaz[/level])

SM (2006-11-05) Save The Crate Ganodof solution:



[level]bypided[/level]

Lazyone (2006-11-05) [level]zyvydef[/level] was my soultion to save the crate 2

for [level]ganodof[/level]  = [level]teketot[/level]

for [level]totobat[/level] = [level]dazibov[/level]

jnz (2006-11-05) My solutions:
Obstacle Course 1 (fefihor / febagyc): [level]jonalyg[/level]
Rescue the doomed crate (totobat): [level]bulular[/level] (only 4 pieces used)
Save the doomed crate scene 2 (piguben): [level]xisoxeg[/level]
Crate rescue mission 3 (ganodof): [level]bupubom[/level]
Door Key Trap (gohekoc): [level]gikohys[/level]

MagiMaster (2006-11-05) Here's mine for [level]GANODOF[/level]: [level]BOHOZIG[/level]

Hand-E-Food (2006-11-06) I like the quick puzzles. :) My solutions:

Double Trouble: [level]lebacik[/level]: [level]dyhuxys[/level]
Extraction: [level]jidaleb[/level]: [level]moromil[/level]
Obstacle Course 1: [level]fefihor[/level]: [level]jedevul[/level]
Rescue the doomed crate: [level]totobat[/level]: [level]konubyt[/level]
Rescue the doomed crate scene 2: [level]piguben[/level]: [level]xulikax[/level]
Crate rescue mission 3: [level]ganodof[/level]: [level]pibuxod[/level]
Door Key Trap: [level]gohekoc[/level]: [level]venylar[/level]
Corridor Jam: [level]homaxut[/level]: [level]fuforur[/level]  This should work for Corridor Jam 2 as well.

FL4WL3SS (2006-11-06) My solution to lebacik

[level]xysaxom[/level]

-FL4WL3SS

20eight (2006-11-06) [level]jidaleb[/level]:[level]gomosyg[/level] (I still don't understand why this works; I just stumbled onto it)
[level]lebacik[/level]:[level]hadekuz[/level]
[level]fefihor[/level]:[level]cotykep[/level]
[level]febagyc[/level]:[level]vafifyr[/level]
[level]totobat[/level]:[level]dizahyf[/level]
[level]piguben[/level]:[level]gobedyd[/level] (I got really lucky here, I placed two dozers and it just happed to work)
[level]ganodof[/level]:[level]tevymis[/level]
[level]gohekoc[/level]:[level]gypugem[/level]

Bucky (2006-11-08) I'm sure this is solvable: [level]homaxut[/level]
I'm NOT sure if this similar one is solvable, although I have thought of something with timed dozers that may work. [level]gukasyd[/level]

This one is tricky but solvable [level]genonen[/level] or [level]pivepas[/level](spoiler: tavydar)
(The second bans copiers.  Not that they do much good in such a tight spot.)

Lazyone (2006-11-08) for [level]homaxut[/level] my solution was [level]venebaz[/level]

for [level]gukasyd[/level] my solution was the same thing [level]hovagup[/level]

for either [level]genonen[/level] or [level]pivepas[/level] this should work [level]gulalab[/level]

Bucky (2006-11-08) I'm warning you in advance, this one's solution is... odd...
[level]nypexip[/level]

daniel (2006-11-08) That was a fun one!  :D
I solved it, but I won't post the solution, it's all about timing!  ;)

Lazyone (2006-11-09) It took me a couple to releazie how to do it, but I got it as well ill also wait on posting the solution but you may want to say its an age old solution

Kevan (2006-11-09) For [level]homaxut[/level]: [level]siradec[/level] (which should work just as well for qukasyd, unless I'm missing something).

For genonen: [level]hixihyd[/level] - the extra restrictions of pivepas have stumped me, but I've enjoyed trying and failing to get two dozers to finish in synch.

Bucky (2006-11-09) Kevan,
[level]siradec[/level] fails to trigger the lower-left target matcher.

Have you found the solution to nypexip?

Lazyone (2006-11-10) for [level]nypexip[/level] my solution is xypymux

Bucky (2006-11-14) Feed a Dog Beef:[level]koluhyk[/level] 

Lazyone (2006-11-14) can [level]Koluhyk[/level] be solved bucky?

This is probably not the solution you were looking for [level]Ladepuf[/level] there is a piece in the way to solve the 4th to last target :(

Bucky (2006-11-14) Hmm... looks like it got corrupted somehow.  It should have been [level]rovodab[/level]

Lazyone (2006-11-14) [level]rovodab[/level] looks the same to me

Bucky (2006-11-14) [quote author=Lazyone link=topic=68.msg800#msg800 date=1163547299]
[level]rovodab[/level] looks the same to me
[/quote]

Do you know what the anomalous objects among the targets are?

and does [level]bogebac[/level]work?

Lazyone (2006-11-14) Glass dome is on the 4th to last and two other pieces that are not even in the sandbox in two other positions. the two mysterious piece go away when i hit play but not the glass dome.

[level]bogebac[/level] looks like Feed a Do? beef with a couple of girders in between the a and D, ? and B.

Here is the solution to [level]Bogebac[/level] : [level]Ducyzon[/level]

Bucky (2006-11-14) I've made a bug report

Bucky (2006-11-18) [level]gadafyx[/level]

jnz (2006-11-18) My solution for Dozer Lift (gadafyx): [level]cyvyxex[/level].  Easy as a triangularly-shaped piece of pie.  :)

Bucky (2006-11-18) Swimming Upstream: [level]kofegus[/level]

Lazyone (2006-11-18) My solution to swimming up stream [level]Hybunom[/level]

jnz (2006-11-18) My solution to Swimming Upstream (kofegus): [level]dogutud[/level].  I'm assuming you had something else in mind because of the forced blanks?

Bucky (2006-11-18) [level]dexekun[/level] - another Buckyism
EDIT: Looks like Nic got to this one first!

Lazyone (2006-11-18) [level]Pirodog[/level] is my solution for [level]dexekun[/level]

Bucky (2006-11-19) testing dozulal...

the "solution"  involves saving and reloading the level so that it gets corrupted.

MagiMaster (2006-11-19) Here's my Upstream solution: [level]GIMOGYS[/level]

Bucky (2006-11-19) This one's still in development:
[level]tyvumih[/level]

I could not find any way to set up the targets using random crates.

Hand-E-Food (2006-11-19) Dozer Lift: [level]gadafyx[/level]: [level]deryhox[/level]

Lazyone (2006-11-19) Even though it's still in development i needed to take a break from Handi's Triplex so here is what I did for [level]tyvumih[/level]

[level]kidisen[/level]

jnz (2006-11-19) For Comparison Sort Task v0 (tyvumih): [level]hecodup[/level].  It is a bit ... weird.  I wanted to use the existing pieces.

Bucky (2006-11-20) [quote author=jnz link=topic=68.msg922#msg922 date=1163980213]
For Comparison Sort Task v0 (tyvumih): [level]hecodup[/level].  It is a bit ... weird.  I wanted to use the existing pieces.
[/quote]

Actually, I had intended this to be the best solution (but since this is v0 I was too lazy to use some method of forcing you to do it this way)

Handi (2006-11-20) Looks like I was a bit lazy... but, hey why making a solution harder then it has to ?!
[level]cifigub[/level]

Bucky (2006-11-20) Yet another Save the Crate level:[level]rasoxoc[/level]

jnz (2006-11-20) My solution to Save the Crate 4 (rasoxoc): [level]ragenub[/level]

20eight (2006-11-21) Transcribe Pi three times - [level]ruxaziv[/level]:[level]pydokak[/level]
Swimming upstream - [level]kofegus[/level]:[level]disegyh[/level]

SM (2006-11-21) Swimming up stream solution:

[level]meginad[/level]

Excellent job!  This was fun, I like the idea of taking away the traditional ways of moving one way or the other- opens up a lot of ideas for new levels!

Bucky (2006-11-21) This one is somewhat more difficult than the others because there's no trick I know of that makes it trivial. [level]zykidib[/level]

I have not found a solution yet but I'm sure it exists.

Handi (2006-11-21) It's impossible only because of the randomity of the available crate. If the available crate is even and the required one is odd, you will never get an odd one using any calculations.
So instead of putting a random, I would put a "1".
For the rest, the puzzle looks really interresting and I already have a good idea how to solve it (with the "1"). I simply have to manage well the space.

Bucky (2006-11-21) [quote author=Handi link=topic=68.msg950#msg950 date=1164138802]
It's impossible only because of the randomity of the available crate. If the available crate is even and the required one is odd, you will never get an odd one using any calculations.
[/quote]
The easiest way around that would be to stick a copier under the random crate.

Handi (2006-11-21) man, it's true  :-X... I always forget this!

jnz (2006-11-22) My solution for Ternary Queries v3 (zykidib): [level]zydafid[/level].  Squeezing everything that close together was not easy.  :)

Hand-E-Food (2006-11-22) Swimming upstream: [level]kofegus[/level]: [level]pavanog[/level]

Bucky (2006-11-22) Update to Swimming Upstream:[level]zuxebyt[/level] (spoiler: dinodun, and there's a much quicker way that I'll leave as an exercise for the casual reader)

jnz (2006-11-23) My solution to Swimming Upstream v2 was almost identical to yours so I won't bother posting it.  I note that MagiMaster's solution for the original still works.

Bucky (2006-11-23) Test version of a puzzle: [level]gabygyp[/level]
Please tell me if someone else already used the same concept.  Also, suggestions for a neater trigger assembly for v1 would be appreciated.

EDIT: I would also like to force the player to solve for any value.  As it stands, just solving for a pair of, say, Fs or 0s works.

jnz (2006-11-24) My solution for Equality Test Task v0 (gabygyp): [level]zinytyz[/level].  Seems pretty easy to me.  :)

Bucky (2006-11-24) puzzle in development: [level]kitavev[/level]
Edit:new version:[level]dumivim[/level]

jnz (2006-11-24) [quote author=Bucky link=topic=68.msg992#msg992 date=1164406229]
puzzle in development: [level]kitavev[/level]
[/quote]
You seem to be using an older version of the applet from before the last "level corruption" fix which doesn't get along with the current server-side PHP script (try clearing your cache).  Your packers have gotten converted to barrels.  I've tried to fix it at [level]tomobov[/level].  If I did it right, I don't see where I'm supposed to get my 1 crate from...

SM (2006-11-28) Swimming upstream v.2.

[level]vyhivak[/level]

jnz (2006-11-28) Solution for dumivim: [level]gikitib[/level].  Seems to work in my tests.  I hope the timing is ok for the worst-case scenario.

Lazyone (2006-11-28) the first time i ran it it failed  the conveyor near the bottom would push off a create it would probably be a simple fix by just blocking the spot with a girder

jnz (2006-11-28) [quote author=Lazyone link=topic=68.msg1007#msg1007 date=1164742669]
the first time i ran it it failed  the conveyor near the bottom would push off a create it would probably be a simple fix by just blocking the spot with a girder
[/quote]
Whoops, you're right.  I was so worried about the case when the crates arrived late that I neglected the case where they arrive early.  With suggested fix applied: [level]kizuzuf[/level]

zxo (2006-11-29) A slightly different take on Upstream: [level]robunut[/level]

SM (2006-11-29) Soution to Uncertainty [level]muhisit[/level]

[level]xadyryl[/level]

Nothing new.

Hand-E-Food (2006-11-29) My solution to sorting crates:
Unnamed puzzle: [level]dumivim[/level]: [level]pymavex[/level]

And to matching the unknown:
Uncertainty: [level]muhisit[/level]: [level]fyhykyt[/level]

SM (2006-11-30) Can anyone get Uncertainty [level]muhisit [/level] in less than 14 ticks?

14 tick Uncertainty Solution:
[level]homames[/level]

jnz (2006-11-30) [quote author=SM link=topic=68.msg1016#msg1016 date=1164863861]
Can anyone get Uncertainty [level]muhisit[/level] in less than 14 ticks?
[/quote]

Uncertainty in 13: [level]dazaguc[/level]

SM (2006-11-30) well done!

Bucky (2006-12-01) Last night, a tornado struck warehouse 13A.  It destroyed most of the equipment and left the rest in a near-useless state.  The task is to salvage what you can and complete what's left of the puzzle. [level]xohydum[/level]

Also, we'll need to scavenge some crates from our waste heaps to make our next shipment: [level]xupedas[/level]

sluutthefeared (2006-12-01) I made a big mess of a solution to go with the big mess.
[level]XIZIDIH[/level]

SM (2006-12-01)

It's not the prettiest warehouse this side of the Mississippi, but it'll get the job done.

[level]SESOKAB[/level]

jf (2006-12-02) My solution to Extraction (jidaleb): [level]sylafac[/level]

And for Dozer Lift (gadafyx): [level]zebozuz[/level]

Handi (2006-12-02) Solution to crate sorting ([level]dumivim[/level]): [level]gigobud[/level]

Ok... seems that it's 98% the same thing as Hand-e-food's [level]pymavex[/level] lol. (minus the fancy decorations)

Rene (2006-12-03)
Here is another solution to Dozer Lift ([level]gadafyx[/level]):


[level]popehyb[/level]

Kind of neat, in my opinion


Bucky (2006-12-07) [level]fudimut[/level] is an update of an earllier puzzle.  This one should be possible to solve.

jnz (2006-12-07) My solution for Garbage Dump v1 (fudimut): [level]gudiseh[/level].  I was going for no dozers but I got lazy at the end.  Due to weird behavior of the applet, it only solves once.  If you want to see it again you have to reload the page.

jf (2006-12-07) I've finally completed a solution for Ternary Queries (zykidib): [level]byvurag[/level]. I kept running out of room, and then I realized that I needed to switch directions. That was a tough puzzle!

jnz (2006-12-07) [quote author=jf link=topic=68.msg1118#msg1118 date=1165490121]
I've finally completed a solution for Ternary Queries (zykidib): [level]byvurag[/level]. I kept running out of room, and then I realized that I needed to switch directions. That was a tough puzzle!
[/quote]

Nicely done!  Welcome to the club.  It is a quite exclusive one, as far as I know.  :)
I like the way you have the two dozers take turns.  And how you didn't need resort to using timers like I did to sync the top with the bottom.

I notice that you went with the low value on the left and high value on the right for the gates.  I started out doing that as well but then I switched half way through designing.  It was easier in my design to detect "left or right or neither" than "left or right or both".  But since you read the barrels that are stacked on top instead of the ones that actually got pushed off the gates you have no problem with that.

Glad all the hard work finally paid off for you.

jf (2006-12-08) Now that I finally get to look at zydafid, I like the way you handled it, by reading the barrels pushed off. A lot of the overhead I have is due to moving around so many barrels, which only makes it that much more cramped. Early revisions were a *lot* more cluttered -- I "re-factored" a bit, down to this solution once I had it working. The ending sequence was rushed out the door, but I was able to add the IMHO theatrical finish with the pair of dozers.  :)

Edit: Now that I look at my solution again, with fresh eyes, it doesn't seem like so much overhead. I think you would have had to see the earlier attempts.

Bucky (2006-12-08) Here's one which I think you will find fun: [level]cubyfuh[/level].  I have a much harder version which I won't post until someone solves this version (since part of hard hints at how to solve easy)

SM (2006-12-10) OK.

I spent all day working on this... and when I wasn't in front of the computer, I was doodling sketches on a piece of scrap paper.

I know you said [level]cubyfuh[/level] was easy... but i have to say I'm a little proud I'm the first to post a solution.

This puzzle was awesome and challenging.  Please don't post the harder version til after my final on Thursday!!

Solution to "Even Odd Partition easy v0"

[level]dizukup[/level]

Bucky (2006-12-10) [quote author=SM link=topic=68.msg1147#msg1147 date=1165728205]
I know you said [level]cubyfuh[/level] was easy... but i have to say I'm a little proud I'm the first to post a solution.

This puzzle was awesome and challenging.  Please don't post the harder version til after my final on Thursday!!
[/quote]

Easiness is relative.  This [i]is[/i] easy compared to the harder version, which I (a) have not been able to solve, despite the fact that I know how to solve it and (b) am not sure whether there is enough space to solve, though I think there is with clever use of certain structures.

Bucky (2006-12-11) This one's easier than the last one with the "easy" label attached.

Downward Dilemma: [level]ralasep[/level](spoiler:nagasem)

jnz (2006-12-11) My solution for Downward Dilemma (ralasep): [level]kizinen[/level]

jf (2006-12-12) My solution for cubyfuh is [level]gozedur[/level] -- that was tough.

jf (2006-12-12) And for Downward Dilemma (ralasep): [level]sidebep[/level]. The small hump that the dozer skips over is needed to offset the timing.

Edit: nagasem and kizinen are nice and simple! I overworked it a bit with brute force.

Handi (2006-12-12) Downward Dilemma (ralasep) Solution: [level]golafib[/level]
Nice little puzzle.

Bucky (2006-12-12) [quote author=SM link=topic=68.msg1147#msg1147 date=1165728205]

This puzzle was awesome and challenging.  Please don't post the harder version til after my final on Thursday!!

[/quote]

I'll put up two harder versions on Friday. (I found that swapping two crates in the target completely changed how to solve the puzzle).

Bucky (2006-12-13) Silent Aquarium:[level]mapomoh[/level]  - More Rubicon Art than a puzzle

Bucky (2006-12-16) As promised, two sequels to [level]cubyfuh[/level]:
"medium":[level]sodices[/level] - I have solved this one
"hard":[level]tutusop[/level] - I have not solved this level.  It is quite difficult, but not impossible, to do without copiers for use in timers.

And one original puzzle:
One-Shot: [level]kehagim[/level](spoiler:tomacin)(revised)

Lazyone (2006-12-16) [level]pidepig[/level] is impossible the way it sits. unless i am missing something

Rene (2006-12-16) Here is my solution to "medium". I am not sure whether you intentionally left a hole between the solution spaces (it is not there in the easy version), but that is what I used. All the same, it was still pretty tough!

    Solution to [level]tutusop[/level]: [level]gehyfes[/level]

SM (2006-12-16) From the looks of the spoiler- there's a 1 crate missing from the upper half of [level]pidepig[/level]

Rene (2006-12-16)
That was a nice little one. I took the liberty to add a '1' crate at a convenient spot

    Solution to One-Shot ([level]pidepig[/level]): [level]hidyhos[/level]

Bucky (2006-12-16) [quote author=Rene link=topic=68.msg1221#msg1221 date=1166303461]

    Solution to [level]tutusop[/level]: [level]gehyfes[/level]


[/quote]

Um, gehyfes uses the target from hard but the lack of partition from medium. When run with the correct crate order in the target, it fails.
(the correct order is 012-0FE, not 210-0FE)

jnz (2006-12-17) Solution for One-shot v2 (kehagim): [level]cidudus[/level].  Uses the Door Key instead of the Gate.  I don't think it is possible with the pipe or the copier.

Bucky (2006-12-17) [quote author=jnz link=topic=68.msg1227#msg1227 date=1166381222]
I don't think it is possible with the pipe or the copier.
[/quote]

The pipe mechanism is [level]vosyfud[/level].  There is no copier mechanism.

Hand-E-Food (2006-12-18) That was fun!

Downward Dilemma: [level]ralasep[/level]: [level]febahor[/level]

sluutthefeared (2006-12-18) Here's my solution to [level]ralasep[/level] - downward dilemma: [level]nahyces[/level]

jf (2006-12-18) My solution for One-shot v2 (kehagim) [level]bogamyk[/level].

Rene (2006-12-18) [quote][/quote]

Um, gehyfes uses the target from hard but the lack of partition from medium. When run with the correct crate order in the target, it fails.
(the correct order is 012-0FE, not 210-0FE)
[quote][/quote]

Oops, my mistake. That is what you get when you switch between puzzles too often. I guess it is back to the drawing board....

Handi (2006-12-19) Here's what I've got for One-Shot: [level]dygoveb[/level]. It uses the door.
The same principle would also work with both the gate and the pipe. Copier seems impossible.

adept (2006-12-19) Here's what I did for one shot [level]kadirit[/level]  I think I used all the passages for one purpose or another

jf (2006-12-22) Here is how I solved Door Key Trap, using just a few extra dozers: [level]nesubod[/level].

jnz (2006-12-22) I finally got a solution for Even Odd Partition easy v0 (cubyfuh): [level]cavihul[/level].

jf (2006-12-23) My solution for Even Odd Partition hard v0 [level]tutusop[/level]: [level]pidazic[/level]. That was a challenge.

jf (2006-12-26) For Transcribe Pi 3 times [level]ruxaziv[/level]: [level]bebofog[/level]

Bucky (2006-12-27) Another "Light" puzzle: [level]rukebor[/level]

jf (2006-12-27) For [level]rukebor[/level]: [level]zihotug[/level]

jnz (2006-12-27) Solution for Barrel Sweeping Task v0 (rukebor): [level]sufacav[/level] (no sweeping)

adept (2006-12-27) For barrel sweeping [level]pesadab[/level]

Rene (2006-12-27)
Solution to Barrel Sweeping ([level]rukebor[/level]): [level]gopitub[/level]
Not much sweeping, though. More lift out of the way.


Bucky (2007-01-01) I took an odd machine, saved it and reloaded it, manually deleted all the added components in the Sandbox, and then auto-filled the result with locked space.  Result:[level]facygog[/level]

Rene (2007-01-01) [quote author=Bucky link=topic=68.msg1373#msg1373 date=1167627408]
I took an odd machine, saved it and reloaded it, manually deleted all the added components in the Sandbox, and then auto-filled the result with locked space.  Result:[level]facygog[/level]
[/quote]

Ah, that is why the fill behaves weirdly sometimes! I re-tried your trick, and noted that you don't even have to delete the components manually. Just click the locked space icon, select everything in the Sandbox, press "DEL" and "F", and presto: the same result as you had. Probably a bug that Kevan should look into.

Neat idea for a puzzle, though.
Although I am not sure that [level]facygog[/level] is solvable.....

Bucky (2007-01-01) [quote author=Rene link=topic=68.msg1384#msg1384 date=1167669453]

Neat idea for a puzzle, though.
Although I am not sure that [level]facygog[/level] is solvable.....

[/quote]

It was working before I turned it to shadow; There are other solutions as well.

Rene (2007-01-02) [quote author=Bucky link=topic=68.msg1386#msg1386 date=1167674587]
It was working before I turned it to shadow; There are other solutions as well.
[/quote]

I see what happened now. The trick only leaves shadows for the components that can be placed in game mode (the blue-shaded ones). The components that can only be placed in sandbox mode are overwritten by the locked space. You probably had some of these in your original?

Bucky (2007-01-02) [quote author=Rene link=topic=68.msg1412#msg1412 date=1167740459]
[quote author=Bucky link=topic=68.msg1386#msg1386 date=1167674587]
It was working before I turned it to shadow; There are other solutions as well.
[/quote]

I see what happened now. The trick only leaves shadows for the components that can be placed in game mode (the blue-shaded ones). The components that can only be placed in sandbox mode are overwritten by the locked space. You probably had some of these in your original?

[/quote]

No, but I did accidently delete a critical component.  does [level]nobitig[/level] work better?

Rene (2007-01-02) [quote author=Bucky link=topic=68.msg1425#msg1425 date=1167774129]
No, but I did accidently delete a critical component.  does [level]nobitig[/level] work better?
[/quote]

Mmmm, not really. My problem is that I don't see a way to keep the crate above the target matcher, or to get it back up when it's below it. The only way to get it up again seems to be on the right side with a series of up-pipes, but then it needs to stay there; there is not enough space to remove it from the top-right corner.

20eight (2007-01-03) dozer lift - [level]gadafyx[/level]:[level]tuxural[/level]
uncertainty - [level]muhisit[/level]:[level]dotodyh[/level]
downward dilemma - [level]ralasep[/level]:[level]gisulox[/level]

Bucky (2007-01-04) Another easy puzzle: [level]byhekeg[/level]

SM (2007-01-04)

Solution to [level]Byhekeg[/level]: [level]vesegiz[/level]

sluutthefeared (2007-01-04) [level]byhekeg[/level] - Solution: [level]remerig[/level]

EDIT: Here's a 10 tick solution. [level]zopucil[/level]

jnz (2007-01-04) For Ambiguous (byhekeg): [level]folebid[/level]

Rene (2007-01-04)
Solution to Ambiguous ([level]byhekeg[/level]): [level]dudetyb[/level]

Bucky (2007-01-05) Oscillate:[level]zohalax[/level](spoiler:cudazis)

And a test puzzle:[level]pafulov[/level]

Rene (2007-01-05)
Funny puzzle, Oscillate. Here is my solution: [level]fobacad[/level]

jnz (2007-01-05) For Oscillate (zohalax): [level]fikycyl[/level]

sluutthefeared (2007-01-06) Solution to Oscillate: [level]ridesad[/level]

jf (2007-01-06) Yet another solution to Oscillate: [level]nufyfol[/level].

Edit: I like the Olympic high-platform dive at the end, in jnz's fikycyl.

jnz (2007-01-06) [quote author=jf link=topic=68.msg1509#msg1509 date=1168047068]
Yet another solution to Oscillate: [level]nufyfol[/level].

Edit: I like the Olympic high-platform dive at the end, in jnz's fikycyl.
[/quote]

Hey, thanks.  That's just where my solution crates happened to end up since I was avoiding using any dozers to push them around.

Unfortunately I have to repay your compliment with a complaint: nufyfol is broken if the left initial crate is 0.  I think I managed to find a fix by adding 6 pieces to your existing solution but I'll let you work on it before I post my suggestion.

jf (2007-01-06) This should work: [level]xerylul[/level].

Bucky (2007-01-08) Can you slip a messenger through the flux portals in the dungeons of Castle [level]robehuh[/level]?  Once through the portals, you will have limited space to complete your task.

Rene (2007-01-10) [quote author=Bucky link=topic=68.msg1542#msg1542 date=1168291435]
Can you slip a messenger through the flux portals in the dungeons of Castle [level]robehuh[/level]?  Once through the portals, you will have limited space to complete your task.
[/quote]
The flux portals are not the problem, but the "limited space" could be better rephrased as "an incredibly cramped amount of space with not even enough room to scratch your head".
I have been wondering about this puzzle for a couple of days now, and finally have to admit that I will not be able to solve it. In my view there is simply not enough space to get a crate through  ???. A strategically placed turn signal would make a world of difference  :-\

jf (2007-01-10) Are the flux portals really passable? I don't believe it's possible. Sit a dozer any direction in front of any of them, or drop something into the vertical passage -- those doors do not open not even for a fraction of a tick. What am I missing?

SM (2007-01-10) Yeah, JF, apparently my messenger is missing the flux capacitor b/c I can't get him even close to getting past the flux portals...

adept (2007-01-10) It is nice to see I am not the only one who has tried fruitlessly to breach the castle.  I was beginning to think thatBucky as a different set of pieces available to solve this puzzle.  Or else he is just torturing us.  It is a dungeon after all.

jnz (2007-01-10) [quote author=jf link=topic=68.msg1557#msg1557 date=1168461883]
Are the flux portals really passable? I don't believe it's possible. Sit a dozer any direction in front of any of them, or drop something into the vertical passage -- those doors do not open not even for a fraction of a tick. What am I missing?
[/quote]

They aren't "passable" in the normal sense but it is still possible to get information from left side to the right.  It requires a bit of lateral thinking.

I'm in the same boat as Rene.  I can't figure out how to get a crate to the matcher.  But I'm sure there is a way that I'm just not seeing, just like I initially couldn't see how to get past the gates.  I'm thinking it is probably similar to the mechanism needed to solve [level]nobitig[/level] but there are no (public) solutions to that one either.

jf (2007-01-10) [quote author=jnz link=topic=68.msg1560#msg1560 date=1168463169]
They aren't "passable" in the normal sense but it is still possible to get information from left side to the right.  It requires a bit of lateral thinking.
[/quote]
Ah ha! I see it now.

Bucky (2007-01-10) Try This: [level]nydadir[/level].

I did something dumb;  I made sure it was solvable first, then redecorated :p

jnz (2007-01-11) My solution for Through the Dungeon v2 (nydadir): [level]byrumos[/level].  The original version was driving me crazy.  :)

SM (2007-01-11) Solution to Through the Dungeon's v.2

[level]hoxerak[/level]

Me too JNZ.

jf (2007-01-11) Thanks for the tip on the flux portals, jnz. I could not see the forest for the trees. I've also managed an escape: [level]jafihap[/level].

Edit: Nice work, jnz. I like both the pipe-latch on the bottom right, and the dozer-latch on the top. I should be less impatient and look for these kinds of optimizations.

jnz (2007-01-11) [quote author=jf link=topic=68.msg1567#msg1567 date=1168477010]
Thanks for the tip on the flux portals, jnz. I could not see the forest for the trees. I've also managed an escape: [level]jafihap[/level].

Edit: Nice work, jnz. I like both the pipe-latch on the bottom right, and the dozer-latch on the top. I should be less impatient and look for these kinds of optimizations.
[/quote]

I was hoping that my hint was sufficiently vague as to not immediately reveal the answer.  Perhaps I said a bit too much since it didn't take you very long to figure it out.  I notice that SM's has a slight variation on the theme.

The dozer-latch was the closest that I had to a working answer for the original puzzle (the turn signal would have been embedded in the wall).  The pipe-latch just showed up spontaneously when I tried to build a door-key inverter and found that I could integrate the counter right into it.

jf (2007-01-11) [quote author=jnz link=topic=68.msg1568#msg1568 date=1168489622]
[I was hoping that my hint was sufficiently vague as to not immediately reveal the answer.  Perhaps I said a bit too much since it didn't take you very long to figure it out.  I notice that SM's has a slight variation on the theme.
[/quote]

I had given up on the puzzle when I could not figure out how to move the crate at the top, and was waiting patiently to see what developed on the thread. And then, I wasn't sure if Rene was really implying that the flux passage was possible. I remember that this particular subtlety was discussed on some other distant thread, so yes, you provoked me to take another look, which jogged my memory. But, no harm done.  :)

SM (2007-01-11) JNZ-

I saw your solution briefly last night right after I had posted mine, and I just had to comment, after spending a while to come up with the convoluted solution I posted, I'm still in a bit of awe at just how compact, efficient, and speedy your solution is.

Well done!

Rene (2007-01-11) [quote author=Bucky link=topic=68.msg1562#msg1562 date=1168470840]
Try This: [level]nydadir[/level].

I did something dumb;  I made sure it was solvable first, then redecorated :p
[/quote]

Ah, that is more like it. Room to scratch your head, and even to stand up and stretch!
Here is  my solution:

    Solution to Through the Dungeon: [level]pogabum[/level]

Bucky (2007-01-11) [quote author=jnz link=topic=68.msg1560#msg1560 date=1168463169]
I'm thinking it is probably similar to the mechanism needed to solve [level]nobitig[/level] but there are no (public) solutions to that one either.
[/quote]

Due to the stir it's been causing, I'm considering posting a partial spoiler that shows the positions of 5-7 critical pieces in the upper-right corner of one of the solutions to [level]nobitig[/level].  Should I?  Or should I wait for someone else to figure the device out? 

SM (2007-01-11) Wait.

Let us revisit it.

Rene (2007-01-11) [quote author=Bucky link=topic=68.msg1575#msg1575 date=1168543079]
[quote author=jnz link=topic=68.msg1560#msg1560 date=1168463169]
I'm thinking it is probably similar to the mechanism needed to solve [level]nobitig[/level] but there are no (public) solutions to that one either.
[/quote]

Due to the stir it's been causing, I'm considering posting a partial spoiler that shows the positions of 5-7 critical pieces in the upper-right corner of one of the solutions to [level]nobitig[/level].  Should I?  Or should I wait for someone else to figure the device out? 
[/quote]

If you are sure that there is not some space missing, then I would like to look at it again before you post a (partial) solution.

Meanwhile, here is finally my solution to one of your tough puzzles, Ternary Queries, which I was able to do while I was locked in the dungeon: [level]zoxicyb[/level]

jf (2007-01-11) [quote author=Bucky link=topic=68.msg1575#msg1575 date=1168543079]
[quote author=jnz link=topic=68.msg1560#msg1560 date=1168463169]
I'm thinking it is probably similar to the mechanism needed to solve [level]nobitig[/level] but there are no (public) solutions to that one either.
[/quote]

Due to the stir it's been causing, I'm considering posting a partial spoiler that shows the positions of 5-7 critical pieces in the upper-right corner of one of the solutions to [level]nobitig[/level].  Should I?  Or should I wait for someone else to figure the device out? 
[/quote]

Bucky, are you sure there is not just one missing space in nobitig? Can you look at this *** SPOILER *** [level]tifuvim[/level] and tell me if this is what you had in mind, or, that there is no missing space?

SM (2007-01-11) Here it is!  A solution to [level]nobitig[/level]

[level]lydyfox[/level]

jf (2007-01-11) Rene, very creative solution to Through the Dungeon. I especially like how the crate passes through the middle moat, without actually existing.

jf (2007-01-11) [quote author=SM link=topic=68.msg1581#msg1581 date=1168550213]
Here it is!  A solution to [level]nobitig[/level]

[level]lydyfox[/level]

[/quote]

SM, very nice! That answers my question, Bucky. I went ahead and looked because I was more interested in my blind spot than in solving the puzzle. I could not resist -- that, and I have a busy day and am impatient with little time to spend on Rubicon.  :(

jnz (2007-01-12) [quote author=SM link=topic=68.msg1572#msg1572 date=1168529389]
JNZ-

I saw your solution briefly last night right after I had posted mine, and I just had to comment, after spending a while to come up with the convoluted solution I posted, I'm still in a bit of awe at just how compact, efficient, and speedy your solution is.

Well done!
[/quote]

Wow, thanks a lot.  I guess I had a lot of time to optimize the bottom parts while I was getting nowhere on the top portion.  :)

Bucky (2007-01-12) SM: Nice; You seem to have skipped the leftmost part of the original machine.  However, it works much better if you replace selected up-pipes with door keys :p
Also, I have a new "light" puzzle.  Magical Lunatic:[level]fasunod[/level]  The solution to this one looks cool.

jf (2007-01-12) That is so cool!  :D For Magical Lunatic: [level]lahybid[/level].

Rene (2007-01-12)
Mmmm, that is a funny effect in Magical Lunatic: [level]fasunod[/level]

Bucky (2007-01-12) [quote author=Rene link=topic=68.msg1611#msg1611 date=1168628249]

Mmmm, that is a funny effect in Magical Lunatic: [level]fasunod[/level]
[/quote]

Yeah, if you swap the three furnaces in the middle with the three target matchers, the same solution doesn't work. Still, it's not often that you can trigger four target matchers with the same crate.

jnz (2007-01-12) My solution for Magical Lunatic (fasunod): [level]vudedyn[/level].  The old physics model is so strange to work with now.  Can anyone get faster than 13 ticks?

Rene: did you paste in the wrong level code?

Bucky (2007-01-12) [quote author=jnz link=topic=68.msg1614#msg1614 date=1168629773]
My solution for Magical Lunatic (fasunod): [level]vudedyn[/level].  The old physics model is so strange to work with now.  Can anyone get faster than 13 ticks?
[/quote]

[level]perugas[/level]

sluutthefeared (2007-01-12) Here's an 11 tick solution to fasunod: [level]navoger[/level]

Rene (2007-01-12) [quote author=jnz link=topic=68.msg1614#msg1614 date=1168629773]
My solution for Magical Lunatic (fasunod): [level]vudedyn[/level].  The old physics model is so strange to work with now.  Can anyone get faster than 13 ticks?

Rene: did you paste in the wrong level code?
[/quote]

I did indeed. But it does not matter much, the solution was essentially the same as jf's: [level]xudofag[/level]

Bucky (2007-01-13) Here's another one.  I have not solved it yet, but it should be possible:

Time-division Multiplexing:[level]difemoc[/level]

jnz (2007-01-13) My solution for Time-division Multiplexing (difemoc): [level]vegufex[/level]
I got lucky and pretty much stumbled into it.
You can actually make this work for up to 4 streams.

sluutthefeared (2007-01-13) Solution to Time-division multiplexing: [level]muxypyd[/level]

jf (2007-01-13) So, I went through the trouble of multiplexing by threes: [level]jarixos[/level]. It's clumsy looking compared to jnz's and sluutthefeared's, but I'll post it anyway. The furnaces take up the dropped frames -- reminds me of PAL vs. NTSC.

Rene (2007-01-13)
Here is my time-division multiplex: [level]syzafuz[/level]

Gameman (2007-01-16) [level]cyserut[/level] is basically the same as tycofur, but with no extra girders

Bucky (2007-01-16) Here is a version of Time-Division Multiplexing that doesn't solve itself automatically:
[level]dalyhob[/level]

sluutthefeared (2007-01-16) My solution to [level]dalyhob[/level] is nearly the same: [level]tumiguh[/level]

Rene (2007-01-16) Doesn't really make it harder, Bucky. It is merely a matter of tuning the bottom dozers to the top ones anyways:

    Solution to Time Division Multiplex 2: [level]bakobun[/level]

jnz (2007-01-16) For Time-Division Multiplexing v2 (dalyhob): [level]xamuvub[/level].  With the bottom dozers in phase.  This is almost the same as my solution to the original except with the removal of 3 up-pipe pieces and slight timing tweaks.

Bucky (2007-01-22) New-ish puzzle Shift 4:[level]gacaxof[/level] (salvaged from test puzzle)
Also, an old puzzle rediscovered using the search engine:[level]kicedod[/level]

MagiMaster (2007-01-23) Somehow this doesn't seem like what you had in mind [level]CODEXUP[/level] (unarchived), but the level as is is unsolvable (there's a matcher in the exclusion box in the corner).

Rene (2007-01-23)
Here is my solution to Shift 4 ([level]gacaxof[/level]): [level]libifer[/level]

I re-used the principle from my solution to Swift Cycle 6.

Bucky (2007-01-23) The original version of Shift4 was slightly easier than intended; there was a missing Target Matcher.
Here's v2:[level]gazegyx[/level]

jnz (2007-01-23) [quote author=Bucky link=topic=68.msg1756#msg1756 date=1169594810]
The original version of Shift4 was slightly easier than intended; there was a missing Target Matcher.
Here's v2:[level]gazegyx[/level]
[/quote]

Isn't that impossible?

Bucky (2007-01-24) [quote author=jnz link=topic=68.msg1759#msg1759 date=1169595205]
[quote author=Bucky link=topic=68.msg1756#msg1756 date=1169594810]
The original version of Shift4 was slightly easier than intended; there was a missing Target Matcher.
Here's v2:[level]gazegyx[/level]
[/quote]

Isn't that impossible?
[/quote]

I believe it to be possible;  Why wouldn't it be possible?

jnz (2007-01-24) [quote author=Bucky link=topic=68.msg1760#msg1760 date=1169603226]
I believe it to be possible;  Why wouldn't it be possible?
[/quote]

The ?-crate that starts on top of the copier doesn't decay until after it gets pushed off.

Bucky (2007-01-24) Fixed.
V3:[level]tipihim[/level]

jnz (2007-01-24) [quote author=Bucky link=topic=68.msg1762#msg1762 date=1169606955]
Fixed.
V3:[level]tipihim[/level]
[/quote]

You're not getting off that easily: [level]sydidug[/level]

jf (2007-01-24) Nicely done, jnz! Here is my solution to Shift 4 v3: [level]cumozeg[/level].

jf (2007-01-25) I've just repeated a few of the easy puzzles on this thread -- the "save the crate" puzzles. Those are really good puzzles, and are excellent tutorials for newer Rubicon players.

Also, has anybody else attempted the Even-Odd Partition(hard variation) [level]tutusop[/level]? Those looking for a really tough, tough puzzle, well there you go.

Bucky (2007-01-26) I tried to make Time-Division Multiplexing again, and this time I think it really did get harder.  [level]batedoc[/level]

jf (2007-01-26) I think it all comes down to timing -- in an unexpected way. I thought the solution would be more complicated, but I found this works for batedoc: [level]gogyvog[/level].

jnz (2007-01-26) My solution for Time-Division Multiplexing v3 (batedoc): [level]giralab[/level].  The bottom half is recycled; the top half is new.

Rene (2007-01-26) [quote author=jf link=topic=68.msg1775#msg1775 date=1169748141]
Also, has anybody else attempted the Even-Odd Partition(hard variation) [level]tutusop[/level]? Those looking for a really tough, tough puzzle, well there you go.
[/quote]

I am still planning to give it a go, but haven't found the time yet. In my first attempt I mixed up the hard and medium puzzles, and came up with a solution that solved neither of them  :-[

Bucky (2007-01-27) IT SEEMS That nobody has posted a solution to Medium either.

Bucky (2007-02-01) ...And a new Heavy puzzle, even though nobody's solved Medium yet.

Since you solved One-Shot, the transbarrier communications group has faced budget cuts;  The original three pathways have been reduced to two.  Also, due to an increase in demand, you will need to solve several crates instead of just one.  Fortunately, you have been provided with infinite communication in the downward direction.

Two-Shot:[level]dakolip[/level]

jf (2007-02-02) [quote author=Bucky link=topic=68.msg1799#msg1799 date=1169873337]
IT SEEMS That nobody has posted a solution to Medium either.
[/quote]

Here is my solution to Even Odd Partition (medium): [level]dadefuk[/level] -- but it's a SPOILER for the hard version ([level]tutusop[/level]), as I just reprogrammed my water clocks (from my previous solution [level]pidazic[/level]).

Bucky (2007-02-02) [quote author=jf link=topic=68.msg1881#msg1881 date=1170388211]
Here is my solution to Even Odd Partition (medium): [level]dadefuk[/level] -- but it's a SPOILER for the hard version ([level]tutusop[/level]), as I just reprogrammed my water clocks (from my previous solution [level]pidazic[/level]).
[/quote]

I really like the simplicity of your switching mechanism.
[spoiler]I think using a template copier misses half the point of the puzzle.  Granted, it's a very clever form of template copier, but it's rather overkill because (other spoiler).  Finally, I think that discarding the original 0 was a bad idea because it could have been pushed through to the other side to save some time, [/spoiler]

[spoiler]it counts up from 0 when counting down is quicker.[/spoiler](part of previous spoiler)

Also, I've done a new, easier Even-Odd Partition puzzle that actually works as apparently intended.  Even-Odd Partition Remix: [level]bedibug[/level].

jf (2007-02-02) Bucky, those are valid points. I re-used the hard solution because it was easier than figuring out a new solution. Most of the work in the original solution was the switching mechanism, especially the reset-swap sequence. The "water clocks" can be programmed for just about any sequence, given enough room for the water.

Rene (2007-02-02)
Here is my solution to Two Shot ([level]dakolip[/level]): [level]dytedom[/level]

[spoiler]The only way I could see, was to multiply the times for two of the crates.[/spoiler]

jf (2007-02-04) Here is my solution to Two-Shot ([level]dakolip[/level]): [level]lodygop[/level]. I came to the same conclusion as Rene, but I have a lot more machinery (much of which deals with initialization -- I wanted to solve in one pass, with crates, not barrels).

Bucky (2007-02-04) There is a way to solve Two-Shot without outright [spoiler]multiplication[/spoiler].  As a bonus challenge, solve it using the following communication scheme: [spoiler] Use copies of the third crate to trigger the gate (2 bits) and trigger each at an even or odd tick (2 bits).  [/spoiler]

Rene (2007-02-04) I finally took the time to put my teeth into Even-Odd Partition (hard). What a very tough puzzle!
Over the past weeks I have done some try-outs of different ideas, but nothing really stuck. Maybe because I did not have enough time, maybe because I was on the wrong track. But today I finally was able to push one idea through and solved it.

    Solution to Even-Odd Partition - hard ([level]tutusop[/level]): [level]nyfycab[/level]

[spoiler]I went for a programmable automata in the end, with a separate program for each side. The right side program just discards or sends back the first crate that comes out (the second crate is always send to the target matchers). The left side program decides among: send it to the right side (will add 2 to it), push it to the right side unchanged, or send it up to the target matchers.[/spoiler]

EDIT: and the solution for the medium. It is basically an adaptation of the hard one. I have made the right side more general - nicer, I think (would have worked for hard as well)

    Solution to Even-Odd Partition - medium ([level]sodices[/level]): [level]butikyp[/level]

[spoiler]The right side now programmatically selects the first crate or the second crate (or none) both for the target matchers and for back to the left[/spoiler]

EDIT: And finally, the easy variant. It was maybe the wrong way around: from hard to easy, but it saved the trouble finding specific solutions for medium and easy.

    Solution to Even-Odd Partition - easy ([level]cubyfuh[/level]): [level]nobytas[/level]

[spoiler]This was just reprogramming of the medium solution[/spoiler]

Rene (2007-02-05)
I finally got around to solving one of your oldies as well: Timing is important ([level]sufebeb[/level]). As you say, the solution is..... odd. Anybody who has found a solution, will know why I don't post it here....




Bucky (2007-02-05) [quote author=Rene link=topic=68.msg1934#msg1934 date=1170633783]
I finally got around to solving one of your oldies as well: Timing is important ([level]sufebeb[/level]). As you say, the solution is..... odd. Anybody who has found a solution, will know why I don't post it here....
[/quote]

Just out of curiosity, how long did it take you to solve it?

jf (2007-02-05) [quote author=Bucky link=topic=68.msg1917#msg1917 date=1170571913]
There is a way to solve Two-Shot without outright [spoiler]multiplication[/spoiler].  As a bonus challenge, solve it using the following communication scheme: [spoiler] Use copies of the third crate to trigger the gate (2 bits) and trigger each at an even or odd tick (2 bits).  [/spoiler]
[/quote]

Here is my solution for the bonus challenge: [level]biburet[/level]. If you've read Bucky's spoiler, then you know that I did not [spoiler]use multiplication[/spoiler] this time. It was quite a tight squeeze to get all the parts built. Ironically, sometimes the less space you have to work in, the more pieces you need to use. Very clever idea for the communication scheme, Bucky.

I did have to [spoiler]serialize the left crates to avoid a potential collision at the gates when sensing two of the bits.[/spoiler], which slows it down a bit, on top of the initialization overhead. It runs from 183 best-case to 244 worst-case ticks.

Edit: I was able to shave that down to 174-235 ticks, with a slight optimization in [level]gydabyt[/level] -- not that speed is the point to the solution.

Edit again: I just realized that I did not use Bucky's communication scheme, exactly. [spoiler]I did not use the downward copier. Once one of the winches has been used to get a value up, you are reduced to a single winch, giving only 1 bit of communication based on value.[/spoiler]

Rene (2007-02-05) [quote author=Bucky link=topic=68.msg1938#msg1938 date=1170648223]
[quote author=Rene link=topic=68.msg1934#msg1934 date=1170633783]
I finally got around to solving one of your oldies as well: Timing is important ([level]sufebeb[/level]). As you say, the solution is..... odd. Anybody who has found a solution, will know why I don't post it here....
[/quote]

Just out of curiosity, how long did it take you to solve it?
[/quote]

I have been looking at it before, but put it away as "unsolvable". At the last attempt, it took me about half an hour to solve it. You basically just need to get the "aha" idea. After that it took me just a small effort to get the timing right.
I think you could stare at it for days without seeing it, though.

Bucky (2007-02-06) New puzzle: Bucky's Copying Service ([level]duhovuz[/level])

The charge is one token per copy;  a money changing machine is on the left for those of you with the wrong type of token.

Rene (2007-02-06)
Bucky's Copying Service is a very original and well-constructed puzzle. It is pretty hard as well. I like the fact that you have only a couple of barrels and no way to create any new ones. That puts an end to the normal ritual burning of barrels, and makes you very careful with the few you have  :-X. I actually lost one in the coin changing machine at the end........ and I want it back  >:( !!!

    Solution to Bucky's Copying Service ([level]duhovuz[/level]): [level]duvuhyx[/level]

Bucky (2007-02-07) I decided that the original concept was too difficult so I made it easier by giving you an extra barrel.  However, in retrospect I think it was okay before.  I'll modify and repost it.

EDIT: Bucky's Copying Service Stingy: [level]radygul[/level]

[quote author=Rene link=topic=68.msg1965#msg1965 date=1170802634]
I actually lost one in the coin changing machine at the end........ and I want it back  >:( !!!
[/quote]

Here: [level]mebahak[/level]

Bucky (2007-02-07)
If you liked Bucky's Copy Service, here's another for you.  Warning:  The machine may eat crates if used improperly
Bucky's Adding Service:[level]liradat[/level].

This puzzle was quite difficult to produce;  It required coming up with a new, more compact Door Key Inverter, and the double-action switch barely worked after re-engineering it a few times.

Bucky (2007-02-10) Here's a puzzle that's both light and difficult.
Descent:[level]jazaruh[/level]

Rene (2007-02-11) [quote author=Bucky link=topic=68.msg1968#msg1968 date=1170815313]
I decided that the original concept was too difficult so I made it easier by giving you an extra barrel.  However, in retrospect I think it was okay before.  I'll modify and repost it.

EDIT: Bucky's Copying Service Stingy: [level]radygul[/level]

[quote author=Rene link=topic=68.msg1965#msg1965 date=1170802634]
I actually lost one in the coin changing machine at the end........ and I want it back  >:( !!!
[/quote]

Here: [level]mebahak[/level]
[/quote]

Thanks! I will need that one when solving [level]radygul[/level] !  ;)

You seem to have a talent in creating seamingly impossible puzzles, Bucky. Both Bucky's Adding Service ([level]liradat[/level]) and Descent ([level]jazaruh[/level]) don't seem to have a solution at first analysis. For [level]liradat[/level], I am pretty sure that you need to [spoiler]fool the machine in some way[/spoiler], but I don't see a way. Also I don't know what the vibrating 0 and the third door key are for.
For [level]jazaruh[/level], the hard part is probably [spoiler]getting the crate up again[/spoiler]. At least that part seems impossible in my eyes.... but then again, there are other Bucky puzzles that seemed impossible at first, but turned out to be possible.... on the other hand, I remember a Bucky puzzle that seamed impossible, and really was impossible....

Rene (2007-02-17) I finally managed to solve Bucky's Copying Service Stingy, and without having to use the crate I got back :D. At first, I didn't think that the original approach would work with Stingy as well, and tried out another approach. However, that led nowhere. So, after spending a lot of time on the alternative, I went back to the original and made that work after all:

    Solution to Bucky's Copying Service Stingy ([level]radygul[/level]): [level]cyrynih[/level]

And I lost another crate that got stuck in the machine  ;)

Bucky (2007-02-17) [quote author=Rene link=topic=68.msg2037#msg2037 date=1171237426]

You seem to have a talent in creating seamingly impossible puzzles, Bucky. Both Bucky's Adding Service ([level]liradat[/level]) and Descent ([level]jazaruh[/level]) don't seem to have a solution at first analysis. For [level]liradat[/level], I am pretty sure that you need to [spoiler]fool the machine in some way[/spoiler], but I don't see a way. Also I don't know what the vibrating 0 and the third door key are for.
[/quote]

Oops.  You're right, I accidentally complimented the "odd crate out".  try [level]hizamis[/level] instead of liradat

The machine does have a few parts that function as [spoiler]obfuscators[/spoiler].

Bucky (2007-02-22) I seem to have made a transcription error on Descent. Correct version is [level]lodogul[/level].  It might not make a difference in terms of solveability.

It should not have taken me this long to notice.

jf (2007-02-22) [quote author=Bucky link=topic=68.msg2175#msg2175 date=1172162383]
I seem to have made a transcription error on Descent. Correct version is [level]lodogul[/level].  It might not make a difference in terms of solveability.

It should not have taken me this long to notice.
[/quote]

What a difference a space makes. My solution to Descent v2: [level]tocyged[/level].

Rene (2007-02-22) That makes a difference indeed.

    For Descent ([level]lodogul[/level]): [level]dibopap[/level]

Pretty much the same as JF's solution

Bucky (2007-02-22) Descent 2.
Your mission, should you choose to accept it, is to climb down the chimney, deliver a present, then leave.  Fortunately, the fireplace is not lit.  [level]dikaned[/level](spoiler:[level]livodad[/level])

The spoiler also contains an interesting oscillator of a previously unknown type.

jnz (2007-02-22) For Descent v2 (lodogul): [level]xegadis[/level].  I couldn't solve the original.
And For Descent 2 (dikaned): [level]baperel[/level].  Are you allowed to cheat like that in the spoiler?  ;)

jf (2007-02-22) For Long Descent (dikaned): [level]nupepap[/level].

Bucky (2007-02-22) [quote author=jnz link=topic=68.msg2183#msg2183 date=1172178229] Are you allowed to cheat like that in the spoiler?  ;)
[/quote]

Oops.  It's nothing that couldn't be done with a stack of barrels, though.

Rene (2007-02-23)
For Long Descent ([level]dikaned[/level]): [level]zuvebyx[/level]

Bucky (2007-02-26) Composite: [level]dovulov[/level] (spoiler: [level]fugegul[/level]).  Another easier-than-it-looks puzzle.
Edit: Overflow problem in fugegul fixed in turodyv

Speaking of which, has anyone solved Bucky's Adding Service yet?

Rene (2007-02-26) For Composite: [level]pupeboz[/level]

Easy, once you see the trick.

BTW, [spoiler]did you intentionally leave an open space on top of the wall?[/spoiler]

I am working on Bucky's Adding Service. But it is not an easy one, and I will need to find some more time than 15 minutes during dinner....

jf (2007-02-26) Interesting -- some free space gave me the incentive to short-cut the solution, and I didn't even look for a solution such as pupeboz. Here is my solution for Composite: [level]regynyb[/level].

I will be working on Bucky's Adding Service, but I don't have any time at the moment. I'm lucky if I get to even check in on the forum these days to see what's new. I also see a lot of new puzzles in 20eight's thread that I have not even opened yet.

Rene (2007-03-02)
And finally I found a solution to Bucky's Adding Service ([level]hizamis[/level]): [level]tocivul[/level]

I have been returning to this now and then, everytime adding a small piece of the solution. It has been satisfying to see it grow over time. I have had an allmost working solution for some time now, just missing an ending. The ending was the hardest part, which I finally managed to crack tonight.
And I don't loose any money in the machine this time!  :D

Bucky (2007-03-03) I am impressed with your dozer coordination skills.  And the puzzle is not solvable if you lose a crate to the machine.  [spoiler]I put in a checksum crate to make sure you couldn't lose anything![/spoiler]

Bucky (2007-03-08) Now in the style of 20eight:
Displacement 1:[level]xukokyb[/level]
Displacement 2:[level]lyhebyg[/level]
Displacement 3:[level]myvebeg[/level]

Rene (2007-03-09)
For Displacement 1 ([level]xukokyb[/level]): [level]dozogyn[/level]

jf (2007-03-09) For Displacement 1 (xukokyb): [level]xedyvyg[/level]. I see that I had the same general idea as Rene.

Rene (2007-03-10) For Displacement 3 ([level]myvebeg[/level]): [level]hahylah[/level]

Displacement 2 still eludes me

EDIT: For Displacement 2 ([level]lyhebyg[/level]): [level]firivic[/level]

adept (2007-03-10) Rene great job on Displacement 2.  I tried ideas similar to yours but never got them to work. [spoiler]I never thought about slowing down the exit tube.[/spoiler]

Bucky (2007-03-13) It seems that nobody has solved Even-Odd Partition Remix([level]bedibug[/level]) yet.

jf (2007-03-13) For Displacement 3 ([level]myvebeg[/level]): [level]fugytav[/level]. Rene, keen solution in hahylah.

jf (2007-03-14) For Displacement 2 ([level]lyhebyg[/level]): [level]rogozad[/level]. I can't believe the label "Easy" on that puzzle. Once I saw that Rene had solved it, I knew it was possible, and I finally found a solution. [spoiler]The right side is far more affected by subtle timing than it may appear.[/spoiler] And now I would really like to see how Rene handled this one...

Edit: Very interesting -- Rene's approach ([level]firivic[/level]) is completely different. I had thought of [spoiler]propping up the 1 crates with dozers underneath[/spoiler], but with initial success [spoiler]using only barrels for the left column[/spoiler] I spent all my remaining time on the [spoiler]windshield wiper effect[/spoiler] and didn't follow up on alternative designs. For such a tough puzzle, here then are two completely different ways to solve it.

Rene (2007-03-14) That's a spectacular effect in [level]rogozad[/level]; this one definitely falls in the "fun with dozers" category ;) And I can see it's hard to get the timing right. [spoiler]You have to both make sure that all the dozers turn at the same time, and that they don't push into the stack of barrels at the left. [/spoiler]

Your solution for Displacement 3 ([level]fugytav[/level]) falls in the same category as well. I've never seen anybody use a stack of dozers as wall  :D

Bucky (2007-03-19) I don't know why nobody's done a puzzle like this before.

Sliding Glass Floor(easy):[level]duzycut[/level]
Sliding Glass Floor(medium):[level]xyzenef[/level]
Sliding Glass Floor(hard):[level]vodakok[/level] -May be impossible
Sliding Glass Floor(insane):[level]sybykut[/level] -Likely impossible

Bucky (2007-03-22) I'm considering posting all my puzzles from now on in 2Oeight's thread so that someone will actually look at them  ;)

Recent unsolved puzzles:
Even-Odd Partition Remix:[level]bedibug[/level]
Sliding Glass Floor(easy):[level]duzycut[/level]
Sliding Glass Floor(medium):[level]xyzenef[/level]
Sliding Glass Floor(hard):[level]vodakok[/level] -May be impossible
Sliding Glass Floor(insane):[level]sybykut[/level] -Likely impossible
Unnamed Puzzle:[level]jazocer[/level](spoiler:bodegok)

Recent puzzles solved only by Rene:
Bucky's Copying Service:[level]duhovuz[/level]
Bucky's Copying Service 2:[level]radygul[/level]
Bucky's Adding Service:[level]liradat[/level]

Rene (2007-03-23) [quote author=Bucky link=topic=68.msg2447#msg2447 date=1174600815]
I'm considering posting all my puzzles from now on in 2Oeight's thread so that someone will actually look at them  ;)
[/quote]

Or you might consider making your puzzles a little easier. Sliding Glass Floor (easy) is not really easy. It is probably at least medium/hard.
But you know me, I like a good challenge  ;), so I went for the insane version:

Solution to Sliding Glass Floor (insane) ([level]sybykut[/level]): [level]viligaf[/level]

The speed of the crates did not turn out to be the problem ([spoiler]in fact, they are going a bit too slow; I had to slow down the solution to keep up ;)[/spoiler]). The amount of free space above the glass floor was the real problem.

jf (2007-03-24) [quote author=Bucky link=topic=68.msg2447#msg2447 date=1174600815]
I'm considering posting all my puzzles from now on in 2Oeight's thread so that someone will actually look at them  ;)
[/quote]

I've started Bucky's Adding Service. [spoiler]The meta-puzzle, i.e., what to do with the crates, is easy -- driving them around with dozers is very difficult without barrels for control.[/spoiler] As I have time, I will keep working on this first, then go back to the Copying Service. [spoiler]But what I plan to do with the crates is not so easy with loose dozers![/spoiler]

For the Sliding Glass Floor puzzles, I was waiting until somebody else proved them solvable, before spending time on them.  ;) Now that Rene has solved the insane, I'll have a go at them. It's an interesting spin on the glass floor.

Bucky (2007-04-16) [quote author=Rene link=topic=68.msg2451#msg2451 date=1174689305]

Or you might consider making your puzzles a little easier.
[/quote]

Okay.  Here's an easier one.

Barrier:[level]xabulal[/level].  Can you do it with only the single dozer in the middle?

jf (2007-04-17) For Barrier ([level]xabulal[/level]): [level]mudadar[/level].

Bucky (2007-04-18) Braided Steel:[level]zucaful[/level](spoiler:[level]litipuv[/level]).

[spoiler]Actually, it's even simpler, as shown by [level]faxesub[/level][/spoiler]

digitalrift (2007-04-18) I got the even simpler [level]zixyhod[/level].

jf (2007-04-18) Braided Steel sans dozers  :) :[level]dafurax[/level]

Bucky (2007-05-10) Due to complaints that my puzzles are too hard, I've decided to make some simpler ones.  To solve these puzzles, you only need to move a crate one square.

Up:[level]vafisis[/level](spoiler:cicafov)
Down:[level]padyfep[/level](spoiler:tocubug)
Left:[level]tekyhop[/level](spoiler:cifisok)
Right:[level]dozevoh[/level](spoiler:nerunil)

Also, I'd note that Even-Odd Partition Remix is still unsolved...

jf (2007-05-10) [quote author=Bucky link=topic=68.msg2593#msg2593 date=1178823010]
Also, I'd note that Even-Odd Partition Remix is still unsolved...
[/quote]

For Even-Odd Partition Remix ([level]bedibug[/level]): [level]cibolok[/level]

error1 (2007-05-11) I like these, it gives me the idea to do a very compacted contraption that only needs one more device to make work
also you might want to make down harder
Up:[level]vafisis[/level]([level]genehen[/level])
Down:[level]padyfep[/level]([level]vypiboh[/level])
Left:[level]tekyhop[/level]([level]ranykec[/level])
Right:[level]dozevoh[/level]([level]mipozul[/level])

Timbo (2007-05-12) The fastest solutions possible:
Up([level]vafisis[/level])[level]myzelap[/level]  [s][level]fyhebuc[/level][/s]
Down([level]padyfep[/level])[level]ramucar[/level]
Left([level]tekyhop[/level])[level]difuren[/level]
Right([level]dozevoh[/level])[level]fudokyn[/level]

Rene (2007-05-12) [quote author=Timbo link=topic=68.msg2602#msg2602 date=1178949326]
The fastest solutions possible
[/quote]

You should not tempt me like that  ;)

Down ([level]padyfep[/level]): [level]tafevir[/level]  (3 ticks)

The others were the same as Timbo's.
Nice little brain teasers

digitalrift (2007-05-12) up: [level]myroxis[/level]
down: [level]hoxetyk[/level]
right: [level]bubuguk[/level]
left: [level]baxydix[/level]

Bucky (2007-05-12) Heh, it turns out that Down was missing a piece. 

Down:[level]dekovud[/level]

digitalrift (2007-05-12) Down v2: [level]hibezeh[/level]

edit: which is identical to Rene's solution, now that I look at it...  Haha.

dacodemasta (2007-05-14) Door Key Trap: my solution: vetymyx :)

Bucky (2007-05-23) Deadly Tower: [level]zynemev[/level]

I have not solved this one yet, but I'm quite sure it's possible.

jf (2007-05-23) For Deadly Tower: [level]leratul[/level].

Bucky (2007-06-08) Black Box:[level]ryvokir[/level](Spoiler:fynogod)

Timbo (2007-06-08) For Black Box ([level]ryvokir[/level]): [level]badydek[/level]

jf (2007-06-08) [quote author=Rene link=topic=68.msg2289#msg2289 date=1172876537]

And finally I found a solution to Bucky's Adding Service ([level]hizamis[/level]): [level]tocivul[/level]

I have been returning to this now and then, everytime adding a small piece of the solution. It has been satisfying to see it grow over time. I have had an allmost working solution for some time now, just missing an ending. The ending was the hardest part, which I finally managed to crack tonight.
And I don't loose any money in the machine this time!  :D
[/quote]

What an elegant design in Rene's tocivul, from the initial unfolding of the crates to the last lift of the checksum. I finally took a look at it, as I've completed my own solution to Bucky's Adding Service. This was a tough puzzle, and as with other "severe" puzzles I've worked on lately, timing was everything. Volia: [level]disoduf[/level].

jf (2007-06-08) For Black Box: [level]rypoxun[/level]

Rene (2007-06-09)
For Black Box ([level]ryvokir[/level]): [level]rimydav[/level]

Bucky (2007-06-14) Here's a modernized version of an old puzzle which nobody here has posted a solution to.

Corridor Jam 3:[level]kibatep[/level]

Timbo (2007-06-14) For Corridor Jam 3: [level]buvusyt[/level]

jf (2007-06-14) For Corridor Jam 3: [level]vasityr[/level]

Rene (2007-06-16)
For Corridor Jam 3 ([level]kibatep[/level]): [level]cigusyr[/level]

error1 (2007-06-16) Corridor Jam 3: [level]jivyvyg[/level]

Bucky (2007-07-17) This level should look familiar to the more experienced players.  I'm curious as to what you'll end up doing on it though. 
Déjà vu:[level]tutulyl[/level]

Rene (2007-07-17)
For Déjà vu: ([level]tutulyl[/level]): [level]gorogyf[/level]  - it's shooting from the hip solution, it can definitely be improved

That's a funny level... cannot remember exactly where I saw this one before...

Bucky (2007-07-17) Déjà vu solution:[level]dezuhyz[/level]. (21 ticks).  [spoiler]I gained 13 ticks from doing the top and bottom separately.[/spoiler]

Edit: [level]hyrelux[/level] (18 ticks).  [spoiler]This time the bottom half is the bottleneck.[/spoiler]

Edit2: [spoiler]panodab[/spoiler] (13 ticks)

jf (2007-07-17) For Déjà vu: (tutulyl): [level]xyredep[/level]. It solves in 14 ticks if I add downpipes to the left three crates, 1, 2 and 3, and in 13 ticks if the pipes extend all the way to the crates, leaving out winches.

Bucky (2007-07-17) I've modified jf's solution to run in 12: [level]zidygum[/level].

Timbo (2007-07-17) 4 ticks for Deja Vu: [level]xisuhin[/level]
And even 3:[level]rikodox[/level]

TTTPPP (2007-07-18) My solutions to some of Bucky's easier puzzles

Save the crate ([level]kibalid[/level]): [level]narudav[/level]
Save the crate 2 ([level]piguben[/level]): [level]tygozin[/level]
Dozer Lift ([level]gadafyx[/level]): [level]fefomol[/level]
Swimming upstream ([level]kofegus[/level]): [level]gukobub[/level]
Deja vu ([level]tutulyl[/level]): [level]samaviv[/level] (Nowhere near 3 ticks!)

jf (2007-07-19) I finally managed to crack a tough puzzle posted back in February. For Bucky's Copying Service Stingy ([level]radygul[/level]): [level]vadyxoh[/level].

I've just now looked at Rene's solution [level]cyrynih[/level] -- excellent! That's a subtle, clever use of dozer period.

Bucky (2007-07-21) Here's an unidentified device I dug out of my closet.  Its function is relatively simple, but the controls are rather awkward.
Gizmo:[level]jynaneh[/level]. 

Rene (2007-07-22)
Nice little one, Bucky.

For Gizmo ([level]jynaneh[/level]): [level]lakysed[/level]

jf (2007-07-23) For Gizmo ([level]jynaneh[/level]): [level]reretez[/level]

Bucky (2007-07-27) Remainders:[level]kedebir[/level]

EDIT:the original version was kodilyd, but I have since come up with a more compact algorithm.  If you feel like a challenge you can try it, but there's really no point in it.

Further edit:Kodilyd is not solvable in some cases without adding a "1" crate.

geej66 (2007-07-28) Solution to Remainders ([level]kedebir[/level]): [level]dacegix[/level]

Rene (2007-07-28)
For Remainders ([level]kedebir[/level]): [level]tuzecop[/level]

Funny puzzle.

Bucky (2007-07-28) Remainders 2 - [level]hobodoz[/level].  By selecting a different key-pair, I eliminated the nasty corner cases of the original.  However, the removal of those corner cases is another challenge by itself.

Rene (2007-07-29)
For Remainders v2 ([level]hobodoz[/level]): [level]gurybih[/level]

jf (2007-07-30) For Remainders ([level]kedebir[/level]): [level]kofabix[/level]. I haven't looked at Remainders 2 yet, but the corner case in the original was easy enough to accomodate.

adept (2007-07-31) remainders solution  [level]pomefeh[/level]

Bucky (2007-08-02) And now for a more novel form of puzzle.  In this one, you never touch a crate.  The inside is intentionally unlocked, but there's only one real use for meddling with its innards
Crateless:[level]cobasef[/level]. 

Rene (2007-08-03)
For Crateless ([level]cobasef[/level]): [level]hezanys[/level]

I am kind of proud of this solution. I first had an uglier and more complex solution with all kinds of nasty special cases. But then I thought that such an elegant puzzle deserved an elegant solution. I got a new idea and... presto!  :)

[spoiler]The solution works by testing against X+1 and X. There is 3 ticks between the two values, which means the X+1 always arrives at even ticks at the Half Furnace Draws, and X always at odd ticks. Careful tuning of the Half Furnace Draws makes sure that only X+1 on the left and X on the right trigger a new cycle. The others get burned. [/spoiler]

jnz (2007-08-04) For Crateless ([level]cobasef[/level]): [level]bonabug[/level].  I went with the brute-force solution.  Rene's is much more elegant.  And it runs much faster than mine as well.  :)

jf (2007-08-05) For Crateless ([level]cobasef[/level]), I started with a brute-force attempt: [level]zasinyg[/level]. But then I saw Rene's and jnz's comments, so I thought I would give it another try. Without yet opening Rene's spoiler, I nevertheless came to the same idea, that is, to use [spoiler]X and X+1[/spoiler]. Only, [spoiler]I was looking at the direction the two barrels went, not the timing, i.e. if they go different directions, it's a match[/spoiler]. That left one special case, and while focused on that problem, I thought of yet an entirely different design, and here it is: [level]kizemam[/level].

My solutions both have a lot of mechanization, which is fun to build. But jnz's brute-force is much more elegant then mine, and Rene's solution refines it down to the bare essential.

Bucky (2007-08-08) Corridor Jam 4:[level]colases[/level]

jnz (2007-08-08) For Corridor Jam 4 (colases): [level]mofydag[/level].  I didn't do any cycle counting but I let it run for a while and it didn't overflow and it doesn't seem to underflow so ...

Oh, and was there some reason you banned vertical girders?

Rene (2007-08-09)
For Corridor Jam 4 ([level]colases[/level]): [level]bovucuh[/level]

Can somebody please dig a second tunnel !!  ;)

[quote author=jnz link=topic=68.msg3014#msg3014 date=1186606346]
Oh, and was there some reason you banned vertical girders?
[/quote]

And did you have a purpose in mind for the gates at the tunnel entrances?

jf (2007-08-09) For Corridor Jam v4 ([level]colases[/level]): [level]dokotan[/level]. Rubicon needs a new piece: a dozer that can tunnel through walls.  ;)

Bucky (2007-09-16) New! Take care of all you adding and copying needs with one quick stop.  The prices are cheap and everything you need is conveniently located on the same aisle.  Welcome to Buckymart: [level]goxybut[/level].  (spoiler: [level]bidivaf[/level])

If you prefer, you can stop by the convenience store instead.  The prices are outrageous and it doesn't have the same selection, but at least it's located near the target matchers.  Bucky's Convenience store: [level]pyrozop[/level]  EDIT: Retracted because it's probably impossible.  I'll modify it once I figure out which/ how many barrels are needed.

jnz (2007-09-16) For Buckymart ([level]goxybut[/level]): [level]rigyboz[/level]
For Bucky's Convenience Store ([level]pyrozop[/level]): [level]hycupef[/level]

Bucky (2007-09-16) Yes, I knew you could use counterfeit money.  I didn't have time to correct it this morning.

Buckymart v3: [level]nasihaf[/level]

I also split the Convenience Store puzzles.  Both are now easier than the original.  The Expensive version is possible in theory, but the geometry of the level makes it quite tricky.  An extra barrel/crate really helps here.
Bucky's Convenience Store v2: [level]betehar[/level]
Bucky's Expensive Convenience Store: [level]sahamib[/level]


jnz (2007-09-16) For Buckymart v3 ([level]nasihaf[/level]): [level]hulimon[/level]
I'm completely stumped on the new Convenience Stores.  [spoiler]I can't figure out how to even generate crates other than {0,C,D,E,F} or {0,D,E,F} respectively[/spoiler]

Bucky (2007-09-16) [quote author=jnz link=topic=68.msg3193#msg3193 date=1189977542]
I'm completely stumped on the new Convenience Stores.  [spoiler]I can't figure out how to even generate crates other than {0,C,D,E,F} or {0,D,E,F} respectively[/spoiler]
[/quote]
Try [level]lumyxag[/level].

jnz (2007-09-17) Ok, I can do that one.  For [level]lumyxag[/level]: [level]bakegox[/level].

adept (2007-09-17) [quote author=jnz link=topic=68.msg3198#msg3198 date=1190051093]
Ok, I can do that one.  For [level]lumyxag[/level]: [level]bakegox[/level].
[/quote]

Very nice- I gave up trying to get more crates of the Convenience Store.  I hate it when I do that then peek and think- "Oh of course"

Rene (2007-09-17) For [level]lumyxag[/level]: [level]fuhygub[/level]

Nifty puzzle; at first glance I thought it was totally impossible.
By the way, what do you want me to do with the left-over barrel ?    ;D

For Buckymart v3 ([level]nasihaf[/level]): [level]tezusub[/level]

Bucky (2007-09-17) [quote author=Rene link=topic=68.msg3200#msg3200 date=1190057999]
By the way, what do you want me to do with the left-over barrel ?    ;D
[/quote]

Run the machine 1.5x faster.

adept (2007-09-18) I finally manage to make a purchase at Buckymart 3 [level]larelez[/level]

krisper (2007-09-18) Even though it was labeled easy, I am satisfied with my timing =) or something... w/e

Downward Dilemma ([level]ralasep[/level]):[level]razugep[/level]

jnz (2007-09-19) Seeing Downward Dilemma again, I remembered that I was forced to settle for a 1/4 rate solution ([level]kizinen[/level]) because a 1/2 rate solution eluded me.  Until now.

For Downward Dilemma ([level]ralasep[/level]): [level]givyxip[/level]

And welcome to krisper, without whom I wouldn't have been inspired to take up this old challenge again!

jf (2007-09-20) [quote author=jnz link=topic=68.msg3205#msg3205 date=1190238702]
Seeing Downward Dilemma again, I remembered that I was forced to settle for a 1/4 rate solution ([level]kizinen[/level]) because a 1/2 rate solution eluded me.  Until now.

For Downward Dilemma ([level]ralasep[/level]): [level]givyxip[/level]

And welcome to krisper, without whom I wouldn't have been inspired to take up this old challenge again!

[/quote]

I haven't had time lately to keep up with the newer puzzles, but I happened by the forum this morning and was inspired by jnz's level to try for a 1/2 solution myself, which was quite fun.

For Downward Dilemma ([level]ralasep[/level]): [level]xecibuc[/level]

jnz (2007-09-20) Nicely done, jf!  Whereas I tried to construct a 1/2 rate stream by [spoiler]combining two 1/4 rate streams[/spoiler] you did it by [spoiler]decimating a full rate stream[/spoiler] which is quite nice.  I do wonder about the seemingly "extra" parts you used.  Are they for show?

jf (2007-09-20) [quote author=jnz link=topic=68.msg3209#msg3209 date=1190313678]
Nicely done, jf!  Whereas I tried to construct a 1/2 rate stream by [spoiler]combining two 1/4 rate streams[/spoiler] you did it by [spoiler]decimating a full rate stream[/spoiler] which is quite nice.  I do wonder about the seemingly "extra" parts you used.  Are they for show?
[/quote]

Um, why yes, that's it. It wasn't that I was too hasty to save the level without first cleaning up some early experimentation.  :)  I had started with two devices and added a third, but now that you point it out, I see that I only need [spoiler]one of them[/spoiler]: [level]gyrusum[/level]

krisper (2007-09-20) Well thanks jnz for the Welcome, and you are welcome for the inspiration =)

Two-in-one (lebacik):lygugoh

Bucky (2007-09-30) ... And one more puzzle along the same theme as the last few.  This time, I operate a single machine that dispenses more than one product.

Bucky's Vending Machine: [level]ruzihed[/level]

sly (2007-09-30) I couldn't get it to work for 0, I'll leave that to someone else :)

for [level]rezihed[/level] : [level]xusoryb[/level]

jnz (2007-10-01) For Bucky's Vending Machine ([level]ruzihed[/level]): [level]masyfit[/level]

Rene (2007-10-01)
For Bucky's Vending Machine ([level]ruzihed[/level]): [level]vaxebir[/level]

jf (2007-10-02) For Bucky's Vending Machine v2 ([level]ruzihed[/level]): [level]bevydeb[/level]

Bucky (2007-10-05) [s]Copied from[/s] Based on a puzzle by Sly.

Easy Dyslexia: [level]fysyvag[/level]
Easier Dyslexia: [level]xelunop[/level]

sly (2007-10-14) Okay, that took me a week to solve and it only works half the time... little more than easy, I must say. I did enjoy it though. :)

Anyway,

for [level]fysyvag[/level] : [level]xutyzim[/level]

Rene (2007-11-16)
And here, after a long time, is a solution for Easy Dislexia ([level]fysyvag[/level]) that solves almost all cases.

    [level]josifok[/level]

Unfortunately there are still some cases that it doesn't handle (especial when the target crate is '8'), but you will probably need to contruct those by hand in order to make them appear.
I have some ideas for a true solution, may be I will do try that as well.

Timbo (2007-11-19) My solution for Easy Dislexia ([level]fysyvag[/level]): [level]caveguf[/level]
I only use 7 of the 9 random barrels.
I wrote a C/C++ to test all combinations for the random barrels, so I am sure that my machine solves the problem.

Bucky (2007-11-20) [quote author=Timbo link=topic=68.msg3290#msg3290 date=1195511349]
My solution for Easy Dislexia ([level]fysyvag[/level]): [level]caveguf[/level]
I only use 7 of the 9 random barrels.
I wrote a C/C++ to test all combinations for the random barrels, so I am sure that my machine solves the problem.
[/quote]

That solution should also work for the original Dyslexia with only a little adaptation.

Rene (2007-11-21) [quote author=Timbo link=topic=68.msg3290#msg3290 date=1195511349]
My solution for Easy Dislexia ([level]fysyvag[/level]): [level]caveguf[/level]
I only use 7 of the 9 random barrels.
I wrote a C/C++ to test all combinations for the random barrels, so I am sure that my machine solves the problem.
[/quote]

Very nice solution, Timbo! I never thought of [spoiler]subtracting the highest two values[/spoiler]; it must be my blind spot. And Bucky is right, this would solve the original puzzle as well. Two thumbs up!

Bucky (2007-12-06) Quick, easy puzzle time!  Five-spot: [level]cixifod[/level] (quick & sloppy spoiler: [level]zigunih[/level])

TTTPPP (2007-12-07) For Five-spot ([level]cixifod[/level]): [level]racutum[/level].

TTTPPP (2007-12-07) Bucky's 'sloppy' spoiler can be tweaked to be faster than my effort:
For Five-spot ([level]cixifod[/level]): [level]lysezum[/level].

jf (2007-12-07) For Five-Spot: [level]zufyluk[/level] quickly, and [level]vexubic[/level] with minimal waste.

Bucky (2007-12-12) [quote author=jf link=topic=68.msg3321#msg3321 date=1197052306]
For Five-Spot: [level]zufyluk[/level] quickly, and [level]vexubic[/level] with minimal waste.
[/quote]

A few modifications take your quick solution down to 13 ticks.  [level]/level]

jf (2007-12-14) [quote author=Bucky link=topic=68.msg3322#msg3322 date=1197447228]
[quote author=jf link=topic=68.msg3321#msg3321 date=1197052306]
For Five-Spot: [level]zufyluk[/level] quickly, and [level]vexubic[/level] with minimal waste.
[/quote]

A few modifications take your quick solution down to 13 ticks.  [level]/level]
[/quote]

Bucky, the level name is missing.

Here is Five-Spot in 12 ticks: [level]hysevab[/level]  ;)

Timbo (2007-12-14) For Five-Spot in 9 ticks: [level]zinuced[/level]
Somebody even faster?

Bucky (2007-12-15) It's like Crateless, but twice as fun.  Bring your own barrels.
Crateless 2:[level]jeliham[/level]

Rene (2007-12-15)
For Crateless 2 ([level]jeliham[/level]): [level]dehynut[/level]

I used the same principle as my solution to Crateless, just differently implemented

jf (2007-12-20) Nice solution, Rene.

For Crateless 2, I chose a simple compare: [level]tecoleh[/level]

Bucky (2008-01-19) Here's another one for you, Rene.

Circuit test:[level]menorid[/level]

jnz (2008-01-21) For Circuit Test ([level]menorid[/level]): [level]bavusyg[/level]
That was fun, kind of like an upside-down template copier.  Since it was "for Rene", I tried to create a Rene-like solution.  ;)  I'm not happy with the end though.

jf (2008-01-22) For Circuit Test ([level]menorid[/level]): [level]nuhozen[/level].

Rene (2008-01-25) [quote author=jnz link=topic=68.msg3358#msg3358 date=1200892843]
For Circuit Test ([level]menorid[/level]): [level]bavusyg[/level]
That was fun, kind of like an upside-down template copier.  Since it was "for Rene", I tried to create a Rene-like solution.  ;)  I'm not happy with the end though.
[/quote]

Well, I am not sure what a "Rene-like" solution looks like, but it may be something like this:

For Circuit Test ([level]menorid[/level]): [level]bugehif[/level]

And I have to say, there is some similarity with [level]bavusyg[/level]
I sure am honoured to have a puzzle created especially for me  8)

Bucky (2008-05-21) It's been a while, but I've got a new puzzle out.

Firewall:[level]gehexur[/level]

Werbad (2008-05-21) For Firewall ([level]gehexur[/level]): [level]dodetod[/level]

Rene (2008-05-21)
For Firewall ([level]gehexur[/level]): [level]nitonud[/level]

That was tough..... it can probably be done simpler but I did not see it  :(

Timbo (2008-05-23) For Firewall ([level]gehexur[/level]): [level]joryrer[/level]

jf (2008-05-24) For Firewall ([level]gehexur[/level]): [level]rynefuf[/level]

Finding room to position the solution crates was tough -- space is cramped in this puzzle, especially with the inconvenient furnaces. My design [spoiler]calculates both values from the top gate, by producing a burst of zero barrels. The start time of the stream gives the lower value, and the length of the stream gives the top value, with special handling for the 0 case[/spoiler].

immibis (2008-05-24) For Crateless 2: [level]gidyvig[/level]

Bucky (2008-05-24) [quote author=immibis link=topic=68.msg3857#msg3857 date=1211599929]
For Crateless 2: [level]gidyvig[/level]
[/quote]

Fails 15/16ths of the time because you trigger a new pair one time too many

immibis (2008-05-25) Oops.

Edit: Try [level]dogutix[/level]
Also:
For Save the Crate ([level]kibalid[/level]): [level]bepozyz[/level]
For Save the Crate 2 ([level]piguben[/level]): [level]bosivob[/level]
For Swimming Upstream: [level]robyvib[/level]
For Magical Lunatic: [level]viceraz[/level]. Very weird solution.
For Uncertainty: [level]bacolux[/level]
For Extraction: [level]havuxir[/level]
For Downward Dilemma: [level]gicuvus[/level]
For One-shot v2: [level]gydiliv[/level]
For Two-in-one: [level]xynazip[/level]

For Obstacle Course: [level]bybucib[/level]
For Transcribe 3pi: [level]sobydeb[/level]
For Door Key Trap: [level]dizozah[/level]

For Corridor Jam: [level]hydozul[/level]

Bucky (2008-08-09) Bucky's Sorting Service:[level]getofyn[/level].  This service is still in beta, so I'm not charging you for it yet.

Werbad (2008-08-10) For Bucky's Sorting Service ([level]getofyn[/level]): [level]fatibob[/level]
Interesting idea for a puzzle.

Edit:
About 1000 ticks faster solution: [level]fagytuv[/level]

[spoiler]You can actually sneak one of the crates past the final check. Adding a pipe to the left of the gate solves this problem.[/spoiler]

Rene (2008-08-16) For Bucky's Sorting Service ([level]getofyn[/level]): [level]dalibad[/level]

Fun puzzle.
In thought of the environment, I kept the number of destroyed barrels to a minimum  :D

EDIT: Werbad's (second) solution is quite a bit faster than mine... and he noticed that [spoiler]the value of the first crate does not matter[/spoiler]

Werbad (2008-08-16) With the current setup it is possible to solve the puzzle using only 16 checks. I'm having some problems setting it up though...

Edit:
For Bucky's Sorting Service ([level]getofyn[/level]): [level]dysyguc[/level]
It's slower than my earlier solution but I only use the sorter 16 times.
[spoiler]This is actually an extension of my earlier discovery. You can always sneak past a crate that is not bigger than the current crate under the gate, so as long as you always pick the highest value crate you can insert any other crate directly before it.[/spoiler]

And I just realized that the minimum should be 12 checks...

Edit2:
13 Checks: [level]dogebaf[/level]
[spoiler]The last check isn't really a check since it always have the same result, but I was too lazy to redesign the machine, so I took the easy route and added a 0 barrel at the end of the input.[/spoiler]

Just figured out a sorting method that only requires 20 checks without cheating... Good to know if you have to 'pay' for the checks in a later version...

Bucky (2008-08-25) Bucky's Sorting Service v2:[level]refurib[/level].
Don't get too excited; It's just a fixed version of [level]getofyn[/level].

jappie001 (2008-09-01) just finished [level]sufebeb[/level] ; timing is important.

what a weird way to complete a level. i wont post the solution.....for obvious reasons!

jappie001 (2008-09-02) My solution to transribe pi 3 times [level]davidap[/level]

Timbo (2008-09-06) For Bucky's Sorting Service v2 ([level]refurib[/level]): [level]perakak[/level]
Its based on [url]http://en.wikipedia.org/wiki/Odd-even_sort[/url]

Bucky (2008-11-20) New puzzle.  Medium difficulty.  No clue what to name it.

[level]dibirob[/level]

immibis (2008-11-20) Solved: [level]ludabip[/level]

Werbad (2008-11-20) Same basic idea as immibis [level]komigyk[/level]

Minimalist Solution: [level]xylyzyp[/level]

Twee (2008-11-21) I was wracking my brain trying to figure out how to solve [level]dibirob[/level] non-probabilisticly, and broke down and looked at Werbad's solution. I really wish I hadn't, as anything I come up with now would be pretty deriviative..probably.
Anyway, here's a solution to "Bucky's Vending Machine v2" ([level]ruzihed[/level]): [level]nifavom[/level]
I made it while suffering some insomnia, so I have a feeling that I may have over-complicated the problem. I'm pretty proud of the selective dozer-trap on the lower-right though. :)

immibis (2008-11-22) For Black Box ([level]ryvokir[/level]): [level]koguret[/level]
For Time-Divison Multiplexing: [level]sydorif[/level]
For Barrel Sweeping Task v0: [level]hezavot[/level]
For Big Mess v0 ([level]xohydum[/level]): [level]lugalif[/level]

Twee (2008-11-23) for "deadly tower"([level]zynemev[/level]): [level]cucehip[/level]

Edit: I ran the solution one more time after posting, and it failed. Here's a slower and more accurate version.

ddsdiur (2008-11-26) Transcribe Pi 3 Times: [level]getybel[/level]

Rene (2009-01-10)
For [level]dibirob[/level]: [level]xyterid[/level]

Bucky (2010-07-02) Your crate is scheduled for disposal.  Your only hope is a last minute intervention at the quality control booth.  Save the Crate 4 (Deluxe): [level]jasatim[/level]

Newt (2010-07-06) For Obstacle Course ([level]febagyc[/level]): [level]kydogod[/level]

Madball (2010-07-08) For Obstacle Course ([level]febagyc[/level]): [level]digulok[/level]

Rene (2010-07-09)
For Save the Crate 4 ([level]jasatim[/level]): [level]leroxad[/level]

A couple of peculiarities in the puzzle made it a lot more challenging than I originally thought. Very interesting puzzle.

Bucky (2010-07-22) Quick Dozer Lift: [level]cazabot[/level] (solution:[spoiler]will post later[/spoiler])

Werbad (2010-07-22) For Quick Dozer Lift ([level]cazabot[/level]): [level]cilobuz[/level]

jnz (2010-07-23) For Quick Dozer Lift ([level]cazabot[/level]): [level]pabireb[/level]

Bucky (2010-08-05) Divide by two is one of those unsolvable puzzles that comes up from time to time.  However, a couple of its cousins are solvable.
Divide by 3 and 5: [level]dygalup[/level]

Werbad (2010-08-05) For Divide by 3 and 5 ([level]dygalup[/level]): [level]xepocag[/level]

Rene (2010-08-12) For Divide by 3 and 5 ([level]dygalup[/level]): [level]bobugec[/level]
For Quick Dozer Lift ([level]cazabot[/level]): [level]radaded[/level] - interesting challenge

humbugger (2012-10-28) This is what I came up with for Downward Dilemma: ([level]ralasep[/level]) : Dilemma resolved [level]nukityb[/level]

I seems to be a little different from the other solutions.

b612 (2013-01-30) For Downward Dilemma [level]ralasep[/level] :[level]xegopeg[/level]

humbugger (2014-02-28) Finally decided to try these two.  Found that I was able to you the same principle for both.
Just had to change the matcher and stop methods slightly.

Crateless [level]cobasef[/level] : [level]godehig[/level]

Crateless 2 [level]jeliham[/level] : [level]mogygih[/level]

Humbugger

Update: Undeletable Starting Components

Kevan (2006-11-04) To prevent the ambiguity of whether a level designer intended certain bits of their level to be demolished, any usable components that appear in the starting level are now shaded blue, and can't be deleted.

(Hopefully this doesn't mess up any existing levels - I haven't noticed any having an intentional solution that involved deleting things. It does make solutions look a bit weird, when loaded in, but I can't think of a way to prevent that that doesn't make things more confusing elsewhere.)

daniel (2006-11-04) I have found something with this that might be considered a bug. I you for example load a custom puzzle, make a partial solution and save it to get back to finish it later, the parts you added will be blue when you load it again. I think only parts added while in sandbox mode should be marked blue not those added in game mode.

Kevan (2006-11-04) Sadly the blue-tint squares are calculated at runtime (being any tiles which are available to the user yet are already on the board), rather than being stored as part of the save-game file - it'd require a major overhaul of the save-game format if each square also needed a blue-tint flag. And I'm not sure how confusing it would make the existing interface if one mode created tinted tiles and others didn't - it'd certainly make for an annoying level if the designer intentionally (or accidentally) put in a few deletable girders.

BirdOfAsh (2006-11-04) I have a problem with this update: when you swap to sandbox mode, everything is still blue and cannot be changed/deleted. I like to load all of those neat "inventions" you find on the forums and mess around with their components to see how everything fits together, modify timers, etc. I cant do this now because they are all blue! I do know how much trouble you go through changing the game though, and thanks for making such a great game to waste all my precious time with!

Kevan (2006-11-04) Everything was actually still blue but deletable, so far as I can tell. But yes, not a good thing, this has now been fixed.

Mr K (2006-11-07) I like the intentions behind the idea, but I don't like the results. I solve everything on sandbox mode now, because the blue messes me up. Maybe if the blue could be turned on and off without having to switch to sandbox.

Edited to say: by turning off the blue, I don't mean making them deletable, I just would like to be able to have the colors normal while I solve. I'd still use the blue button to check what's originally there,. Right now, by switching to sandbox so that I can see while I solve, I can't switch back to game mode without everything turning blue. So I can't really use game mode at all.

Kevan (2006-11-07) What exactly do you mean by "messes you up"? Does the shade of blue look invisible or hideous on your screen, or something?

Mr K (2006-11-08) All the pieces are dark, like they are covered in fog of war. Even if they were lightened, instead of darkened, it'd still be distracting. It makes them all seem as if they are all one piece. I mean, that's the whole point, so that you can tell at a glance what is yours and what is part of the level, but having this view forced on all the time makes it a huge pain to work on. Now we can tell at a glance what is original and what's added, but now we can't tell at a glance what's a packer and what's an unpacker. All the original pieces are now faded together. It's not needed constantly on, and it's so distracting that I have to abandon game mode all together. I had thought it was a bug its so distracting. I uninstalled a bunch of browser extensions thinking a new one was causing some conflict with rubicon.

Kevan (2006-11-08) Are they a completely solid colour, or just too strongly faded? Perhaps the overlay function I'm using in Processing isn't supported in older versions of Java, or something. If it's a strong fade thing, though, it'd be good to see a screenshot so that I can tell whether it's any different to the way they look on my laptop screen.

Should Packers be slowed down?

Kevan (2006-11-04) It's niggling me that Packers and Unpackers are running a little too quickly. Due to an oversight in the original code, they combine their inputs [i]immediately[/i], rather than - as with other components - waiting until the click after the cargo has arrived in an input square (so that the cargo is actually visible for one click). This can make it quite hard to follow what's happening in a level with lots of adders, and it starts to get visibly ridiculous with machines like [level]jymoveg[/level].

It's trivial enough to change the code so that Packers wait for a click before combining their inputs - this will break loads of existing levels, though, and also render some bits of people's "toolboxes" obsolete. I can sort out something so that older levels can still be run the way they used to be (by looking at the timestamp of the save file, and alerting the user to the fact that it'll be running under the old physics model), but people are going to have to heavily rethink their usage of adders.

Should I make the change?

daniel (2006-11-04) I think it's a bad idea to change how any part work, it will break too many existing puzzles. In another thread you talked about implementing a way for the author of a puzzle to choose the laws of the world, that might be a good way of introducing this change.

Kevan (2006-11-04) That seems more confusing, if new levels are going to have to say "hello, this level uses slow packers" or "this one uses fast packers" each time, with players having to continually shift mindsets to be able to solve them. It'd be cleaner to just say that they'll all use slow packers from now on, with fast packers being a rare and heralded exception whenever a player loads in an old level (or old solution).

jf (2006-11-04) I vote to leave them as they are. There are other interesting differences in timing between components. For example, some components will take the input away before the furnace consumes it, such as copiers, and some won't, such as winches. Put a furnace right next to the input of a downward copier, and also of a downward winch and drop a barrel on them. You'll see the copier copies before the barrel is burned, but the winch stays perfectly still and misses the barrel. IMHO, that's fine, and I've come to depend on such subtle differences in behavior when constructing complicated sequences.

TfGuy44 (2006-11-04) Is there any way we can try out slow packers first?
I'd like to compare them with the fast packers before I decide.
Maybe even just seeing how jymoveg would run with slow packers would be enough.

BirdOfAsh (2006-11-04) I dont see why you couldnt change it, the game IS in beta still right? It WOULD mess up older levels, but that is part of playing beta versions of games, right? But here is MY suggestion: give us 2 different types of packers! Slow packer AND Fast packer!  ;D

Kevan (2006-11-04) I've put up a version of Rubicon that uses slow packers at [url]http://kevan.org/rubicon/beta/game.html[/url] - you can load in any existing level, and mess around in the sandbox as normal. I agree that the timing nuances don't really matter and people will get used to anything, but running them like this does make it a lot clearer to the viewer what's going on (and makes jymoveg a lot nicer to watch, even if it completely fails to do its job now).

Kevan (2006-11-04) And hm, it looks like copiers are also running too quickly, in the same way - it's certainly unintuitive that chains of copiers can cross furnaces in a way that pipes can't, and that pushing crates into copiers and pipes at the same time gives you a copied crate one click before a piped one. (Examples at [level]zagykav[/level].)

Bucky (2006-11-05) [quote author=Kevan link=topic=70.msg510#msg510 date=1162681298]
And hm, it looks like copiers are also running too quickly, in the same way - it's certainly unintuitive that chains of copiers can cross furnaces in a way that pipes can't, and that pushing crates into copiers and pipes at the same time gives you a copied crate one click before a piped one. (Examples at [level]zagykav[/level].)
[/quote]

Well, that's why one usually uses long pipes to bypass furnaces instead of a series of short ones.

jf (2006-11-05) It occurs to me that I take back my vote. I'm happy either way. It would be nice to keep existing, old solutions running, though, if possible, if you change them.

Bucky (2006-11-05) [quote author=Kevan link=topic=70.msg510#msg510 date=1162681298]
And hm, it looks like copiers are also running too quickly, in the same way.
[/quote]

[level]vakomid[/level]

Hand-E-Food (2006-11-06) I vote against the change.

One major difference will be how it handles moving cargo, for example: [level]gugofyv[/level].  When F and E are under the packer, it combines them on the next tick.  However, E and D will be on the inputs on the next tick, and on top of that F will be in the way of the output.  Will it be able to handle that properly?

Djonn (2006-11-06) Obviously the whole purpose of jymoveg was to take advantage of the fact that information could be communicated instantaneously using the packers. However, even if they are slowed down, they would still be twice as fast as dozers/coveyors (like keys), and certainly nicer to look at.
I think the only real downside to slowing them down is compatibility. If you can have a timestamp on the saved levels that triggers the use of fast packers (and warns the player this was created using an old version...), I would be happy to have them changed.
As for what Hand-E-Food said, I disagree, as simply putting a girder instead of a conveyor just below the packer fixes the result in the slowed down version.
[edit]Only half speed timers (or much more complicated ones) though, argh! Oh well...[/edit]

However, in the same idea, even if it is not as obvious as packers, the speed behaviour of components, in particular copiers, is not always consistent (people certainly know that and take advantage of it but still):[level]lakosol[/level]. Also, as jf said, I think furnaces should also always come last, or something.
In general, I think the order of precedence of components should be documented.

Also, why is it possible to move instantly vertically (with pipes) and not horizontally? As useful as it is useful for timing purposes, it seems quite unfair ;), maybe we could have horizontal pipes, or vertical girders.

Oh, and could it be possible to have a "play slow"/"step by step" option for debug/understanding what the hell is going on on other peoples machines?

bjrn (2006-11-06) Yeah, the pipes is something I've been thinking about. Not too sure about side-to-side pipes though, if you start doing that, why shouldn't everything be in all directions. Side-winches, packers and unpackers going left instead of right, left and right duplicators?

Djonn (2006-11-06) Yeah, you're probably right, as frustrating as it is, it's part of the fun to have to handle gravity and assymetrical components. But there is currently no way to go up at normal (or slower) speed, which would seem logical.

jf (2006-11-06) I agree--the asymmetrical nature or packers definitely adds to the fun of puzzle-solving. Left-to-right or right-to-left design is part of the challenge.

Kevan (2006-11-06) Okay, the new physics model is now live, and loading in any of the pre-existing levels should switch back automatically to the old physics model, and warn the user that this has happened. The two models are distinguishable by the fast packers and copiers being tinted green.

You can also toggle between the two models by pressing "P", which means that it's possible to ignore the new physics model and just keep using the old one, if anyone really wants to.

It looks okay from here, but let me know if you have any trouble getting your old levels to work, or your new levels to save properly. (And if anyone's got any prominently-linked levels that they know can be solved under the new physics model, and want me to tweak the save file so that they don't default to the old model, just let me know the level names.)

Mr K (2006-11-07) Though the poll is apparently closed, I like the idea of having the packers and unpackers operate at the slightly slower speed. It should take at least a turn, not zero turns. I disagree about the copiers. If is at a spot long enough to be destroyed by a furnace, it's there long enough to be copied once. I don't see why a barrel would trigger the furnace before the copier. All surrounding tools should be triggered at the same instance. I would make the assertion that the up-pipe is triggered along with the furnace and the copier, it's just that barrel is destroy by the time it leaves the pipe. The only thing that doesn't seem intuitive is that winches aren't activated in time. I would expect the winch to change position. a barrel lands on a spot with both a furnace and a winch next to it, I expect the winch to start to try to move the barrel, and the furnace to destroy the barrel before the winch actually moves anything, so that it's position is now reversed.

Since you made a toggle for the physics, I'm assuming that you did this to allow people who wanted to keep the old physics to keep it, and those who wanted to get the new physics to get it. But since you changed the physics of multiple kinds of objects, what about a toggle for each? I agree with your idea that packers needed their physics adjusted, and want to use the new physics for them. But I disagree with the idea that copiers needed their physics changed, and don't want to alter their physics. So I can't use the improved physics without taking on some bad physics at the same time.

When I load an old level, it gives my a warning about "packers, unpackers, and adders" physics changing. This should say copiers, not adders, correct?

It seems like the default is the old physics model, not the new one. When I start with a blank slate, I have to turn on the new physics by pressing P. Shouldn't the new physics be default? That is, unless you are still just trying them out.

Kevan (2006-11-07) The toggle was more to let people load in old levels and solve them with new physics - I'd be surprised if anyone hangs on to the old physics model for very long, really.

You're right about the wording of the warning; I've fixed this now.

And the new physics [i]is[/i] the default - if you open Rubicon and go straight to the sandbox, you'll get the non-green packers and copiers of the new physics model.

ESC key crash.

Hand-E-Food (2006-11-06) Hello,

While I realise the ESC key has no functionality in Rubicon, I have a bad habit of pressing it to remove the green box (from using the SHIFT key.)  After I press it, Rubicon and all of Internet Explorer 6 freezes.  I have to terminate the process before I can do anything else.

Kevan (2006-11-06) Odd, I didn't realise this carried over into exported applets. It's a Processing thing, and it's easy enough to disable - it's been fixed for v1.18.

Rule 110 Cellular Automaton

NuclearFusion (2006-11-06) I'm trying to do a completely visual implementation of the Rule 110 CA and I need a pattern matcher.
The smaller one I could do is in [level]JIFEPAN[/level].
Any ideas on how making it smaller?

colcolpicle (2009-10-20) Just add them all together first

[level]dulupin[/level]

Moving the dozer up

bjrn (2006-11-06) So, there are a few ways of getting a dozer to go up. Most people seem to be using the one block+winch thing. I was wondering what good alternatives there are, for instance if you can't use winches. I played around a little with it (very little), and with everything available it was easy to make one that took one space less space horizontally (but made up for that in vertical space) using a duplicator. Pipes and conveyors worked as well. Still, as I said, I haven't spent very much time on this, but I was curious if others have done more and come up with other neat solutions.

The two I mentioned (plus the block/winch one) is in [url=http://kevan.org/rubicon/game.php?level=gydazel]gydazel[/url]

jnz (2006-11-06) People have been calling these things "switchbacks", I think.  I know of one other variation, using two ramps back to back.  The nice thing is that it works even if the dozer is pushing cargo, if you leave enough space (although it does reverse the order).  Added at the top of yours: [level]bupetyb[/level]

Otto (2006-11-07) If you only need him to go up one time only, and don't have any switches or copiers or winches, or even upward pipes...  A lock will do as well. [level]sukyzob[/level]

Lazyone (2006-11-07) I liked your design Otto. I had never thought about using the gate till now. I did modify it a little bit so you can do repeated lifts if need be [level]Dozynav[/level] on second thought i used a UP tube to do this OOPS

Handi (2006-11-10) Very nice designs. Switch-back is definetevly very usefull. Here's another one -- a one time dozer remote (it uses 2 dozers). [level]pusopud[/level]

Otto (2006-11-12) [quote author=Lazyone link=topic=73.msg599#msg599 date=1162905123]
I liked your design Otto. I had never thought about using the gate till now. I did modify it a little bit so you can do repeated lifts if need be [level]Dozynav[/level] on second thought i used a UP tube to do this OOPS
[/quote]

You can do it with a downward copier though. [level]befiseg[/level]

Bucky (2006-11-16) You can even use another dozer! [level]sydolyg[/level]  The "zipper" on the far right seems the most practical way to move dozers up using other dozers.

bjrn (2006-11-20) Oh, the zipper is nice, very visually pleasing.

humbugger (2013-09-24) I have added a couple more to 'jnz' [level]bupetyb[/level]

[level]lopycat[/level].

Hopefully this is usefully to some one.

Humbugger

Pattern Matcher

NuclearFusion (2006-11-06) Matches an input against a preset pattern
[level]jifepan[/level]

Template copier

Bucky (2006-11-06) This is pretty close to a generic puzzle solver.  Its main fault is it works in base 10, not base 16.

[level]dadocyp[/level]

Directions:
1)put a base-10 template (in barrels) in the template area.  If the template is less than 6 barrels long, move the copy-up and up-pipe as appropriate.  If it is longer than 6 digits, you must slow down the top dozer as well.

2)Feed a steady stream of F-crates

3)Watch as it spits out crate copies of your original template

EDIT: [level]gigebib[/level] will handle letter crates as well, but it's much, much slower.

Otto (2006-11-07) Neat!

However, it completely glitches if you have an F in your template, because F's start going through the switch too fast and don't left shift the template in time.

Bucky (2006-11-20) [quote author=Otto link=topic=75.msg596#msg596 date=1162902855]
Neat!

However, it completely glitches if you have an F in your template, because F's start going through the switch too fast and don't left shift the template in time.

[/quote]

Fixed.  [level]gohutaz[/level] doesn't glitch like that.  As a bonus, it runs faster and can hold a longer template.  (to make it use an eve number of digits, make the top dozer's track one square longer and add a conveyer belt under the omitted digit of the template.

Rene (2007-07-23)
Here is a high speed version of the template copier that I derived some time ago: [level]bybyhez[/level]

Rene (2007-07-31)
And here are some more template copiers:

[level]lamevut[/level]

The top left can handle an arbitrary long template; the template is fed from the right, and the copies come out on the left. You have to make sure that the first digit of the template is present in the machine before you add the 'F' feed, though: when the machine is empty, it will not stop out of its own. The top right one is similar and differs only in the way the next digit is moved in; pick your own preference.

The bottom template copier I saw in a recent solution by JF ([level]jynysat[/level]), but I took the liberty to simplify it a bit. The great thing about that one is that it starts/stops out of its own. You can feed it individual digits and they will get copied into crates. If you let the outgoing digit trigger the next incoming one (like JF did in his solution), you have quite a powerful copier.

colcolpicle (2009-10-04) here's a template copier I made. [level]genizob[/level]  I believe that it is a bit faster for lower numbers than some of the other ones. it takes two steps per number of times it has to change it rather than three, but there is a slight delay and it is huge.

Rene (2009-11-07) [quote author=colcolpicle link=topic=75.msg4427#msg4427 date=1254658474]
here's a template copier I made. [level]genizob[/level]  I believe that it is a bit faster for lower numbers than some of the other ones. it takes two steps per number of times it has to change it rather than three, but there is a slight delay and it is huge.
[/quote]

Cool. That is pretty close to an ideal template copier!
Here are two copiers that use the same principle, but are more compact:
[level]jaratab[/level]

Shreyas (2013-09-21) Exceptional! Just that it would be great if you could stop the whole process after the thing is completed... good anyways..

Broken graphics

daniel (2006-11-07) This is most certainly a problem with my java plug-in (Blackdown) but I'm posting it here anyway in case there is something that can be fixed in Rubicon. The bottom of the Rubicon interface looks a bit like if it is loaded from a truncated image file (see attached screenshot). It's no big deal, I have got used to it, but it makes the description text down there hard to read. And, yes, before you ask I have cleared my cache, deleted my .java directory and the problem is still there.
Here is my software:
Gentoo Linux (x86 stable)
Firefox 1.5.0.7
Java(TM) Plug-in Blackdown-1.4.2-03

Kevan, don't waste your time trying to solve this, I'm posting it mostly FYI.

Edit: I just tested with SUN's Java(TM) Plug-in 1.5.0_08-b03 and the problem is not there, so it must be Blackdown that is borked.

Kevan (2006-11-07) Thanks, I'd heard a couple of mentions of this bug, but without many useful details. It's most likely a general issue with Processing's image loading, as I'm not doing anything particularly weird with the graphics - Rubicon was written in v0115, I think there's a newer version around these days, I'll try recompiling it in that, at some point.

daniel (2006-11-07) Ah, ok. So it may be a bug in Processing that gets triggered in Blackdown, or the other way around.

Lazyone (2006-11-07) I know this is not your solution. When I tried playing the game on other computers not releazing that I needed the latest java installed to play i got all messed up graphics is there a chance of including a link to the latest Java download, if you havent done this already. I have recomended the game to several friends that came across this problem a couple of weeks ago and they just gave up trying to play.

Kevan (2006-11-07) Good idea. Link added.

3 Digits Pattern Matcher II

NuclearFusion (2006-11-08) ::[level]XUTAGAH[/level]::
Matches a 3 digits input against a 3 digits preset pattern.
Now working under the new physics model.

*NEW* Improved Model: [level]FIMOKYB[/level]

Up pipe bug

Bucky (2006-11-08) (moved from Misc)
Apparently, an up-pipe cannot deliver crates to the top row of the screen. Copiers and winches do not have this problem.  (example: [level]vagumog[/level])

Kevan (2006-11-08) Fixed in v1.21.

Save Solution Command

Handi (2006-11-09) Hello Kevan,
My lazy ass was wondering if you could do a little in-game command. It's really just a shortcut, but on the other hand, it would be quite usefull and easy to make.

Let's say I am member [b]X[/b]. I have just solved the puzzle "bynapop" and I want to save and store it in the warehouse in order to put it in the forum.

The command would do the following:
1 - Save my game using name [b]Y[/b]
2 - Put it in the warehouse, using this data: 
      code: [b]Y[/b]
      title: [b]X[/b]'s bynapop Solution
      designer: [b]X[/b]

I know it's really optional, but still, don't you think it would be nice ?!  ;D

Hand-E-Food (2006-11-09) I'm confused.  How is that different to what we currently do?  That's exactly how I put my solutions in the forum.

Kevan (2006-11-09) I think Handi means that the [i]game applet[/i] would save your level as that, whenever you clicked "Save". It's possible, but would require a lot of interface kicking, particularly the name input (the existing text input functionality is pretty basic, in the applet). If I ever revamp the basic "Save" functionality, though, it'll be trivial enough to automatically include the original-puzzle filename, I'll keep it in mind.

Handi (2006-11-09) It's exactly what I was thinking of, Kevan.
Maybe if the applet would automatically retrieve cookies, it could directly get the name of the user...

Hand-E-Food (2006-11-10) I get it now.  It skips the warehouse form.

Forcing jar reload on new version

daniel (2006-11-09) Could you consider including the version number in the filename of the applet's jar-file. I'm asking this because the java plug-in caches the jar so I never get the updates. Changing the filename will force a reload every time there is a new version of Rubicon.
Closing and restarting the browser will get me the latest version but I very seldom close it because I often keep some tabs open for days. If there is another way to force a reload that would be OK too.

Bulldozer timers

Lazyone (2006-11-10) What have you came up with for extended lenght timers for the bull dozer? I was just doodling around and came up with [level]Neridun[/level]

Handi (2006-11-11) Lol, I like it!
You can simply use the incrementer/gate though, as here: [url]http://kevan.org/rubicon/forums/index.php?topic=44.0[/url]  ([level]BUPAKUC[/level])

Select The Best Rx

phentramadol2 (2006-11-10) Only for community kevan.org! HOT!

[i](spam links removed manually)[/i]

Mr K (2006-11-11) Well, I really wanted to try that level, and was disappointed when there was just spam in here. So...

Select The Best Rx: [level]jucybun[/level]

Lazyone (2006-11-11) solution [level]pytidaz[/level]  ;D and MR K i made a couple of new puzzles for you :)

Hand-E-Food (2006-11-11) Select The Best Rx: [level]jucybun[/level]: [level]vofyzuf[/level]

Bloody new physics.  You can't use conveyors to deliver crates to unpackers any more.  They push the second crate away before the unpacker triggers.

20eight (2006-11-11) [level]jucybun[/level]:[level]gydibev[/level]

bjrn (2006-11-20) [quote author=Hand-E-Food link=topic=85.msg703#msg703 date=1163237344]Bloody new physics.  You can't use conveyors to deliver crates to unpackers any more.  They push the second crate away before the unpacker triggers.[/quote]Well, you can, but you need to move the conveyor one step away and use a girder (or similar). For instance: [url=http://kevan.org/rubicon/game.php?level=fepoved]fepoved[/url]

Suggestions

jnz (2006-11-11) I've been collecting a few ideas for a while now, so here they are in no particular order:

[list]
[li]The Clear button puts you back to a completely blank slate.  This may be nice when you are designing a level and you decide to scrap what you've got.  But when solving an existing level it would be nice to have a way to clear only your pieces and start again (other than reloading the page).  So I propose that when in Game mode the Clear button only clears your pieces (leaving all the architecture and blue-locked pieces).  In Sandbox mode it can retain the current behavior.[/li]
[li]If you are in Game mode and you lay down some pieces and then click the Game button it blue-locks all your pieces.  I guess making the Game button not do anything if you are already in Game mode would fix this.[/li]
[li]In the toolbox the left conveyor is on the right and the right conveyor is on the left.  This drives me completely nuts.  :)  Although I suppose changing it now might confuse everybody else, at least for a while.  The dozers are similarly reversed but I don't tend to have a problem with them since the icons are easier to distinguish and less ambiguous.[/li]
[li]If you accidentally drag the mouse a bit while clicking the OK button on any of the dialogs you can end up inadvertently laying down girders underneath.  If it is easy to suppress this, it would be appreciated.[/li]
[li]The applet uses significant amounts of CPU time even when the machine is not playing.  This makes it impossible to open up a bunch of different machines in different tabs.  The applets in the background tabs are sucking up all the CPU cycles and making the foreground one run with an unacceptably low rame rate.  I'm assuming this is because the background applets are constantly redrawing themselves even though nothing is changing in them.  Is it possible to call noDraw() or something when the machine is not playing?  This might even make the editing more responsive on slow computers.  You wouldn't have to wait for the current frame to finish drawing before a click got processed.[/li]
[li]I sometimes trim off the query string off the link to an existing level when I want to get to a blank sandbox (ending up with the URL: http://kevan.org/rubicon/game.php).  This gives the error message 'The level "" could not be found.' and then drops you in a blank sandbox defaulting to the old physics.  It would be more useful to me to get rid of that error message and default to the new physics.[/li]
[li]The Copy-and-Paste is nice but a Cut-and-Paste would be a nice complement.  Select an area, hit X, then click where you want to paste.  The source rectangle would be erased just before the the target rectangle gets filled in.  This is different than doing a select, C, left-click, Delete when the source and the target rectangle overlap.  Additionally, after doing a cut-and-paste (and maybe for copy-and-paste too) it would be nice if the selection rectangle got moved to be around the target area.  This way I could do a cut, paste and then repeatedly paste the same thing to other parts of the level just by hitting C and left-clicking.[/li]
[li]Dragging the paste rectangle around can be really slow when you have a large selection even on a fairly fast machine.  I don't know if making the rectangle snap to the grid instead of allowing it to move pixel-by-pixel might help this.  It might feel more responsive, at least.[/li]
[li]It would be nice to have the version number displayed in the lower right even when not at the main menu so you can be sure you're not using a cached old version.[/li]
[li]Could we have a counter of the number of frames (or seconds) that elapse from the time you click Play until the Solved! appears?  This would allow us to compete for "fastest solution".  The only problem that I can see is that a few rare machines get to the solved state but aren't quite finished running yet (they break the solution and then fix it again a bit later).  If we want to say that those machines shouldn't really be counted as being truly solved the first time that Solved! appears then I suppose you'd have to keep the counter running in the background and copy it to the official "time to solve" variable whenever the machine shifts from the non-solved to the solved state.  Perhaps you could stick this display underneath the Solved! text.  Something like "in N frames" or "in X.Y seconds".[/li]
[/list]

Well that's all I've got for now.  ;)  Any thoughts, people?  For or against?

Lazyone (2006-11-11) I like the changes. A minor little thing also is when you load a level your are able to hit enter for the OK button but not the OKS after this. Also someone had mentioned possibly adding a pause and step feature, this would be great as the puzzles get more complex like MagiMaster's decypher puzzles.

Is there a way of using a Hot key to load a level? I saw in one post you had mentioned hit the L key to load but i tried and it did not work.

Kevan (2006-11-18) Thanks for the feedback and ideas, jnz. To respond in the same particular order...

[list]
[li]Yes, have been meaning to do this, it just needs another backup storing. I'll get around to it eventually.[/li]
[li]Fixed in v1.22.[/li]
[li]Heh, sorry about that. Maybe I could sharpen up the icons a bit.[/li]
[li]Fixed in v1.22.[/li]
[li]Yes, this is bad, and yes, they're constantly redrawing themselves. I'll look into improving this.[/li]
[li]Fixed in v1.22.[/li]
[li]Seems a good idea, I'll look into expanding the editing features at some point.[/li]
[li]I was wondering that as well, I'll give it a try some time.[/li]
[li]Actually, Daniel's suggestion of changing the filename so that it doesn't get cached seems more useful; I'll look at that at some point.[/li]
[li]Excellent idea. v1.22 has a timer in place of a cost total, when a machine is running; the first time the level becomes solved, the timer gets copied to the bottom-right of the screen. Have fun.[/li]
[/list]

jnz (2006-11-19) Thanks for the fixes.  (I sent you an email about some of this yesterday before you came out with this new version.)

I have noticed that the tick count seems to be 1 higher than people have been using on the forums, although that could just be the difference between whether you label the first tick "1" or "0".  But if you start a level already solved it says "Solved in 2 ticks" which is too high no matter which way you are counting.  Also, if you let a machine run in sandbox mode it forgets to latch the frame count until you switch back into game mode.

ddsdiur (2008-04-19) How about making the target matchers be settable in the editor to accept barrels, crates, or both. That would let the cheat-prevention still work, but also let people match barrels if they want to.

First try...

KCStylee (2006-11-11) Here is a try at making my own level.  [level]DUNYLAK[/level] 
Not the most elegant solution, but it works. [level]NYCORYT[/level]

20eight (2006-11-11) here's mine:

[level]dunylak[/level]:[level]fexavez[/level]

Lazyone (2006-11-11) My solution is [level]Godubyd[/level] its one ugly solution but it works. Nice level KC keep it up.

Mr K (2006-11-11) Here's mine: [level]domicog[/level]

Fun level.

Handi (2006-11-12) nice simple level!
Solution to [level]dunylak[/level]: [level]dubidug[/level] ... I like when it's clean
Good solution 20eight

adept (2006-11-12) another one [level]suxobas[/level]

Hand-E-Food (2006-11-13) That was fun! Keep them coming! :)

Beaded Facade: [level]DUNYLAK[/level]: [level]sypekaz[/level]

Bucky (2006-11-13) I used a slight variation on my generic puzzle-solver.
[level]dunylak[/level]:[level]gipaven[/level]
(by the way, this version of the generic solver now works for all values and up to string size 13.)

Hyenas Here (2006-11-30) My dunylak solution (great level):
[url]http://kevan.org/rubicon/game.php?level=gagelyk[/url]

My first try:
[url]http://kevan.org/rubicon/game.php?level=dohiful[/url]

Hand-E-Food (2006-12-01) True: [level]dohiful[/level]: [level]kybatuc[/level] – That was cool!  What else have you got? :)

SM (2006-12-01)
Solution to True:

[level]zidigiv[/level]

My first shots at puzzle-making:

LilFaery (2006-11-12) [level]raboziv[/level]  solution: [level]zipegip[/level]
[level]zymyfis[/level]  solution: [level]zuvodyk[/level]
[level]vibunoz[/level]  solution: [level]cibehel[/level]
[level]gicysuz[/level]  solution: [level]zydylat[/level]
[level]sydivev[/level] solution: [level]dogagiv[/level]

20eight (2006-11-12) here's my solution to [level]raboziv[/level]:[level]hukadyp[/level]

jnz (2006-11-12) My solution for Generic Pit (raboziv): [level]catidux[/level].  Took me a minute to figure out how to trigger the door key with no packers or unpackers available.  :)

Lazyone (2006-11-12) Here is my solution [level]Jydusub[/level]

Shamil (2006-11-12) solution without the bulldozer : [level]nolyror[/level]

LilFaery (2006-11-13) A couple more:  [level]zymyfis[/level] and [level]vibunoz[/level]

Lazyone (2006-11-13) for [level]vibunoz[/level] my solution is [level]sexidid[/level]

For [level]zymyfis[/level] my solution is [level]cafacap[/level] it takes forever but gets the job done.

LilFaery (2006-11-13) Another: [level]gicysuz[/level]

Lazyone (2006-11-13) For [level]gicysuz[/level] here is my solution [level]bokyzub[/level]

Nice level

Handi (2006-11-13) Here's my solution to [level]vibunoz[/level] : [level]tapasut[/level]
Nice level! Actually, i had almost exactly the same idea recently... I just haven't found the time to make the level.

Djonn (2006-11-13) My solution to [level]gicysuz[/level]:[level]pobovab[/level]. I liked this.

adept (2006-11-13) this is how I counted the crates [level]xynidav[/level].  Just watching how you designed the level to produce the right number of crates was interesting.  Good job on all these puzzles.

jnz (2006-11-13) My solution for ThreeCs (zymyfis): [level]gasodak[/level] (even slower than Lazyone's)
And for Synchronization (vibunoz): [level]gyvofuh[/level] (surprisingly simple for such a complex starting machine)

Lazyone (2006-11-13) Adept  your solution doesn't solve for 2 or 0 [level]xynidav[/level]

20eight (2006-11-13) On [level]zymyfis[/level] I spent a long time on first attempt ([level]doxygel[/level]).  For some reason I thought that F + F would = C.  Of course I didn't realize until I was almost done.  It's worth checking out anyway (even though it takes a really long time).

Then I came up with this [level]xybunek[/level], which I see now that I look is basically the same as Lazyone's.

Nic (2006-11-14) For [level]gicysuz[/level]:[level]pygemof[/level]

Hand-E-Food (2006-11-14) These are really good puzzles!  I'm looking forward to giving the first two a go.

Synchronization: [level]vibunoz[/level]: [level]betonat[/level]
Counting Crates: [level]gicysuz[/level]: [level]bihiryg[/level]

LilFaery (2006-11-14) Thanks for the nice comments all. =)

New puzzle:  [level]sydivev[/level]

SM (2006-11-14) No one said it had to be pretty...

[level]Sydivev[/level] solution

[level]byduhav[/level]

jnz (2006-11-14) My solution for Swapping (sydivev): [level]mitubog[/level]

Djonn (2006-11-14) My solution to [level]sydivev[/level]:[level]sasabyh[/level]
(by the times the crates go down the four downward pipes in the middle everything is already sorted, bug I got a little carried away).

Lazyone (2006-11-14) for  [level]sydivev[/level] my solution is [level]mazufyg[/level] and a second solution that is alittle bit cleaner [level]desubod[/level]

daniel (2006-11-14) Here is how I solved them:
[level]xykatoc[/level]: Solution to ThreeCs. Simple but painfully slow.
[level]buvamuz[/level]: Solution to Synchronization. Very much like the others.
[level]rutetig[/level]: Solution to Swapping. Timing is everything.

adept (2006-11-14) [quote author=Lazyone link=topic=88.msg764#msg764 date=1163456388]
Adept  your solution doesn't solve for 2 or 0 [level]xynidav[/level]
[/quote]

that is why I should not post until I've slept after "solving" one of these. 
[level]syrepas[/level] fixed those issues. :-[

Sydivev : [level]midevac[/level]

Lazyone (2006-11-14) [level]syrepas[/level] looks good. It wasnt that i was checking it before, it just happened to be a 2 for the random number.

20eight (2006-11-15) Daniel,

[level]xykatoc[/level] is brilliant

Hand-E-Food (2006-11-15) Another fun quickie!

Swapping: [level]sydivev[/level]: [level]tavutis[/level]

And for the first one...

Generic Pit: [level]raboziv[/level]: [level]furaruk[/level]

Second try

KCStylee (2006-11-14) Sorry I can't come up with ideas quick enough to put multiple levels in the same post.  I'll stockpile ideas for the next post. 
Here is the second installment from yours truly: [level]VYDYBAC[/level]
The timing is hell here.  I'm curious if there is a completely unique solution from this one: [level]FYNODUT[/level]

jnz (2006-11-14) My solution to All about timing (VYDYBAC): [level]tuzamib[/level].  Only the 4 and 5 are really that timing critical.
As for multiple levels in a post, you can go back and edit your old posts to add new levels.

SM (2006-11-14) My solution to all about timing (VYDYBAC)

[level]jevysil[/level]

Lazyone (2006-11-14) My solution is [level]zebehat[/level]

Hand-E-Food (2006-11-15) A nice quick one! :)

All about timing: [level]VYDYBAC[/level]: [level]xumydel[/level]

KCStylee (2006-11-15) OK, I put a few more restrictions to enforce the name of the level.  And about the mulitiple level ideas in one post, I wanna look smart and list like four or five at once.  Only problem is that I'm not that good yet.

Hand-E-Food (2006-11-16) What do you mean you "wanna look smart"?  Aren't you smart already? :)

Posts can always be edited and have more levels added later.  That's what most people do.

20eight (2006-11-20) [level]vydybac[/level]:[level]kidycag[/level]

Corrupted Level

Bucky (2006-11-14) [level]koluhyk[/level]

I saved it normally via save button and warehouse, but when Lazyone tried to load it, the area around the targets was messed up, with 2 unidentified objects and several others rearranged.

It should look like [level]bogebac[/level] except with grilles instead of girders.

Bucky (2006-11-18) Update:

The saving mechanism corrupts a level whenever there's a grille with 2 crates to its right.  However, a furnace or upward winch can substitute for a crate, and a ? crate doesn't work.


The following combinations produce something other than garbage
2 1-? barrel
2 3-bulkhead
3 any crate-same as second crate
3 furnace-? crate
4 3- chain
4 4-checkerboard
5 3-cobweb
5 5-storage tank
5 6-down winch
5 7-down pipe
5 9-pillar
5 A, 5 winch-Hazard Stencil
5 C-right ramp
5 E- Glass dome
5 F, 5 Furnace - Fluorostrip
6 3-C crate
6 6-F crate
6 7 through 6 F - 0-8 barrels
7 0 through 7 6- 9-E barrels
7 7-crenellation

..plus more that I haven't found.

Kevan (2006-11-22) Oops. This definitely looks like an encoding bug, although I thought I'd been careful not to use any reserved characters. I'll take a look at it in the morning.

Kevan (2006-11-23) Sorry, busy day yesterday.

This should now be fixed, in version 1.23.

jnz (2006-11-24) You fixed it but shifted the corruption problem to a different place.  Load [level]rofatef[/level], insert two 9 barrels in the empty spaces, save and reload.

This is easy to fix.  Map '%' to '%25' and map '+' to '%2B'.  Then your server-side PHP will see the correct characters automatically without you needing to do anything special.

Kevan (2006-11-24) Ah... the previous system pre-dated barrels, so I never expected those characters to be used. Fixed, and thanks.

Skull Face72 (2007-11-15) Whoaah. That unidentified piece looks kinda like a pole,but pushed too far to the right of the grid square.

Sheep Dog

Hand-E-Food (2006-11-15) Round up dem crates!  [b]Sheep Dog:[/b] [level]dydymyk[/level]

I don't have a solution yet.  Let's see what we can make of this...

I stuffed up designing this.  The solution is a lot easier than I first thought: [level]kevyvet[/level]

Lazyone (2006-11-15) [level]fysazex[/level] us what i came up with for sheep dog. 

Edit: About the same as your solution

Bucky (2006-11-15) Easy enough, [level]banunor[/level]

As to how to solve it in the intended manner, I've gotten the lower half with two exceptions by using up-pipes to get most of the crates to the same level.

EDIT:Looks like the same thing occured to three of us at the same time.
Further edit:[level]sikibyr[/level] collects all but 2 with the dozer.
further further edit: [level]xebabim[/level] - all but 1 " " "

Shamil (2006-11-15) my solution for [b]Sheep Dog[/b] [level]dydymyk[/level] looks also quite the same : [level]dekapib[/level]

Lazyone (2006-11-15) it looks like [level]xebabim[/level] does get them all  good job Bucky

Bucky (2006-11-15) but I nudged one of them with a 0-crate.

Lazyone (2006-11-15) How does this look then? [level]Cehuxoz[/level] its your solution with one minor modification

20eight (2006-11-20) [level]dydymyk[/level]:[level]devyzit[/level] (don't bother, it's the same as everyone else's)

Nice job on the 'intended manner' solution, Bucky.

Shamil's simple puzzle

Shamil (2006-11-15) A simple level for the beginning [level]devobeg[/level]

---------------------------------------------------------------------------

UPDATE
I hope you like my little levels.  :)

So, here's another one: [b]ABCD[/b] : [level]daviryc[/level]

-------------------------------------------------------------------------------------

New Level:

[b]Machine :[/b] [level]tadomid[/level]

Lazyone (2006-11-15) [level]Hagysuc[/level] is my solution for [level]devobeg[/level]

jnz (2006-11-15) My solution for Simply switch (devobeg): [level]bolozeh[/level]

adept (2006-11-15) my solution to simply switched [level]somicur[/level]

Hand-E-Food (2006-11-16) Simply switch: [level]devobeg[/level]: [level]nozudyg[/level]

Shamil (2006-11-16) It's fun to see how many different solutions are posted! And they were all different from my solution.

I will not post my solution, because if i do so you will easily find out the solution for the next one.

It looks quite the same:

[b]Simply switch 2[/b] : [level]nizebex[/level]

jf (2006-11-16) Fun puzzles! My solution to Simply switch [level]devobeg[/level] is [level]gitafad[/level], and to Simply switch 2 [level]nizebex[/level] is [level]korozev[/level].

Lazyone (2006-11-16) For switch 2 : [level]Sibanad[/level]

SM (2006-11-16) Switch 2 solution:

[level]mivatet[/level]

20eight (2006-11-16) Switch 1 - [level]devobeg[/level]:[level]dabiden[/level]
Switch 2 - [level]nizebex[/level]:[level]fovohan[/level]

adept (2006-11-16) simple swtich 2 solution [level]zahycup[/level]

Hand-E-Food (2006-11-17) That was a nice quicky!

[b]Simply switch 2[/b]: [level]nizebex[/level]: [level]xunagur[/level]

SM (2006-11-17) Solution to ABCD: [level]daviryc[/level]

[level]DUBIRIP[/level]

Lazyone (2006-11-17) For [level]daviryc[/level] i came up with [level]vusydeb[/level]

daniel (2006-11-21) Here are my (identical) solutions to the simply switch puzzles:
[level]nanaces[/level]
[level]logareg[/level]

jf (2006-12-27) For [level]daviryc[/level] I have [level]bigoruh[/level]. I see my solution is basically the same technique as the other two posted here.

gert7 (2006-12-30) Nice puzzle for a beginner like me.
A bit late, but here is my simple solution ???.
devobeg:lugekon 

Shamil (2008-02-27) After a long pause, here a new one:

[b]Does one equal zero?[/b] [level]mesidob[/level]

Timbo (2008-02-27) For [level]mesidob[/level]: [level]numodod[/level]

Werbad (2008-02-27) 5 ticks: [level]kobaliv[/level]

Shamil (2008-02-27) Oops, didn't notice it could be solved so easily...

I modified it a little bit

Does one equal zero (new) : [level]zihihar[/level]

Werbad (2008-02-27) For [level]zihihar[/level]: [level]kidizod[/level]

Bucky (2008-02-27) zihihar:[level]susulud[/level].  Nice and simple; it worked the second time I hit the play button.

Shamil (2008-02-28) New Level:

[b]Machine [/b]: [level]cuxyzec[/level]

Bucky (2008-02-28) Machine(cuxyzec):[level]dotadag[/level]

Werbad (2008-02-28) You should make the tile right to the gate at the bottom a conveyor or it will fail if 2 f's are generated...

Timbo (2008-02-28) Machine([level]cuxyzec[/level]) is still solvable if 2 F's are generated: [level]zusitub[/level]

jnz (2008-02-28) For Machine ([level]cuxyzec[/level]): [level]dytodic[/level].  I think it handles all the special cases and only cheats for FF.

Shamil (2008-02-29) I fixed the [b]machine[/b] : [level]pubyfen[/level]

The only problem was the FF case, it blocked if the random generated two F crates

[spoiler]My solution : [level]sykekuv[/level][/spoiler]

Shamil (2008-02-29) Timbo, I like your easy solution  ;D

Shamil (2008-02-29) New level :

[b]Need an F :[/b] [level]gepysas[/level]

[spoiler]Solution always in 84 ticks, except if the random crate is an F, then in 24 ticks : [level]jimagig[/level][/spoiler]

Werbad (2008-02-29) 21 ticks: [level]bizukap[/level]

Timbo (2008-02-29) 9 ticks: [level]veberak[/level]

Werbad (2008-02-29) 7 ticks: [level]xynyvon[/level]

Shamil (2008-02-29) Solved in 7 ticks! Great job, Werbad!

A new level : [b]trickbox[/b] - [level]syhyguf[/level]

jnz (2008-02-29) The new Machine will no longer jam but it won't produce the output you're expecting if the first barrel is an F.  [level]sykekuv[/level] fails to solve for F0, for instance.  
For Machine ([level]pubyfen[/level]) [level]gehusex[/level]
I have 8 ticks for Need an F: [level]kolozup[/level] but I see I've already been beaten
For Trickbox ([level]syhyguf[/level]): [level]pedadoz[/level]

Shamil (2008-02-29) Thanks jnz for reporting a problem for the machine solution...

I did not notice that... :-[

That is annoying... :)

Werbad (2008-02-29) For Trickbox: [level]visumuf[/level] (42 ticks)

jnz (2008-03-01) For Trickbox ([level]syhyguf[/level]): [level]vihevob[/level] (24 ticks)

jf (2008-03-01) For Trickbox ([level]syhyguf[/level]): [level]lodavav[/level]

For unfixed Machine ([level]cuxyzec[/level]): [level]narinyk[/level]

Shamil (2008-03-02) new simple level

[b]xtro[/b] : [level]fufiged[/level]

dacodemasta (2008-03-04) [level]cokilys[/level] solves machine: [level]tadomid[/level]

Werbad (2008-03-04) For xtro: [level]jirubah[/level] (21 - 52 ticks)

jnz (2008-03-04) For xtro ([level]fufiged[/level]): [level]putikud[/level] (15 - 45 ticks)

Rene (2008-05-20) [quote author=Shamil link=topic=92.msg3439#msg3439 date=1204300328]
Solved in 7 ticks! Great job, Werbad!
[/quote]

4 tick solution to Need an F ([level]gepysas[/level]): [level]xitugip[/level]  ;D

Dozer Man!

Hand-E-Food (2006-11-15) The Kingdom of 7 was a peaceful land.  They were renowned for their unique Inferno Trees which had a radiant red glow all year round, not just in Autumn.  With such wonders of nature, they had little desire for the deisel powered abominations known as... [b][i]Dozers.[/i][/b]  Dozers were banned from the Kingdom of 7.  The Dozers took offence to the techism the Kingdom displayed and decided to make their plight known.  They approached Castle 7 with their [i]Cranes of War[/i], giant machines capable of overpowering entire warehouses.  They even sent the dreaded [i]Iron Zepplin[/i], a flying crane, capable of construction – or destruction – anywhere in the world.  The Kingdom of 7 didn't know what to do.  Surely they would be overthrown!  But then, over the battlefield, a unexpected hero arrived to rescue the Kingdom...

[center][b][glow=yellow,4,300][size=12pt] Dozer Man! [/size][/glow][/b]
[level]gebukes[/level][/center]

Dozer Man, in his diesel powered glory, assembled a [i]Structure of Steel[/i], far more quickly than a team of 7's could ever hope to achieve.  Using this structure, Dozer Man kept the [i]Cranes of War[/i] subdued and made a complete mockery of the [i]Iron Zepplin[/i].  Both sides battled for hours, waiting for the other to run out of fuel.  It eventually became apparent that they had met a stalemate.  The Dozers left, vowing one day to return to the Kingdom of 7... vowing one day to destroy the Kingdom of 7!

[center][b]Instant replay:[/b]
[level]cydesag[/level][/center]

The Dozers have returned!  Defeated once before, the Dozers returned to their land.  There they planned long and hard on a way to penetrate the Kingdom of 7.  Their top designers came up with the... [i]Iron Zepplin [b]MkII![/b][/i]  This light weight and highly efficient zepplin was able to work harder and faster than the original [i]Iron Zepplin.[/i]  However, they knew that Dozer Man would return to save the Kingdom of 7 once again.  The Dozers purposely built a flaw in the zepplin's design, hoping to outwit the predictable nature of Dozer Man.  could the Kingdom of 7 be doomed?  Will Dozer Man be able to protect them?  Find out in...

[center][b][glow=red,4,300][size=12pt] Return of the Dozers! [/size][/glow][/b]
[level]hebonoc[/level][/center]

Lazyone (2006-11-15) Well the Kindom of 7 is safe with just a couple of gates and girders all the 7s will be Saved.

for [level]zebadih[/level] : [level]vyviter[/level]

for [level]badutif[/level] : [level]doginur[/level]
Um nt sure if you were looking for a solution to this but i figured might as well

Hand-E-Food (2006-11-16) Bugger!  I thought I'd covered the gate solution.  :P  One more revision.

Hand-E-Food (2006-11-16) Dozer Man, in his diesel powered glory, assembled a [i]Structure of Steel[/i], far more quickly than a team of 7's could ever hope to achieve.  Using this structure, Dozer Man kept the [i]Cranes of War[/i] subdued and made a complete mockery of the [i]Iron Zepplin[/i].  Both sides battled for hours, waiting for the other to run out of fuel.  It eventually became apparent that they had met a stalemate.  The Dozers left, vowing one day to return to the Kingdom of 7... vowing one day to destroy the Kingdom of 7!

[center][b]Instant replay:[/b]
[level]cydesag[/level][/center]

Djonn (2006-11-16) With the help of a couple of gate friends to restrain him from his hyperactive behaviour, the dozer man (aka the dozer of steel) to save the kingdom of 7 from the second invasion by turning his body into a crate shield: [level]sefukak[/level].

SM (2006-11-16) Leaving a trail of fire behind him, dozor man threw himself under the crushing weight of the barrels, protecting the 7s once more...

Solution to [level]Hebonoc [/level] Return of the Dozors


[level]ranyxel[/level]

Speed Challenge

Bucky (2006-11-16) [level]dydahyr[/level]:  How quickly can you assemble the correct block?
Rules:Time the run for each result of the random block generator and post the worst one.  Fast copiers and adders are allowed.  The problem is considered solved the tick after the last one in which the target matcher is not green.

jnz (2006-11-16) Here's a start: [level]cadynek[/level].  I'm sure theres a bit more room for optimization.  Worst case is for 0 crates.  How are we meant to be measuring the run time?

Bucky (2006-11-16) Just count the ticks as it's running.  I clocked that one in 72 ticks. 

Handi (2006-11-16) Here's [level]venupom[/level]

It's faster then jnz's but it's not perfect

Here's very rougly the amount of ticks I counted (correct me bucky, if I'm wrong)
Min: ~ 45  for 0
Max: ~ 62 for F

jf (2006-11-16) My simple [level]mypokoz[/level] is fast, but not as fast as venupom. How do you measure this? I used the pacing dozer, knocking down the barrels 1 to 4, to compare to the others (I added this measurement device while in the sandbox to time them both.)

Handi (2006-11-16) The best thing I found to measure the time is actually to use a conveyor which moves a crate. Then you define a place where you think it will land when solved.
Here's [level]hizergyn[/level] with 58 max. I think it's the best I can do using this trick.

jnz (2006-11-16) Counting frames isn't working out so well for me (computer is dropping frames to keep up).  I need that frame counter that I asked for in the Support forum.  :)  Anyway, I stole some tricks from Handi and came up with [level]hykucap[/level].  Worst case for F.

daniel (2006-11-16) My fast solution: [level]kikykon[/level]
That's 8 ticks for all different crates. Yes, only 8 ticks!  8)
I admit I bent the rules a bit and solved it in a way that I guess was not intended, or was it?

jnz (2006-11-16) Daniel, that's awesome.  When I thought about bending the rules the best I could come up with was [level]hofozuh[/level] which is quite a bit slower than 8 ticks.

Handi (2006-11-17) Wow, I didn't know you could do this with gates!
Good job Daniel

Bucky (2006-11-17) [quote author=Handi link=topic=94.msg878#msg878 date=1163724124]
Wow, I didn't know you could do this with gates!
[/quote]
I did.  But Daniel still beat me by a tick.

Kevan (2006-11-18) The latest version of Rubicon now has a built-in timer. Have fun.

Handi (2006-11-19) I perfectionned Daniel's trick and got it in 7 ticks (actually, it's 6, but Kevan's counter always eat one tick for no reason :) )
[level]lydapyx[/level]

Kevan (2007-01-09) Since nobody seems to be using the ticks for anything important, I've fixed it so that it doesn't always count an extra tick.

Gameman (2007-02-04) here's [level]musorop[/level]

Simple Puzzle in Search of Complex Solutions

BirdOfAsh (2006-11-16) For a different kind of challenge, lets see who can make the most complex solution to this incredibly easy puzzle:

[level]vasamuh[/level]

Bucky (2006-11-16) [level]gepulof[/level] - a one-crate template copier

CrimsonTurkey (2006-12-15) http://kevan.org/rubicon/game.php?level=gufarem

206 ticks

CrimsonTurkey (2006-12-17) Gepulof eventually unsolves itself... watch it for a while.

lienne (2006-12-28) [b][url=http://kevan.org/rubicon/game.php?level=zohofig]zohofig[/url][/b] isn't actually all that complex, but it's kind of pretty.

jboymicro (2006-12-30) Hehehe...[level]balugyh[/level].

It's basically a binary counter that adds up to 2^35. It takes approximately two centuries to complete.

lienne (2006-12-30) [quote author=jboymicro link=topic=95.msg1308#msg1308 date=1167484693]
Hehehe...[level]balugyh[/level].

It's basically a binary counter that adds up to 2^35. It takes approximately two centuries to complete.
[/quote] Ouch. But how can you be sure it works if it doesn't complete in reasonable time?

jboymicro (2006-12-30) You just...know. I've tried it simulating what it would be like far into the process.

Hyenas Here (2007-01-01) Behold, a week wasted:

[level]savehad[/level] (http://kevan.org/rubicon/game.php?level=savehad)

Thanks, that was fun!

Rene (2007-01-01) [quote author=Hyenas Here link=topic=95.msg1370#msg1370 date=1167618567]
Behold, a week wasted:

[level]savehad[/level] (http://kevan.org/rubicon/game.php?level=savehad)

Thanks, that was fun!
[/quote]

This is really lost of fun ;D I was laughing outloud at seeing your solution. It is truly the most complex solution!

Gameman (2007-01-14) here's mine: [level]dehikix[/level] ;D ;D

Gameman (2007-01-14) [quote author=lienne link=topic=95.msg1314#msg1314 date=1167491285]
[quote author=jboymicro link=topic=95.msg1308#msg1308 date=1167484693]
Hehehe...[level]balugyh[/level].

It's basically a binary counter that adds up to 2^35. It takes approximately two centuries to complete.
[/quote] Ouch. But how can you be sure it works if it doesn't complete in reasonable time?
[/quote] I did my homework, went to the bathroom and waited 15 minutes and it still didnt finish!!!

MagiMaster (2007-01-14) My rough calculation says it should end around tick 83 billion.  (Which I calculate as two and a half centuries, but close enough.  ;D)

BirdOfAsh (2007-02-03) Now [level]savehad[/level] was the kind of thing i had in mind!

Sorry about the long abscence from the forums; i havent had time to do anything online much. Today was the first time in about a month that ive gotten on the internet... thanks for the intresting solutions :)

-- i especially think that extremely LONG running one is hilarious! --

immibis (2008-04-03) [level]kuvehig[/level] heres mine

Bucky (2008-04-03) [quote author=jboymicro link=topic=95.msg1308#msg1308 date=1167484693]
Hehehe...[level]balugyh[/level].

It's basically a binary counter that adds up to 2^35. It takes approximately two centuries to complete.
[/quote]

"Solved in 546 ticks." Thank you, timer overflow!

[spoiler]With no timer overflow, it's "solved in 137438954018 ticks."[/spoiler]

immibis (2008-04-04) How did you get that?

jaspertje1 (2012-09-25) Well, here's my solution  ;D
[level]tebelip[/level]
It's about 1000 ticks, 1002 to be exactly.

Bubble Sort

Bucky (2006-11-20) [level]bonixyc[/level]

The one thing about it that bothers me is that if you replace the 0-crate with a barrel then it will replace all the zero crates in the sorted set with barrels.

adept (2006-12-22) Very cool Bubble Sort.
I modified your original so it creates a O-crate and puts it there so it doesn't have to have the crate of a barrel to begin.

[level]disatez[/level]

I think it may run just a bit faster too.  What I would like to see is a way for it to recogninze it is finished, but I can't imagine how do that.

Bucky (2006-12-23) disatez isn't a correct bubble-sort.  In the first pass,the comparator fails, but sorts itself out in subsequent  rounds.  More seriously, it burns the first crate instead of the zero (which my original also did sometimes).  It can be fixed by moving the up pipe and furnace 2 spaces to the right.

Rene (2006-12-27)
Here is a bubble sort that also collects the result. It gets around your '0'-crate issue by not comparing against 0, but against the first crate.

    Bubble Sort: [level]bypuzuf[/level]

digitalrift (2007-01-05) That resembles more of a bucket sort than a bubble sort... which as a good thing, really... :P

Level corruption puzzles

Bucky (2006-11-21) There is a quirk of the save feature where a puzzle-solver can place two furnaces to the right of an existing grille, then save and reload the level.  This removes the grille and both furnaces from the level, and shifts the remainder of the row that had the grille on it two blocks to the left.

This could be used to create some interesting puzzles.  For example, [level]dozulal[/level] can be solved with six furnaces and one save.

The problemis that this feature is not documented.  Should it be used to create puzzles anyway?

jnz (2006-11-21) I vote no since it is clearly a bug.  (It is caused by sending raw percent signs in data claiming to be x-www-form-urlencoded.)  When it gets fixed those levels would no longer be playable. 

If you want to really see what you can do with this bug, load [level]zafutez[/level], change the girders to grilles, save it, and reload the level you just saved.  :)

Hand-E-Food (2006-11-22) [quote author=jnz link=topic=98.msg953#msg953 date=1164143203]If you want to really see what you can do with this bug, load [level]zafutez[/level], change the girders to grilles, save it, and reload the level you just saved.  :)[/quote]
That was cool.  :D

Kevan (2006-11-23) I vote no because I've just fixed this bug.

my wishlist

20eight (2006-11-24) my basic wishlist (socks, matchbox cars, etc):

mirror image of a packer (sum produced on the left)
mirror image of an unpacker (difference produced on the left)
mirror image of a gate (larger numbers move to the left)

my hopeful-but-not-so-expectant wishlist (bicycle, trampoline, etc.):

slow-motion play mode
a single-use pipe (sort of a hybrid between a winch and a pipe)
barrel with a value of -1
barrel with a value of G = (F+1)

my really-pushing-it wishlist (motocross bike, pony, etc.):

extra-powerful conveyors that carry dozers too
portable furnaces (moved with conveyors and dozers)
direction-specific door keys
turn signal that works from below the dozer
an extensive database to track puzzles & solutions

MagiMaster (2006-11-24) How would -1 and G be useful?  Adding F is the same as adding -1, and adding G is the same as adding 0...

Edit: Since this is a wishlist: The only piece I've been thinking of would be a boulder (or whatever you want to call it) that could be moved by gravity, conveyors and dozers but not by pipes, copiers, winches, etc.  (I don't know how it'd react to furnaces, etc. though.)  It wouldn't really allow anything new though (just smaller solutions to existing puzzles), but it might be interesting.

Bucky (2006-11-24) While, we're that far out there, how about a super-furnace that destroys adjacent dozers, and a super-copier that can copy dozers?  Or a gate-like object that splits crates from barrels?  Or an inverse door key that has a door below it until you put something on top of it?

Or how about just programming door keys to be symmetrical?

20eight (2006-11-25) The -1 barrel, when placed below a gate, would cause everything (even a 0) to roll to the right.  And the G barrel, well... now that I think about it...wouldn't really do anything.

MagiMaster (2006-11-25) Oh.  I see.  I wonder if there isn't a way of doing that without adding new barrels though?

Nic (2006-11-26) Random crates/barrels, maaaaybe?  The handling would be hell though.

-1 barrel would be just fine, I guess.  The problem is whether or not it should be producable.

sluutthefeared (2006-11-27) A -1 and "G" barrel sound a bit silly to me, but I've often wanted different versions of the gate. Rather than <= I've often needed just a <, or wanted the greater number to fall to the left. But I suppose getting passed the limitations of the components is often the fun of the puzzles.

lopsidation (2007-02-04) We already have a -1 barrel and crate: the ? ;D
When you put it below a gate, with a copier below it so it stays ?, everything (even 0) rolls to the left! When you add/subtract it, though, it acts as a 0.
While we're on the wishlist topic, I would want to be able to have more than one physics model in one level, so a fast packer and a slow packer could be right next to each other. I like the idea of new gates too, but nothing more than that or the bottom of the screen where the parts are would have to be [glow=blue,2,300]huge[/glow].

Bucky (2007-02-04) Kevan can delete two current components with no loss of function;  The Red and Green Target Matchers revert to blank matchers when the machine runs.

Hyenas Here (2007-03-11) The only thing on my wishlist is Sideways Pipes:

[img]http://img402.imageshack.us/img402/9199/leftwardad2.png[/img] "[b]Leftward Pipe[/b]" and [img]http://img474.imageshack.us/img474/9052/rightwardtn9.png[/img] "[b]Rightward Pipe[/b]".

Gameman (2007-06-27) How about as side copier? that could be really useful...

hatkirby (2007-07-25) [url]http://kevan.org/rubicon/forums/index.php/topic,282.0.html[/url]

Rubiwin has (in the way of new pieces) Sideways Pipes, Sideways Copiers, Special Copiers that copy anything, Super Furnaces that destroy anything, Bombs that explode (turn into Super Furnaces for 1 tick) when they fall into Furnaces, Detonators that explode all bombs when a block falls onto them, Portals that when a block falls into one, it comes out of all the others, and Anti-Gravity Devices which reverse the gravity effect for that column (can be blocked by a Girder).

sly (2007-07-25) You'll think I'm crazy but I think rubicon is perfect the way it is. Adding any more things would make it too easy and remove uses for somethings, like, if there wre sideways pipes, you ould be able to move a barrel wherever you wanted without any effort and the same would be for teleporters n such. It's hard on purpose. And without the hardness, would you still play it? Probably, but it wouldn't be as fun.

hatkirby (2007-07-26) That's a nice philosophy. I'm not changing Rubicon, I'm just providing a stand-alone version of it with some new pieces. If anyone is annoyed by this, I'll delete the topic because I'm not forcing you to play it.

sly (2007-07-26) No no no, My opinion isn't directed at you or anyone, just at the idea of changing the actual game that everyone has made levels for. Don't delete the topic I like the game.

hatkirby (2007-07-26) You do? I didn't know anyone had attempted it yet. I only suggested to delete it because Kevan might find it annoying to have someone using his graphics/game idea, but thanks, I won't delete it unless Kevan says I need to.

You're right, this game wouldn't be fun it was too easy, but Rubiwin is more for experimenting around with stuff.

Bucky (2007-07-27) [quote author=sly link=topic=99.msg2843#msg2843 date=1185439305]
No no no, My opinion isn't directed at you or anyone, just at the idea of changing the actual game that everyone has made levels for. Don't delete the topic I like the game.
[/quote]

It's been done several times already.  That's where the fast-copier/slow-copier issue came from.  Also, barrels used to trigger target matchers, but don't anymore.

Skull Face72 (2007-11-15) Here's MY wishlist:
Morpher- Changes Crates into to barrels and vice-versa and sends them to the right
Mover- Moves Cargo that is on top of it
Upward Mover- Moves cargo up
Input- Moves cargo through wires to the Output
Output- Receives Cargo from Input via wires and drops it below.
Wire- Sends cargo from Input to Output
Reverser(Not used in building screen) Rotates pieces
Gravitator- Reverses Gravity when Block or Cargo lands on it
Block- can be moved by dozers, conveyors, etc, but has no value.
Blue Bug- Acts like a dozer but can walk up,down,and upside-down.
Red bug- acts like a mix of furnace and blue bug
Red Cube- When placed on copier,makes red bugs
Blue Cube- Acts like Red Cube but makes Blue Bugs
Ultra-Dozer- Turns when it hits a wall.
Drill- Drills down, through Dirt
Dirt- Acts like any old solid block,destroyed by drill.

That's my wishlist :)

Bucky (2007-11-15) [quote author=Skull Face72 link=topic=99.msg3278#msg3278 date=1195089365]
Morpher- Changes Crates into to barrels and vice-versa and sends them to the right
[/quote]
You can construct one of these using the current set of pieces

[quote]
Mover- Moves Cargo that is on top of it
Upward Mover- Moves cargo up
[/quote]
Pipes and Conveyer belts

[quote]
Input- Moves cargo through wires to the Output
Output- Receives Cargo from Input via wires and drops it below.
Wire- Sends cargo from Input to Output
[/quote]
You can do this using pipes and conveyer belts.

[quote]
Reverser(Not used in building screen) Rotates pieces
Block- can be moved by dozers, conveyors, etc, but has no value.
Blue Bug- Acts like a dozer but can walk up,down,and upside-down.
Red bug- acts like a mix of furnace and blue bug
Red Cube- When placed on copier,makes red bugs
Blue Cube- Acts like Red Cube but makes Blue Bugs
Ultra-Dozer- Turns when it hits a wall.
Drill- Drills down, through Dirt
Dirt- Acts like any old solid block,destroyed by drill.
[/quote]
Pointless.

[quote]
Gravitator- Reverses Gravity when Block or Cargo lands on it
[/quote]
This will not work as described because reversing gravity will mean that it no longer has Cargo on it.

TTTPPP (2007-11-21) [quote author=Bucky link=topic=99.msg3283#msg3283 date=1195158188]
[quote]
Reverser(Not used in building screen) Rotates pieces
Block- can be moved by dozers, conveyors, etc, but has no value.
Blue Bug- Acts like a dozer but can walk up,down,and upside-down.
Red bug- acts like a mix of furnace and blue bug
Red Cube- When placed on copier,makes red bugs
Blue Cube- Acts like Red Cube but makes Blue Bugs
Ultra-Dozer- Turns when it hits a wall.
Drill- Drills down, through Dirt
Dirt- Acts like any old solid block,destroyed by drill.
[/quote]
Pointless.
[/quote]
A block with no value may well have a use.  It wouldn't be moved by comparitors, so if a puzzle had a crate amongst a load of these you might have to use add/subtract to find it.
The blue bug would be much harder to control than a dozer.  It's not clear from the description how it knows when to turn round (if ever), but I think there could be puzzles where the blue bug would solve, and then later unsolve them.
Red bug - possibly pointless, but a moving furnace of some sort might make some tricky puzzles.
Ultra-Dozer - similar to blue bug - it might undo puzzles after you've solved them.
Dirt - I'm not sure how this would work with the drill, but some sort of destroyable blockade could be good.  Barrels with a red bug might do a similar job.

[quote]
[quote]
Gravitator- Reverses Gravity when Block or Cargo lands on it
[/quote]
This will not work as described because reversing gravity will mean that it no longer has Cargo on it.
[/quote]
It could then fall off, and there might be other gravity blocks on the ceiling.  I'm not sure how things like conveyors would work upside down though.

Skull Face72 (2007-11-22) [quote]
[quote]
Gravitator- Reverses Gravity when Block or Cargo lands on it
[/quote]
This will not work as described because reversing gravity will mean that it no longer has Cargo on it.
[/quote]
It could then fall off, and there might be other gravity blocks on the ceiling.  I'm not sure how things like conveyors would work upside down though.
[quote][/quote]

Upside-Down conveyors,dozers,etc.
That answer your question?

TTTPPP (2007-11-23) But now you're introducing a whole load of 'upside down' tiles too, which seems quite excessive.  Alternatively have conveyors, addition, subtraction work from both sides.  Or maybe not for add/subtract.  Anyway - not as simple an idea as it sounded.

Skull Face72 (2007-11-24) You're missing my point:
Upside-down objects don't need to be invented because of the reverser!
If you don't get what that is:
The reverser is a feature in which you use to turn objects by clicking on them when the reverser is selected.
Got it?I hope so.

Twee (2009-04-09) I would love to have Hotkeys for selecting components, especially for crates and barrels. For instance, 0-9 and a-f for barrels, and perhaps alt+0-9 etc. for crates. 

MOVED: my wishlist

Kevan (2006-11-24) This topic has been moved to [url=http://kevan.org/rubicon/forums/index.php?board=6]Support[/url].

[iurl]http://kevan.org/rubicon/forums/index.php?topic=99.0[/iurl]

Upward copier behavior

sluutthefeared (2006-12-01) The upward copiers don't work quite the same way as the downward copiers.
Here's an example: [level]kusonyd[/level]
Their behavior seems a little unintuitive to me, is it intentional?

Hand-E-Food (2006-12-01) I see what you're saying.  One way to look at is is gravity.  Pieces below cargo pack precidence over pieces above.  The old physics model lets you use copiers the way you want to.

Weird Door Key behavior

jnz (2006-12-02) While trying to play Bucky's [level]xupedas[/level], I ran into some strange behavior of the Door Key.  I made a test level at [level]jobytut[/level].  Load it up and click Play.  For some reason the gates stay "on" even though you wouldn't expect them to.  Now put a new door key one spot above and to the left of the girder.  Click Play.  Now they do shut off.  And for the really weird part: delete the door key you just added and click Play again.  Now both sides look identical but behave differently.

If you reload the applet it will revert to the original behavior.  But just clicking Load and typing the level name in doesn't cause this to happen.

Bucky (2006-12-02) is [level]kudobyl[/level] a bit more solvable?

EDIT:No, it's not!  it seems that in order to have its direction reversed it must be deleted and re-formed.

MagiMaster (2006-12-02) Also, if you add a doorkey with a vertical door below it, the two won't become associated.  (The door will just sit there and cause the top door to appear.)  I think this works correctly for all other directions though.

jnz (2006-12-03) [quote author=MagiMaster link=topic=106.msg1051#msg1051 date=1165103763]
Also, if you add a doorkey with a vertical door below it, the two won't become associated.  (The door will just sit there and cause the top door to appear.)  I think this works correctly for all other directions though.
[/quote]

Test level at [level]babarur[/level].  Below and to the right both turn on the other side.  Above and to the left turn themselves off.

Handi (2006-12-03) It's porbably related to the order in which every square is processed.
I think, it's processed from left to right and from top to bottom, thus if there are two cases: a doorkey with a door to the left, and a doorkey with the door to the right, in the first case, the square with the door will be processed first, whether in the second one, the square with the doorkey will have the priority. Hence the different results.
Same stuff happens when two conveyors try to push crates. the conveyor situated to the left will have the priority... or with pipes, top pipe will have priority, etc.
However, there are some exceptions with the upward winch and upward copier as you can see: [level]hudabid[/level]

Anyway, it's just an hypothesis,you should refer to Kevan to know the real reason.

Hand-E-Food (2006-12-03) I've never seen pre-placed doors work reliably.  I've always found it better to let the gates handle the doors.  Unless there's a very long chain, the gates close fast enough to set up a lock at the start of a level.

Hyenas Here's Puzzles

Hyenas Here (2006-12-03) [center][b][size=12pt]My Puzzles[/size][/b][/center]
[table]
  [tr]
    [td][b]Name[/b][/td]
    [td][b]Link[/b][/td]
    [td][b]Solution[/b][/td]
    [td][b]Solver[/b][/td]
  [/tr]
  [tr]
    [td]True[/td]
    [td][level]dohiful[/level][/td]
    [td][level]tenubap[/level]
[level]bokepod[/level]
[level]kybatuc[/level]
[level]zidigiv[/level]
[level]fykobyh[/level]
[level]mupyheg[/level]
[level]gahydof[/level]
    [/td]
    [td]Hyenas Here
Hyenas Here
Hand-E-Food
SM
Bucky
Handi
20eight[/td]
  [/tr]
  [tr]
    [td]Symmetry[/td]
    [td][level]gexulyp[/level][/td]
    [td][level]jabogug[/level]
[level]dydykyf[/level]
[level]pucydod[/level][/td]
    [td]Hyenas Here
Rene
jnz[/td]
  [/tr]
  [tr]
    [td]Psych[/td]
    [td][level]kodovyg[/level][/td]
    [td][level]vuridas[/level] (p)[/td]
    [td]Gameman (p)[/td]
  [/tr]
  [tr]
    [td]Subway rescue[/td]
    [td][level]fidudec[/level][/td]
    [td][level]filenal[/level][/td]
    [td]geej66[/td]
  [/tr]
  [tr]
    [td]The Pharaoh's tomb[/td]
    [td][level]perygas[/level][/td]
    [td][level]nutyded[/level][/td]
    [td]Gameman[/td]
  [/tr]
  [tr]
    [td]The Pharaoh's tomb 2[/td]
    [td][level]levygit[/level][/td]
    [td][level]kizesob[/level][/td]
    [td]Bucky[/td]
  [/tr]
  [tr]
    [td]Making sacrifices[/td]
    [td][level]nelaras[/level][/td]
    [td][level]dokopyg[/level][/td]
    [td]Gameman[/td]
  [/tr]
  [tr]
    [td]Blah[/td]
    [td][level]zurupok[/level][/td]
    [td][level]copukuk[/level]
[level]kogyfab[/level]
[level]kiperox[/level][/td]
    [td]jf
Rene
error1[/td]
  [/tr]
  [tr]
    [td]Blah II[/td]
    [td][level]xeginid[/level][/td]
    [td][level]huzahas[/level][/td]
    [td]Bucky[/td]
  [/tr]
  [tr]
    [td]Blah II.a[/td]
    [td][level]tapucak[/level][/td]
    [td][level]xacyrid[/level]
[level]danybyb[/level]
[level]dahunib[/level][/td]
    [td]sluutthefeared
sluutthefeared
geej66[/td]
  [/tr]
  [tr]
    [td]Blah III[/td]
    [td][level]gynyzud[/level][/td]
    [td][color=Red]Unsolved[/color][/td]
    [td][color=Red]Unsolved[/color][/td]
  [/tr]
[/table]
[hr]
[center][b][size=12pt]My Solutions[/size][/b][/center]
[table]
  [tr]
    [td][b]Name[/b][/td]
    [td][b]Link[/b][/td]
    [td][b]Solution[/b][/td]
    [td][b]Creator[/b][/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,87.msg705.html#msg705]Beaded Facade[/url][/td]
    [td][level]dunylak[/level][/td]
    [td][level]gagelyk[/level][/td]
    [td]KCStylee[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,40.msg185.html#msg185]Cubicle[/url][/td]
    [td][level]lyxotur[/level][/td]
    [td][level]nikutel[/level][/td]
    [td]Handi[/td]
  [/tr]
  [tr]
    [td][url=http://http://kevan.org/rubicon/forums/index.php/topic,95.msg847.html#msg847]Make it as complex as possible[/url][/td]
    [td][level]vasamuh[/level][/td]
    [td][level]savehad[/level][/td]
    [td]BirdOfAsh[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,68.msg478.html#msg478]Extraction[/url][/td]
    [td][level]jidaleb[/level][/td]
    [td][level]cydygih[/level][/td]
    [td]Bucky[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,68.msg478.html#msg478]Obstacle Course v2[/url][/td]
    [td][level]febagyc[/level][/td]
    [td][level]pagenod[/level][/td]
    [td]Bucky[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,35.msg279.html#msg279]Tiny 2b[/url][/td]
    [td][level]mirenuv[/level][/td]
    [td][level]pydiryz[/level][/td]
    [td]MagiMaster[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,151.msg1322.html#msg1322]Null Space[/url][/td]
    [td][level]susalad[/level][/td]
    [td][level]dopudog[/level][/td]
    [td]lienne[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,151.msg1342.html#msg1342]Angular Reflection[/url][/td]
    [td][level]vebyvod[/level][/td]
    [td][level]xigefub[/level][/td]
    [td]lienne[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,109.msg1105.html#msg1105]diamond of doom[/url][/td]
    [td][level]gehobyp[/level][/td]
    [td][level]rysuxih[/level][/td]
    [td]lopsidation[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,109.msg1958.html#msg1958]very very very very very very very hard[/url][/td]
    [td][level]kozamus[/level][/td]
    [td][level]toxagyf[/level][/td]
    [td]lopsidation[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,197.msg1969.html#msg1969]mobius strip[/url][/td]
    [td][level]hulykyt[/level][/td]
    [td][level]jefegam[/level][/td]
    [td]20eight[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,37.msg610.html#msg610]maze 2[/url][/td]
    [td][level]xipakyf[/level][/td]
    [td][level]magydup[/level][/td]
    [td]Lazyone[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,197.msg2348.html#msg2348]Vein 2[/url][/td]
    [td][level]cufozob[/level][/td]
    [td][level]mobigef[/level][/td]
    [td]20eight[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,197.msg2358.html#msg2358]Modified "Vein 2"[/url][/td]
    [td][level]gidygig[/level][/td]
    [td][level]vasetil[/level][/td]
    [td]Hyenas Here[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,197.msg2357.html#msg2357]Vein 5[/url][/td]
    [td][level]xypugad[/level][/td]
    [td][level]pynugib[/level][/td]
    [td]20eight[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,197.msg2357.html#msg2357]Vein 6[/url][/td]
    [td][level]vedacal[/level][/td]
    [td][level]behodod[/level]
and
[level]bogined[/level][/td]
    [td]20eight[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,46.msg253.html#msg253]Quarters[/url][/td]
    [td][level]rebekog[/level][/td]
    [td][level]surudop[/level][/td]
    [td]Nic[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,35.msg986.html#msg986]Passing Trains 1[/url][/td]
    [td][level]mahytoh[/level][/td]
    [td][level]jonabon[/level][/td]
    [td]MagiMaster[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,62.msg1037.html#msg1037]Trap[/url][/td]
    [td][level]mogedug[/level][/td]
    [td][level]gopabed[/level][/td]
    [td]jf[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,68.msg478.html#msg478]Door Key Trap[/url][/td]
    [td][level]gohekoc[/level][/td]
    [td][level]gecogax[/level][/td]
    [td]Bucky[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,46.msg253.html#msg253]Uncertainty[/url][/td]
    [td][level]lonibeg[/level][/td]
    [td][level]pakygod[/level][/td]
    [td]Nic[/td]
  [/tr]
  [tr]
    [td][url=http://kevan.org/rubicon/forums/index.php/topic,175.msg1620.html#msg1620]Unnamed Level[/url][/td]
    [td][level]samynib[/level][/td]
    [td][level]padypyc[/level][/td]
    [td]jnz[/td]
  [/tr]
[/table]

Bucky (2006-12-04) [level]dohiful[/level]:[level]fykobyh[/level]

Handi (2006-12-04) My dohifu sol: [level]mupyheg[/level]

20eight (2006-12-08) it's not as elegant as the others but it works:

[level]dohiful[/level]:[level]gahydof[/level]

Hyenas Here (2007-02-17) "Symmetry": [level]gexulyp[/level].

Rene (2007-02-17)
For Symmetry ([level]gexulyp[/level]): [level]dydykyf[/level]

Nice easy one.

jnz (2007-02-17) For Symmetry (gexulyp): [level]pucydod[/level].  Nothing too unusual in my solution.

Bucky (2007-02-19) For "Psych", the best I could do was solved 8 ticks out of 10.  I could probably have improved it to 9 out of 10 had the barrel source and target been higher up.

Hyenas Here (2007-04-03) A man has fallen into the path of an oncoming subway! Can you rescue him before the train arrives?

Subway rescue: [level]fidudec[/level]

As an added bonus, some easy puzzles for the beginner.

Can you deliver the Pharaoh to Orion's Belt?

The Pharaoh's tomb: [level]perygas[/level]

Can you save the virgin and return her to her waiting love before the fiery pit consumes her?

Making sacrifices: [level]nelaras[/level]

geej66 (2007-04-03) Subway rescue ([level]fidudec[/level]) solution: [level]filenal[/level]

Gameman (2007-04-06) Pharoah's Tomb- [level]nutyded[/level] Sorry about all the dozers.

Hyenas Here (2007-04-07) Can you pilfer the Pharaoh's treasures before the vault seals forever?!

The Pharaoh's tomb 2: [level]levygit[/level]

Gameman (2007-04-09) Psych is possible with the copier toggle-[level]vuridas[/level]

Gameman (2007-04-11) and....[level]dokopyg[/level]

Bucky (2007-04-14) Pharoh's Tomb 2: [level]kizesob[/level]
Genesis:[level]buluved[/level].  I seem to have missed the point.

Hyenas Here (2007-04-15) [quote author=Bucky link=topic=107.msg2505#msg2505 date=1176583685]
Pharoh's Tomb 2: [level]kizesob[/level]
Genesis:[level]buluved[/level].  I seem to have missed the point.
[/quote]

Heh, you and me both. I've been trying to figure out what the point of the front page's puzzle was for some time. (c.f. [url]http://kevan.org/rubicon/rubicon.gif[/url]) As an actual puzzle, something along the lines of [level]genohyf[/level] would at least use most of the parts given.

digitalrift (2007-04-15) [level]gexulyp[/level]: [level]cyfudyp[/level]

digitalrift (2007-04-16) [quote author=Hyenas Here link=topic=107.msg2506#msg2506 date=1176596279]
[quote author=Bucky link=topic=107.msg2505#msg2505 date=1176583685]
Pharoh's Tomb 2: [level]kizesob[/level]
Genesis:[level]buluved[/level].  I seem to have missed the point.
[/quote]

Heh, you and me both. I've been trying to figure out what the point of the front page's puzzle was for some time. (c.f. [url]http://kevan.org/rubicon/rubicon.gif[/url]) As an actual puzzle, something along the lines of [level]genohyf[/level] would at least use most of the parts given.
[/quote]

I believe this thread holds your answer: http://kevan.org/rubicon/forums/index.php/topic,3.0.html

It's Kevan's solution to that puzzle.  Seems to be just a simpler version of Symmetry, funnily enough.  Amazing that it sounds like it used to push the frontiers.

Hyenas Here (2007-06-14) Blah: [level]zurupok[/level]

(Edit: Heh.)

jf (2007-06-15) For [level]zurupok[/level]: [level]copukuk[/level]

Rene (2007-06-17)
For Blah: [level]kogyfab[/level]

error1 (2007-06-17) Blah: zurupok [level]kiperox[/level]

Hyenas Here (2007-06-19) Good job guys! Obviously mine are child's play for most, but hey, here's more in case there's a child out there... :)

Blah II: [level]xeginid[/level]

(Edit: Argh, I always see a kink after I post...)

Bucky (2007-06-20) Blah II:[level]huzahas[/level]

Hyenas Here (2007-06-20) Blah II.a: [level]tapucak[/level]

sluutthefeared (2007-06-22) Blah II solution: [level]xacyrid[/level]

EDIT: Second solution, because I realized most of the first one was unnecessary: [level]danybyb[/level]

geej66 (2007-06-23) Blah II.a solution: [level]dahunib[/level]

Rene (2007-06-29) For Blah II: [level]futiset[/level]  -- Probably not what you expected.

For Blah II.a: [level]dokelos[/level]

jf (2007-07-17) [quote author=Rene link=topic=107.msg2703#msg2703 date=1183150856]
For Blah II: [level]futiset[/level]  -- Probably not what you expected.
[/quote]

The level "futiset" could not be found.

Rene (2007-07-18) [quote author=jf link=topic=107.msg2722#msg2722 date=1184695949]
[quote author=Rene link=topic=107.msg2703#msg2703 date=1183150856]
For Blah II: [level]futiset[/level]  -- Probably not what you expected.
[/quote]

The level "futiset" could not be found.
[/quote]

I couldn't find it myself anymore either.
Here it is, recreated: [level]fucexyz[/level]

immibis (2008-04-24) For Blah: [level]jucysis[/level]. (try running it on old physics if you like crates).
For Blah II: [level]bigedis[/level]
For Blah II.a: [level]xeramyb[/level]
For True: [level]duhodeh[/level]
For Symmetry: [level]pemakub[/level]
For Psych: [level]parakoc[/level]
For Pharoahs Tomb: [level]hifobob[/level]

Hyenas Here (2008-05-01) I've missed this place. So here's a new one:

Four O'Clock: [level]bygopot[/level]

immibis (2008-05-01) [level]bicezof[/level]

Rene (2008-05-01)

For Four O'Clock: ([level]bygopot[/level]): [level]pedyvid[/level]

jnz (2008-05-01) For Four O'Clock ([level]bygopot[/level]): [level]kasopis[/level]

ddsdiur (2008-11-25) Symmetry: [level]zadaliv[/level]
Subway Rescue: [level]hupybip[/level]
Pharaoh's Tomb: [level]gonehop[/level]
Pharaoh's Tomb 2: [level]cynadec[/level]
Making Sacrifices: [level]bysoxeg[/level]

curly (2012-02-13) [level]fidudec[/level] (Subway rescue) is one of the coolest levels I've seen so far, and once again my solution ([level]dyzigud[/level]) is far more complex than it needed to be :-)

ais523 (2012-03-12) [level]dohiful[/level]: [level]makemud[/level]

[spoiler]Not sure what the intended style of solution was, but I decided to steal the question mark box. Hmm, perhaps I'll try to make a puzzle where you have to do that.[/spoiler]


[level]fidudec[/level]: [level]xigymuv[/level]

<puzzles> lopsidation's </puzzles>

lopsidation (2006-12-04) A couple of puzzles...

faster than the speed of light:[level]xidoxas[/level]

anti sign madness:[level]zyzulym[/level]

mod 5:[level]xynorud[/level]

just a gate:[level]feginor[/level].

my "tutorial": [level]duzamah[/level]
solution: [level]fobobuk[/level]
easy ones for fobobuk: [level]semipus[/level]
medium/hard ones for fobobuk: [level]hynofut[/level]

crucial timing:[shadow=red,right][glow=#CCFF00,2,300][i][move][level]kozamus[/level][/move][/i][/glow][/shadow] Check your solution with all values of the random crate, for E it's quite hard! Please don't post your solutions though, I want everyone to figure it out themselves. Just say "I solved it ;D" or something like that.

BTW, what are those stars and words by our usernames ???

lopsidation (2006-12-04) sorry for double posting but..
I just figured out that this forum is hosted in Spain, or somewhere in that longitude line.
That's all.

SM (2006-12-04)


Solution to Anti-Sign Madness: [level]Zyzulym [/level]
[level]vumoryn[/level]


Solution to Mod 5: [level]Konetod[/level]
[level]pytesoh[/level]

Bucky (2006-12-04) [level]xidoxas[/level]:[level]xofirah[/level].  Even faster speeds are possible, but not in such a confined space. (see [level]vacomid[/level] for 0 crates and [level]sycubok[/level] for other crate numbers).  I believe 2 blocks per turn is the maximum speed that crate-ness can travel.

Hand-E-Food (2006-12-04) Faster than the speed of light: [level]xidoxas[/level]: Nope, not yet...
Anti signs are soooooo evil: [level]zyzulym[/level]: [level]zenykon[/level]
Mod 5: [level]konetod[/level]: [level]jicexeb[/level] – I think I missed the point of this level.  I noticed the top section often became jammed if none of the random crates were 4 or less.

sluutthefeared (2006-12-04) Faster than the speed of light: [level]ropafif[/level]
Anti signs are sooooo evil: [level]pusonod[/level]
Mod 5: [level]gygubum[/level] <- I didn't really understand the purpose of this one either.

Rene (2006-12-05) Solution to "Faster than the speed of light" ([level]xidoxas[/level]): [level]ducygam[/level]

And a new puzzle:

"Faster than the speed of Xidoxas": [level]tanuvip[/level]

sluutthefeared (2006-12-05) [quote author=Bucky link=topic=109.msg1075#msg1075 date=1165275124]
[level]xidoxas[/level]:[level]xofirah[/level].  Even faster speeds are possible, but not in such a confined space. (see [level]vacomid[/level] for 0 crates and [level]sycubok[/level] for other crate numbers).  I believe 2 blocks per turn is the maximum speed that crate-ness can travel.
[/quote]
Here's a simplified version of the second one. [level]gyzogad[/level]

lopsidation (2006-12-05) Oops,  I didn't realize you could solve konetod that way...

Well, here is konetod... FIXED! [level]xynorud[/level]
Three boxes, all labeled 0-4, come out of the pipe, and you have a 5. I guess you would:
---SPOILER---


A: check for 0's, and if there are any, put them on the screen
B: If there are no 0's, check for repeats, and subtract them to get a 0
C: Check for 1+4's and 2+3's, add them, subtract the 5, and get a 0

It is always possible, as you can always add some of 3 numbers together to get a number that is 0 mod 5...

By the way, nice job with zyzulym, I thought that would be hard to figure out... it should be filed under "Bug Support".

jnz (2006-12-05) Solution for Mod 5 (xynorud): [level]dyralum[/level].  I basically followed your spoiler strategy.  It has worked the last dozen or so times in a row...

As for zyzulym, there have already been puzzles like that.  That's probably why people got it so quickly.  I think it is a feature, not a bug.  :)

SM (2006-12-05) [level]Feginor[/level]solution


[level]lilukuv[/level]

jnz (2006-12-05) Here's what I've got so far for "just a gate" (feginor): [level]redehag[/level].
Takes 31 ticks at $507, so 31*(507-200)=9517
Edit: what was I thinking?
[level]seluhan[/level] takes 30 ticks at $294 so 30*(294-200)=2820

jf (2006-12-05) For Feginor, [level]sidexar[/level] costs $297 in 28 ticks -- 97 x 28 = 2716.

Edit: I've just now looked at seluhan. I knew you must have had a similar solution. I was down to $302 in 29 ticks, which was not good enough, and I was trying to imagine what you could be doing differently, and then I came upon <snip> (Re-edit: I decided that this was too much of a spoiler).

Lazyone (2006-12-05) for [level]zyzulym[/level] : [level]kulazom[/level]

Rene (2006-12-05) Solution to "Just a gate" ([level]feginor[/level]): [level]dyfufil[/level]

Using the old trick to keep the ? intact, gives
money score: 733 - 200 = 533
time score:                      25

total score: 533 * 25 = 13325

What was the price again?  ;)

EDIT: just saw the other solutions. I guess those copiers are pretty expensive....  :(

jnz (2006-12-05) More feginor: [level]jutobip[/level].  30 ticks at $286, so 30*(286-200)=2580
Then after looking at sidexar, and stealing the good ideas found therein: [level]cuzalom[/level].  28 ticks at $286, so 28*(286-200)=2408

sluutthefeared (2006-12-05) 81*29 = 2349
[level]ninuvun[/level]

SM (2006-12-05) 77 * 30 = 2310

[level]bovacyd[/level]

sluutthefeared (2006-12-05) 76 * 30 = 2280, :P
[level]sosinac[/level]

lopsidation (2006-12-06) I did have the copy-subtract method for feginor, but didn't get as good a score as most of the other entries :P

It's late, so I'll just give you an easy one:[level]gehobyp[/level].
Challenge: do it without conveyor belts.

jnz (2006-12-06) Solution for "diamond of death" (gehobyp): [level]comocus[/level] (no conveyors)

SM (2006-12-06) [level]byzakyd[/level]

No conveyors

Handi (2006-12-06) mod5 ([level]xynorud[/level]) solution: [level]pumonos[/level]... not very elegant, but I was to lazy to think of another way. Btw, very nice level, actually I did exactly the way you wrote in your spoilers (and I read them only after doing it).

jf (2006-12-06) I like comocus. Here is my conveyor-less solution to Diamond of Doom: [level]vobiben[/level]

Bucky (2006-12-06) Why make Diamond of Doom harder than it has to be?  [level]sululun[/level]

Hand-E-Food (2006-12-07) That was cool.

Diamond of Doom: [level]gehobyp[/level]: [level]mobydac[/level] – No conveyors and only one dozer.

jf (2006-12-07) For mod 5 (xynorud): [level]zedagyx[/level]

lopsidation (2007-02-03) Ok, here are the puzzles from my adder+subtracter "tutorial" for Bucky's post which I made way too tough:
easy:[level]semipus[/level] (3 puzzles)
medium:[level]hynofut[/level]
I'm not posting a "hard" section, because someone will probably find an easy and elegant solution.
Solutions:[level]fobobuk[/level]
WARNING: these solutions are my origional solutions for the entire "tutorial" ([level]duzamah[/level]). They will 1: not be in categories and 2: have examples all around them.

Rene (2007-02-03)
Here are my solutions to the "Easy" ones: [level]dusyhat[/level]
These are not so easy (especially the bottom left one); you are right that they are much too difficult for a tutorial.

You might want to switch to the new physics model at some point, lopsidation  ;)

jf (2007-02-04) For the "easy" puzzles ([level]semipus[/level]): [level]semogyd[/level]. It was the top-left that gave me trouble -- I was over-designing for what turned out to be [spoiler]simple[/spoiler].

Gameman (2007-02-04) [level]feginor[/level] [level]dubadax[/level]

lopsidation (2007-02-04) Wait, the top-left one has a solution in adding/subtracting the DD24? Oh well. I was intending for the "5" to be added away from the target with a barrel, and replaced with a "D" on the top and bottom.
Also, yeah, I should probably switch to the new physics model, but it's more fun to design with the old one, because things happen faster, and you don't have to wait as much.

lopsidation (2007-02-04) new puzzle: [glow=#00AACC,2,300][level]kumobug[/level][/glow]. Don't post your solutions, I want everyone to figure it out themselves. Just say "I solved it!  ;D " or something.

Rene (2007-02-04) [quote author=lopsidation link=topic=109.msg1931#msg1931 date=1170632180]
new puzzle: [glow=#00AACC,2,300][level]kumobug[/level][/glow]. Don't post your solutions, I want everyone to figure it out themselves. Just say "I solved it!  ;D " or something.
[/quote]

I solved it!  ;D or something


Bucky (2007-02-05) I solved it in both the intended and unintended manners.  ([spoiler]I'm not sure which is which, though...[/spoiler])

Rene (2007-02-05) By the way, did you intend the 'E' to be a '?' instead? That would make the "intended" solution a bit harder.

adept (2007-02-05) I solved it - or something too

lopsidation (2007-02-05) Oops, the "E" should be a "?", I must have left it that way after beta-testing. So here's the updated version: [level]kozamus[/level]
By the way, the intended solution is the one where you build less stuff.

Hyenas Here (2007-02-06) "diamond of doom": [level]gehobyp[/level] Solution: [level]lufegyg[/level] (No conveyors, and more pieces than [level]sululun[/level]--bravo!--but clean, the way I like mine.)
"very very very very very very very hard": [level]kozamus[/level] Solution: [spoiler][level]toxagyf[/level][/spoiler] (You were right. Timing is everything with that one. My timing was all screwed up until I added a single downward pipe.) Solution posted since there is no activity on it.

immibis (2008-04-24) For Anti Sign Madness: [level]dixyvek[/level]
For Just a Gate: [level]xufexec[/level]

Trinery Arithmatic

Hand-E-Food (2006-12-07) A simple idea.  Can you make do with what you have?  Go wild!

[glow=Green,2,300][color=Yellow][b] Trinery Arithmatic: [/b][/color][/glow][level]dubynod[/level]

Handi (2006-12-08) The best puzzle I've done so far! Really nice one Hand-e-food, thanks!
  Trinery Arithmetic Solution: [level]gabigyh[/level]

I had some troubles with timing at first... then I thought about one of the oldest timing devices designed in history, which's principle is still very used today... the pendulum.

Rene (2006-12-08) Smart concept for this puzzle;  I enjoyed doing the solution:

[level]tyvubem[/level]

EDIT: I just looked at Handi's solution. I just love the way you did a lookup table! And the mechanics for how the actions are performed is very smart.
You may be able to implement a general computing machine that way. A program for such a machine would be a string of letters, you have 16 different actions that can be performed.... add, substract, test on 0, jump forward and backward in the program... ::)

EDIT: Just decided to tidy up things a bit. The solution now even more compact: [level]judidul[/level]

Handi (2006-12-09) Yeah, that would be neat... however, when you think about it, where could you need such a device, lol :) ?!
Anyway, I looked at your solution, I must admit it's very nice and much simplier then mine and actually, it's what I wanted to do at the beginning, I just didn't see a way to automatically identify the value for each digit (+, - or 0) for the selected number... and then I thought about my 'operation machine' and was completely hypnotized by the idea...  :o

Hand-E-Food (2006-12-11) [b][i]Wow![/i][/b]  I thought I'd made it way too hard not providing a replicator for at least the output barrel.  Those are both amazing machines!  I've wasted about half-an-hour at work just watching the intricatness of Handi's solution.  I don't think you could make a more accurate representation of a computer.  My first (brief) attempt was similar to Rene's, but I couldn't work out how to replicate the output barrel (how you used gates.)

jf (2006-12-13) Finally, I have solved dubynod. I hit several dead ends since this puzzle was first posted, and then I was intrigued by this comment of a table-driven solution, but could not think of anything (I have not seen any of the solutions yet). Eventually, I went back to study the numbers and then, Eureka! I found a cyclic pattern that I had overlooked before. Voila: [level]lucehis[/level].

Edit: Handi and Rene, those solutions are fantastic!

Rene's Puzzles

Rene (2006-12-10) Overview of my puzzles:

[table][tr][td][b]Puzzle[/b][/td][td][b]Name[/b][/td][td][b]Solution[/b][/td][td][/td][/tr]
[tr][td][/td][td][/td][/tr]
[tr][td][level]guhexik[/level][/td][td]Glass Floor[/td][td][level]cobonad[/level][/td][td]fun[/td][/tr]
[tr][td][level]batesas[/level][/td][td]Glass Floor Returns[/td][td][level]hygixod[/level][/td][td]hard[/td][/tr]
[tr][td][level]nubusix[/level][/td][td]Glass Floor Vengeance[/td][td][level]pamifux[/level][/td][td]experts only[/td][/tr]
[tr][td][level]kifabab[/level][/td][td]Glass Floor Ultimate[/td][td][level]pikahic[/level][/td][td]totally impossible[/td][/tr]
[tr][td][level]kelepyv[/level][/td][td]Glass Floor Diabolo[/td][td][level]jytobus[/level][/td][td]hard[/td][/tr]
[tr][td][level]lubogyt[/level][/td][td]Glass Floor Final[/td][td][level]xexanyg[/level][/td][td]experts only[/td][/tr]
[tr][td][level]gohadis[/level][/td][td]Glass Floor Fast[/td][td][level]galubud[/level][/td][td]totally impossible[/td][/tr]
[tr][td][level]nokilam[/level][/td][td]Glass Floor Fluid[/td][td][level]sumarid[/level][/td][td]hard[/td][/tr]
[tr][td][level]dufocyn[/level][/td][td]Glass Floor Fluid Extreme[/td][td][level]sumarid[/level][/td][td]experts only[/td][/tr]
[tr][td][level]bubuzit[/level][/td][td]Glass Floor Stream[/td][td][level]bisekyv[/level][/td][td]easy[/td][/tr]
[tr][td][level]mogafur[/level][/td][td]Glass Floor Static[/td][td][level]teluder[/level][/td][td]medium[/td][/tr]
[tr][td][level]porucel[/level][/td][td]Spy Glass[/td][td][level]zumohug[/level][/td][td]medium[/td][/tr]
[tr][td][level]tehysof[/level][/td][td]Peep Hole[/td][td][level]hyrypev[/level][/td][td]medium[/td][/tr]
[tr][td][level]fohukan[/level][/td][td]Through the Doors[/td][td][level]behogan[/level][/td][td]fun[/td][/tr]
[tr][td][level]hadidac[/level][/td][td]Gate Keeper[/td][td][level]jumunac[/level][/td][td]fun[/td][/tr]
[tr][td][level]vixodav[/level][/td][td]Plus Minus[/td][td][level]dycilah[/level][/td][td]medium[/td][/tr]
[tr][td][level]gopylab[/level][/td][td]Plus Minus Variation[/td][td][level]bydonyg[/level][/td][td]medium, puzzle and solution by jnz[/td][/tr]
[tr][td][level]kotugis[/level][/td][td]Plus Minus 2[/td][td][level]miborat[/level][/td][td]medium, similar to Plus Minus Variation, but less elegant[/td][/tr]
[tr][td][level]tocedeh[/level][/td][td]Waterfall[/td][td][level]gosefav[/level][/td][td]easy, fun[/td][/tr]
[tr][td][level]dakovur[/level][/td][td]Italian Traffic Warden 1[/td][td][level]hidivam[/level][/td][td]medium[/td][/tr]
[tr][td][level]lubybob[/level][/td][td]Italian Traffic Warden 2[/td][td][level]bepugem[/level][/td][td]hard[/td][/tr]
[tr][td][level]tudugys[/level][/td][td]Italian Traffic Warden 3[/td][td][level]gybugyd[/level][/td][td]experts only[/td][/tr]
[tr][td][level]gibefiz[/level][/td][td]Transmitter[/td][td][level]moxorot[/level][/td][td]easy[/td][/tr]
[tr][td][level]hybahon[/level][/td][td]Swift Cycle 6[/td][td][level]ruvodes[/level][/td][td]hard[/td][/tr]
[tr][td][level]bacixig[/level][/td][td]Swift Cycle 8[/td][td][level]sahuxur[/level][/td][td]experts only[/td][/tr]
[tr][td][level]lufybyg[/level][/td][td]Feed the Monster I[/td][td][level]fygefob[/level][/td][td]easy[/td][/tr]
[tr][td][level]buboxod[/level][/td][td]Feed the Monster II[/td][td][level]xyzesug[/level][/td][td]medium[/td][/tr]
[tr][td][level]sodorag[/level][/td][td]Feed the Monster III[/td][td][level]dyvefex[/level][/td][td]hard[/td][/tr]
[tr][td][level]movyzoc[/level][/td][td]Feed the Monster IV[/td][td][level]puzebir[/level][/td][td]experts only, solution by Timbo[/td][/tr]
[tr][td][level]dapugox[/level][/td][td]Bring my babys home[/td][td][/td][td]easy[/td][/tr]
[tr][td][level]xaryxaz[/level][/td][td]Switch[/td][td][level]dadeted[/level][/td][td]medium[/td][/tr]
[tr][td][level]sybukyg[/level][/td][td]Order[/td][td][level]mukimiz[/level][/td][td]easy[/td][/tr]
[tr][td][level]jocenad[/level][/td][td]Order II[/td][td][level]golubyk[/level][/td][td]medium[/td][/tr]
[tr][td][level]hebibyc[/level][/td][td]Order III[/td][td][level]danebal[/level][/td][td]medium[/td][/tr]
[tr][td][level]magabaf[/level][/td][td]The Vault[/td][td][level]gesicur[/level][/td][td]medium[/td][/tr]
[tr][td][level]jefalug[/level][/td][td]The Vault II[/td][td][level]vonapus[/level][/td][td]medium[/td][/tr]
[tr][td][level]kipyzah[/level][/td][td]The Vault III[/td][td][level]pexudof[/level][/td][td]medium[/td][/tr]
[tr][td][level]legobid[/level][/td][td]Three Step[/td][td][level]bokozah[/level][/td][td]easy[/td][/tr]
[tr][td][level]tydipoz[/level][/td][td]Three Step Too[/td][td][level]nygaxyn[/level][/td][td]medium[/td][/tr]
[tr][td][level]fygegyx[/level][/td][td]Triangle I[/td][td][level]vixarog[/level][/td][td]easy, solution by Twee[/td][/tr]
[tr][td][level]cumodif[/level][/td][td]Triangle II[/td][td][level]tisypud[/level][/td][td]medium[/td][/tr]
[tr][td][level]zybokyb[/level][/td][td]Twisted Service[/td][td][level]baduhek[/level][/td][td]hard[/td][/tr]
[tr][td][level]bedidet[/level][/td][td]Crypto[/td][td][level]kykucag[/level][/td][td]fun[/td][/tr]
[tr][td][level]nozapom[/level][/td][td]Crypto II[/td][td][level]botytyn[/level][/td][td]medium[/td][/tr]
[tr][td][level]rogilus[/level][/td][td]Crypto III[/td][td][level]fazylug[/level][/td][td]hard[/td][/tr]
[tr][td][level]livadul[/level][/td][td]Crypto IV[/td][td][level]kixuzuc[/level], [level]kamicoz[/level][/td][td]hard[/td][/tr]
[tr][td][level]fipebip[/level][/td][td]One Shot[/td][td][level]mitevoh[/level][/td][td]medium, solution by Werbad[/td][/tr]
[tr][td][level]jiduvid[/level][/td][td]Water Snake[/td][td][level]sobybok[/level][/td][td]fun[/td][/tr]
[tr][td][level]xalicib[/level][/td][td]Water Snake II[/td][td][level]byvitog[/level][/td][td]easy[/td][/tr]
[tr][td][level]tavirok[/level][/td][td]Water Snake III[/td][td][level]vodonak[/level][/td][td]medium[/td][/tr]
[tr][td][level]hutitin[/level][/td][td]Water Snake IV[/td][td][level]bygyvox[/level][/td][td]hard[/td][/tr]
[tr][td][level]gadekug[/level][/td][td]Rubics Rondo[/td][td][level]lebedyb[/level][/td][td]hard[/td][/tr]
[tr][td][level]lytevap[/level][/td][td]Random Box[/td][td][level]ryzufaf[/level][/td][td]medium[/td][/tr]
[tr][td][level]cikenev[/level][/td][td]Random Box II[/td][td][level]geluhyd[/level][/td][td]medium[/td][/tr]
[tr][td][level]lofebav[/level][/td][td]Fluid Garbage[/td][td][level]bypuxag[/level][/td][td]medium[/td][/tr]
[tr][td][level]bucycen[/level][/td][td]Fluid Garbage II[/td][td][level]kageryn[/level][/td][td]hard[/td][/tr]
[/table]

Enjoy!

Bucky (2006-12-10) guhexik-[leve]bydodob[/level].  Was the door key there for convenience or so we couldn't build on the space above it?

sluutthefeared (2006-12-10) Here's my solution to Glass Floor: [level]dolucun[/level]

Bucky (2006-12-10) [quote author=sluutthefeared link=topic=119.msg1154#msg1154 date=1165789601]
Here's my solution to Glass Floor: [level]naxevab[/level]
[/quote]
This fails on case F.

sluutthefeared (2006-12-10) Yeah, I realized that too. I edited the post 2 minutes ago with the fixed version.

Bucky (2006-12-10) Well, it's still much neater than mine (even though mine has a flying dozer)

sluutthefeared (2006-12-10) The flying dozer is pretty cool.
There! [level]zybuhog[/level]. Now I have lots of flying dozers.

jnz (2006-12-11) My solution for Glass Floor (guhexik): [level]xugagib[/level] (no dozers)

MagiMaster (2006-12-11) Here's my Glass Floor solution: [level]BECYBAD[/level]

Hand-E-Food (2006-12-11) Hey, this is fun! :D

Glass Floor: [level]guhexik[/level]: [level]dykezer[/level]

Rene (2006-12-11)
Hey, it is great to see so many fun solutions to Glass Floor ! The flying dozer of Bucky is just amazing, and I like the alternative thinking behind Hand-E-Food's solution.
Bucky was wondering why the door key is there. Well, it was to enable a solution with the original crates, like this one:

    Solution to Glass Floor ([level]guhexik[/level]): [level]cobonad[/level]

jf (2006-12-11) My solution to Glass Floor: [level]guxigem[/level].

jf (2006-12-11) And for Spy Glass: [level]vuxazyf[/level].

adept (2006-12-11) My solution to glass floor [level]hyfidus[/level]  I'm glad I don't pay for the parts as I seem to use more than anyone

Handi (2006-12-12) Oops, I forgot to post this one...
Glass Floor Solution: [level]gukenyg[/level]

Rene (2006-12-14)
JF, great solution for Spyglass! You use the same constuction to detect the value at the top, but have a different way to deliver the value to the bottom. I like the "mini vulcano" you use for that.
Here is my solution:

    Solution for Spyglass: [level]zumohug[/level]

Rene (2006-12-14) Due to all the crates falling onto it, the Glass Floor was broken. A construction company needed to come and put in new glass tiles. Unfortunately, the construction workers did not have enough of the proper tiles. They put in new tiles of a darker glass. So now the Glass Floor is back, but with a vengeance! Can you still make out the crate moving beneath it?

    Glass Floor Vengeance: [level]nubusix[/level]


Rene (2006-12-27) Glass Floor Vengeance has been on the forum for 2 weeks now, without a solution being posted. I fear it might have been too difficult. Because I created the puzzle already knowing the solution, I guess I had an advantage ;)
Here is my solution.

    Solution for Glass Floor Vengeance ([level]nubusix[/level]): [level]rymymub[/level]

At the same time, here is a more straight-forward new puzzle:

    Peep Hole: [level]tehysof[/level]

jf (2006-12-27) I've been working on Glass Floor Vengeance since it was posted. I have a general idea how I want to solve it, but I keep running into roadblocks. I am going to just give it more time, without looking at your solution -- now that I know there is a possible solution.  :)

Rene (2006-12-28)
JF - I applaud your perseverance, and I am happy to hear that somebody was working on it. Glass Floor Vengeance is hard. It took me a long time to find a solution myself, and I could change the puzzle if it suited me better  :D

Here is a simpler Glass Floor variant. The construction workers have again replaced transparent glass tiles with dark ones, leaving even less space to look through. But now you have two chances to see the crate!

    Glass Floor Returns: [level]batesas[/level]

jf (2006-12-28) Here is my solution for Peep Hole [level]tehysof[/level]: [level]symuryh[/level]. What a great puzzle! Besides looking impossible to solve, it has a really nice graphical texture to it. I could have sped up my solution, but the mechanisms reminded me so much of Mississippi Steamboats that I could not bear to part with them. I could almost see turn-of-the-century wallpaper on the walls, under the flicker of those gas lamps lighting the two rooms.

Rene (2006-12-28)
I can see the Mississippi steamboat slowly chopping away in your solution. The steampipes releasing puffs of steam, flaming occasionally. The wallpaper you have to imagine; maybe Kevan could introduce the possibillity to have wallpaper: empty tiles with texture (or even photo's  ::) ).

My boat has been upgraded with more modern diesel engines missing the nostalgia, but they are neatly hidden under the floor:

    Solution to Peep Hole ([level]tehysof[/level]): [level]hyrypev[/level]

jnz (2006-12-28) My solution for Peep Hole (tehysof): [level]fusisif[/level]. 

Magilvia (2006-12-29) Rene, here's my solution to Glass Floor:
[url=http://kevan.org/rubicon/game.php?level=kefixok]kefixok[/url]
Not really neat but it's my first attempt to a custom level :D

20eight (2006-12-29) glass floor - [level]guhexik[/level]:[level]cekybak[/level]
spy glass - [level]porucel[/level]:[level]jutygal[/level] (works only if no F's) and [level]xozyviz[/level] (works only if no zeros)

I often find myself struggling with the F's and zeros.  I guess that's why I end up fantasizing about a -1 barrel.

Rene (2006-12-30) jnz - nice solution to Peep Hole. You use the same principle as me, but you managed to shrink the right side machinery to the bare minimum.

Magilvia - good solution to Glass Floor! If you want some more light puzzles, try some of Bucky's or Lazyone's puzzles. Highly recommended are also Magimaster's ones.

20eight - highly imaginative solutions! I like the magnetic transport belt in the Spy Glass solutions. Also, using the spy glass itself as part of a counter is quite inventive. You can probably get around the 'F' problem by careful cleanup: force the crate from the counter when '0' is reached.
When there would be a '-1' barrel, you would probably have problems with '-1' crates - which would then require a '-2' barrel......

Magilvia (2006-12-31) Here are:

SpyGlass: [url=http://kevan.org/rubicon/game.php?level=pocobem]pocobem[/url]
Peep Hole: [url=http://kevan.org/rubicon/game.php?level=bulygez]bulygez[/url]

Wow these were not easy  ;D Synchronization tooks hours  :o

[quote]Magilvia - good solution to Glass Floor! If you want some more light puzzles, try some of Bucky's or Lazyone's puzzles. Highly recommended are also Magimaster's ones.[/quote]
Thank you  :D but now I have a special taste for your puzzle, I'll try these first  ;)

Rene (2007-01-01) A good, happy and creative 2007 to all of you !

I thought I would kick of the new year with two little brain teasers with surprising solutions:

    Through the Doors: [level]fohukan[/level]
    Gate Keeper: [level]hadidac[/level]

Enjoy!

jnz (2007-01-01) For Through the Doors (fohukan): [level]behogan[/level]
For Gate Keeper (hadidac): [level]jumunac[/level]

Those were fun.  I'm not sure how Through the Doors works exactly.  Some sort of race condition?

Magilvia (2007-01-02) fohukan:[url=http://kevan.org/rubicon/game.php?level=begugys]begugys[/url]
hadidac:[url=http://kevan.org/rubicon/game.php?level=tunaxik]tunaxik[/url]
I feel jnz found much better ones ;D No idea that [color=#F0F0F0] ? > F[/color] (spoiler, select to show)
:D

Rene (2007-01-02)
Migilvia - I just found out a few days ago. JNZ's solution was supposed to be the only one, but you managed to find a loop hole that I did not forsee  :)

jnz - your solutions are the exact ones I had in mind, so if it is OK with you, I'll move them into the first post as solutions.

jnz (2007-01-02) [quote author=Rene link=topic=119.msg1414#msg1414 date=1167742211]
jnz - your solutions are the exact ones I had in mind, so if it is OK with you, I'll move them into the first post as solutions.
[/quote]

Go for it.  :)

20eight (2007-01-02) through the doors - [level]fohukan[/level]:[level]punosob[/level]
gate keeper - [level]hadidac[/level]:[level]seryhif[/level]

jf (2007-01-02) Clever puzzles! I solved fohukan through trial-and-error, and stopped as soon as I had it working. Although it's not as clean as jnz's behogan, I thought I would post it just to document this double "hammer" which I've discovered some time ago, but have not had a chance (that I remember) to use in a solution yet: [level]demakan[/level].

Rene (2007-01-04)
Here is a new puzzle:

    Plus Minus: [level]vixodav[/level]

And a reminder that Glass Floor Returns is still open. I will post my solution in a couple of days.

    Glass Floor Returns: [level]batesas[/level]

Rene (2007-01-04) And I am spoiling you all with yet another puzzle :D. I should probably have waited with releasing this one, but it is an easy one and just loads of fun. I borrowed JF's Double Drummer for this.

    Waterfall: [level]tocedeh[/level]

EDIT: fixed a flaw pointed out by 20eight (was: fedyxuk)

20eight (2007-01-04) waterfall - [level]fedyxuk[/level]:[level]lugekyh[/level]

did you mean to leave the waterfall vulnerable?

jf (2007-01-04) Here is my solution to Plus Minus: [level]jysugut[/level]. Good puzzle!

BTW: I myself am in no hurry to see any solution to Glass Floor Returns, as I have only just opened it up to look at it last night, having decided it would not contain any spoilers to Glass Floor Vengeance (it does not). These two puzzles are sitting on the top shelf in the puzzle cellar, waiting patiently for me to find time to work on them.

(Edit: Was betobef, but accidently saved in warehouse with blank designer name.)

Rene (2007-01-04) [quote author=20eight link=topic=119.msg1478#msg1478 date=1167942293]
waterfall - [level]fedyxuk[/level]:[level]lugekyh[/level]

did you mean to leave the waterfall vulnerable?
[/quote]

Oops, no I did not. It's fixed now ([level]tocedeh[/level]).

sluutthefeared (2007-01-04) Solution to waterfall: [level]hofupov[/level]

jf (2007-01-05) Another take on waterfall: [level]zygecod[/level].

* * * SPOILER WARNING * * *

The development of the injected pattern to equilibrium is dependent on the interdependent timing of the parts. I had to use trial-and-error to tune my solution, but it would be interesting to break it down to specific Rubicon rules to explain it deterministically. Hopefully, I've used enough big words in those last two sentences so that if you accidently slipped past the spoiler warning, you can stop reading now, with no harm done.

jnz (2007-01-05) For Plus Minus (vixodav): [level]bynetaf[/level].  My divide-by-2 part could probably use a bit of optimization.
For Waterfall (tocedeh): [level]xezuxub[/level]

Edit: corrected typo in level name

Magilvia (2007-01-05) Here's my plus-minus solution vixodav:[level]pidagas[/level]

sluutthefeared (2007-01-05) [quote author=jnz link=topic=119.msg1485#msg1485 date=1167960943]
For Waterfall (tocedeh): [level]xezuzub[/level]
[/quote]
This one doesn't seem to be loading, guess it's [level]xezuxub[/level]

Magilvia (2007-01-05) While I was in my bed I was thinking (instead of sleeping  ::) ) about Plus Minus: the topmost barrel should not be necessary!
So here it is the new challenge: [level]radonad[/level]

[quote]BTW: I myself am in no hurry to see any solution to Glass Floor Returns, as I have only just opened it up to look at it last night, having decided it would not contain any spoilers to Glass Floor Vengeance (it does not). These two puzzles are sitting on the top shelf in the puzzle cellar, waiting patiently for me to find time to work on them.
[/quote]
It's the same for me too.

sluutthefeared (2007-01-05) Here's my solution to Plus Minus: [level]birituk[/level]

jnz (2007-01-05) [quote author=Magilvia link=topic=119.msg1488#msg1488 date=1167983246]
While I was in my bed I was thinking (instead of sleeping  ::) ) about Plus Minus: the topmost barrel should not be necessary!
So here it is the new challenge: [level]radonad[/level]
[/quote]

How do you intend to distinguish between targets (x,y) and (x+8,y+8)?  Run the machine with (0,0) as the target and then again with (8,8).

Multiplying by 2 doesn't have an inverse mod 16. 

Rene (2007-01-05) [quote author=jf link=topic=119.msg1484#msg1484 date=1167960782]
Another take on waterfall: [level]zygecod[/level].

* * * SPOILER WARNING * * *

The development of the injected pattern to equilibrium is dependent on the interdependent timing of the parts. I had to use trial-and-error to tune my solution, but it would be interesting to break it down to specific Rubicon rules to explain it deterministically. Hopefully, I've used enough big words in those last two sentences so that if you accidently slipped past the spoiler warning, you can stop reading now, with no harm done.
[/quote]

You used enough big words for me not to understand you  ???
All the individual movements can be explained from the Rubicon Laws of Physics (see [url]http://kevan.org/rubicon/forums/index.php/topic,158.0.html[/url]), but - as usual with physics laws - the resulting reality is much more interesting and intriguing than the laws.

Here is my solution:

    Solution to Waterfall ([level]tocedeh[/level]): [level]gosefav[/level]



Rene (2007-01-05) It is great to see all the different solutions to Plus Minus. Apparently, we all took the same approach, basing it on the fact that (A+B) + (A-B) = 2A, and then divide by 2. Surprisingly, we all took a different approach to do the division. Magilvia with a smart winch based approach, JF and me with a lookup table (although a different implementation of it), sluutthefeared with repeated subtraction of 2, and jnz with a binary selection tree. Here is my solution:

    Solution to Plus Minus [level]vixodav[/level]: [level]dycilah[/level]

I borrowed Bucky's template copier for this.

[quote author=Magilvia link=topic=119.msg1488#msg1488 date=1167983246]
While I was in my bed I was thinking (instead of sleeping  ::) ) about Plus Minus: the topmost barrel should not be necessary!
So here it is the new challenge: [level]radonad[/level]
[/quote]

I hate to see that you loose any sleep over my puzzles, Magilvia, especially if it leads to fuzzy thoughts  ;) Anyway, it would be worse if you would actually be dreaming of my puzzles  :D
JNZ is correct is stating that your challenge is not solvable. However, this one is:

    Plus Minus 2: [level]kotugis[/level]

I have not worked out a solution myself yet.

EDIT: just worked out the solution. In my case, it was quite simple after solving Plus Minus. I also noticed that I speeded up Bucky's template copier too much in my original solution to Plus Minus (dukagab), causing it to fail on 'F'. That's fixed now.

Magilvia (2007-01-05) [quote]How do you intend to distinguish between targets (x,y) and (x+8,y+8)?  Run the machine with (0,0) as the target and then again with (8,8).

Multiplying by 2 doesn't have an inverse mod 16.
[/quote]
[quote]I hate to see that you loose any sleep over my puzzles, Magilvia, especially if it leads to fuzzy thoughts  Wink Anyway, it would be worse if you would actually be dreaming of my puzzles[/quote]
Of course jnz is right, it's quite obvious, shame on me :-\  Don't know what I was thinking yesterday night: probably I was actually dreaming, so it is worse ;D ;D ;D

Tonight I'll dreaming something weird on Plus Minus 2  ;)

jnz (2007-01-05) Magilvia's comment got me thinking that there must be a way to create a puzzle like Plus Minus but with only two barrel outputs.  So I made one: [level]gopylab[/level] and then solved it: [level]bydonyg[/level].  By that time, Rene had already posted Plus Minus 2.

So I've adapted my solution above for Plus Minus 2 (kotugis): [level]damydik[/level].  The pattern of barrels at the bottom of the tree is no longer as pretty though.

Rene (2007-01-05) [quote author=jnz link=topic=119.msg1502#msg1502 date=1168026500]
Magilvia's comment got me thinking that there must be a way to create a puzzle like Plus Minus but with only two barrel outputs.  So I made one: [level]gopylab[/level] and then solved it: [level]bydonyg[/level].  By that time, Rene had already posted Plus Minus 2.

So I've adapted my solution above for Plus Minus 2 (kotugis): [level]damydik[/level].  The pattern of barrels at the bottom of the tree is no longer as pretty though.
[/quote]

I actually like your version better, because it adds 0 or 1, instead of 8 or 1. I wanted to that as well, but couldn't find a compact way of doing it. My version is probably harder if you don't use some form of lookup table.
I like your solution as well, nice and clean. And it has the first practical use of the fact that ? is bigger than anything else.

jnz (2007-01-05) [quote author=Rene link=topic=119.msg1503#msg1503 date=1168027402]
I actually like your version better, because it adds 0 or 1, instead of 8 or 1. I wanted to that as well, but couldn't find a compact way of doing it.
[/quote]

I did it that way so that I'd end up with a barrel with the value of x rotated left by one bit.  I went with the tree for the right rotate but was hoping somebody else would come up with something a bit more clever.  This also has the advantage of mapping F to F so that I can save a bit of space at the far right of the tree.

[quote author=Rene link=topic=119.msg1503#msg1503 date=1168027402]
I like your solution as well, nice and clean. And it has the first practical use of the fact that ? is bigger than anything else.
[/quote]

Thanks.  I think I've used that fact once before to make a one-shot up pipe that pushes the cargo off to the left at the top.  But I can't recall which level it was for.

jf (2007-01-06) [quote author=Rene link=topic=119.msg1493#msg1493 date=1168011876]
[quote author=jf link=topic=119.msg1484#msg1484 date=1167960782]
Another take on waterfall: [level]zygecod[/level].

* * * SPOILER WARNING * * *

The development of the injected pattern to equilibrium is dependent on the interdependent timing of the parts. I had to use trial-and-error to tune my solution, but it would be interesting to break it down to specific Rubicon rules to explain it deterministically. Hopefully, I've used enough big words in those last two sentences so that if you accidently slipped past the spoiler warning, you can stop reading now, with no harm done.
[/quote]

You used enough big words for me not to understand you  ???
All the individual movements can be explained from the Rubicon Laws of Physics (see [url]http://kevan.org/rubicon/forums/index.php/topic,158.0.html[/url]), but - as usual with physics laws - the resulting reality is much more interesting and intriguing than the laws.

Here is my solution:

    Solution to Waterfall ([level]tocedeh[/level]): [level]gosefav[/level]




[/quote]
If you take the 3 barrel from my solution and shift it to the left, the puzzle fails. A new pattern solidifies. Yesterday, I thought this was due to the timing that the threes arrive from the left -- that is, even with the same tick spacing, arriving earlier or later in "the mess" affects the equlibrium reached. But, looking at it again today, I see it was a simple editing mistake. I had used hammers for style, and I see that one of the hammers which should be next to the three was accidently erased in my final editing, making the second level an every-other instead of constant stream. The top two hammers have to be in relative sync so that they clock together into the pattern, but the constant streams just have to show up, eventually, I believe. Occasionally, when I select an area with shift-click, to move a set of pieces elsewhere, what I actually do is shift-draw over a bunch of things with something, for example, girders, resulting in a big swipe across my work, followed shortly by, "&^%&^@!!", followed by recreating the drawn-over pieces.

Rene (2007-01-06) [quote author=jf link=topic=119.msg1508#msg1508 date=1168046923]
The top two hammers have to be in relative sync so that they clock together into the pattern, but the constant streams just have to show up, eventually, I believe. Occasionally, when I select an area with shift-click, to move a set of pieces elsewhere, what I actually do is shift-draw over a bunch of things with something, for example, girders, resulting in a big swipe across my work, followed shortly by, "&^%&^@!!", followed by recreating the drawn-over pieces.
[/quote]

If you look at my solution, I have used no constant streams. The every-other streams are all in sync, so they always push the same row of falling crates. In fact, they push right through the first water curtain, never touching it.

The shift-click problem I have regularly as well, it is quite annoying. You have to hold down the shift key for a fraction of time before you can click. But I tend to forget that regularly.

jf (2007-01-06) [quote author=Rene link=topic=119.msg1515#msg1515 date=1168072997]
If you look at my solution, I have used no constant streams. The every-other streams are all in sync, so they always push the same row of falling crates. In fact, they push right through the first water curtain, never touching it.
[/quote]

I didn't notice that, that they go through the first water curtain. Now, I've watched it closely and it's quite clear how it works. It's a clean, elegant solution and I think illustrates nicely the concept of pushing streams sideways.

Rene (2007-01-06)
And while we're on the subject of pushing streams around, here is a puzzle with streams as well.

Remember Traffic Warden, the great puzzle of Hand-E-Food, where you had to direct 4 traffic streams around? If not, you should first play that one at [url]http://kevan.org/rubicon/forums/index.php/topic,66.0.html[/url].
In that puzzle you could slow down the traffic, so it was easier to handle. But what if you are in a place where slowing down traffic is not an option? What if traffic storms at you at full speed, and the only thing you can do is direct it around? Luckily it's only two streams this time, and you have an unlimited supply of expendable workers to help you out....

    Italian Traffic Warden: [level]dakovur[/level]
   

Magilvia (2007-01-07) Not much time for puzzle solving lately but here I am  ;)
Waterfall [level]tocedeh[/level]:[level]cufitud[/level]
I think there's another glitch Rene: one can write into the square bottom right and block the F in place.
I found easier going for trial and error as done by jf. So I do not understand clearly what's happening. I'm quite lazy ;D

Plus Minus: [level]kotugis[/level]:[level]ximanir[/level]
I try not to use any lookup table but the formula I used is not simple and the result is quite messy.

Jnz there's something weird in [level]bydonyg[/level]. Try with A,8.

Rene (2007-01-07) [quote author=Magilvia link=topic=119.msg1524#msg1524 date=1168169913]
Not much time for puzzle solving lately but here I am  ;)
Waterfall [level]tocedeh[/level]:[level]cufitud[/level]
I think there's another glitch Rene: one can write into the square bottom right and block the F in place.
[/quote]
I know, I saw it right after I posted the other patch. I did not want to post yet another patch, and blocking the F makes the puzzle just a little bit easier, and doesn't affect the main idea of it: that you need to push something through a falling water curtain.
[quote author=Magilvia link=topic=119.msg1524#msg1524 date=1168169913]
Plus Minus: [level]kotugis[/level]:[level]ximanir[/level]
I try not to use any lookup table but the I used is not simple and the result is quite messy.
[/quote]
Impressive, is all I can say. I hope you did not loose any sleap over this one  ;)

Here is my solution:

    Solution to Plus Minus 2 ([level]kotugis[/level]): [level]miborat[/level]


jnz (2007-01-07) For Italian Traffic Warden (dakovur): [level]tivopil[/level].  That was a bit tricky getting the timing correct everywhere and trying to trim it down to the minimum necessary.

[quote author=Magilvia link=topic=119.msg1524#msg1524 date=1168169913]
Jnz there's something weird in [level]bydonyg[/level]. Try with A,8.
[/quote]

I just tried with A,8 and it worked fine for me.  What are you seeing exactly?

Rene (2007-01-07) The Italian Traffic Warden gets busier and busier. Instead of only two crossing roads, it now has to handle 4, and his helpers have gone on strike (they did not like getting burned all the time), so he has to do it on his own. Luckily, it's vacation time, so traffic has slowed down somewhat:

    Italian Traffic Warden 2: [level]lubybob[/level]

But then vacation is over, and traffic is back in full on all four roads. Will he still manage to direct all the traffic to their correct destinations? His helpers have gotten a raise in salary, so they are back on the job. But even with the helpers, it will be very hectic:

    Italian Traffic Warden 3: [level]tudugys[/level]

Both these puzzles I would qualify as "experts only", so you are warned!
I give these puzzles together and shortly after Italian Traffic Warden 1, because you need the same techniques to solve all of them. To practice for Italian Traffic Warden 3, it is a good idea to try to solve Italian Traffic Warden 1 without helpers.

Magilvia (2007-01-07) [quote]I just tried with A,8 and it worked fine for me.  What are you seeing exactly?[/quote]
At some time it just started to come out with random results but now it's working good. Don't know what happend.

Rene (2007-01-07) [quote author=jnz link=topic=119.msg1529#msg1529 date=1168204594]
For Italian Traffic Warden (dakovur): [level]tivopil[/level].  That was a bit tricky getting the timing correct everywhere and trying to trim it down to the minimum necessary.
[/quote]

Good solution, jnz! Trimming down to the minimum will help you with Italian Traffic Warden 2 and 3.

Bucky (2007-01-08) [quote author=Rene link=topic=119.msg1530#msg1530 date=1168211684]

I give these puzzles together and shortly after Italian Traffic Warden 1, because you need the same techniques to solve all of them. To practice for Italian Traffic Warden 3, it is a good idea to try to solve Italian Traffic Warden 1 without helpers.

[/quote]

I came very close to no helpers;  I would have managed it had I found some way to split the vertical stream at full speed without using helpers.

sluutthefeared (2007-01-08) Italian Traffic Warden 2 solution: [level]pibasag[/level]

jf (2007-01-08) Hey, none of my workers showed up for Italian Traffic Warden on this sunny day! Nevertheless, traffic manages to direct itself. My solution to [level]dakovur[/level]: [level]xugedir[/level].

jnz (2007-01-08) For Italian Traffic Warden 2 (lubybob): [level]digoder[/level]
For Italian Traffic Warden 3 (tudugys): [level]xyxibiv[/level].  This looks more like Swiss cheese than a solution.  :)

jf: very impressive doing #1 with no helpers.  I'd intuitively expect the Cs to block up the 4s but that doesn't happen.

Rene (2007-01-08)
jnz - nicely done ! I thought it would take a bit more time before somebody would come with a solution to 3.
sluutthefeared - your solution to 2 looks very clean.
JF - good work without the helpers.

Here are my solutions:
    Italian Traffic Warden ([level]dakovur[/level]): [level]hidivam[/level]
    Italian Traffic Warden 2 ([level]lubybob[/level]): [level]bepugem[/level]
    Italian Traffic Warden 3 ([level]tudugys[/level]): [level]gybugyd[/level]

We have pretty much the same solutions for 2 and 3; I guess there was not much room for variation in those. Only on the left side of 3 there is some room for different solutions. I have the Swiss cheese for 3 as well, although I call it the weaver pattern...  8)

SM (2007-01-08) solution to italian traffic warden 1 ([level]dakovur[/level]) with no helpers

[level]dypomad[/level]

jf (2007-01-09) Non posso crederlo! My solution to Italian Traffic Warden 2: [level]gypubac[/level].

jf (2007-01-10) I adapted my table-lookup for Plus Minus, to solve Plus Minus 2 ([level]kotugis[/level]): [level]lukalet[/level], and from there, it was just a matter of editing the table to solve Plus Minus variation ([level]gopylab[/level]): [level]laregag[/level].

Rene (2007-01-11)
You have moved into the TV business and are drawing up big plans. Global broadcasting stations with TV transmitters everywhere will enable you to reach all TV receivers around the world. But first you'll have to learn the basics of transmitting and receiving TV signals.
Can you detect a change in signal frequency?

    Transmitter: [level]gibefiz[/level]

jf (2007-01-11) Here is a device which attaches to the transmitter, and gives the frequency: [level]bebybyc[/level].

jnz (2007-01-12) My receiver for Transmitter (gibefiz): [level]pukozut[/level]

Rene (2007-01-16) Good work with the receivers, guys, here is mine:

    Solution to Transmitter ([level]gibefiz[/level]): [level]moxorot[/level]

And, as there has not been any solution to Glass Floor Returns for some weeks now, I post mine:

    Solution to Glass Floor Returns ([level]batesas[/level]): [level]hygixod[/level]

If you are still working on it, please continue and don't look at my solution  :) And, JF, my solution to Glass Floor Returns does not give any hints for Glass Floor Vengeance  ;). Even though no other solutions have been posted for both, I still think Glass Floor Returns is substantially easier than Vengeance.



jf (2007-01-18) [quote author=Rene link=topic=119.msg1682#msg1682 date=1168979598]
If you are still working on it, please continue and don't look at my solution  :) And, JF, my solution to Glass Floor Returns does not give any hints for Glass Floor Vengeance  ;). Even though no other solutions have been posted for both, I still think Glass Floor Returns is substantially easier than Vengeance.
[/quote]

Oh yes, I won't be looking at either solution yet! I really need some Rubicon time to concentrate on Glass Floor Vengeance, and I want to get past that before Returns (which I've looked at, but have not really tried to solve yet). I've been stuck on Vengeance for some time, because I can't tell if what I'm hitting is just an exotic timing issue, or if the design I've been working on really can't work. Still, it's an enjoyable puzzle, and I'll see it through to the bitter end :). And, I look forward then to Returns.

Rene (2007-01-20) Here are two new challenges. They are inspired by Bucky's Oscillate, in which you have to match two crates that oscillate under a gate. See if you can do the same for more than two crates - with a twist.

    Swift Cycle 6: [level]hybahon[/level]
    Swift Cycle 8: [level]bacixig[/level]

jf (2007-01-22) My solution to Swift Cycle 6: [level]kopodor[/level]. This is quite a challenging puzzle.

Rene (2007-01-22)
Good work on Swift Cycle 6, JF! I particularly like your way of slowing down the dozer cycle one tick between digits.
I agree it is quite a hard puzzle to crack. Swift Cycle 8 is even harder, so I rated that one "experts only". Feel free to vote on the difficulty of these puzzles (and the other ones). That would give me a better idea whether my judgement is correct.

Here is my solution to Swift Cycle 6 ([level]hybahon[/level]): [level]ruvodes[/level]

   

jf (2007-01-23) Swift Cycle 8 is much more difficult, in both the mechanisms needed, and also, in the solving of the "meta-puzzle", which you need to do before you can get to solving the mechanical puzzle.

I could re-use my Swift Cycle 6 solution, but it would need to be really, really slowed down. So, I adopted your detection mechanism from kopodor, and added some more complex timing structures, and here it is, my solution to Swift Cycle 8: [level]bexegob[/level].

Edit: I just tweaked the ending, for a prettier display of lights: [level]jedelen[/level].

Bucky (2007-01-23) [quote author=jf link=topic=119.msg1754#msg1754 date=1169584817]
my solution to Swift Cycle 8: [level]bexegob[/level].
[/quote]

This failed the first time I watched it.  It misidentified an A as an 8.

jf (2007-01-24) [quote author=Bucky link=topic=119.msg1758#msg1758 date=1169595125]
[quote author=jf link=topic=119.msg1754#msg1754 date=1169584817]
my solution to Swift Cycle 8: [level]bexegob[/level].
[/quote]

This failed the first time I watched it.  It misidentified an A as an 8.
[/quote]

While working on a puzzle a while back, I was seeing what appeared to be a timing-related failure of a gate, specifically, it turns out, matching on A, but I eventually turned to a different design and forgot about it. This particular solution is completely tick-based, from the start, and the solution values themselves do not affect the overall timing, so if you did see a failure on A, then I would suspect a Rubicon bug, and not a bug in my solution.  :)

jf (2007-01-24) Rene, when I first opened up Glass Floor Vengeance, long ago, I thought a better name would have been, "Diabolical"!  :)

What follows could be construed as somewhat of a * * * SPOILER * * *, but I'll try to be careful...

What a tough, tough puzzle, and yet, so simple. I had two previous designs, which, due to some early success, I thought would, each in turn, eventually, prove to work, if I could just figure out the timing. I was always just one tick away, in one direction or the other, for various kinds of clever manipulations and transpositions. And so this false illusion of being close to solving it kept me trudging down the wrong path for so very long.

I've been picking this puzzle up, and putting it back down, off and on, for some time now. Finally, today, a new idea came to me, completely out of the blue, and so, yet again, I double-clicked on nubusix, and there is was, waiting for me, my nemesis, Glass Floor Vengeance. What a delight, then, when the pieces starting falling into place effortlessly, and, amazingly, I was able to detect the value! Once I reached that point, I finished up hastily, so perhaps I'll come back to this and clean it up, to make it more presentable, but here it is, finally, at long last, my solution to Glass Flood Vengeance: [level]midyroc[/level].

Edit: Wow, I just looked at your solution. In fact, that's the first design I gave up on. I had almost the same configuration as your first line, which of course, you know, works for a subset of values right away. What I couldn't handle were the outside cases. When I got one subset working, another would fail. So, I'll have to study your solution and find my blind spots. I eventually gave up that, but my second design was also trying to subset the possibilities. I'm sure you'll be interested to see that my eventual solution (above) has absolutely nothing in common with yours -- so there is an alternative for those of you out there still suffering with this puzzle.

jf (2007-01-25) Did I really write so much in that last post?  :)

And here is my solution to Glass Floor Returns: [level]hyxunyf[/level]. That was fun. At first it looks quite difficult, but then, compared to Glass Floor Vengeance, there is all the time in the world.

jf (2007-01-26) My Solution to Italian Traffic Warden 3 [level]tudugys[/level]: [level]soradar[/level]. That puzzle is not for the faint-hearted.

Rene (2007-01-26) Wow, JF, you have been busy!

First of all, excellent, excellent solution to Glass Floor Vengeance! Your solution is quite straight-forward and easy to understand. It's the type of solution that makes you wonder, "why didn't I think of that". With some adaptation it would even work if the crate was moving from right to left! Also, it seems that you have some glass to spare.
I am very happy to see that you found a completely different solution than mine. After all this time, I was convinced that no other approach was possible, and then you come up with such a pearl!
I am also relieved that you found a solution at all. It is somewhat unsatisfactory to have created a puzzle that nobody solves.

I am not sure which of my solutions to Glass Floor Vengeance you looked at. [level]rymymub[/level] is my original solution posted in this thread. Two small improvements to that solution enabled me to drastically reduce the post-processing logic, which resulted in  [level]pamifux[/level] which is in the topic-starting post. As you say, some crate values solve themselves in my approach. I had most problems with 4-7. In the end I resorted to special logic to detect that case early, and drop the right barrel in place accordingly.

Secondly, very fine solution to Glass Floor Returns. As you can see, your solution is much simpler than mine!

Finally, good solution to Italian Traffic Warden 3. You use "The Sieve" in the same way as jnz and me, although a slightly different version of it.

Now that you have solved both Glass Floors, I guess you are ready for my new puzzle: "Glass Floor Vengeance Returns"  ;)
........................ just kidding  :D, I do not have such a puzzle..................... yet  ;D.



Rene (2007-01-26) JF - very good solution to Swift Cycle 8 as well. You really worked out how the crates in the puzzle cycle themselves, and created your solution around that! I never managed to do that, I only calculated the slow overall repeat cycle. Then I used a template in my solution, but had to introduce a random element to avoid fixed cycles in the template read-out. That made it all much messier:

    Solution to Swift Cycle 8 ([level]bacixig[/level]): [level]sahuxur[/level]

It seems that you solved all my "hard" and "expert" level puzzles in one go this week!

Rene (2007-01-27) OK then, here it is!
After all the abuse of the glass floor by JF, the construction workers needed to come again and repair the damage. And of course, they still did not order any of the proper glass tiles  >:(. I should really fire these guys one day. Anyway, they did some repairs, and now the glass floor is back...... with only 3 of the original 15 glass tiles. Can you still make out the crate moving beneath ?

    Glass Floor Diabolo: [level]kelepyv[/level]

jf (2007-01-27) Rene -- I did look at both of your Vengeance solutions. The one at the top of the thread I found by accident, when I wanted to go back and study in more detail, and used the top of the thread as a shortcut to find the solution again. That is quite a clever mechanism to begin with, and then, a substantial optimization. I myself could just not figure out the timing for all cases. But, the time spent working on that puzzle did yield lots of useful information for other puzzles, and I plan to study your Vengeance solution thoroughly.  :)

Also, Glass Floor Vengeance Returns had me laughing!  :D But now here comes Glass Floor Diabolo, which I look forward to. I do have some leftover ideas from my Vengeance work which may apply here.

For Swift Cycle 8, I actually doubled the shorter cycle, which in my solution appears as the longer cycle, because it was too short to use in my implementation. That meant stretching the auxiliary cycle on the far right a bit more to cover a complete span of 16 inner cycles, which actually turns out for the best because it becomes a multiple of 16 -- a convenient number in Rubicon. So the solution does not run an "optimum speed", but still, at an acceptable rate. Those of you reading this and scratching your heads, I think it all becomes clear when you watch the solution running. Also, if you go to the sandbox and clip out the furnace up on top (of my solution) that prevents overflow, you can get a longer readout of the output to look over.

jf (2007-01-28) Despite all the heavy equipment, the last few clear glass tiles are holding up well, and there is just enough room to catch a glimpse of the crate sliding by underfoot, in my solution to Glass Floor Diabolo: [level]dovesad[/level].

Fantastic series of puzzles, Rene.

Rene (2007-01-28) JF - very good solution to Diabolo. You actually [spoiler][color=#E7E3E7]calculate the required values on the fly[/color][/spoiler], I did not think there would be enough time. My solution does not do that. It does use the same detection principle, though:

    Solution to Glass Floor Diabolo ([level]kelepyv[/level]): [level]jytobus[/level]

So again, I am pleased to see that you found a different solution than I. Let's see if you can do the same for the final puzzle in the series.....  ;)

Rene (2007-01-28) [b]NEW PUZZLE[/b]

You know the story by now. All the abuse and repairs have left not much of the original beautiful glass floor. The correct glass tiles were ordered this time, but because JF solved Diabolo so fast, they did not arrive yet. As a result, even more dark glass has been put in, and only a single clear glass tile remains. It is still possible to detect the crate underneath, but you have to be fast !!!

    Glass Floor Final: [level]lubogyt[/level]

I have decided that this is the final episode of the series; the size of the glass floor cannot shrink anymore  :D. And as it should be for a final puzzle, it is extremely hard. It might even be harder than Vengeance, but judge for yourself. You have about the same time as Vengeance to find the value of the crate, but now you have only one gate to work with......

jf (2007-01-29) An excellent finale! Glass Floor Final is very, very difficult. Pulling every trick out of the hat, I managed to solve it: [level]butefel[/level].

To those who follow, I highly recommend working through the other Glass Floor puzzles first, as the experience gained there will be quite valuable. Rene, again, great puzzle series. In return, I offer Glass Floor Homage: [level]bahives[/level]. It seems the replacement glass has finally arrived, waiting to be installed. I rate this puzzle as Easy, because at the moment, there is one window missing entirely, giving you a clear, unobstructed view of the solution crate below. Enjoy!

Rene (2007-01-30) [quote author=jf link=topic=119.msg1829#msg1829 date=1170104861]
An excellent finale! Glass Floor Final is very, very difficult. Pulling every trick out of the hat, I managed to solve it: [level]butefel[/level].

To those who follow, I highly recommend working through the other Glass Floor puzzles first, as the experience gained there will be quite valuable. Rene, again, great puzzle series. In return, I offer Glass Floor Homage: [level]bahives[/level]. It seems the replacement glass has finally arrived, waiting to be installed. I rate this puzzle as Easy, because at the moment, there is one window missing entirely, giving you a clear, unobstructed view of the solution crate below. Enjoy!
[/quote]

And again, you manage to come up with a solution different than mine, excellent work. I was convinced this time that there was only one approach possible. But the [spoiler][color=#F0F0F0]asymetric comparison[/color][/spoiler] you use is very smart, it enables you to have faster cycle times than I have. If I calculate correctly, you even have one click to spare!
I thought of using the same left side as you, but could not see how that would help any. Here is my solution:

    Solution to Glass Floor Final ([level]lubogyt[/level]): [level]xexanyg[/level]

Don't ask me how the top left part works, I cannot even explain it to myself anymore. Typical case of "create once and don't touch anymore".

[level]bahives[/level] had me laughing. It is very funny, I can see that the construction workers have just gone for another brake (as always), and left the tiles scattered all over the place  :D Can you believe that I am so used to having the crate obscured, that I was wondering for some time how you can find out what the value of the crate is in bahives?
I am very honoured that you liked the Glass Floor series so much that you made an Homage puzzle for it!

Rene (2007-03-24) Inspired by [url=http://kevan.org/rubicon/forums/index.php/topic,68.msg2431.html#msg2431]Bucky's Glass Floor puzzles[/url], I decided to add two Glass Floor puzzles to the series:

Glass Floor Fluid: [level]nokilam[/level]
Glass Floor Fluid Extreme: [level]dufocyn[/level]

Note that my solution to Bucky's "Sliding Glass Floor (insane)" puzzle is a spoiler to these.

jf (2007-04-25) Between your and Bucky's latest glass floor insanity, I chose the toughest looking one to spend time on. Here is my solution to Glass Floor Fluid Extreme ([level]dufocyn[/level]): [level]gugameg[/level]. The initialization of the machine is not pretty -- I just hammered it into shape quickly. I'll have to modify the design for Bucky's puzzles, which have much less overhead space to work in.

Rene (2007-05-09)
Good solution to Glass Floor Fluid Extreme, JF! I cannot see exactly how it is working, but it looks like a similar approach as my own solution. My initialization is a bit prettier, though  ;)

Solution to Glass Floor Fluid Extreme ([level]dufocyn[/level]): [level]sumarid[/level]

Rene (2007-07-29) [b]
NEW PUZZLES
[/b]

The monster is hungry and angry. Your task is to feed him to calm him down. But be aware: he is choosy in what he eats; anything he doesn't like he spits out again.
Feed him the right food, avoid his spit, and lighten his eyes.

Feed the Monster I: [level]lufybyg[/level]
Feed the Monster II: [level]buboxod[/level]
Feed the Monster III: [level]sodorag[/level]


 

hatkirby (2007-07-29) AAAAAAHHHHH!!! HE ATE MY ARM! Oh, wait, that was just the crate. Heh heh. Here's my solutions:

Hunger Satisfied - [level]buvigeb[/level]
Hunger Satisfied II - [level]docimoh[/level]

Rene (2007-07-29)
Good tries, hatkirby!
Unfortunately, the monster does like your 0's and 8's.

Timbo (2007-07-30) My solution for Feed the Monster III([level]sodorag[/level]): [level]dixugik[/level]
I think it is a solution for part I and part II too.

SM (2007-07-30) Feeding the Monster I - he's a horribly picky eater.

[level]Jodemab[/level]

jf (2007-07-30) For Feed the Monster III ([level]sodorag[/level]): [level]domacav[/level].

For Feed the Monster II ([level]buboxod[/level]), I just had to modify it a bit: [level]xupinid[/level].

For Feed the Monster I ([level]lufybyg[/level]), things are much easier: [level]vugehot[/level].

Nice puzzles.

Rene (2007-07-31)
Great solutions, guys! The monster is very happy and satisfied now. You are all promoted to expert monster care-takers  :D

Here are my feeding schedules:

For Feed the Monster I: ([level]lufybyg[/level]): [level]fygefob[/level]
For Feed the Monster II: ([level]buboxod[/level]): [level]xyzesug[/level]
For Feed the Monster III: ([level]sodorag[/level]): [level]dyvefex[/level]

jnz (2007-08-02) For Feed the Monster III ([level]sodorag[/level]): [level]gigobus[/level].  I managed to avoid the use of a template copier at the cost of a great amount of hardware.  I only use two cases, one if the target is 1-8 and the other if the target is 9-F or 0.  I was surprised to see that Rene uses 3 cases (0-7, 8, and 9-F).  If anything, I was expecting one magic method for handling all targets.  ;)

Rene (2007-08-02) [quote author=jnz link=topic=119.msg2923#msg2923 date=1186066627]
If anything, I was expecting one magic method for handling all targets.  ;)
[/quote]

Hey, wasn't it Einstein who said that you have to make the solution as simple as possible - but not simpler  ;)

Excellent solution jnz, no template copiers and very clear. I am surprised that you found a two-case solution. I tried that as well, but could not get the '8' case to work. Seeing your solution, I wonder whether it is possible to use '7F7F7F' as teeth in the monsters mouth afterall. I had that at first, but could not find a solution for it.


jf (2007-08-02) Hey, I used a one-case solution, it could be argued  ;). It's an interesting question, but I don't know if 7F7F7F is possible because to generate 8 you need at least one penultimate value less than 8 which will always escape left from the last unpacker before you have time to get something out of the middle unpacker to trap it.

jnz (2007-08-02) [quote author=jf link=topic=119.msg2929#msg2929 date=1186079854]
Hey, I used a one-case solution, it could be argued  ;).
[/quote]

If I could figure out how your solution works, I'd probably agree. :)

[quote author=jf link=topic=119.msg2929#msg2929 date=1186079854]
It's an interesting question, but I don't know if 7F7F7F is possible because to generate 8 you need at least one penultimate value less than 8 which will always escape left from the last unpacker before you have time to get something out of the middle unpacker to trap it.
[/quote]

I think you are correct.  The extremes you can produce when subtracting two crates in the range [8-F] are 8-F=9 and F-8=7.  Actually, I don't think you can produce an 8 out of the middle unpacker either (for the same reason).  So really you are limited to the range [9-F] and you can only produce things from 9-F=A to F-9=6.  I made a test machine ([level]gudaryv[/level]) which seems to never produce 7, 8, or 9.

Rene (2007-08-02) I think you're both right. But the following should be possible (although I have not made a solution yet):

[b]NEW PUZZLE[/b]

Feed the Monster IV: [level]movyzoc[/level]

See how many different cases you need now  ;)

Timbo (2007-08-03) I have modified Rene's solution for Feed the Monster III ([level]dyvefex[/level])and created the solution for Feed the Monster IV ([level]movyzoc[/level]): [level]puzebir[/level]
I need 4 cases and I don't think 3 cases is possible.

Rene (2007-08-07) [quote author=Timbo link=topic=119.msg2949#msg2949 date=1186160409]
I have modified Rene's solution for Feed the Monster III ([level]dyvefex[/level])and created the solution for Feed the Monster IV ([level]movyzoc[/level]): [level]puzebir[/level]
I need 4 cases and I don't think 3 cases is possible.
[/quote]

I did not want to look at your solution before I had my own. Excellent solution, Timbo! I have 4 cases as well, but yours are much simpler.

Here is my solution for Feed the Monster IV ([level]movyzoc[/level]): [level]dibavyg[/level]

Rene (2007-09-13) [b]NEW PUZZLE[/b]

On their way home, the children came through the playground, with a lot of fun swings and stuff. They are now totally enjoying themselves and do not want to continue home. Can you help them on their way?

Bring my babys home: [level]dapugox[/level]

jnz (2007-09-13) For Bring my babys home ([level]dapugox[/level]): [level]tofibit[/level].  I think I'm exploiting a weakness in the shuffle.

TTTPPP (2007-09-13) For "Bring My Babys Home" ([level]dapugox[/level]): [level]vanemyc[/level]

Also, I don't think I've posted a solution to "Glass Floor" ([level]guhexik[/level]), so let's retro it up with [level]gerisec[/level].

adept (2007-09-14) Bring My Babies Home- [level]cigomah[/level]

Rene (2007-09-15) [quote author=jnz link=topic=119.msg3184#msg3184 date=1189716753]
For Bring my babys home ([level]dapugox[/level]): [level]tofibit[/level].  I think I'm exploiting a weakness in the shuffle.
[/quote]

Yeh.... I found the same just before I posted the puzzle. But I thought I'd post it anyway to see whether I could mislead you guys. I should have know that you're not that easily fooled.
I am working on a harder version, but have not found a solution to that one yet.

Rene (2007-11-17) [b]NEW PUZZLE[/b]

Bring the crate from above to below. Looks easy doesn't it?

Switch: [level]xaryxaz[/level]

Bucky (2007-11-17) Switch(xaryxaz):[level]tigaget[/level]

jnz (2007-11-17) For Switch ([level]xaryxaz[/level]): [level]bycosus[/level]

Rene (2007-11-18)
Well done guys!
Here is my own solution for Switch: [level]dadeted[/level]

sluutthefeared (2007-11-23) For Switch([level]xaryxaz[/level]): [level]duburak[/level]

Rene (2007-11-25)
[b]NEW PUZZLE[/b]

An easy one this time. Compare two crates with a broken gate.

Order: [level]sybukyg[/level]

jnz (2007-11-26) For Order ([level]sybukyg[/level]): [level]nigonuz[/level]

TTTPPP (2007-11-26) Nice little puzzle :-)

Order ([level]sybukyq[/level]): [level]caculyz[/level]

Timbo (2007-11-26) For Order ([level]sybukyg[/level]): [level]surisyd[/level]

The solution of TTTPPP doesn't work if the first crate is a 0

Bucky (2007-11-26) Order([level]sybukyg[/level]):[level]podifer[/level]

jf (2007-11-27) For Switch ([level]xaryxaz[/level]): [level]dytihad[/level] (sluutthefeared and I came up with mirror solutions.)

For Order ([level]sybukyg[/level]): [level]nyrysin[/level]

Rene (2007-11-27) Nice solutions, guys. I especially like Bucky's alternative approach.
Here is my solution for Order ([level]sybukyg[/level]): [level]mukimiz[/level]

[b]NEW PUZZLE[/b]

The same thing, but now with 3 crates.

Order II: [level]jocenad[/level]

Rene (2007-12-15)
Nobody has yet posted a solution to Order II. I am guessing that is because it is too easy  ;) Therefore, I give you

Order III: [level]hebibyc[/level]

jf (2007-12-22) Yes, it's all in the timing, isn't it? For Order III ([level]hebibyc[/level]): [level]fokadyf[/level]. Good puzzle!

jf (2007-12-26) For Order II ([level]jocenad[/level]): [level]zegadiz[/level]

Rene (2007-12-31) Good solutions, JF. As you say, it's all in the timing.

Here are mine:
For Order II ([level]jocenad[/level]): [level]golubyk[/level]
For Order III ([level]hebibyc[/level]): [level]danebal[/level]

Rene (2008-01-06)
[b]NEW PUZZLE[/b]

As the leader of a major crime syndicate, you are in desperate need of money to pay-off a crime deal gone bad. The local bank happens to have a quantity of gold in its vault that suffices for the pay-off. Draw up a plan to get the gold out of the vault, which involves getting it through the protection grid. But you have to be fast, as the automatic safety timer closes the vault hermetically in a few moments.

The Vault: [level]magabaf[/level]

jf (2008-01-08) For the Vault, I had to bribe some guards to get to the gold: [level]vadihoc[/level].

[spoiler]Is it possible to bring the gold bars out one at a time?[/spoiler]

Rene (2008-01-08) [quote author=jf link=topic=119.msg3347#msg3347 date=1199775679]
For the Vault, I had to bribe some guards to get to the gold: [level]vadihoc[/level].

[spoiler]Is it possible to bring the gold bars out one at a time?[/spoiler]
[/quote]

Smart move, Blofelt! But try it without bribes this time:

The Vault II: [level]jefalug[/level]

[spoiler]yes[/spoiler]

jf (2008-01-08) [quote author=Rene link=topic=119.msg3348#msg3348 date=1199817375]
[quote author=jf link=topic=119.msg3347#msg3347 date=1199775679]
For the Vault, I had to bribe some guards to get to the gold: [level]vadihoc[/level].

[spoiler]Is it possible to bring the gold bars out one at a time?[/spoiler]
[/quote]

Smart move, Blofelt! But try it without bribes this time:

The Vault II: [level]jefalug[/level]

[spoiler]yes[/spoiler]
[/quote]

As I was going to St Ives, I met seven cat burglars: [level]gytysyl[/level] for Vault II [level]jefalug[/level].

Bucky (2008-01-09) I don't bother with bribes and stuff.  I just tamper with the automatic lock.
Vault 2([level]jefalug[/level]):[level]gakicax[/level]

I haven't done a solution for a while, and it shows;  It's extremely sloppy due to the excessive use of drop timers.

Rene (2008-01-10) Here is my attempt to crack the vault.

For The Vault II ([level]jefalug[/level]): [level]besased[/level]

[b]NEW PUZZLE[/b]

Due to the recent burglaries, the management of the bank has reviewed the safety measures surrounding the vault. In the security audit they have discovered that the security grid was installed the wrong way around. Instead of preventing getting gold out of the vault, it was preventing bringing gold into the vault. So now they have updated the vault, and re-installed the safety grid.

Vault III: [level]kipyzah[/level]

Rene (2008-01-10)
[b]NEW PUZZLE[/b]

Recently, I was browsing through some of the old puzzles and their solutions. When I looked at Glass Floor Vengeance ([level]nubusix[/level]), and both solutions (JF's and mine), I came up with some ideas how to improve the solutions. As a result, there is now a new installment of the Glass Floor series. The original Glass Floor Vengeance had 11 glass tiles and was extremely hard. But 11 glass tiles is luxury compared to 8 tiles :D:

Glass Floor Ultimate: [level]kifabab[/level]

Some warnings upfront:
[list]
[li]if you are a Rubicon beginner, do not even think about trying to solve this one. I do not want you to loose the fun in Rubicon because this puzzle is frustratingly difficult. There are plenty of fun puzzle out there in various degrees of difficulty that you can try first.
[/li]
[li]If you are an expert: try to solve the other Glass Floor puzzles first (especially Glass Floor Vengeance)
[/li]
[li]If you are called JF: have fun!  ;)
[/li]
[/list]
As usual, I will post my solution in a couple of weeks. If you want to try your hand at [level]kifabab[/level], but want to be helped a little bit, I have prepared a series of hints:

1) [spoiler]In order to solve the puzzle, you will need some pre-placed barrel(s) on the left side of the floor. Depending on the movement of these barrels, you will need to calculate new barrel(s) and drop those on the glass floor to the right, in order to further test the hidden value. That is not too hard, there are various ways in which that can be done. What makes the puzzle difficult is that you need to do that [i][b]fast[/b][/i]. Typically you have only 2 or 3 ticks to detect the movement, calculate the new barrel(s) and drop them on the floor. Experiment with different ways of doing this.[/spoiler]
2) [spoiler]Analyse JF's solution to Glass Floor Vengeance ([level]midyroc[/level]), and try to improve that approach. There is some dead wood that can be chopped.[/spoiler]
3) [spoiler]Notice that JF's solution uses 7 pre-placed barrels on the left, and 1 dynamically generated barrel on the right. The 7 pre-placed barrels subdivide the 16 possible values into 8 groups of 2 values each. The dynamic barrel then tests between the 2 values. Let's call this the 7-1 approach. JF has 3 open spaces between the pre-placed barrels and the dynamic barrel, which effectively means he has 3 ticks to calculate and place the dynamic barrel.[/spoiler]
4) [spoiler]The 7-1 approach is not the only approach you can take. Note that my solution to Glass Floor Vengeance ([level]pamifux[/level]) could be called a 1-1-1-1 approach. The pre-placed '8' barrel subdivides the values into 0-7 and 8-F. Each subsequent barrel subdivides the result groups further. I used a short-cut for the 4-7 group, which explains the leading 4 barrel, and most of the stuff on top.[/spoiler]
5) [spoiler]One other obvious approach is 3-3. Three preplaced barrels subdivide the 16 possible values into 4 groups of 4 values each. You then need to calculate 3 new barrels to distinguish between the 4 remaining values. The 3-3 approach on a glass floor with 8 tiles leaves 2 ticks to calculate and place the barrels. Experiment some with this approach. Concentrate on bringing down the time you need to calculate the barrels. [/spoiler]
6) [spoiler]Note that only the first dynamic barrel needs to be calculated in 2 ticks. Each subsequent one can use an additional tick to be calculated. Something similar is true for the pre-placed barrels. With an 8 tile glass floor, there are 7 ticks between movement of the left-most pre-placed barrel, and the placement of the right-most calculated barrel. Use that time.[/spoiler]
7) [spoiler]It might be possible with 3-3, but in my solution to Glass Floor Ultimate, I use a 4-2 approach. The 4 preplaced barrels subdivide into 5 groups of 3 values each, which leaves one special case. The special case is handled by an extra barrel on the remaining two glass floor tiles.[/spoiler]
8) [spoiler]That's it, no more tips; you're on your own now  ;). If you really give up, then check the solution that I will post in a couple of weeks.[/spoiler]

jf (2008-01-23) I've been looking at Glass Floor Ultimate... hmmm, this isn't going to be easy, is it?

For The Vault III ([level]kipyzah[/level]): [level]toxuhan[/level]. I took advantage of the rain.

PS. I really like Bucky's lock tampering in [level]gakicax[/level] (for The Vault II).

Rene (2008-01-25) [quote author=jf link=topic=119.msg3360#msg3360 date=1201124555]
I've been looking at Glass Floor Ultimate... hmmm, this isn't going to be easy, is it?
[/quote]

Just a walk in the park for you, JF  ;D ....or, should I say, a stroll on the floor....  ;)

Here is my opening of the vault:

For Vault III ([level]kipyzah[/level]): [level]pexudof[/level]

jf (2008-01-26) Well Rene, that was an extremely tough one, but I've managed to solve it. I've just read your spoilers for Glass Floor Ultimate, and that's a good breakdown of the possibilities.

For Glass Floor Ultimate ([level]kifabab[/level]): [level]jacidun[/level]

I have to agree with your first hint: [spoiler]You have to be fast! The greatest difficulty in this puzzle is in the speed, not the number of glass tiles.[/spoiler]

It will be interesting to see your solution, because I can tell from your spoilers that once again we've used different designs.  :)

On Rene's hints:
[spoiler]I considered a 4-x approach, and a 3-3 approach. After much experimentation, on and off, since the puzzle was posted, I finally settled on the 3-3 approach, which is to split the possible values into four groups to start, and then drop three more barrels to the right. There are some huge obstacles to overcome, though. The biggest is that there are only 3 ticks to choose the first right-side barrel and get it into place, from the time the crate glides under the rightmost of the first three barrels to the time that it will slide under this leftmost of the second group. That gives you only one single tick to work with, to create a value, since you'll need one tick to position it above the spot vertically, and another tick to drop it into place. I just could not find a way to position and drop *three* new values, so I eventually abandoned the 3-3 approach.[/spoiler]

My approach:
[spoiler]I use what you could call a 3-1-1 approach, which is to divide first into four groups, and then for each group, drop two values to detect one of four possible solutions. It is amazingly difficult to drop those two values down in that short space of time, and not leave a big mess to deal with at the end. But having done that, it's pretty straightforward to then read the scattered barrels and come up with the solution value. I actually do run out of time in some cases, but enough information is left on the floor that even for those special cases I can calculate the solution.[/spoiler]

Excellent puzzle!




Rene (2008-01-27)
Welll done, JF, well done.
[spoiler]I based my solution on your [level]midyroc[/level], but I can see that you made a combination between your and my solutions.
You managed to find another way than me for the "it does not move" barrel to be dropped in the same tick as the last "it does move" barrel. As you know, that is key to getting it fast enough. I also like the way you handled the F special case.
[/spoiler]

Most of the credit for this one goes to you. When I made Vengeance, I was convinced that 11 tiles would be the minimum possible. Your solution made me think it could be done with less. I was just surprised that it can go down to as few as 8.

Here is my solution:

For Glass Floor Ultimate ([level]kifabab[/level]): [level]pikahic[/level]

Timbo (2008-02-02) By copying Renes 4-2 solution I made folowing 3-3 solution for For Glass Floor Ultimate ([level]kifabab[/level]): [level]logaxol[/level]

Rene (2008-02-09) [quote author=Timbo link=topic=119.msg3369#msg3369 date=1201966636]
By copying Renes 4-2 solution I made folowing 3-3 solution for For Glass Floor Ultimate ([level]kifabab[/level]): [level]logaxol[/level]
[/quote]

Good solution, Timbo. That's a neat trick to keep the middle barrel on top of the pipe; I could not get that to work when I tried a 3-3 solution.

jf (2008-02-12) There are a lot of subtleties in those solutions. For example, [spoiler]the second tier of glass not only shifts the timing left, but also allows a dozer to pass underneath -- I used winches to give the dozer a path through[/spoiler]. This puzzle really pushes the Rubicon envelope. Great puzzle.

Rene (2008-05-02)
[b]NEW PUZZLE[/b]

I feel the need...

The Need For Speed: [level]pixisop[/level]

Werbad (2008-05-02) For The Need For Speed ([level]pixisop[/level]): [level]gyzaxut[/level]

jf (2008-05-02) For The Need For Speed ([level]pixisop[/level]): [level]gyxodef[/level] -- in 44 ticks

I would guess that you took the time to polish this puzzle so that every last bit counts -- [spoiler] even one open section in the upwards pipe slows down the crates too much to solve[/spoiler].

Timbo (2008-05-02) For The Need For Speed ([level]pixisop[/level]): [level]notigug[/level]

Not every bit counts if you speed up a little bit. [spoiler]I even got 3 open section in the upwards pipe[/spoiler]

Rene (2008-05-02) [quote author=jf link=topic=119.msg3762#msg3762 date=1209752428]
For The Need For Speed ([level]pixisop[/level]): [level]gyxodef[/level] -- in 44 ticks

I would guess that you took the time to polish this puzzle so that every last bit counts -- [spoiler] even one open section in the upwards pipe slows down the crates too much to solve[/spoiler].
[/quote]

Actually, this was just the intro  ;). It's the second version that is polished so that every last bit counts; it is just solvable without going to an approach like Timbo's:

The Need For Speed 2: [level]xyganeb[/level]

By the way, here is my solution for number 1: [level]gaforyb[/level]

jf (2008-05-02) [quote author=Timbo link=topic=119.msg3763#msg3763 date=1209761063]
For The Need For Speed ([level]pixisop[/level]): [level]notigug[/level]

Not every bit counts if you speed up a little bit. [spoiler]I even got 3 open section in the upwards pipe[/spoiler]
[/quote]

That is pretty cool, Timbo.

For The Need For Speed 2 ([level]xyganeb[/level]): [level]gosomog[/level]

I think just two pieces changed, right? I just edited my first solution, making it into the second puzzle. There were a few more ticks to be squeezed out after all, n'est-ce pas? I would like to try the Timbo-style solution too.

I'm almost afraid to see what Speed 3 will look like.  :)

Werbad (2008-05-02) For The Need For Speed 2 ([level]xyganeb[/level]): [level]zirekyc[/level]
At first I didn't realize that [spoiler]packers process after matchers, allowing for this kind of solution[/spoiler]
I see that jf used that same trick.

Rene (2008-05-03)
I used the same peculiarity of Rubicon physics:

For The Need For Speed 2 ([level]xyganeb[/level]): [level]cybetas[/level]

[spoiler]Matchers are evaluated in the same bottom-to-top phase as packers/unpackers and gates. So you match a crate and remove it with a packer in the same tick. It works with the bottom of the matcher as well, due to the evaluation order in the phase; see for example [level]taxexuc[/level]. It looks weird that half of the time there is no crate at all on the matcher, and it still happily lights up.[/spoiler]

Here is your chance to try a Timbo-like solution:

The Need For Speed 3: [level]hagedef[/level]
The Need For Speed 4: [level]limamyf[/level]

Number 3 is just one tick faster than 2, but forces you to go the Timbo-way. Number 4 is a full 6 ticks faster than 3, and gives you an oppertunity to get the maximum out of your machine.
By the way, nice solution Timbo! Your solution should work for 3 with minor modiciations, for 4 you'll need to pull some new tricks  ;)

jnz (2008-05-04) For The Need for Speed ([level]pixisop[/level]): [level]fididul[/level].  A Timbo-style solution but I only have one tick to spare.  It is going to be a lot of work to get it up to shape for the later puzzles in this series.

Werbad (2008-05-14) For The Need For Speed 4 ([level]limamyf[/level]): [level]bugebus[/level]

Rene (2008-05-20)
Excellent solution for The Need For Speed 4, Werbad! I like especially the compact "receiver" side.
Here is my solution: [level]sydohif[/level]

jappie001 (2008-09-03) Here is my solution to Glass Floor.... GABABAG

But...it wont work for F or Zero.  Can someone help me modify it so it will? i don't want to drastically change the design if possible because i came up with it on my own before looking at other peoples solutions.

Rene (2008-09-04) [quote author=jappie001 link=topic=119.msg3984#msg3984 date=1220439300]
Here is my solution to Glass Floor.... GABABAG

But...it wont work for F or Zero.  Can someone help me modify it so it will? i don't want to drastically change the design if possible because i came up with it on my own before looking at other peoples solutions.
[/quote]

Good attempt, jappie!
Actually, the problem with the F is easy to fix by removing one element of the bottom-right platform, so that the dozer drops right of the F if it does not move. You'll need to extend the row of winches with one as well.
However, you have a problem with 0 and 1 as well. Try to fix the 1 first, that's the easiest one. If you want more help, then let me know.

By the way, you can use the "?" crate icon when responding in the forum. It will insert a link to your solution, like this: [level]gababag[/level]

jappie001 (2008-09-05) Thanks for the help rene! i always miss easy things like the f lol.  As for the 1's and zero's they took a little longer to figure out but i got there in the end.

Heres my solution [level]gegomix[/level]

Im still not happy with the solution to separate the zero, its a little inelegant.  But i suppose as long as it gives the solution  ;)
Time for glass floor 2 then!

Rene (2008-09-05) [quote author=jappie001 link=topic=119.msg3986#msg3986 date=1220624089]
Thanks for the help rene! i always miss easy things like the f lol.  As for the 1's and zero's they took a little longer to figure out but i got there in the end.

Heres my solution [level]gegomix[/level]

Im still not happy with the solution to separate the zero, its a little inelegant.  But i suppose as long as it gives the solution  ;)
Time for glass floor 2 then!
[/quote]

Well done!
And do not bother about the inelegancy. As you say, anything goes as long as those lights shine green in the end....  ;D
On the other hand, converting a barrel into a crate with the same value is a mechanism you will need in many solutions. So it pays to spend some time to optimize that. Or to peek in other solutions how they have solved it; we all learned by steeling from each other  ;)

Rene (2008-09-05) [b]NEW PUZZLE[/b]

A tiny puzzle this time.

Three Step: [level]legobid[/level]

Werbad (2008-09-05) For Three Step ([level]legobid[/level]): [level]pagobab[/level]

A pretty slow but simple solution. [spoiler]I collect crates from F to 0 and makes a simple check afterwards. It should be possible to collect all values at once, and not in this specific order, but I couldn't make it small enough...[/spoiler]

Edit:
A little more hight-tech solution: [level]cahufik[/level]

I'm a little disappointed with the ending though... Got a little bit too cramped to implement my old ending...

Rene (2008-09-27)
I saw that I forgot to post my solution to Three Step ([level]legobid[/level]). Here it is: [level]bokozah[/level]

[b]NEW PUZZLE[/b]

Three Step Too: [level]tydipoz[/level]

Werbad (2008-09-27) For Three Step Too ([level]tydipoz[/level]): [level]depugig[/level]
It uses a modified version of the base from [level]cahufik[/level]. Next step will be to make a half-rate solution.

Rene (2008-09-27)
Good work, Werbad! I see you had some trouble squeezing it into the available space  :D
Here is my solution

For Three Step Too ([level]tydipoz[/level]): [level]nygaxyn[/level]

Werbad (2008-09-27) Reworked the bottom mechanism to work at half-rate, should be faster now:
For Three Step Too ([level]tydipoz[/level]): [level]nogecyz[/level]

jf (2008-09-29) For Three Step Too ([level]tydipoz[/level]): [level]girosad[/level]. The sort is low-tech, but the solution is simple.

Werbad (2008-09-29) New faster solution:
For Three Step Too ([level]tydipoz[/level]): [level]gucagoh[/level]

jf (2008-09-30) For Three Step ([level]legobid[/level]): [level]zybafim[/level]

Edit: I especially like Rene's [level]bokozah[/level] solution.

Twee (2008-11-12) Here's mine for "Three Step Too" ([level]tydipoz[/level]): [level]benizin[/level]
That was fun. Thanks for making an easy one. :)

Edit: and for "three step"([level]legobid[/level]):[level]gybyxyb[/level]

Rene (2009-01-08) Here is a new installment of the Glass Floor series. One for nostalgia.

The glass floor has been properly restored by the reconstruction work of JF (see [level]bahives[/level]  :)), but now there is a water leakage problem under the floor. Can you make out the crate floating in the water?

Glass Floor Stream: [level]bubuzit[/level]

Werbad (2009-01-08) For Glass Floor Stream ([level]bubuzit[/level]): [level]godazog[/level]
The water leak was worse than it first seemed. Fortunately, it didn't stop me from figuring out the crate.

jf (2009-01-09) Intriguing solution, Werbad -- nice work with the tricky timing. I found another way to catch it. It will be interesting to see if Rene has yet a third method to solve it.

For Glass Floor Stream ([level]bubuzit[/level]): [level]razacup[/level]

Rene (2009-01-09) Excellent work, guys. My solution is similary to JF's, but slightly different:

For Glass Floor Stream ([level]bubuzit[/level]): [level]bisekyv[/level]

Rene (2009-01-26)
[b]NEW PUZZLE[/b]

Piramid I: [level]fygegyx[/level]

jf (2009-01-26) A nice puzzle for a short visit to the forum! (I just have not had time to work on a few of Werbad's puzzles that I am interested in solving.)

For [level]fygegyx[/level]: [level]sygarod[/level]

Werbad (2009-01-26) For Piramid I ([level]fygegyx[/level]): [level]dobozic[/level]

Bucky (2009-01-26) piramid 1([level]fygegyx[/level]):[level]nyvadeb[/level].

EDIT:Just noticed it fails for E.  Oops.

jnz (2009-01-26) For Piramid I ([level]fygegyx[/level]): [level]vanumis[/level]

jf (2009-01-27) [quote author=jnz link=topic=119.msg4191#msg4191 date=1233002677]
For Piramid I ([level]fygegyx[/level]): [level]vanumis[/level]
[/quote]

Very nice. After that, I just had to have another go at it: [level]mutyfon[/level]

Rene (2009-01-27) Nice solutions! I guess you're ready for the second installment.

[b]NEW PUZZLE[/b]

Triangle II: [level]cumodif[/level]

immibis (2009-01-27) For Triangle/Piramid 1: [level]gygocyx[/level]
It works by [spoiler]
Adding up all the numbers but the target crate, except 8 (or 3 and 5 if the target crate is 8 ), then subtracting that from 0.
[/spoiler].

Second installment came out while I was solving it...

immibis (2009-01-27) Triangle II for all but 0: [level]lamibop[/level]

jnz (2009-01-27) [quote author=immibis link=topic=119.msg4194#msg4194 date=1233028360]
For Triangle/Piramid 1: [level]gygocyx[/level]
[/quote]
I think you may have solved this one in the sandbox...

immibis (2009-01-27) Oops, didn't notice gates weren't allowed...

Werbad (2009-01-27) For Triangle II ([level]cumodif[/level]): [level]poturys[/level]
Another Solution [level]dukudyg[/level]

jf (2009-01-28) For Triangle II ([level]cumodif[/level]): [level]zudekes[/level]

Twee (2009-01-29) Triangle II has me stumped so far, but here's mine for Triangle I: (f[level]ygegyx[/level]) [level]vixarog[/level]

jf (2009-01-29) [quote author=Twee link=topic=119.msg4200#msg4200 date=1233258048]
Triangle II has me stumped so far, but here's mine for Triangle I: (f[level]ygegyx[/level]) [level]vixarog[/level]
[/quote]

Now that is a nice solution. Very clean.

[quote author=Werbad link=topic=119.msg4198#msg4198 date=1233068010]
Another Solution [level]dukudyg[/level]
[/quote]

And that one is my favorite.

Twee (2009-01-30) [quote author=jf link=topic=119.msg4201#msg4201 date=1233262657]
[quote author=Twee link=topic=119.msg4200#msg4200 date=1233258048]
Triangle II has me stumped so far, but here's mine for Triangle I: (f[level]ygegyx[/level]) [level]vixarog[/level]
[/quote]

Now that is a nice solution. Very clean.

[quote author=Werbad link=topic=119.msg4198#msg4198 date=1233068010]
Another Solution [level]dukudyg[/level]
[/quote]

And that one is my favorite.
[/quote]

Thanks! Sadly, I can't look at [level]dukudyg[/level] yet, as I'm still struggling with [level]cumodif[/level].

jf (2009-01-31) For Triangle II [level]cumodif[/level], immibis' [level]gygocyx[/level] gave me the idea, and Werbad's [level]dukudyg[/level] made me want to retry this puzzle. I couldn't sleep, so I counted sheep: [level]gonutun[/level]

Rene (2009-02-01) [quote author=jf link=topic=119.msg4201#msg4201 date=1233262657]
[quote author=Twee link=topic=119.msg4200#msg4200 date=1233258048]
Triangle II has me stumped so far, but here's mine for Triangle I: (f[level]ygegyx[/level]) [level]vixarog[/level]
[/quote]

Now that is a nice solution. Very clean.

[quote author=Werbad link=topic=119.msg4198#msg4198 date=1233068010]
Another Solution [level]dukudyg[/level]
[/quote]

And that one is my favorite.
[/quote]

Great solutions, everybody! I agree with JF's observations. I just love the dozer release mechanism in [level]dukudyg[/level]  :o and Twee's solution for Piramid I (which should have been called Triangle I...  :-[) is very clean. As my own solution for Piramid I is the same as for Triangle II, I choose Twee's solution for the puzzle overview in the first post.

Here is my own solution for Triangle II ([level]cumodif[/level]): [level]tisypud[/level]. As you can see, I use the same crate retrieval mechanism as Werbad in [level]dukudyg[/level].



Rene (2009-02-01) [b]NEW PUZZLE[/b]

I found this strange machine on the attick. It seems to add 3 to anything that you feed it. Or something. Can you use it to match the crates?

Twisted Service: [level]zybokyb[/level]

jf (2009-02-02) That is one twisted and tough machine, with places where I just find the space to work in and no more. Luckily, I found a bare patch in the diamond waistcoat and was able to solve it: [level]ryledym[/level].

Werbad (2009-02-02) For Twisted Service ([level]zybokyb[/level]): [level]huhegeb[/level]
Seems like I used the same idea as jf.

Rene (2009-02-02)
It's interesting that we all use the same strategy, but come up with very different solutions. Here is mine.

For Twisted Service ([level]zybokyb[/level]): [level]baduhek[/level]

Rene (2009-07-05)
[b]NEW PUZZLE[/b]

Discover the hidden cryptographic key

Crypto: [level]bedidet[/level]

Werbad (2009-07-06) For Crypto ([level]bedidet[/level]): [level]talygic[/level]
Turned out simpler than I thought.

jf (2009-07-06) For Crypto ([level]bedidet[/level]): [level]licypaz[/level]

I found the same key weakness as Werbad. Very interesting puzzle.

Rene (2009-07-07) [quote author=jf link=topic=119.msg4320#msg4320 date=1246864060]
I found the same key weakness as Werbad. Very interesting puzzle.
[/quote]

Shows that it is an art to create a good cryptography algorithm.
Here is my solution: [level]kykucag[/level]

immibis (2009-07-08) [level]huvoxal[/level] for Crypto. (Not sure if it works in all cases, but it worked every time I ran it)

Rene (2009-08-18)
[b]NEW PUZZLE[/b]

This should be an easy one for you seasoned Rubicon solvers ---- or is it?

One Shot: [level]fipebip[/level]

Werbad (2009-08-18) For One Shot ([level]fipebip[/level]): [level]mitevoh[/level] [spoiler]Took a few reloads. It's easy to break the solution though due to the way pre-placed doors work...[/spoiler]

ais523 (2009-08-19) For [level]fipebip[/level] I have [level]benihir[/level]; I went a bit over the top, but the general principle is sound. Note that preplaced door keys don't seem to act deterministically; sometimes the level will be impossible, sometimes it'll worked. (It seems to work the first time after loading, but not after that.)

Rene (2009-08-22) [quote author=Werbad link=topic=119.msg4354#msg4354 date=1250633806]
For One Shot ([level]fipebip[/level]): [level]mitevoh[/level] [spoiler]Took a few reloads. It's easy to break the solution though due to the way pre-placed doors work...[/spoiler]
[/quote]

Amazing! I didn't think that it would be possible to make a solution that works more than once.

Rene (2009-09-05)
[b]NEW PUZZLE[/b]

If you thought that Crypto was easy, then try the same with a random input message:

Crypto II: [level]nozapom[/level]

Werbad (2009-09-05) For Crypto II ([level]nozapom[/level]): [level]megyduc[/level]

immibis (2009-09-07) For Crypto: [level]cedyryc[/level]

Rene (2009-09-07)
Nice, different, and clear approach to Crypto, Immibis.
Good work with Crypto II, Werbad. Here is my solution:

For Crypto II ([level]nozapom[/level]): [level]botytyn[/level]

If you wonder how it works, then place a barrel in front of the dozer in the sandbox.

[b]NEW PUZZLE[/b]

The cryptographic machine is improved, so that the generator cannot be tampered with anymore:

Crypto III: [level]rogilus[/level]

Werbad (2009-09-07) For Crypto III ([level]rogilus[/level]): [s][level]xycezol[/level][/s] [level]honotux[/level] (Noticed a potential solution breaker)

Rene (2009-09-10) Excellent solution, Werbad. I am surprised that you managed to fool the generator in a reliable way. Here is my solution:

For Crypto III ([level]rogilus[/level]): [level]fazylug[/level]

I guess you are ready for the ultimate Crypto now.

[b]NEW PUZZLE[/b]

In this one you cannot manipulate the generator in any way. You just need to derive information from the generated stream. Easy, isn't it?  8)

Crypto IV: [level]livadul[/level]

Werbad (2009-09-10) I thought I had a solution, but then I noticed that the machine sometimes adds two crates instead of one. I can't seem to find any way of detecting this by looking at the output stream, is it even possible?

Rene (2009-09-10) [quote author=Werbad link=topic=119.msg4375#msg4375 date=1252580582]
I thought I had a solution, but then I noticed that the machine sometimes adds two crates instead of one. I can't seem to find any way of detecting this by looking at the output stream, is it even possible?
[/quote]

It is possible to make a solution, though not easy. I am not sure whether it is possible to detect in some direct way whether 2 or 1 crates are added, but my solution does not depend on that.

Werbad (2009-09-10) Almost working solution: [level]sabekok[/level] (Takes forever if the first crate fails...)
I overlooked that my crate evaluator fails to recognize 0-crates and picks 1-crates instead. It is rarely a problem, but it will break the solution in some cases...
I might redo it using the same idea, or a different one if I figure out how you might have solved it.

Rene (2009-09-24) [quote author=Werbad link=topic=119.msg4377#msg4377 date=1252610410]
Almost working solution: [level]sabekok[/level] (Takes forever if the first crate fails...)
I overlooked that my crate evaluator fails to recognize 0-crates and picks 1-crates instead. It is rarely a problem, but it will break the solution in some cases...
I might redo it using the same idea, or a different one if I figure out how you might have solved it.
[/quote]

Good attempt, Werbad. It took me some time to understand how the mechanism on the left works, but I think I got it now. You could actually speed that up by using a copy of the first solution crate as the seed, instead of the second.
You are still encouraged to solve the 0/1 problem in your solution, but if you have given up on it, then have a look at my solutions. The first one uses the same principle as you do:
[level]kixuzuc[/level]
[spoiler]For each train of crates, it determines the minimum and the maximum that the hidden value can have. If these are equal, then it has determined the value of the hidden crate. When the hidden crate is determined for two consecutive trains, then the difference is the solution or its double. To account for the possibility of finding the double, if another solution comes out that is half the previous one, then it replaces the previous.[/spoiler]

The second one is slightly more complicated, and uses a different principle:
[level]kamicoz[/level]
[spoiler]For each train of crates, it determines the range of values that the hidden value can. If the ranges of two consecutive trains are not overlapping, it can calculate the range that the solution can have. This range is then used to validate the correctness of an assumed solution or its double. If neither the solution nor its double fall within the range, then it is replaced with the next higher solution.[/spoiler]

Which one is faster depends on the situation. I believe the second is faster for numbers <8 and the first is faster for numbers >8.

BTW, I discovered a fault in the puzzle: it is not possible to distinguish between an 8 and a 0 target if the hidden crate is 8

ais523 (2009-11-13) My solution to Crypto IV: [level]fozofav[/level]

This works purely by brute force: it feeds initially deterministic, then (after tens of minutes!) random data into a replica of the crypto generator, and looks to see if they produce the same output or not. I expect it'll normally take hours or days to run; it's optimized for the case where the target's an odd number, in which case there's a decent chance it'll discover what it is some time this millenium, but in theory it should always work eventually.

Rene (2010-01-01) [b]NEW PUZZLE[/b]

Inspired by Twee's puzzle [level]dodaxud[/level] (see [url]http://kevan.org/rubicon/forums/index.php/topic,321.msg4525.html#msg4525[/url]), I decided to add a new member to the Glass Floor family:

Glass Floor Static: [level]mogafur[/level]

Werbad (2010-01-03) For Glass Floor Static ([level]mogafur[/level]): [level]zavidig[/level]
I invented a new way of checking the floor as the one I've used in similar puzzles takes 16*40+ ticks to check a single crate. This one takes a total of 76*16 ticks to check the value of all crates.

Rene (2010-01-03) Brilliant, Werbad!  :o
I thought something like this should be possible, but I did not work out a practical solution for it myself. My solution still checks each crate separately:

For Glass Floor Static ([level]mogafur[/level]): [level]teluder[/level]

jf (2010-01-06) Good puzzle. Werbad's comment about a new way of checking the floor inspired me to tackle this puzzle differently. I came up with something that resembles Werbad's solution in the opposite direction. I really like Rene's clever solution too. It's a long way since the days of Timberline, isn't it?

For Glass Floor Static ([level]mogafur[/level]): [level]cevumob[/level] -- it's a little disorganized, but I won't spend time to optimize it.

Rene (2010-01-07) [quote author=jf link=topic=119.msg4534#msg4534 date=1262804863]
It's a long way since the days of Timberline, isn't it?
[/quote]

Darn, I knew I saw it somewhere before, just did not remember where.
I just reread my comments back then (see [url]http://kevan.org/rubicon/forums/index.php/topic,62.msg1168.html#msg1168[/url]). I thought it would not be possible with 8 crates or more :D lol. And now we have 11. With Werbad's and your solutions, we could easily go up to the full 15 crates with only minimal extra time and space required.  ;D
But then again, Timberline was more than 3 years ago...

Well done, guys!  :o

Rene (2010-01-13)
[b]NEW PUZZLE[/b]

Try to catch the snake in the stream of water.

Water Snake: [level]jiduvid[/level]

Werbad (2010-01-13) For Water Snake ([level]jiduvid[/level]): [level]ranurul[/level]
[spoiler]It catches the first two crates who's sum matches the target crate and that's part of the same stream.[/spoiler]

jnz (2010-01-14) For Water Snake ([level]jiduvid[/level]): [level]doresor[/level]
A bit slow for zeros

jf (2010-01-14) For Water Snake ([level]jiduvid[/level]): [level]jaxizaz[/level].

[spoiler]In place of the upward pipe, some sort of open-once gate control would force one to capture a sequence of segments. I will try a multi-segment solution later.[/spoiler]

[spoiler]The medium difficulty I am thinking of would have you open some sort of gate, forcing you to choose a sequence up to the end of a snake's tail. The hard difficulty would only allow you to open the gate at the head of one of the snakes, forcing you to choose the entire snake.[/spoiler]

jnz (2010-01-14) [quote author=jf link=topic=119.msg4557#msg4557 date=1263448766]
For Water Snake ([level]jiduvid[/level]): [level]jaxizaz[/level].
[/quote]
And I thought my solution would take a long time to solve for 0...

Rene (2010-01-14) [quote author=jnz link=topic=119.msg4558#msg4558 date=1263482513]
[quote author=jf link=topic=119.msg4557#msg4557 date=1263448766]
For Water Snake ([level]jiduvid[/level]): [level]jaxizaz[/level].
[/quote]
And I thought my solution would take a long time to solve for 0...

[/quote]

Lol. You should have put a smiley on that statement  :D

Here is my solution. It takes the same approach as Werbad.

For Water Snake ([level]jiduvid[/level]): [level]sobybok[/level]

[quote author=jf link=topic=119.msg4557#msg4557 date=1263448766]
The medium difficulty I am thinking of would have you open some sort of gate, forcing you to choose a sequence up to the end of a snake's tail. The hard difficulty would only allow you to open the gate at the head of one of the snakes, forcing you to choose the entire snake.
[/quote]

That is a good idea, and I may try that later. But for now, you need to select a sequence of a certain length:

[b]NEW PUZZLE[/b]

Water Snake II: [s][level]juhibor[/level][/s] [level]xalicib[/level]

EDIT: Lo-and-behold! I just discovered that Werbad's newest puzzle has a similar challenge. They are sufficiently different, though, to require different strategies.
EDIT: Fixed a problem in the puzzle

Werbad (2010-01-15) Is that 0-crate supposed to be a ?-crate? It seems a bit pointless to output it otherwise...

Edit:
For Water Snake II ([level]juhibor[/level]): [level]hovyhyr[/level]
I replaced the 0-crate with a ?-crate in this solution.

jnz (2010-01-16) For Water Snake II ([level]juhibor[/level]): [level]lyzicux[/level]

Werbad (2010-01-16) Made another solution that finds a matching stream faster, but has a longer initialization time:
For Water Snake II ([level]juhibor[/level]): [level]gikikyf[/level]
[spoiler]After initializing, this solution will find the first possible stream of correct length with the right sum.[/spoiler]

Rene (2010-01-17) [quote author=Werbad link=topic=119.msg4560#msg4560 date=1263546965]
Is that 0-crate supposed to be a ?-crate? It seems a bit pointless to output it otherwise...
[/quote]

You are entirely correct, of course. I changed it in the puzzle now. So jnz has another challenge...
Here is my solution:

For Water Snake II ([level]xalicib[/level]): [level]byvitog[/level]

jnz (2010-01-17) [quote author=Rene link=topic=119.msg4563#msg4563 date=1263697012]
I changed it in the puzzle now. So jnz has another challenge...
[/quote]
For Water Snake II updated ([level]xalicib[/level]): [level]tulidir[/level]

Rene (2010-01-27)
On suggestion by JF:

[b]NEW PUZZLE[/b]

Water Snake III: [level]tavirok[/level]

Werbad (2010-01-27) For Water Snake III ([level]tavirok[/level]): [level]jyhapog[/level]
This solution should also solve an eventual hard version as described by jf.

[spoiler]It catches the first whole snake that is 8 or less crates and whose sum matches the target value[/spoiler]

Rene (2010-01-30) [quote author=Werbad link=topic=119.msg4569#msg4569 date=1264584373]
For Water Snake III ([level]tavirok[/level]): [level]jyhapog[/level]
This solution should also solve an eventual hard version as described by jf.

[spoiler]It catches the first whole snake that is 8 or less crates and whose sum matches the target value[/spoiler]
[/quote]

You are fast, Werbad! Within two hours of posting  :o

Here is my own solution:

For Water Snake III ([level]tavirok[/level]): [level]vodonak[/level]

It is pretty fast, even though it looks more like the engine of a WW II submarine on full speed than like a quiet and patient snake catcher.
[spoiler]It detects any tail with a length up to 6 crates that matches the target. [/spoiler]

[b]NEW PUZZLE [/b]

And here is the last Water Snake puzzle, for which you have to catch the whole snake. Of course, Werbads solution to III also solves this one:

Water Snake IV: [level]hutitin[/level]

Werbad (2010-01-30) For Water Snake IV ([level]hutitin[/level]): [level]vohuvif[/level]

[spoiler]As the new snake-feed is one or two ticks slower it now only accepts snakes of 7 crates or less.[/spoiler]

Rene (2010-01-31)
[b]NEW PUZZLE[/b]

A pretty tough Rubiks challenge to move 10 crates into their correct positions. A look-up table that covers all combinations is definitely not possible.

Rubiks Rondo: [level]gadekug[/level]

Werbad (2010-02-02) For Rubiks Rondo ([level]gadekug[/level]): [level]dibakib[/level]
That was a tough one! My solution takes about 10 000 ticks to solve in the worst case.

[spoiler]I solved it by treating the crates as a single row with the target order 5-4-3-2-1-A-9-8-7-6. By using a 3 different swap-moves I could then move the crates to their destination one by one using a bubble-sort like method. I ended up using this method as it doesn't require me to reproduce the moves outside the machine, saving valuable space.[/spoiler]

The moves I used were:
[spoiler]Swap 2 crates vertically: Left short
Swap 2 top crates: Right short, Left long, Left short
Swap 2 bottom crates: Left short, Left long, Right short[/spoiler]

Rene (2010-02-06) Yeah! That is why I like Rubicon so much. It seems that no problem is too hard, that you cannot a build a machine for it... just rattling and grinding away  :)

Here is my solution. I had it a little easier than you, because [spoiler]I discovered a way to rotate all the crates in one big loop.[/spoiler]

For Rubics Rondo ([level]gadekug[/level]): [level]lebedyb[/level]

Here is also my solution for Water Snake IV. I manages to detect snakes up to 11 crates long:

For Water Snake IV ([level]hutitin[/level]): [level]bygyvox[/level]

jf (2010-03-20) [quote author=jnz link=topic=119.msg4558#msg4558 date=1263482513]
[quote author=jf link=topic=119.msg4557#msg4557 date=1263448766]
For Water Snake ([level]jiduvid[/level]): [level]jaxizaz[/level].
[/quote]
And I thought my solution would take a long time to solve for 0...

[/quote]

I don't know what I was doing.  :)

I'll move on to the harder puzzles if I have time.

Rene (2010-07-14)
[b]NEW PUZZLE[/b]

You thought you had seen the last of the Glass Floor puzzles? Not yet!  ;D Here is a new challenge, the sequel to Glass Floor Final (talk about incorrect names  ;)):

How fast can you detect a crate?

Glass Floor Fast: [level]gohadis[/level]

Rene (2010-07-16)
[b]NEW PUZZLE[/b]

This should not be hard for you experienced puzzlers

Random Box: [level]lytevap[/level]

Werbad (2010-07-16) For Random Box ([level]lytevap[/level]): [level]hamivib[/level]

Rene (2010-07-17)
Nice work Werbad. Here is my own solution:

For Random Box ([level]lytevap[/level]): [level]ryzufaf[/level]

As you can see, we used pretty much the same principles.

[b]NEW PUZZLE[/b]

Random Box II: [level]cikenev[/level]

Werbad (2010-07-17) For Random Box II ([level]cikenev[/level]): [level]cydukyx[/level]
I added the [spoiler]girder under the supply pipe[/spoiler] to potentially speed up the solution, but I'm not 100% sure that it doesn't cause false negatives. If that's the case I guess I'll have to remove it...

Edit:
A significantly faster solution: [s][level]zomafut[/level][/s] [level]zegegob[/level]
[spoiler]It seems I got too hung up on feeding crates to the machine when barrels works just as fine.[/spoiler]

Edit:
Noticed a small error with my setup, I had accidentally placed [spoiler]three 2's and one 3 instead of two each[/spoiler]

Rene (2010-08-12) Good work with both solutions, Werbad. I used a completely different mechanism this time:

For Random Box II ([level]cikenev[/level]): [level]geluhyd[/level]

Also, a friendly reminder that nobody has yet posted a solution for Glass Floor Fast ([level]gohadis[/level]). Yes, it is possible to solve!


Rene (2010-08-20) As nobody has posted a solution for Glass Floor Fast ([level]gohadis[/level]) for some time now, here is my solution: [level]galubud[/level]

If you still are working on it, simply don't look at my solution  ;)

colcolpicle (2010-08-20) Haven't solved it yet, nor have I looked at your solution. I could get it if I had one more tick with the crate, not even enough time to get in another check. I can't seem to get the right side down to two ticks. I'll try to figure it out.

Edit: now my only problem is getting the right side to know what number the machine is checking, I think I've conquered the timing problems.

colcolpicle (2010-08-25) I have been unable to solve it. Where I am currently: [level]bugipug[/level] After some careful inspection you will see that I was unable to find a way to get a D to the spot where the A currently is. [spoiler]the left side is easy, if the current check moves left, it adds 4,2,1,0 depending on the check. (the zero is to check where the barrel was after the last tick). The right side was significantly harder. I knew that the if it went to the right side first it would need a 4. if the four moves left the first check, the A is discarded, and a two is pulled down, setting up for a 5 and 1. the five goes down if the two isn't used, otherwise the 1 goes down. If the four hadn't moved left the first tick, the A would have been pulled down and the top part set up to choose between a 9 and nothing else [i][b]because I couldn't figure out a way to get the D to work![/b][/i] Any help would be greatly appreciated.[/spoiler]

Edit: I just saw rene's solution and was amazed by how similar mine is. I would like to say that I did not see rene's solution until after I posted mine.

By the way: please do not make a stream level of this.

b612 (2011-02-19) for Glass Flour ([level]guhexik[/level]): [level]zazilix[/level]
for Random Box ([level]lytevap[/level]): [level]cehaban[/level] and [level]xuzigem[/level]

Rene (2011-03-27)
[b]NEW PUZZLE[/b]

Fluid Garbage: [level]lofebav[/level]

Werbad (2011-03-28) For Fluid Garbage ([level]lofebav[/level]): [level]gegukal[/level]

Rene (2011-03-30) Excellent solution, Werbad. And it is a lot faster than my own solution:

For Fluid Garbage ([level]lofebav[/level]): [level]bypuxag[/level]

But can you do the same for the sequal?

[b]NEW PUZZLE[/b]

Fluid Garbage II: [level]bucycen[/level]
[i][size=8pt]Note that this puzzle contains possible spoilers for [level]lofebav[/level][/size][/i]

Werbad (2011-04-01) For Fluid Garbage II ([level]bucycen[/level]): [level]gytihif[/level]
[spoiler]Did not manage a 3x16 ticks per crate solution for this one, I had to settle for a 5x16 ticks per crate solution. I think a 3x16 tick per crate solution could be possible but it would probably require furnace draws, something that would require a huge storage of barrels.[/spoiler]

Edit:
I retract my prior statement. A [spoiler]3x16 tick per crate solution[/spoiler] is certainly possible. Did not expect to stumble upon this simple solution though: [s][level]hapobyr[/level][/s] [level]dunohyh[/level]
Edit: Seems like there was a problem with [spoiler]my crate delay mechanism[/spoiler], fixed.

Rene (2011-04-02)
Wow  :o [level]dunohyh[/level] is fantastic!! And I thought that I had an elegant solution. It now looks clumsy and slow  :-\

For Fluid Garbage II ([level]bucycen[/level]): [level]kageryn[/level]

colcolpicle (2011-04-02) Fluid garbage: [level]kadycug[/level]

jf (2011-05-01) For Fluid Garbage II ([level]bucycen[/level]): [level]zaladix[/level]

Well, it doesn't always work. [spoiler]Depending on the order, it sometimes runs out of barrels[/spoiler]. But, I'm happy with it.

Then for Fluid Garbage ([level]lofebav[/level]): [level]lodenyf[/level] [spoiler]comfortably with furnace draws[/spoiler]

jf (2012-02-06) Well Rene, I've finally completed a solution for Glass Floor Fast, only I'm not sure if this was the "intended solution". So, before I look at your solution, just let me know if I am on the right track, or if I need to go back to the drawing board!  ;)

For Glass Floor Fast ([level]gohadis[/level]): [level]gygideb[/level]

Rene (2012-02-06) [quote author=jf link=topic=119.msg5194#msg5194 date=1328519659]
Well Rene, I've finally completed a solution for Glass Floor Fast, only I'm not sure if this was the "intended solution". So, before I look at your solution, just let me know if I am on the right track, or if I need to go back to the drawing board!  ;)

For Glass Floor Fast ([level]gohadis[/level]): [level]gygideb[/level]
[/quote]

Well.... switching to the fast mode I would consider cheating. So no, it's not the "intended solution"; it is possible to find a solution in the slow mode too. But other than that, your approach is promising.

curly (2012-02-20) For Triangle II ([level]cumodif[/level]) [level]rykogax[/level].  That was fun and harder than I thought it would be.

ais523 (2012-03-11) For Random Box ([level]lytevap[/level]): [level]gyxyrac[/level]

Rene (2012-06-06) [b]New Puzzle[/b]

Small Gaps: [level]jicegis[/level]

Werbad (2012-06-07) For Small Gaps ([level]jicegis[/level]): [level]dodedod[/level]

Took me a while to figure it out before I remembered the old [spoiler]ramp trick[/spoiler] which lets you [spoiler]move a crate 1 block straight upwards in a single tick[/spoiler].

jnz (2012-06-07) For Small Gaps ([level]jicegis[/level]): [level]foguzur[/level]

jf (2013-02-04) For Small Gaps [level]jicegis[/level]: [level]hulegyb[/level].

Great puzzle. So simple yet difficult. It's shaving the finer details of Rubicon physics.

jf (2014-12-24) [quote author=Rene link=topic=119.msg4843#msg4843 date=1279142759]

[b]NEW PUZZLE[/b]

You thought you had seen the last of the Glass Floor puzzles? Not yet!  ;D Here is a new challenge, the sequel to Glass Floor Final (talk about incorrect names  ;)):

How fast can you detect a crate?

Glass Floor Fast: [level]gohadis[/level]
[/quote]

Well, Rene, if you are still listening in on this forum, I've finally solved it. A few times these past few years I was tempted to give up, but each time I just put the puzzle away for another day. Finally, with persistence, I unlocked the (now seemingly simple) physics that make the solution possible. I'm looking forward to opening up your solution and comparing it with mine. I'm sure that this time, there was only one way to solve it. Excellent puzzle, Rene.

For Glass Floor Fast [level]gohadis[/level]: [level]xagobyl[/level]

jf (2014-12-24) [quote author=jf link=topic=119.msg5670#msg5670 date=1419383074]
[quote author=Rene link=topic=119.msg4843#msg4843 date=1279142759]

[b]NEW PUZZLE[/b]

You thought you had seen the last of the Glass Floor puzzles? Not yet!  ;D Here is a new challenge, the sequel to Glass Floor Final (talk about incorrect names  ;)):

How fast can you detect a crate?

Glass Floor Fast: [level]gohadis[/level]
[/quote]

Well, Rene, if you are still listening in on this forum, I've finally solved it. A few times these past few years I was tempted to give up, but each time I just put the puzzle away for another day. Finally, with persistence, I unlocked the (now seemingly simple) physics that make the solution possible. I'm looking forward to opening up your solution and comparing it with mine. I'm sure that this time, there was only one way to solve it. Excellent puzzle, Rene.

For Glass Floor Fast [level]gohadis[/level]: [level]xagobyl[/level]
[/quote]

Well, I stand corrected. Although we use the same general design, we both go about it in different ways. I originally tried using similar machines to yours, but could not find a solution. I diverged using different applied physics, and finally had a breakthrough when [spoiler]I reversed the source direction of the intermediate values[/spoiler].

jf (2014-12-30) For Random Box II [level]cikenev[/level]: [level]dilonec[/level]

Flying dozers

Bucky (2006-12-11) One of these turned up more or less by accident in a solution to one of Rene's puzzles.  Since no solutions using it were warehoused, I made a machine to archive the technique.

[level]bylipin[/level]

Lazyone (2006-12-11) Back in november i made [level]zagatyg[/level] which uses the flying dozer  ;)

Gameman (2007-01-21) Here is  a pointless thingy that uses  the flying dozer:[level]telibyp[/level]

Gameman (2007-06-26) [quote author=Gameman link=topic=120.msg1741#msg1741 date=1169422908]
Here is  a pointless thingy that uses  the flying dozer:[level]telibyp[/level]
[/quote]and here is another one that goes on forever- [level]hisuxug[/level]

immibis (2008-04-24) Dozer flying on top of some barrels: [level]tugedab[/level]

TTTPPP (2008-06-24) Changed immibis' flying dozers a little.
[level]tatenan[/level]

Socialogical survey

yespkorg (2006-12-12) Hi.
What do you think about Iranian nuclear program?

[spam links removed]

SM (2006-12-12) [color=LimeGreen]Bad news guys!

While reprocessing Plutonium to extract Pl-239, an Iranian nuclear reactor went critical and blew all of the cooling rods out of the main storage tank.  What's worse, the pressure blast blew open one of the holding tanks outside, and nuclear waste is spilling out everywhere.  Extract the cooling rods from the spilling nuclear waste, and get them back in the cooling tank - and fast!!!... Rubicon's a lot harder with three eyes...[/color]

[img]http://www.rob-clarkson.com/duff-brewery/blinky/02.gif[/img]

What I think of Iran's nuclear program... aka... [level]pyguvud[/level]

Handi (2006-12-12) Here's your Chernobyl prevention team [level]bytizeh[/level].
Unfortunately, threating plutonium meltdowns is a high risk job and even if the team is one of the best qualified on earth, it's success is only 96%.
Note: An unsuccesful team will be automatically burned in flames. A successfull team will eventually die in horrible pain due to irradiation.

Speed

Hand-E-Food (2006-12-14) How fast can you handle?

[b][i]Speed[/i][/b]: [level]sozapoc[/level]

And the solution: [level]sunakyf[/level]

Rene (2006-12-14)
Here is my solution. The device that keeps up the speed is the same as Hand-E-Food's
[level]lozupex[/level]

daniel (2006-12-14) Here is how I solved it: [level]lehuhuv[/level].

sluutthefeared (2006-12-15) Here's my solution: [level]ravahup[/level]

jnz (2006-12-15) One more solution: [level]cunezob[/level]

jf (2006-12-15) And I thought I had found what everybody else was using: [level]fizokiv[/level]

Create A device to sort and order random boxes.

CrimsonTurkey (2006-12-15) See "Change Sorter" by Crimson Turkey at http://kevan.org/rubicon/game.php?level=hylypax

Bucky (2006-12-15) I take it from context that the device in [level]zygifox[/level](not archived) used as a component in many puzzles and solutions was not what you had in mind...

EDIT: see also the incomplete puzzle [level]dumivim[/level]

sluutthefeared (2006-12-15) Here's a quick solution. It's not fast or pretty, but it works. [level]fakygyd[/level]

MOVED: Simple Puzzle in Search of Complex Solutions

Kevan (2006-12-15) This topic has been moved to [url=http://kevan.org/rubicon/forums/index.php?board=7]Open Design Challenges[/url].

[iurl]http://kevan.org/rubicon/forums/index.php?topic=95.0[/iurl]

MOVED: Create A device to sort and order random boxes.

Kevan (2006-12-15) This topic has been moved to [url=http://kevan.org/rubicon/forums/index.php?board=7]Open Design Challenges[/url].

[iurl]http://kevan.org/rubicon/forums/index.php?topic=129.0[/iurl]

The Five Gateways

Hand-E-Food (2006-12-20) Can you pass through the five gateways?

[b][glow=red,2,300][color=white] Th[/color][/glow][glow=orange,2,300][color=white]e F[/color][/glow][glow=yellow,2,300][color=white]iv[/color][/glow][glow=limegreen,2,300][color=white]e G[/color][/glow][glow=green,2,300][color=white]at[/color][/glow][glow=blue,2,300][color=white]ew[/color][/glow][glow=purple,2,300][color=white]ay[/color][/glow][glow=black,2,300][color=white]s:[/color][/glow][/b] [level]kytagan[/level]

For those who need a map (spoiler): [level]mezykux[/level]

jnz (2006-12-20) Solution for kytagan: [level]mucamel[/level].

jf (2006-12-21) jnz makes it look so easy. My solution is [level]zabizug[/level].

20eight (2006-12-23) [level]kytagan[/level]:[level]dobebim[/level]

Moderators wanted

Kevan (2006-12-27) As you'll have probably seen, we're getting a steady trickle of spam on these forums, which I'm having to delete manually - I usually check in once a day or so, and it's not a problem to sweep it up, but it certainly wouldn't hurt to give a few of the veteran players the "moderator" flag (particularly as I'm going to be away over new year).

So far as I understand SMF forums, all moderators will get emailed if any non-moderator users decide to report a posting as spam, so I won't presumptuously make all the older users into moderators automatically. If you'd like to be a moderator, leave a comment in this thread.

Bucky (2006-12-27) I'm willing to do some occasional spam cleanup.

Kevan (2006-12-30) Thanks - here's your badge.

Rene (2006-12-30)
Kevan - I can be a moderator as well, if you want. I do not check the e-mail address I use for this very much, but I can do some cleaning while I am visiting the site.

Gameman (2007-01-16) I'd e willing for that job  ;) it sounds cool a little

Cool solutions to the original levels

Bucky (2006-12-27) There are 12 puzzles which every good Rubicon designer has solved: the 12 original levels.
However, we generally don't post solutions, even if they are innovative, fast, aesthetic or just plain cool.  Has anyone come up with any postable solutions?
Example: Awesome: [level]lodepac[/level](rampless)

jf (2006-12-27) The original levels are fun to go back to once you've done a number of the tough posted puzzles. Here is a solution for Level 11 [level]ukelele[/level]: [level]mogadad[/level].

Bucky (2007-01-07) This one is especially elegant:[level]nynobaz[/level]
Re-using the packer on level 7: [level]ruvolus[/level]

ais523 (2012-07-07) I just did [level]sasecoh[/level]; a solution to [level]awesome[/level] that doesn't use the provided dozer. Before looking at my solution, see if you can solve it yourself.

curly (2012-07-07) [quote author=ais523 link=topic=143.msg5458#msg5458 date=1341648521]
I just did [level]sasecoh[/level]; a solution to [level]awesome[/level] that doesn't use the provided dozer. Before looking at my solution, see if you can solve it yourself.
[/quote]

[level]fobetad[/level]

Shreyas (2013-03-05) [quote author=Bucky link=topic=143.msg1279#msg1279 date=1167251824]
There are 12 puzzles which every good Rubicon designer has solved: the 12 original levels.
However, we generally don't post solutions, even if they are innovative, fast, aesthetic or just plain cool.  Has anyone come up with any postable solutions?
Example: Awesome: [level]lodepac[/level](rampless)
[/quote]Level 7 solution--rucarol
Level 6 solution-lupebik

Rene (2013-03-11) [quote author=ais523 link=topic=143.msg5458#msg5458 date=1341648521]
I just did [level]sasecoh[/level]; a solution to [level]awesome[/level] that doesn't use the provided dozer. Before looking at my solution, see if you can solve it yourself.
[/quote]

[level]guxehur[/level] - 18 ticks

jf (2013-03-11) [quote author=Rene link=topic=143.msg5593#msg5593 date=1363000500]
[quote author=ais523 link=topic=143.msg5458#msg5458 date=1341648521]
I just did [level]sasecoh[/level]; a solution to [level]awesome[/level] that doesn't use the provided dozer. Before looking at my solution, see if you can solve it yourself.
[/quote]

[level]guxehur[/level] - 18 ticks


[/quote]

[level]jymarep[/level] -- 16 ticks

Well, OK, [level]canelig[/level] -- 9 ticks

[level]tygosic[/level] -- 8 ticks

Rene (2013-03-15) [quote author=jf link=topic=143.msg5594#msg5594 date=1363018983]
[level]tygosic[/level] -- 8 ticks
[/quote]

Smart!

MYBIHUS: An Excercise in Obfuscation

lienne (2006-12-28) [level]mybihus[/level]: Direct the F crates in as interesting and indirect a pathway to victory as you can find. An aesthetic sort of challenge. Inspired by the [url=http://kevan.org/rubicon/forums/index.php/topic,95.0.html]Simple Puzzle in Search of Complex Solutions[/url] thread.

Bucky (2006-12-29) How about [level]gavykuv[/level]?  I borrowed the architecture style from one of the puzzles I never posted.

lienne (2006-12-29) [quote author=Bucky link=topic=144.msg1289#msg1289 date=1167356735]
How about [level]gavykuv[/level]?  I borrowed the architecture style from one of the puzzles I never posted.
[/quote] Wow, that's sweet.

I made one involving a bunch of symmetric conveyor belts but it wasn't interesting enough to save. I shall experiment further.

Edit: [level]lagesor[/level] is mildly amusing.

Gameman (2007-01-29) [level]falavog[/level] maybe?

TTTPPP (2007-08-31) What about [level]bododig[/level]?

I couldn't quite get the timing at the end, so had to resort to using a gate.

Suggestions: vote system and search engine

Magilvia (2006-12-29) First of all thanks Kevan for this great game!  :)
I think it would be great if each forum user could vote the difficulty level in-game for every custom puzzle. Then we need a search engine to serch puzzle by difficulty, author, title and post date.
Also It would be great if warehouse submission could be split in puzzle and solutions (in this case specifying for which puzzle), to trace them and to exclude/include solutions from the search engine results.

Thanks.

Kevan (2006-12-29) I'm afraid I've got a bit too much on my plate to do any further work on Rubicon at the moment, but if any players want to set up a third-party interface for browsing and voting on existing levels, I'd be happy to make it official and link to it. The main difference between onsite and offsite scripts is access to the warehouse directory, so I might as well share the location of the warehouse data files:-

http://kevan.org/rubicon/userlevels/warehouse/

(They're styled on the original ASCII-art format of RUBE, with extra characters for the new components. Old levels have a single first line beginning with an asterisk and having both level name and creator, separated by another asterisk. More recent levels have the data split over three lines, which also include a setting for the physics model.)

jnz (2006-12-30) I put up a very alpha search engine at [url]http://www.stardrifter.org/rubisearch/[/url].  It is working off of a cached copy of the warehouse so new additions won't show up.  Try not to break it.  :)

Magilvia (2006-12-31) [quote]I'm afraid I've got a bit too much on my plate to do any further work on Rubicon at the moment, but if any players want to set up a third-party interface for browsing and voting on existing levels, I'd be happy to make it official and link to it.[/quote]
[quote]I put up a very alpha search engine at http://www.stardrifter.org/rubisearch/. [/quote]
Ok, thank you it's alredy a good start  :)

jnz (2006-12-31) Well I've got some rudimentary voting support available now.  Nothing to stop people from completely abusing it, but we'll see how it works out.  Of course I need some people to actually try voting.  That URL again is [url]http://www.stardrifter.org/rubisearch/[/url]

jf (2006-12-31) Hi jnz -- looks good. Could you add a way for the designer to mark a level as either Puzzle or Solution, as many of my solutions show up as puzzles. Also, in lieu of a delete feature, can you add a way to mark a level as "junk" (i.e. "would be deleted were there a delete interface".) I have a bunch of those in the warehouse.

jnz (2006-12-31) [quote author=jf link=topic=145.msg1351#msg1351 date=1167558337]
Hi jnz -- looks good. Could you add a way for the designer to mark a level as either Puzzle or Solution, as many of my solutions show up as puzzles.  Also, in lieu of a delete feature, can you add a way to mark a level as "junk" (i.e. "would be deleted were there a delete interface".) I have a bunch of those in the warehouse.
[/quote]

You can mark something as a solution by voting on it and selecting Solution from the drop down.  That may be a bit clumsy, but it is how it is working right now.  The ones that are already marked as solutions were done automatically by just scanning for the word "solution" in the title.

The "junk" thing would be doable but I'm worried about abuse.  Some joker could come along and just start flagging everything as junk.

Magilvia (2006-12-31) Good work jnz. What about preparing a new submission page to replace Kevan original one, if he agrees, with new fields to specify if it's a solution and for which puzzle?

jf (2006-12-31) How about having another value other than Puzzle and Solution in the drop-down, which would be "Unused" or some such. Also, when the value changes from Puzzle to something else, do you save the current rating, so that it comes back to life when switched back to Puzzle? That would make a joker's switch from Puzzle to other harmless, as the owner could just switch it back.

jnz (2007-01-01) [quote author=Magilvia link=topic=145.msg1364#msg1364 date=1167603202]
Good work jnz. What about preparing a new submission page to replace Kevan original one, if he agrees, with new fields to specify if it's a solution and for which puzzle?
[/quote]

That would be nice but it would be tricky since I don't have access to the warehouse's internals (I can only read what's there).

[quote author=jf link=topic=145.msg1366#msg1366 date=1167604697]
How about having another value other than Puzzle and Solution in the drop-down, which would be "Unused" or some such. Also, when the value changes from Puzzle to something else, do you save the current rating, so that it comes back to life when switched back to Puzzle? That would make a joker's switch from Puzzle to other harmless, as the owner could just switch it back.
[/quote]

Ok, I added something called "Other" and tweaked a few things around to try to make the concepts a bit clearer.  It does preserve the rating behind the scenes.
Try out http://www.stardrifter.org/rubisearch/?designer=rene to see some of the votes in action

Magilvia (2007-01-02) The search is quite good but now it seems I can't vote anything, only search. Should there be two button, search and vote ?

jnz (2007-01-02) [quote author=Magilvia link=topic=145.msg1415#msg1415 date=1167746018]
The search is quite good but now it seems I can't vote anything, only search. Should there be two button, search and vote ?
[/quote]
Have you tried clicking on the entries in the "Type / Difficulty" column?  That should take you to the voting page for the level.

Magilvia (2007-01-02) Well, yes, I can't get the page to change.
I'm trying to mark zagexyg as other.
what about adding a link to the voting page ?

Rene (2007-01-02) [quote author=Magilvia link=topic=145.msg1422#msg1422 date=1167761309]
Well, yes, I can't get the page to change.
I'm trying to mark zagexyg as other.
what about adding a link to the voting page ?
[/quote]

I am not sure what is not working for you Magilvia. The "Puzzle - no votes" (and others) text is actually a link to the voting page. I have just tried to do the same as you did, and that worked fine: zagexyg is now "other". What browser are you using? Mine is Firefox.

Magilvia (2007-01-02) Yes, I found it. I didn't notice where are the links, thought you were talking about the difficulty dropdown list ;D

Kevan (2007-01-08) Excellent work, jnz. I've added a link from the main Rubicon page, and I'll look at changing the warehouse submission page to include a puzzle type field, when I can find time to deal with the other outstanding bugs. If there are any other fields it'd be useful to add at that point (even if they're ignored by the game itself), let me know.

And if I might send a suggestion the other way... A thumbnail of each level might make search results more intriguing, given that they're all stored as simple ASCII art - just printing the machine source in a very, very tiny fixed-width font might be enough.

jf (2007-01-08) Some solution titles have the puzzle name in them, and some don't. jnz has hyperlinked names found in the titles, which is really nice. If this name was also carried in a separate field, you could find it even if it was missing from the title, and you could search on it, "Show me all solutions for this puzzle".

And this may be getting complicated, but you could use such a metadata tag to link a series of puzzles together. For a solution, it could be the name of the puzzle that the solution refers to. For a puzzle, it could be used to refer to the next puzzle in a series.

Kevan (2007-01-09) The warehouse now has a "level type" field, which is stored as an extra asterisked line in each data file (and also gets displayed in the applet when a level is loaded in).

jnz (2007-01-10) I've updated the search engine to import the new Type field.  I'll have to wait for some more entries to appear in the warehouse before I know if it is working.

I'd also like to second jf's suggestion of a separate field for solutions to hold the level code of the puzzle that they are solving.

Bucky (2007-01-10) About the "Level Type" field in the Warehouse,
Could it have an option that is just "Puzzle"?  I don't feel qualified to judge the difficulty of my own puzzles.

lienne (2007-01-10) [quote author=Bucky link=topic=145.msg1563#msg1563 date=1168470982]
About the "Level Type" field in the Warehouse,
Could it have an option that is just "Puzzle"?  I don't feel qualified to judge the difficulty of my own puzzles.
[/quote]Same here.

Bucky (2007-01-11) The search engine has a problem where it tries to link to nonexistent levels in the names of other levels (levels linked to this way include "decimal" and "lavapit".

Also, the search engine should have an option to vote "Puzzle-Impossible".  There are a few cases where this is appropriate, such as [level]kogyvod[/level].

jnz (2007-01-11) [quote author=Bucky link=topic=145.msg1578#msg1578 date=1168546055]
The search engine has a problem where it tries to link to nonexistent levels in the names of other levels (levels linked to this way include "decimal" and "lavapit".

Also, the search engine should have an option to vote "Puzzle-Impossible".  There are a few cases where this is appropriate, such as [level]kogyvod[/level].
[/quote]

The linking is done by just looking for anything that looks like a level name (7 letters, alternating consonants and vowels).  I don't know how to fix it without a whole bunch of database hits.  I thought the occasional false positive was worth dealing with for the convenience of having the level links.

Can we just use "Other" for kogyvod and similar things?  The more options you add the harder it is for people to pick the right one.  I'd rather not have a bunch of categories that are only going to be used for a couple of things.

Rene (2007-01-12) [quote author=jnz link=topic=145.msg1589#msg1589 date=1168559521]
[quote author=Bucky link=topic=145.msg1578#msg1578 date=1168546055]
The search engine has a problem where it tries to link to nonexistent levels in the names of other levels (levels linked to this way include "decimal" and "lavapit".

Also, the search engine should have an option to vote "Puzzle-Impossible".  There are a few cases where this is appropriate, such as [level]kogyvod[/level].
[/quote]

The linking is done by just looking for anything that looks like a level name (7 letters, alternating consonants and vowels).  I don't know how to fix it without a whole bunch of database hits.  I thought the occasional false positive was worth dealing with for the convenience of having the level links.

Can we just use "Other" for kogyvod and similar things?  The more options you add the harder it is for people to pick the right one.  I'd rather not have a bunch of categories that are only going to be used for a couple of things.
[/quote]

When Kevan adds the possibility to enter the puzzle name that you design is a solution to, then you don't need to parse the title anymore, and this issue disappears. The puzzle name could even be derived automically if the applet remembers which level was loaded. Of course, you should have the possibility to change it, to make it possible to store impartial solutions.

I have another request for the search/voting function. After voting, it would be good if it would go back to the search you were in. You now have the possibility to go to a new search, but in order to go back to the same search, you have to click "back" on the browser two times, and then the view is not updated with your vote.

jf (2007-01-12) Do you store the count of votes for a particular level? It would be nice to see that count, if not in the query output, then perhaps on the vote page (so those interested can go find it) just to gauge the accuracy of the difficulty listed, based on how many votes went into it.

Rene (2007-01-12)
Another improvement could be to ask the submitter of a solution also to give a vote for the difficulty of the puzzle. That would get more people to vote. I now hardly go into the voting page to vote for a puzzle.

jnz (2007-01-12) [quote author=Rene link=topic=145.msg1605#msg1605 date=1168626953]
I have another request for the search/voting function. After voting, it would be good if it would go back to the search you were in. You now have the possibility to go to a new search, but in order to go back to the same search, you have to click "back" on the browser two times, and then the view is not updated with your vote.
[/quote]

Ok, I think I've gotten this working.

[quote author=jf link=topic=145.msg1609#msg1609 date=1168627721]
Do you store the count of votes for a particular level? It would be nice to see that count, if not in the query output, then perhaps on the vote page (so those interested can go find it) just to gauge the accuracy of the difficulty listed, based on how many votes went into it.
[/quote]

I do store this number, and now it is displayed on the voting page.  There are hardly any votes in the database.  We need some kind of promotional campaign.  :)

[quote author=Rene link=topic=145.msg1612#msg1612 date=1168628440]
Another improvement could be to ask the submitter of a solution also to give a vote for the difficulty of the puzzle. That would get more people to vote. I now hardly go into the voting page to vote for a puzzle.
[/quote]

This is fine by me but I'm not sure how it will work technically.  I only poll for updates once a day.  If you submitted a solution before I did the latest update I wouldn't have any place for you to vote yet.

Kevan (2007-01-15) The warehouse storage page now has a field called "follows or solves", so that the user can say which level a solution is solving, or which puzzle another puzzle follows on from - this gets written to "Follows:" in the data files, and I'll write a less basic input interface at some point.

Kevan (2007-01-15) I'm less sure about letting people submit unrated puzzles, though - it seems a lot healthier to have one automatic vote put into jnz's warehouse system, even if it's a guess and turns out to be voted in another direction by other players.

jnz (2007-01-15) [quote author=Kevan link=topic=145.msg1668#msg1668 date=1168880347]
The warehouse storage page now has a field called "follows or solves", so that the user can say which level a solution is solving, or which puzzle another puzzle follows on from - this gets written to "Follows:" in the data files, and I'll write a less basic input interface at some point.
[/quote]

Ok, support for the Follows field has been added to the search engine.  For existing levels I've done some automated guessing, but there are still some gaps.  I'm currently allowing people to modify the field through the voting page.  I don't know if that's a good idea to have permanently but for now it will at least let people fill in the data for the existing levels.

Rene (2007-01-22)
Great work, Kevan and jnz! The "follows" field works fine, and enabling search on it now makes it possible to search for all solutions to a puzzle.

Skull Face72 (2007-11-15) Vote system,Eh? Ever played Zeta Flow? Player made levels can be rated.. Is that what you meant by vote?

jnz (2008-04-27) I've just made some under-the-hood changes to the warehouse search (upgraded from PHP4 to PHP5, changed databases from MySQL to SQLite).
If anybody sees anything that's broken, please tell me.

[url]http://www.stardrifter.org/rubisearch/[/url]

immibis (2008-04-29) Try entering something containing slashes or apostrophes in any field.

jnz (2008-04-29) And magic_quotes_gpc bites yet another unwary PHP user.  It should be fixed now.  Thanks for the report.

Puzzle: 'Stream'

lienne (2006-12-29) Requires sorting.
[level]cefukyb[/level]
I have not yet managed to solve it myself, but I'm fairly sure a solution is possible.

jf (2006-12-30) For Stream: [level]rozatal[/level]. This depends on a fair distribution of random values so the machine doesn't get clogged. I went a little overboard, but it was fun.

jnz (2006-12-30) My solution for cefukyb: [level]zytityt[/level].  Perhaps not in the spirit of the level.  Was the duplicated 2 intentional?
Edit: here's one that works with no copiers, borrowing a bit from Bucky's template copier: [level]lehidap[/level]

lienne (2006-12-30) [quote author=jnz link=topic=146.msg1300#msg1300 date=1167442063]
My solution for cefukyb: [level]zytityt[/level].  Perhaps not in the spirit of the level.  Was the duplicated 2 intentional?
Edit: here's one that works with no copiers, borrowing a bit from Bucky's template copier: [level]lehidap[/level]
[/quote] No, the duplicated 2 was foolishness on my part. One moment while I redo.

Edit: [level]gahypuk[/level]

sluutthefeared (2006-12-30) Here's my solution. [level]finemad[/level]
I used components from my solution to a similar puzzle.

lienne (2006-12-30) Mine here: [level]pogobub[/level] *shrug* It wasn't what I originally intended, but it seems to work. Thanks all. Your solutions are interesting and enlightening. Keep 'em comin'.

jf (2006-12-30) Here is my solution to gahypuk: [level]fekagug[/level].

Edit: I had to save this three times in the warehouse because I accidently saved sandbox editions with test edits. I need an interface to delete unwanted puzzles of mine taking up space in the warehouse.

I'm inspired by solutions from others who manage to finesse them down to a minimalist style. I also like some of those solutions full of extra steel, which have their own aesthetic.

Rene (2006-12-30)
Here is my - minimalistic - solution to [level]gahypuk[/level]:

    [level]kadivyp[/level]

The original with the duplicated '2' is, of course, harder. I like both jnz's solutions for that one.
Also, it would be a challenge to do the same puzzle without copiers, packers and unpackers. That would do justice to the original comment 'requires sorting'.



lienne (2006-12-30) [quote author=Rene link=topic=146.msg1311#msg1311 date=1167489089]

Here is my - minimalistic - solution to [level]gahypuk[/level]:

    [level]kadivyp[/level]

The original with the duplicated '2' is, of course, harder. I like both jnz's solutions for that one.
Also, it would be a challenge to do the same puzzle without copiers, packers and unpackers. That would do justice to the original comment 'requires sorting'.




[/quote] Yes. The 'requires sorting' comment was made before I came up with my own solution, which ironically does not include sorting.

20eight (2006-12-31) stream - [level]cefukyb[/level]:[level]pabuxog[/level]

jnz's and rene's are much smoother

jf (2006-12-31) [quote author=Rene link=topic=146.msg1311#msg1311 date=1167489089]

Here is my - minimalistic - solution to [level]gahypuk[/level]:

    [level]kadivyp[/level]

The original with the duplicated '2' is, of course, harder. I like both jnz's solutions for that one.
Also, it would be a challenge to do the same puzzle without copiers, packers and unpackers. That would do justice to the original comment 'requires sorting'.




[/quote]

Here is gahypuk solved without copiers, packers, or unpackers, by sorting the stream and using the first occurance of each value for the solution, inspired by Rene's comment above: [level]dalugox[/level].

Rene (2007-01-01)
JF - Pretty smart mechanism of detecting when they are all there!

20eight (2007-01-02) [level]dalugox[/level] is pretty cool.  I agree with Rene about the gate mechanism.

jnz (2007-01-02) Once I'd seen that jf had come up with a sorting solution, I had to try my hand at it too:
For cefukyb: [level]solytil[/level]
To make it work for gahypuk just remove the asymmetry around the 2/3 part.
Now looking at dalugox, I see that we had similar ideas about how to wait for all the crates to show up, but slightly different implementations.

jf (2007-01-02) Very nice, jnz. Your solution does not depend on a statistical distribution of random values, where my solution will fail should the highly unlikely, though technically possible, point is reached where I run out of my store of 0 barrels waiting for any particular value that the random crate generator just refuses to give up.

HELP!!!!!!! Download

gfgfgfg (2006-12-30) Could someone direct me to another mirror of Rubicon?

Space-Filler

jboymicro (2006-12-30) Hi, i'm new.

Challenge: Make a machine that occupies every square on the board, period. The machine with the lowest amount of occupied spacesat the start wins.

lienne (2006-12-30) So far I've got [level]xexizyf[/level]. I'll see if I can make it even more minimal.

Edit: [level]xelobez[/level] is prettier but I'm afraid it doesn't actually fill the screen. Anybody got any ideas on how to make it do that without ruining the falling-layer symmetry?

Another, more simplistic one: [level]rebadoc[/level] This is way too much fun.

Bucky (2006-12-30) [level]julafuh[/level]

Hyenas Here (2007-01-01) All but one space with 14 pieces total: [level]xyzugys[/level]

jnz (2007-01-02) [level]xokokab[/level]

Skull Face72 (2007-11-11) [level]Gabegex[/level]

You can't get any simpler then that! ;D

cliffyqs (2008-03-14) this one isn't simpler, but fun to watch and creates a nice border of all 0 barrels: [level]xogerog[/level]

jboymicro's easy puzzles

jboymicro (2006-12-30) It's about time someone has made some easire levels. I'm just a newb at this, and when I looked at the forum for more levels (after besting the ones in the game), I coundn't find any at my level. So here are some simple levels:

1: [level]vytybuk[/level]----The removal
2: [level]bepezuc[/level]----The insertion
3: [level]meguned[/level]----The conformity (harder and experimental)
4: [level]sebygec[/level]----The transformation
5: [level]saxatev[/level]----The decoding
6: [level]zepezuh[/level]----The ascension
More will be coming.

Rene (2006-12-30)
Here is my solution to The Removal ([level]vytybuk[/level]): [level]mohocox[/level]

Quite a nice puzzle, it requires more than seems at first glance.

For some other light puzzles, check out some of Bucky's or Lazyone's puzzles. Highly recommended are also Magimaster's ones - Passing trains ([level]mahytoh[/level]) and sluutthefeared's solution to it ([level]jogonot[/level]) are still classics, I think.




Rene (2006-12-30)
And here is my solution to The Insertion ([level]bepezuc[/level]): [level]sezucip[/level]. Slow but steady.

Nice, imaginative puzzles. Keep them coming!

jboymicro (2006-12-30) Rene, when i click it your first solution, nothing's there.

Rene (2006-12-30)
Sorry, that should be [level]mehocox[/level]

gert7 (2006-12-30) Indeed two nice puzzles. my solutions:
level 1: [url=http://modibup]modibup[/url]
level 2: [url=http://xahikis]xahikis[/url]

I hope the links work; I am not used to them.

Rene (2006-12-30)
Gert7 - the links don't work. You can easily add links to levels using the '?' crate icon in the interface. Select the level name, and then click the '?' icon.


lienne (2006-12-30) [quote author=gert7 link=topic=149.msg1334#msg1334 date=1167513087]
Indeed two nice puzzles. my solutions:
level 1: [url=http://modibup]modibup[/url]
level 2: [url=http://xahikis]xahikis[/url]

I hope the links work; I am not used to them.
[/quote]

The code you're currently using is: [code][url=http://levelname]levelname[/url][/code]

The code you should be using is: [code][level]levelname[/level][/code]

Is this a clear enough explanation for you?

jnz (2006-12-30) Nice puzzles.

For The removal (vytybuk): [level]sanuzoh[/level]
For The insertion (bepezuc): [level]gosivuv[/level] (no dozers)

jf (2006-12-31) For removal: [level]xonocet[/level]. This puzzle is a little tricky.

For insertion: [level]jozomem[/level].

Good puzzles.

20eight (2006-12-31) Level 1 - [level]vytybuk[/level]:[level]hikidak[/level]
Level 2 - [level]bepezuc[/level]:[level]basusuk[/level]
Level 3 - [level]bydenyr[/level]:[level]begycar[/level] (I don't think this is what you had in mind)
Level 4 - [level]sebygec[/level]:[level]levotag[/level]

I agree about the need for more easy ones.  I often find myself with about a thirty minutes to spare and simply wanting a few quickies.

jboymicro (2006-12-31) Whoops, I screwed up # 3. But its all fixed now.

sluutthefeared (2007-01-01) Level 1: [level]nigehyx[/level]
Level 2: [level]dexucod[/level]
Level 4: [level]gugofyf[/level]

jnz (2007-01-01) For The conformity (meguned): [level]pybotox[/level]
For The transformation (sebygec): [level]bufigis[/level]

Rene (2007-01-01)
Solutions:

3: meguned----The conformity      :  mifokud
4: sebygec----The transformation  :  nivecus

jboymicro - if you have new puzzles, please post them explicitly in the thread as well, not only in the first post. That makes it easier to see which ones are new.

jboymicro (2007-01-01) New: [level]saxatev[/level]

Rene (2007-01-01)
Solution to [level]saxatev[/level]: [level]borylah[/level]

Probably not what you intended. I'm not sure what solution you were aiming for, though.

jboymicro (2007-01-01) New: [level]zepezuh[/level]

20eight (2007-01-01) level 3 - [level]meguned[/level]:[level]kogemot[/level]
level 5 - [level]saxatev[/level]:[level]cahyzed[/level]
level 6 - [level]zepezuh[/level]:[level]katanex[/level]

good puzzles, keep 'em coming.

lienne (2007-01-02) [level]saxatev[/level]: [level]midulab[/level]

Rene (2007-01-02)
Level 6: Neat. You can even go up higher:

[level]gosulik[/level]

SM (2007-01-04) Solutions:

Level 1: [level]bysidik[/level]
Level 2: [level]decavek[/level]
Level 3: [level]nuditez[/level]
Level 4: [level]kalozuf[/level]
Level 5: [level]bytysuz[/level]
Level 6: [level]doduxug[/level] (in 12 ticks)

curly (2012-02-10) [level]meguned[/level]:[level]mucudip[/level] - 1 cycle only - 70 ticks
[level]sebygec[/level]:[level]cisicuh[/level] - fibonacci sequence - slow

jaspertje1 (2012-09-26) Here are my solutions.
Level 1: [level]cicycib[/level] 45 ticks.
Level 2: [level]vukozam[/level] 55 ticks.
Level 3: [level]xabisig[/level] 146 ticks.
Level 4: [level]xyboxod[/level] 54 ticks.
Level 5: [level]kuhefat[/level] 42 ticks.

Bargrapher

jboymicro (2006-12-30) A simple hex bargrapher.

[level]pecivek[/level]

EDIT: Here's an updated version that works for ye olde physics:

[level]basidud[/level]

lienne (2006-12-30) That's one of the most elegant gate-sorts I've ever seen. Well done.

Rene (2006-12-31) The question has come up before on the forum, whether the build-in random number generator is fair. That is, does it generate the different crates with equal chance?

I created the crate counter [level]godymom[/level] to check this. It counts the number of generated crates of each type. Unfortunately, there is no room to count 'E' and 'F' as well (well, actually, there is, but it would ruin the visual comparison effect).
I ran it overnight, and got the following result:
[url=http://img278.imageshack.us/my.php?image=cratecountrq4.png][img=http://img278.imageshack.us/img278/9617/cratecountrq4.th.png][/url]

The numbers of the crates in the counters are not important, but their positions are. Think of it as a binary number; the absence of a crate is a '0', the presence of a crate is a '1'. Only the binary values are not 1, 2, 4, 8, 16, etc, but the Fibonacci series: 1, 1, 2, 3, 5, 8, 13, 21, etc. If a crate reaches the far end, then it has counted up to 28657.

As you can see, the results are pretty equal for all crates. The most common in this sample was '0' with 10262 occurences. The least common was '5' with 9960 occurences. The total number of counted crates is 161722, which is on average 10108 per type. Therefore, the maximum deviation from the average is 1,46 %. Not something to worry about.....


Puzzle: 'Null Space'

lienne (2006-12-30) Probably very easy, but I found the construction interesting. [level]susalad[/level]

*cough* And, being me, I forgot what I was doing midway through the puzzle. I'm not sure if the above even has a solution, but I know [level]gysobor[/level] does.

-edit- For the interested, a list of the puzzles I've put forward in this thread, in no particular order:

[level]sucecas[/level]
[level]jadydoh[/level]
[level]bovolaf[/level]
[level]penamyp[/level]
[level]jytufyg[/level]
[level]nedoraz[/level]
[level]vebyvod[/level]
[level]gycedog[/level] (unsolvable)
[level]ronixup[/level]
[level]lasofyn[/level]
[level]susalad[/level]
[level]bohulyx[/level]
[level]dufuseh[/level]
[level]tidikyt[/level]

Rene (2006-12-30)
Solution to [level]susalad[/level]: [level]kahucum[/level]

lienne (2006-12-30) Along vaguely the same line, I give you 'Glass Diamonds': [level]bohulyx[/level]

Rene (2006-12-30)
What a beautiful work of art! I tried to keep the solution in style, but I am afraid that the conveyer belt is a bit out of tone:

    [level]vetysyz[/level]

jnz (2006-12-30) For Null Space (susalad): [level]cisavel[/level]
gysobor is its own solution
For Glass Diamonds (bohulyx): [level]nubityp[/level]

lienne (2006-12-30) [quote author=jnz link=topic=151.msg1330#msg1330 date=1167499679]
gysobor is its own solution[/quote] ...So it is. I swear I should hire a robot to smack me over the head every time I'm about to save a level. Maybe then I'll remember to check whether it's actually what I want to post or not.
[quote author=Rene link=topic=151.msg1328#msg1328 date=1167499398]

What a beautiful work of art! I tried to keep the solution in style, but I am afraid that the conveyer belt is a bit out of tone:

    [level]vetysyz[/level]


[/quote] Thanks. I quite enjoy looking at your solution. Mine was a lot less elegant.

lienne (2006-12-30) And in the spirit of my puzzles, I haven't tried to solve this one and have no idea if it's possible. But I trust in the ingenuity of the populace.
I give you 'Raise': [level]gycedog[/level]

and a hopefully easier version: [level]ronixup[/level]

second edit, third version, perhaps this one is actually soluble: [level]lasofyn[/level]

gert7 (2006-12-30) My solution is a bit different from Rene..:[u]dozizon[/u]

jnz (2006-12-30) For Raise, I don't think there's enough space to get the crates up and around the bends.
For Raise II (ronixup): [level]didapyz[/level]
For Raise III (lasofyn): [level]jyhalyt[/level] (pretty much the same as Raise II)

lienne (2006-12-30) [quote author=jnz link=topic=151.msg1339#msg1339 date=1167519743]
For Raise, I don't think there's enough space to get the crates up and around the bends.
For Raise II (ronixup): [level]didapyz[/level]
For Raise III (lasofyn): [level]jyhalyt[/level] (pretty much the same as Raise II)

[/quote]

1. Yes, that's why I made the second two versions.
2. and 3. I like; very creative.

lienne (2006-12-31) Here's some more: 'Angular Reflection' [level]vebyvod[/level]. My solution: [level]hemubeb[/level]. Yes, for once I actually solve a puzzle before I post it. Hooray.

Alternate version: [level]nedoraz[/level]

jnz (2006-12-31) For Angular Reflection (vebyvod): [level]nilegaz[/level]
For Angular Reflection II (nedoraz): [level]xysypuf[/level]
These are pretty puzzles.

lienne (2006-12-31) [quote author=jnz link=topic=151.msg1345#msg1345 date=1167534991]
These are pretty puzzles.
[/quote] Thank you. That is my intent in making them.

*edit* [level]jytufyg[/level]: Another in the series.

jnz (2006-12-31) For Angular Reflection III (jytufyg): [level]nexokud[/level]

jf (2006-12-31) Nice puzzles.

Glass Diamonds: [level]hatanym[/level]
Angular Reflection: [level]pafynaf[/level]
Angular Reflection II: [level]dihirok[/level]
Angular Reflection III: [level]pygabip[/level]

lienne (2006-12-31) Thank you.

I dug this one up using the baby search function over in Support. I don't remember the solution. 'Bubbles': [level]penamyp[/level]

20eight (2006-12-31) null space - [level]susalad[/level]:[level]kymurox[/level]

Magilvia (2006-12-31) See if you like this one for raise 3 lasofyn: [url=http://kevan.org/rubicon/game.php?level=gybelyr]gybelyr[/url]  ;D  ;D  ;D

Here are also raise 2, ronixup:[url=http://kevan.org/rubicon/game.php?level=nepydig]nepydig[/url] which is a little different from rene's one,
penamyp:[url=http://kevan.org/rubicon/game.php?level=bugarim]bugarim[/url]
and nedoraz:[url=http://kevan.org/rubicon/game.php?level=kadydul]kadydul[/url]

adept (2007-01-02) For angular reflection II [level]buramub[/level]  I tried to maintain a certain symmetry

SM (2007-01-04) [level]susalad[/level]: [level]bigepyd[/level]

lienne (2007-01-04) [quote author=Magilvia link=topic=151.msg1363#msg1363 date=1167602754]
See if you like this one for raise 3 lasofyn: [url=http://kevan.org/rubicon/game.php?level=gybelyr]gybelyr[/url]  ;D  ;D  ;D[/quote] Wow. It's like a zipper made of cool. Good job. :D

Gameman (2007-01-16) um, jf, a much better solution to glass diamonds is[level]zafybyk[/level]

adept (2007-01-17) [quote author=Gameman link=topic=151.msg1685#msg1685 date=1168984554]
um, jf, a much better solution to glass diamonds is[level]zafybyk[/level]
[/quote]

I think you missed the of jf's solution-  It is about the pattern
8)

Hyenas Here (2007-02-02) "Null Space" ([level]susalad[/level]): [level]pydiryz[/level]

"Angular Reflection" ([level]vebyvod[/level]): [level]xigefub[/level]

lienne (2007-04-12) I'm a tad rusty nowadays, but how about some rock formations to while away the hours?

[level]bovolaf[/level]

Gameman (2007-04-12) [level]xyderyg[/level] for your newest puzzle (very elegante)

lienne (2007-04-12) [quote author=Gameman link=topic=151.msg2492#msg2492 date=1176380704]
[level]xyderyg[/level] for your newest puzzle (very elegante)
[/quote]

I ran your solution and it didn't work (two Fs instead of an 0F sequence). Try again?

Another rock-themed title: [level]jadydoh[/level] Chain Mountain.

And along those lines, but with a different theme, I give you Septimus [level]sucecas[/level]. Extra challenge: spot all the sevens. There are quite a few, some subtler than others.

Bucky (2007-04-13) Septimus:[level]delugyz[/level]

jf (2007-04-14) Stalactite-Stalagmite ([level]bovolaf[/level]): [level]dudynaf[/level]
Septimus ([level]sucecas[/level]): [level]gizegoz[/level]
Chain Mountain ([level]jadydoh[/level]): [level]guxumit[/level]

lienne (2007-04-18) Nice ones.

Here's one that isn't pretty, but is pretty easy:

[level]dufuseh[/level]

The trick is just finding where I put the target. :D

[level]tidikyt[/level] - I made a machine I liked so much, I decided to make it into a puzzle. I believe it only requires the addition of a single piece in order to be complete.

jf (2007-04-19) For Wave ([level]tidikyt[/level]): [level]jigofif[/level]. I added a few more pieces to speed things up a bit.

lienne (2007-04-22) [quote author=jf link=topic=151.msg2524#msg2524 date=1177025523]
For Wave ([level]tidikyt[/level]): [level]jigofif[/level]. I added a few more pieces to speed things up a bit.
[/quote] Nice.

For reference, my original solution involved adding a single conveyor belt piece so that the 1 would fall on the 1 and then the endless glacial flood of 0s would eventually hit the 0.

immibis (2008-05-01) For [level]suselud[/level] (Null Space): [level]nugapyk[/level]

Super Challenge: Streak Counter

jboymicro (2006-12-31) Ok, here's the idea:

You need to design a system that can count how many elements there are in a certain streak. Say, for example, your streak is based on 0-9 digits (as opposed to a-b-c-d-e-f). The challenge is then to make a machine that, feeding from a random generator, counts how many times in a row the random generator spits out a 0-9 digit. For example, if the "randomer" spits out an E followed by 2,4,6,1,9,0,5,D, the machine should be able to recognize that you had a streak of 7 numbers in a row. Also, if the machine hits a letter after a streak of numbers, the "elements in the streak" counter should return to 0.
Of course, you don't have to just consider a streak for numbers 0-9. You could make a machine that counts streaks of odd numbers, or letters, or 0s and 1s, or whatever. Also, this is not required, but if would be cool if the machine would, after finishing reading a streak, spit out a crate with the number of how many elements were in that streak.

Good luck.  ;)

Rene (2006-12-31)
Here is [level]juvifug[/level]. I borrowed the resettable counter from my solution to JF's Pillbox ([level]cabacyb[/level]).

Rubicon effect priority

Magilvia (2007-01-01) I don't know if this information is already been posted or available in some other way but I thought it could be interesting and useful. I have determined in which order each effect is applied during each turn, whenever possible.
First an important assumption: each barrel can't be moved more than one time per turn (or it will travel 2 squares in a single turn). This is important to find out in which order works dozer and conveyors.

This is the order:
1 - Door key
2 - Furnace
3/4 - Gravity / Downward Copier
5 - Upward pipe
6/7 - Downward winch / Downward pipe
8/9 - Upward Copier / Upward winch
A - Rightward Dozer
B/C - Leftward Dozer / Leftward Conveyor
D - Rightward Conveyor
E - Gate
F - Packer / Unpacker (work only if both elements where in place at the start of the current turn)

To find this out I have designed a series of tests where each effect is opposed to the next to prove it is applied first, for example furnace burns barrels before gravity is applied moving them out of reach.
When two effect are similar and can't be opposed it's impossible to find out which one comes first. This is the case of 3/4, 6/7, 8/9 and B/C
Here are the tests: [url=http://kevan.org/rubicon/game.php?level=legefoc]legefoc[/url]

Comments welcome  :)

Bucky (2007-01-01) [quote author=Magilvia link=topic=156.msg1387#msg1387 date=1167679748]
I don't know if this information is already been posted or available in some other way but I thought it could be interesting and useful. I have determined in which order each effect is applied during each turn, whenever possible.
First an important assumption: each barrel can't be moved more than one time per turn (or it will travel 2 squares in a single turn). This is important to find out in which order works dozer and conveyors.

This is the order:
1 - Door key
2 - Furnace
3/4 - Gravity / Downward Copier
5 - Upward pipe
6/7 - Downward winch / Downward pipe
8/9 - Upward Copier / Upward winch
A - Rightward Dozer
B/C - Leftward Dozer / Leftward Conveyor
D - Rightward Conveyor
E - Gate
F - Packer / Unpacker (work only if both elements where in place at the start of the current turn)

To find this out I have designed a series of tests where each effect is opposed to the next to prove it is applied first, for example furnace burns barrels before gravity is applied moving them out of reach.
When two effect are similar and can't be opposed it's impossible to find out which one comes first. This is the case of 3/4, 6/7, 8/9 and B/C
Here are the tests: [url=http://kevan.org/rubicon/game.php?level=legefoc]legefoc[/url]

Comments welcome  :)


[/quote]

YWith fast copiers, it is possible for more than one upward copier to take effect with a fast add in between. (see [level]vakomid[/level])

sluutthefeared (2007-01-01) [quote author=Magilvia link=topic=156.msg1387#msg1387 date=1167679748]
To find this out I have designed a series of tests where each effect is opposed to the next to prove it is applied first, for example furnace burns barrels before gravity is applied moving them out of reach.
[/quote]
In a lot of cases it depends not only on the parts but the positions as well. Your furnace key example works differently if the furnace is moved 1 block above the key rather than 1 block below.

Magilvia (2007-01-01) [quote]YWith fast copiers, it is possible for more than one upward copier to take effect with a fast add in between[/quote]
No that's because of the old physic model which was changed exactly for this reason IMO.
[quote]In a lot of cases it depends not only on the parts but the positions as well. Your furnace key example works differently if the furnace is moved 1 block above the key rather than 1 block below.[/quote]
This is rather interesting. I suppose it's an exception, but you speak of "a lot of cases". Could you find some more?

sluutthefeared (2007-01-01) Hard to think of many off the top of my head, but it's often hard to clearly say which part has priority over another.
You have the downward copier as having higher priority than the upward copier. I'm not sure that's correct. [level]pasotyp[/level]
Or the downward copier having priority over the upward pipe. [level]dydydox[/level]

For some of those you might need a bit more to show that they truly are of a higher priority. Like the upward/downward pipe, in your example it could be just that the upward pipe comes first so it gets priority, so you would need an extra example to show the reverse, something like this: [level]nudynub[/level]

Rene (2007-01-01) I have been analysing before as well, but got confused because [i]retrieval from[/i] a space seemed to have different priority order than [i]delivery to[/i] a space. After a while scratching my head, I dropped the subject. Now I looked into it again, and I think I have a partial solution.

See [level]fumibeb[/level], especially the striped box in the middle. In that box, you can clearly see that gravity pulls away a barrel from below an up-pipe, but the up-pipe deliveres a barrel to the top before gravity can drop one there.

My current conclusion is that the components come in different categories that are processed in a few phases. Components that are in a higher category always act before those in a lower category, but within one category there is a [b][i]bottom-to-top, left-to-right evaluation order[/i][/b].

You can see this with dozers and conveyers. They are all in the same category. When two dozers try to push a barrel into the same space, then the one that is most bottom-left wins. It is most clear when one of the dozers pushes the barrels up-hill. Compare, e.g., the top-left picture in [level]fumibeb[/level], with the picture third from the top. The right-dozer wins in one picture, but the left-dozer wins in the other. But in both cases the bottom-left one is the winner.

For conveyers, the same is true (see pictures 8, 9, and 10 from the top). In all cases it is the bottom-left most conveyer that goes first. If most cases, however, the conveyer that goes second pushes the first barrel back again, and therefore seems to be the one that wins. Picture 10 shows what happens: the bottom-right conveyer pushes two barrels up-hill first, then the top-left conveyer pushes them back.

Also, gravity, down-pipes, copiers, etc, are in the same category. Gravity pulls away a barrel from below a up-copier before it is copied, but an up-copier delivers a barrel to its top before gravity can deliver one there. Clearly the bottom most component acts first.

This theory does not explain everything, however. The striped box shows what the problem is. Up-pipes have the same relationship with gravity as the other components, and therefore must be in the same category. However, the up-pipe is faster than a down-pipe, and snaps away a barrel before the down-pipe can get - even though the down-pipe is lower than the up-pipe.

So, here is my category list (in order of priority):

Door
Furnace ???
Copier down / Copier up / Pipe up ??? / Pipe down / Winch up / Winch down / Gravity
Dozers / Conveyers
Gate / Packer / Unpacker

Probably only Kevan knows how it really works.....










Magilvia (2007-01-01) [quote]For some of those you might need a bit more to show that they truly are of a higher priority. Like the upward/downward pipe, in your example it could be just that the upward pipe comes first so it gets priority, so you would need an extra example to show the reverse, something like this: nudynub[/quote]

My assumption was that every effect takes place one time per turn in a specific order and independently of reciprocal position. If that would be true my test series would be necessary and sufficient, but it's not so. This leaves us with the necessity to try each effect with every other in every possible position. It's too much and in fact it hurts my sense of elegance ;D  :-\ :(

sluutthefeared (2007-01-01) [quote author=Rene link=topic=156.msg1395#msg1395 date=1167691668]but within one category there is a [b][i]bottom-to-top, left-to-right evaluation order[/i][/b]
[/quote]
I always thought it was top to bottom, left to right.
This for example: [level]dosikub[/level]

In the first one, the key is on top and triggers before the furnace below can burn it.
In the second, the furnace above burns the barrel before the key below can trigger.

Magilvia (2007-01-01) [quote]You can see this with dozers and conveyers. They are all in the same category. When two dozers try to push a barrel into the same space, then the one that is most bottom-left wins. It is most clear when one of the dozers pushes the barrels up-hill. Compare, e.g., the top-left picture in fumibeb, with the picture third from the top. The right-dozer wins in one picture, but the left-dozer wins in the other. But in both cases the bottom-left one is the winner.

For conveyers, the same is true (see pictures 8, 9, and 10 from the top). In all cases it is the bottom-left most conveyer that goes first. If most cases, however, the conveyer that goes second pushes the first barrel back again, and therefore seems to be the one that wins. Picture 10 shows what happens: the bottom-right conveyer pushes two barrels up-hill first, then the top-left conveyer pushes them back.[/quote]
From this two examples it seems that a barrel COULD be moved more than one time per turn. So let's forget even my first assumption.

[quote]but within one category there is a bottom-to-top, left-to-right evaluation order[/quote]
[quote]I always thought it was top to bottom, left to right.[/quote]
It's much more complicated than I first thought.
This one is also interesting: [url=http://kevan.org/rubicon/game.php?level=benilyd]benilyd[/url]

Rene (2007-01-01) [quote author=sluutthefeared link=topic=156.msg1397#msg1397 date=1167693238]
[quote author=Rene link=topic=156.msg1395#msg1395 date=1167691668]but within one category there is a [b][i]bottom-to-top, left-to-right evaluation order[/i][/b]
[/quote]
I always thought it was top to bottom, left to right.
This for example: [level]dosikub[/level]

In the first one, the key is on top and triggers before the furnace below can burn it.
In the second, the furnace above burns the barrel before the key below can trigger.
[/quote]

Maybe nature is more complex than man can imagine....

Here is another nice example: [level]mohycet[/level]. Try to figure out what will happen before you run it. Then try to explain what really happens....

Rene (2007-01-02) [quote author=Magilvia link=topic=156.msg1399#msg1399 date=1167694814]
From this two examples it seems that a barrel COULD be moved more than one time per turn. So let's forget even my first assumption.
[/quote]

You may be right after all, Magilvia. There seems to be such a rule, otherwise I cannot explain oscillating barrel behaviour (a barrel oscillating between two conveyers).

EDIT: see my "Rubicon laws of physics" post in the "Design discussion" category

Puzzle: 'Pillars'

lienne (2007-01-02) [level]dobufux[/level]: as usual, I don't know if it's soluble or not.

Bucky (2007-01-02) It's trivially solvable by template copier; just stick a copier under a ? crate and wait for an F.

lienne (2007-01-02) [quote author=Bucky link=topic=157.msg1405#msg1405 date=1167716348]
It's easily solvable by template copier; just stick a copier under a ? crate and wait for an F.
[/quote] I have no idea what you're talking about.

jnz (2007-01-02) For dobufux: [level]gukakyb[/level].
As for what Bucky was talking about, see [url]http://kevan.org/rubicon/forums/index.php/topic,75.0.html[/url]

Bucky (2007-01-02) [quote author=lienne link=topic=157.msg1406#msg1406 date=1167717455]
[quote author=Bucky link=topic=157.msg1405#msg1405 date=1167716348]
It's easily solvable by template copier; just stick a copier under a ? crate and wait for an F.
[/quote] I have no idea what you're talking about.
[/quote]

Trivial template copier solution: see [level]pugugeg[/level]

sluutthefeared (2007-01-02) Here's my solution.
[level]gygobud[/level]

20eight (2007-01-02) pillars - [level]dobufux[/level]:[level]rulatoc[/level]

lienne (2007-01-02) A quasi-sequel: 'Amplitude' [level]dikutus[/level]

sluutthefeared (2007-01-03) Probably not quite what you wanted, but here's my solution to amplitude: [level]pykezyb[/level]

lienne (2007-01-03) [quote author=sluutthefeared link=topic=157.msg1437#msg1437 date=1167793218]
Probably not quite what you wanted, but here's my solution to amplitude: [level]pykezyb[/level]
[/quote] I had no idea what I wanted; I didn't think of a possible solution before posting the puzzle. :D

20eight (2007-01-03) amplitude - [level]dikutus[/level]:[level]damidop[/level]

jnz (2007-01-03) For Amplitude (dikutus): [level]siludud[/level] (no dozers, no copiers)

lienne (2007-01-03) Those solutions to Amplitude are pretty neat.

Can anyone think of one that actually uses all four streams, though?

jf (2007-01-03) [quote author=lienne link=topic=157.msg1446#msg1446 date=1167838559]
Those solutions to Amplitude are pretty neat.

Can anyone think of one that actually uses all four streams, though?
[/quote]

This uses all four streams: [level]radulal[/level]. I wanted to use just one crate from each source, but that's not possible. Then, I was going to just duplicate one crate. In the end, I took a simpler route, just moving left to right, with a few copies.

sluutthefeared (2007-01-03) Here's a solution to amplitude with no packers or unpackers.
[level]voraver[/level]
I might try it later with no copiers.

Rene (2007-01-03) [quote author=lienne link=topic=157.msg1446#msg1446 date=1167838559]
Those solutions to Amplitude are pretty neat.

Can anyone think of one that actually uses all four streams, though?
[/quote]

I set out to use all four streams, and no packers/un-packers. Did not think it was possible at first, but voila:

    [level]negyfif[/level]

Turned out to be almost symetrical as well.

sluutthefeared (2007-01-03) Nice solution Rene.
I should have used separate pathways as well, but I thought the synchronized dozers would be cool.

Rubicons Laws of Physics

Rene (2007-01-02) I proudly present the three

[b]RUBICON LAWS OF PHYSICS[/b]

[b]LAW I[/b]

Components come in four distinct categories. All components in a higher category are evaluated fully before any of the components in the next lower category.
The categories are, in order of priority:

1: Door / Furnace
2: Copiers / Pipes / Winches / Gravity  / '?'-barrel [sup]1[/sup]
3: Dozers / Conveyers
4: Gate / Packer / Unpacker / Target Matcher

[b]LAW II[/b]

Within one category, components are evaluated in order of their position on the board. Within category 1, the order is top-to-bottom, then left-to-right. Within the other categories, it is bottom-to-top, then left-to-right.

[i]Exception II.A to Law II[/i]
If an up-pipe is placed two spaces above a down-pipe or down-winch, then the up-pipe is evaluated (out of order) immediately before the down-pipe/winch.[sup]2[/sup]

[i]Exception II.B to Law II[/i]
For category 3, the order is not determined by the position of the component, but by the position of the barrel it acts upon.

[b]LAW III[/b]

When a barrel is created/moved in a tick, the same barrel is not removed/moved again during the same tick.[sup]3[/sup]

[i]Exception III.A to Law III[/i]
A barrel that is created/moved can be moved again in the same tick when pushed by a dozer or another barrel (and therefore indirectly by a dozer or conveyer).[sup]4[/sup]

[i]Note III.B to Law III[/i]
A gate 'reads' a created/moved barrel, but a copier doesn't.[sup]5[/sup]

[i]Note III.C to Law III[/i]
In the old physics model, packers, un-packers, and copiers are exempt from this law.[sup]6[/sup]

[b]Notes[/b]

[sup]1[/sup] Barrels and crates are collectively called 'barrel' in these laws.
[sup]2[/sup] II.A explains the weird up-pipe behaviour.
[sup]3[/sup] Law III explains most oscillating behaviours and the slowness of components.
[sup]4[/sup] III.A explains why you can snap a barrel from a furnace with a dozer or a row of barrels, but not with other components.
[sup]5[/sup] III.B explains the instantanious behaviour of gates.
[sup]6[/sup] In the old physics model, down-copiers are slower than up-copiers, because they are both evaluated bottom-up.

Magilvia (2007-01-05) Good work Rene. If I'll find other exceptions I'll post here.

Bucky (2007-01-07) Explain this:

Flux panels:[level]buvuduc[/level]

(I think it's another special case in the order that door keys are evaluated)

Rene (2007-01-07) [quote author=Bucky link=topic=158.msg1523#msg1523 date=1168147024]
Explain this:

Flux panels:[level]buvuduc[/level]

(I think it's another special case in the order that door keys are evaluated)
[/quote]

The door keys are the one remaining mistery and I am still working on a general rule for them. Here are the observations I have so far:
1) Single door keys open/close immediately, no matter which door it is.
2) Each door is owned by a door key. Only the door key that closed it can open it again.
3) Doors that are placed by the designer are owned by the door key under/to the right of it (if there is one, otherwise they always remain a static obstacles).

In a sequence of door keys:
4) From the top or left, it closes one door every tick (double the speed of a dozer), but opens instantaneously
5) From the bottom or right, it closes one door every tick as well, but opens one door every two ticks (the same speed as a dozer)

There seems to be a deliberate delay built in for sequences that open from the bottom or right: the first door opens faster than the others in the sequence. I am trying to find out where that delay comes from.

Your examples show there is even more going on, as it shows out-of-order behaviour. Probably an opening door checks with the surrounding door keys, whether they want to have it closed. Further experimentation is needed to find out whether this immediate out-of-order behaviour, or whether it is a separate phase in the evaluation.




Bucky (2007-01-07) I think that a door is marked "new" when it is created, and is "new" for the remainder of the tick.  It ceases being "new" at the start of the next tick.  New doors cannot trigger other doors.  Also, all door deletions happen before any new doors are created.

A similar thing seems to happen with new barrels to keep them from being moved by conveyers.

Twee (2008-11-09) I've noticed people writing about things happening at double-speed (i.e. "double-speed dozer-draw") and I think I recall someone mentioning something happening at quarter-speed also. Do any components carry out more than one action per tick, or am I misunderstanding something? Sorry for the lack of context.
Also, thanks Rene et al, for working out these laws.  :)

Werbad (2008-11-09) Double-speed dozer draw means that one crate is drawn every second tick instead of every fourth, also known as half-speed. Normal dozer draws are quarter-speed.

Twee (2008-12-09) (Belated) thanks for clearing that up, Werbad.

Rene (2012-03-23)
I would not have believed that after all this time, and many puzzles solved, there could still be mistakes in the laws of physics. But today, Curly's puzzle "F" ([level]jypudub[/level]), made me realize that the '?'-barrel rule was in the wrong category. I have moved it to category 2 now. See as example [level]tydacyz[/level], where there is a clear difference in behaviour when a '?'-barrel is copied up or down. When copied up, the ?-barrel is turned into a normal barrel in the same tick, before the dozer can fetch it. When copied down, it takes a tick longer, and the dozer has time to fetch it. This can be explained with the bottom-to-top evalutation within category 2.

On doors chain

Magilvia (2007-01-03) Here are some experiment with doors: [level]lugosek[/level]
It seems that for every direction one takes, gets a different behavior. That's worrying :-\

Rene (2007-01-04) [quote author=Magilvia link=topic=159.msg1435#msg1435 date=1167791042]
Here are some experiment with doors: [level]lugosek[/level]
It seems that for every direction one takes, gets a different behavior. That's worrying :-\
[/quote]

I know, see MagiMaster's [level]HENIREF[/level] for a cool effect with doors. See also [url]http://kevan.org/rubicon/forums/index.php/topic,7.0.html[/url] and [url]http://kevan.org/rubicon/forums/index.php/topic,106.0.html[/url]

As far as I can see, the behaviour is as follow:
From the top or left, it closes one door every tick (double the speed of a dozer), but opens instantaneously (very useful, see e.g. [level]votumot[/level])
From the bottom or right, it closes one door every tick as well, but opens one door every two ticks (the same speed as a dozer)

If a sequence of door keys are closed from both sides, then the behaviour is more complex.

Furnace Draw

Rene (2007-01-03)
Here are some ways of removing barrels from the top of an up-pipe

    [level]nakakuk[/level]

The normal Dozer Draw (top-left) is of course very well known. It draws a barrel every 4th tick. If you stall the input at the bottom of the pipe, you can pace the production of barrels quite easily.
A variation of the Dozer Draw is useful when the barrel has to be carried away somewhere (mid-top)

The normal Furnace Draw (bottom-left - name tossed by JF) can handle a higher pace than Dozer Draw. It draws a barrel every 2nd tick. This has been quite useful in a number of solutions already, I am not sure who the inventor is. It does not work in the old physics model.

The Half Furnace Draw (mid-bottom) draws a barrel every 2nd tick, and burns the others. It may be useful in some solutions (like in [level]junufel[/level]). In the old physics model it is more useful, there it draws all barrels, and I think I have seen it once in an old solution.

Most useful is the Double Furnace Draw (bottom-right - new invention). It draws a barrel every tick, and can therefore handle a constant stream of barrels. It works in both physics models.

Top-right is a funny variation that may be useful sometimes.

Of course, you can also draw from a pipe by using a packer or un-packer (not shown in [level]nakakuk[/level]). It draws a barrel every 2nd tick (every tick in the old physics model) and can only deliver them to the right side, but can be used to regulate when to draw, and when not.

jnz (2007-01-03) [quote author=Rene link=topic=160.msg1442#msg1442 date=1167824841]
The normal Furnace Draw (bottom-left - name tossed by JF) can handle a higher pace than Dozer Draw. It draws a barrel every 2nd tick. This has been quite useful in a number of solutions already, I am not sure who the inventor is. It does not work in the old physics model.
[/quote]

I think I first saw it in Hand-E-Food's solution to Stuck: [level]laxudys[/level].  I started using it everywhere I could after that.

[quote author=Rene link=topic=160.msg1442#msg1442 date=1167824841]
Most useful is the Double Furnace Draw (bottom-right - new invention). It draws a barrel every tick, and can therefore handle a constant stream of barrels. It works in both physics models.
[/quote]

Now that is just cool!  I didn't think there was ever going to be a way of going up a pipe at full speed.

Bucky (2007-01-03) Here's a dozer setup that draws every other tick.  I call it the "Triple Dozer Draw".  The version on the left is more compact but messes up the crates' order; the version on the right keeps the cargo in the correct order; it has a longer pipe feed-in and a delay device on the end.

Triple Dozer Draw:[level]tybekac[/level]

EDIT:And by using two parallel up-pipes, one can do a full-speed draw.

Rene (2007-01-03) [quote author=Bucky link=topic=160.msg1448#msg1448 date=1167843020]
Here's a dozer setup that draws every other tick.  I call it the "Triple Dozer Draw".  The version on the left is more compact but messes up the crates' order; the version on the right keeps the cargo in the correct order; it has a longer pipe feed-in and a delay device on the end.

Triple Dozer Draw:[level]tybekac[/level]

EDIT:And by using two parallel up-pipes, one can do a full-speed draw.
[/quote]

Well, talk about parallel invention. I just came up with a very similar dozer draw in my solution to Hand-E-Food's Traffic Warden ([level]lumydeb[/level]) It draws every 2nd cycle, but spreads the barrels evenly to the left and right, which came in very handy in that solution. Didn't think about a way to make it move all to one side, though.

By the way, any reason you call it "Triple Dozer Draw", when there are 6 dozers in it?

Bucky (2007-01-03) [quote author=Rene link=topic=160.msg1458#msg1458 date=1167865063]

By the way, any reason you call it "Triple Dozer Draw", when there are 6 dozers in it?

[/quote]

Because there are three up-pipes that get drawn off of, so it's a Triple Draw, using Dozers.

colcolpicle (2009-10-26) I made bucky's triple dozer draw (the one that screws up the order) keep the order without making it larger [level]dodagen[/level]

Stuttering

Magilvia (2007-01-03) I loaded rubicon on my office pc but it can't be played: it slows down everything, even the mouse stutters.
Here are specification:
- Pentium IV prescott 3 GHz
- 512 MB ram
- Windows XP
- Firefox 2.0.0.1
- Sun Java 1.5.0_10-b03
- No microsoft Java
- NVIDIA Riva TNT2 model 64 + ATI Mach64 CT PCI

Could have something to do with the old PCI card I use for my second monitor or pheraps with the hyperthreading which this damned Acer BIOS wouldn't let me disable?


MOVED: On doors chain

Bucky (2007-01-03) This topic has been moved to [url=http://kevan.org/rubicon/forums/index.php?board=4]Design Discussion[/url]  at the author's request.

[iurl]http://kevan.org/rubicon/forums/index.php?topic=159.0[/iurl]

Bug report: level that does not load

Rene (2007-01-04)
I have accidentally created a level that does not load: [level]culixis[/level]. It is a normal level in the Warehouse (a solution to Glass Floor Vengeance - [level]nubusix[/level]). I accidentally hit "return" too fast when I stored the level in the Warehouse, which caused it to be stored with "Anonymous" as designer. This may have something to do with it. I checked on [url]http://kevan.org/rubicon/userlevels/warehouse/[/url] and it is in the Warehouse (with no name for the designer).

When trying to load it by clicking on the link, the Rubicon applet starts with a white screen, and does not do anything else. When loading it after starting Rubicon, the pop-up window is stuck on "Loading...".

I am using Firefox 1.5.0.9 on Windows 2000. Java version is 1.5.0_02-b09

jnz (2007-01-04) The applet assumes that all titles and designers are of non-zero length.  When it tries to parse the file and it sees "* Designer:" with nothing following, it tries to parse this as an old-style level by splitting the string into two pieces using a second asterisk as a separator.  Then, since there is no second asterisk on that line, it throws an ArrayIndexOutOfBounds exception when trying to access the second (and non-existant) element of the returned array.  This exception then effectively halts the applet.

The warehouse.php should probably not allow a blank designer name.  And the applet should either handle blank designers (just remove the length() > 11 check) or put in a sanity check to make sure that the array elements exist before accessing them.  Hopefully Kevan can find a bit of time for this.

lienne (2007-01-04) [quote author=jnz link=topic=164.msg1475#msg1475 date=1167935312]
The applet assumes that all titles and designers are of non-zero length.  When it tries to parse the file and it sees "* Designer:" with nothing following, it tries to parse this as an old-style level by splitting the string into two pieces using a second asterisk as a separator.  Then, since there is no second asterisk on that line, it throws an ArrayIndexOutOfBounds exception when trying to access the second (and non-existant) element of the returned array.  This exception then effectively halts the applet.

The warehouse.php should probably not allow a blank designer name.  And the applet should either handle blank designers (just remove the length() > 11 check) or put in a sanity check to make sure that the array elements exist before accessing them.  Hopefully Kevan can find a bit of time for this.
[/quote] The easiest fix I can see is having the warehouse storage form automatically put "Anonymous" as the designer name unless the user changes it. We'll see.

Kevan (2007-01-09) Fixed, and your level's accessible again.

Rene (2007-01-12) [quote author=Kevan link=topic=164.msg1549#msg1549 date=1168345971]
Fixed, and your level's accessible again.
[/quote]

Thanks, Kevan!

However, I have already stored a new version with correct designer name, so this level could be removed. Actually, there are a number of other levels in the warehouse that I would like to remove.

jnz (2007-01-16) [quote author=jnz link=topic=164.msg1475#msg1475 date=1167935312]
And the applet should either handle blank designers (just remove the length() > 11 check)
[/quote]

Turns out this was some bad advice on my part.  I assumed that "".substring(0, 11) would return the empty string, but in fact it throws an exception.  This means that we have more crashing levels when Follows is blank (see [level]cyserut[/level]).  Specifically, where the code looks like:

[code]
if (load[i].length() > 8 && load[i].substring(0, 8).equals("* Title:"))
sTitle = load[i].substring(8);
else if (load[i].length() > 11 && load[i].substring(0, 11).equals("* Designer:"))
sDesigner = load[i].substring(11);
else if (load[i].substring(0, 11).equals("* Designer:"))
sDesigner = "Anonymous";
else if (load[i].substring(0, 10).equals("* Follows:"))
sFollows = load[i].substring(10);
...
else if (load[i].length() > 7 && load[i].substring(0, 7).equals("* Type:"))
sType = load[i].substring(7);
else if (load[i].substring(0, 7).equals("* Type:"))
sType = "Unknown";
else
...
[/code]

it needs to be more like (untested):

[code]
if (load[i].length() >= 8 && load[i].substring(0, 8).equals("* Title:"))
sTitle = load[i].substring(8);
else if (load[i].length() >= 11 && load[i].substring(0, 11).equals("* Designer:"))
{
sDesigner = load[i].substring(11);
if (sDesigner.length() == 0)
sDesigner = "Anonymous";
}
else if (load[i].length() >= 10 && load[i].substring(0, 10).equals("* Follows:"))
sFollows = load[i].substring(10);
...
else if (load[i].length() >= 7 && load[i].substring(0, 7).equals("* Type:"))
{
sType = load[i].substring(7);
if (sType.length() == 0)
sType = "Unknown";
}
else
...
[/code]

Since this is a crashing bug I hope Kevan can fix it soon.

Kevan (2007-01-16) My fault for not testing it, as well. It's fixed as of v1.26. Thanks.

Tutorials

Bucky (2007-01-04) The levels in this thread are designed to teach new members some basic tricks.

To new members: In making these levels, I am assuming you have already solved the built-in levels.  If not, please do them before trying the tutorials.

To tutorial writers: Tutorials should both present some examples and give situations which require some creativity in using the examples.

Dozer Tutorial: [level]ragofyk[/level]

..more on the way

Crouch (2007-01-18) Good tutorial. Gives some experience with dozers. Especially the "mill" (bottom one of the examples) is a nice trick.
Perhaps you could also create a scene in which the user is forced to use the top example?
Anyway, thanks a lot.

lopsidation (2007-02-03) Here's one for adders and subtracters: [level]duzamah[/level]
In case anyone can't figure out some of the examples (two or three took about 30 minutes to prove that they actually had solutions), here's the solution: [level]fobobuk[/level]. It may be a tutorial, but a few of the examples are quite tricky!

lopsidation (2007-02-03) In retrospect, I made some of those puzzles quite hard. I probably should have taken the hard ones and put them into my own puzzle section. In fact, I will now.

Fun with Dozers

jf (2007-01-06) Here is something I created on a whim: [level]moredos[/level].

sluutthefeared (2007-01-08) Very cool looking. Must have been bored?

I played around with it a bit and did this. [level]luduhaz[/level]
I thought it was neat since it appears as if they all move to the left.

Door Key Inverter

Bucky (2007-01-06) Here's a device that, when the bottom door key is covered/uncovered continuously, will porduce the opposite effect out the top.  It's nowhere near as compact as I'd like, but it works.  It's also about as fast as a door key chain up the length of the construct.

[level]gytobyl[/level].

Rene (2007-01-06)
I have used a different device before, which works well if the door keys are horizontal, are the top one triggers the bottom one. Added to your device:
    [level]fynatyg[/level]

Bucky (2007-02-11) Here are a couple nice door key inverters for fast copy-adders:[level]gevasab[/level].  Note that the one on the left is bi-directional but defaults to left-to-right.

The nice thing about these inverters is that they work quite quickly.

"p" in passwords changes the physics

Bucky (2007-01-09) Not that it's really a problem when the new level loads its own physics anyway, but if I type a level password with a "p" in it, it changes the currently loaded level to the old physics.

Rubicon freezes occasionally

jf (2007-01-11) On my machine, Rubicon occasionally freezes. The window either does not repaint at all, or shows a smeared painting mess. Has anybody else run into this? Usually, if I have a level I don't want to lose, I leave it alone and most of the time it comes back minutes later -- I can tell when the small bit of window exposed on the desktop finally repaints. Sometimes, I don't want to wait for it (or I've waited a long, long time) and I kill Firefox from Task Manager and start over. I'm running Windows XP, Sun Java 1.5.0, and Firefox 1.5.0.9. I've launched Internet Explorer to try to avoid it, but it strikes there also.

jnz (2007-01-11) Yes, it happens to me too.  I think this has something to do with Processing and the way it limits the framerate combined with some sort of clock drift.  In the case of Rubicon the framerate is set to 10fps, so Processing tries to enforce at least 1/10sec delay between frames.  It does this by waiting until the clock is at least 1/10 of a second greater than when the last frame was drawn before it will draw the current frame.

In my case I'm running this on a laptop and I think that SpeedStep or perhaps some weird SMI bug is causing the clock to drift.  Say the clock is running a bit fast for a while and thinks it is time T.  Then something notices this and sets it back to the proper time (probably by reading the hardware clock), say T-120.  Now processing is waiting until time T+0.1 to draw the next frame, which is 2 minutes away, and the whole applet seems locked up until then.

I've also seen a strange parallel of this problem when coming out of standby with Rubicon still running.  The framerate limiter doesn't seem to be doing anything at all and the applet runs as fast as it can draw itself.

I've recently adjusted my Power settings in Control Panel to try to see if that makes any difference.  I haven't had enough time to draw any conclusions yet though.

Are you running a system with SpeedStep or Cool'n'Quiet that ramps the system clock up and down?

jf (2007-01-12) I have an AMD dual core processor, and if you google "AMD dual core clock drift" you can find all sorts of information on clock drift caused by the TSC on the two cores to drift apart, which looks like it can cause time to go backwards sometimes. I guess that can be an advantage -- the time travel aspect.

Impossible Levels

MagiMaster (2007-01-11) I've noticed that many people (inlcuding myself) post levels that they aren't sure can be solved, only to have someone else solve them (usually within a couple days).  It seems to be very hard to make a level that isn't trivially impossible.  So far I've seen three kinds of levels that actually are impossible.

1) Lack of component
1a) Would be solvable if you removed/replaced the antisigns
1b) Too few crates for matchers
1c) No crates of appropriate value

2)Lack of time: A puzzle which cannot be solved without some component being activated twice in between two activations of another component (not counting cargo in fast-adder puzzles)

3)Geometric problems: A puzzle which cannot be solved without two objects occupying the same space.
3a) Blocked target matcher: No matter what pieces are added, some matcher can't be reached
3b)Crate value contradiction (i.e. masixon)
3c)Lack of space: An impossible puzzle which could be solved with paired teleporters to and from corresponding points in a large empty region somewhere else.

4) Randomly impossible: not solveable for all values that '?' cargo can assume
4a) Lack of required value (e.g. '?' turning into '0', while '1' is needed)
4b) Lack of information (e.g. only know 2x and x is needed)

Has anyone made a level that is impossible, but doesn't fall into any of those categories?  I don't have any at the moment, but I'll try and make one soon.

A note on the speed of light and terminal velocity:
Terminal velocity is the fastest an object can move or be moved.  It depends on environmental factors such as how much empty space is available, as well as which object is being moved (a crate can be moved faster than a dozer).  It also depends on the direction the thing is being moved.  For example, the terminal velocity of a dozer moving (straight) upwards is fairly slow (<1) even with infinite space.  Within a finite space, it is (generally) even slower.
The term speed of light comes from work done on cellular automata such as Conway's Game of Life.  It is defined as the fastest that information can be transmitted.  In the Game of Life, c = 1 space orthogonally or diagonally.  Rube and Rubicon are cellular automata (really complicated ones) so the term still applies; however, the speed of light is infinite.  For example, a long line of crates can be pushed and the last one can be moved up or down with pipes.  Of course, an infinite speed of light is unreachable in practice, but the idea is still meaningful.

Bucky (2007-01-12) There's also a lack-of-information impossible (such as Ternary Queries variant [level]zabanim[/level]).

jnz (2007-01-12) [level]tyfabet[/level] may be impossible.  I'm not sure if it falls into one of your categories.

Bucky (2007-01-12) [quote author=jnz link=topic=175.msg1592#msg1592 date=1168570589]
[level]tyfabet[/level] may be impossible.  I'm not sure if it falls into one of your categories.
[/quote]

It's solveable.
[level]pysofac[/level] shows the main idea.

jnz (2007-01-12) [quote author=Bucky link=topic=175.msg1593#msg1593 date=1168571902]
It's solveable.
[level]pysofac[/level] shows the main idea.
[/quote]

Pretty sneaky.  :)  Nice job.

geej66 (2007-01-12) For a much simpler solution to tyfabet, try [level]bobokot[/level].

jnz (2007-01-13) [quote author=geej66 link=topic=175.msg1618#msg1618 date=1168639135]
For a much simpler solution to tyfabet, try [level]bobokot[/level].
[/quote]

Ouch.  That's embarrassingly simple.  Perhaps [level]samynib[/level] is slightly more impossible.
Edit: so much for that idea: [level]sovupoz[/level]

Bucky (2007-01-13) [level]godazut[/level] is impossible, but it's purely time-bounded, so it doesn't fit either category.

I'm going to post one with only three crate streams, which should be sovable.

MagiMaster (2007-01-13) So should lack-of-time and lack-of-information be added to the categories?  If so, how would you define lack-of-information?

Edit: Also, should probabilistically impossible (sometimes impossible) be changed to mathematically impossible (such as a simple divide-by-2 puzzle), or would that be a seperate category?

Bucky (2007-01-13) [quote author=MagiMaster link=topic=175.msg1626#msg1626 date=1168677310]
So should lack-of-time and lack-of-information be added to the categories?  If so, how would you define lack-of-information?

Edit: Also, should probabilistically impossible (sometimes impossible) be changed to mathematically impossible (such as a simple divide-by-2 puzzle), or would that be a seperate category?
[/quote]

lack-of-time:Solving would require at least one component to be activated more than once in the same tick, or more than once between two activations of certain other components.

lack-of-information:The exact value of a crate on one side of a target matcher cannot be determined;  This is a subcategory of "sometimes impossible"  because it can be solved at least one time in 16.

lack-of-component:A Usually a subcategory of "Trivially Impossible". Example: [level]dyzodyp[/level]

MagiMaster (2007-01-13) I updated the list.  I guess a divide-by-2 puzzle would fall under lack of information.

Bucky (2007-01-13) About the speed of light:
I thought that this term referred to the maximum speed which [i]information[/i] can travel;  By this definition, the speed of light is infinite in all directions, since a bit of information can travel from anywhere to anywhere in 2 ticks by pushing a long line of crates and then sucking the last one up an up-pipe.

sluutthefeared (2007-01-14) [quote author=MagiMaster link=topic=175.msg1640#msg1640 date=1168727174]
I updated the list.  I guess a divide-by-2 puzzle would fall under lack of information.
[/quote]
Maybe I'm missing something, but I don't understand what you mean here.

MagiMaster (2007-01-14) [quote author=Bucky link=topic=175.msg1642#msg1642 date=1168727946]
About the speed of light:
I thought that this term referred to the maximum speed which [i]information[/i] can travel;  By this definition, the speed of light is infinite in all directions, since a bit of information can travel from anywhere to anywhere in 2 ticks by pushing a long line of crates and then sucking the last one up an up-pipe.
[/quote]

Hmm... You could be right, although what about the case where the information is the value of a crate?  Can that information be moved faster than the crate?  Also, if you define c that way, what would you call the maximum speed you could move a single crate around?

[quote author=sluutthefeared link=topic=175.msg1645#msg1645 date=1168739840]
[quote author=MagiMaster link=topic=175.msg1640#msg1640 date=1168727174]
I updated the list.  I guess a divide-by-2 puzzle would fall under lack of information.
[/quote]
Maybe I'm missing something, but I don't understand what you mean here.
[/quote]

Since all of the arithmetic in Rubicon is in base-16, the operation of multiplying by 2 is irreversible.  (For example, 1+1=2, but 9+9=2 as well.)  So a puzzle that took a random crate, doubled it and gave it to you to match to the original would be impossible half of the time.  (You'd just have to guess which of the two the original was.)

sluutthefeared (2007-01-14) Ah, ok. I didn't realize you meant multiplying first. I suppose there's plenty of problems that could be thought up which would be thrown off by the modulo arithmetic.

MagiMaster (2007-01-14) Yeah.  I think they'd all fall under lack of information though.

One other thought, would having critical components too close together fall under lack of space?

Bucky (2007-01-14) [quote author=MagiMaster link=topic=175.msg1646#msg1646 date=1168741072]

Hmm... You could be right, although what about the case where the information is the value of a crate?  Can that information be moved faster than the crate? 
[/quote]

Yes; see [level]jymoveg[/level] but replace the adders with a long line of crates and stick a larger distance in the middle.

MagiMaster (2007-01-14) Hmm... I see.  I'll have to rewrite that part on speed of light then.  But what would you call the maximum speed an object could be moved at?  Terminal velocity?  (For example, if there were only one crate, you'd have to move it (copy it, etc.) to solve the puzzle.

lienne (2007-01-14) [level]parapil[/level] - I realized after saving that it's probably easily solvable, but what about if you remove the ? crates from the top corners? And if so, which category would it fall under?

MagiMaster (2007-01-14) Without the ? crates, it'd fall under trivially impossible for lack of a component.

Edit: What do you think [level]COPUVOD[/level] would count as?

Bucky (2007-01-15) [quote author=MagiMaster link=topic=175.msg1658#msg1658 date=1168818624]

Edit: What do you think [level]COPUVOD[/level] would count as?
[/quote]

easy. (see [level]hyrocuf[/level]).

If a small modification to the puzzle were made, it would be trivially impossible (no way to get at necessary crate)

MagiMaster (2007-01-15) Actually, I left that in there on purpose so I could add it as one of my regular puzzles.  Is there no way to get at the crates without using the copier though?

Bucky (2007-01-15) [quote author=MagiMaster link=topic=175.msg1663#msg1663 date=1168835751]
Actually, I left that in there on purpose so I could add it as one of my regular puzzles.  Is there no way to get at the crates without using the copier though?
[/quote]

Correct.  There is no way of lifting a crate without placing a component on the same row as the crate or the one above it.

jnz (2007-01-18) How about [level]pecebab[/level]?  Have I succeeded this time in making something impossible to solve?  If so, what category does it belong in?

MagiMaster (2007-01-18) Yeah, that seems to be impossible.  I'd classify it as trivial for lack of a component, but maybe not.

Gameman (2007-01-18) [quote author=jnz link=topic=175.msg1592#msg1592 date=1168570589]
[level]tyfabet[/level] may be impossible.  I'm not sure if it falls into one of your categories.
[/quote] [level]fiburef[/level] may embarass you...

MagiMaster (2007-01-19) What about Gameman's [level]HOVAGYH[/level]?

Bucky (2007-01-19) [quote author=MagiMaster link=topic=175.msg1719#msg1719 date=1169189958]
What about Gameman's [level]HOVAGYH[/level]?
[/quote]

Lack of (lateral) space

Gameman (2007-01-27) [quote author=MagiMaster link=topic=175.msg1719#msg1719 date=1169189958]
What about Gameman's [level]HOVAGYH[/level]?
[/quote] its solvable. but not without an e gate. and the winches are flipped. and i fix it.

Gameman (2007-01-27) and maybe [level]neburil[/level]?[font=Verdana]its probably impossible![/font]

SM (2007-01-27) not quite

[level]muducos[/level]

Kevan (2007-01-27) Or [level]bilebud[/level]. Getting a C crate out of an area surrounded by key blocks and down-pipes is trivially impossible, though, if that was your point.

Gameman (2007-01-28) [quote author=Kevan link=topic=175.msg1807#msg1807 date=1169927185]
Or [level]bilebud[/level]. Getting a C crate out of an area surrounded by key blocks and down-pipes is trivially impossible, though, if that was your point.
[/quote]just so you know, Kevan i [i]was[/i] going to put walls there, but i forgot, ah well...

lopsidation (2007-02-12) What about [level]nebimed[/level]? Maybe we should add new category for machines that let you solve one or more targets, but not all of them.

gfgfgfg (2007-02-12) [level]xykasob[/level]
[spoiler]Don't even try. You'll hurt your brain![/spoiler]

Hyenas Here (2007-02-13) I believe this would fit the first category: [level]sykadas[/level]

jnz (2007-02-13) For memenoh (or sykadas): [level]bagydim[/level]

Hyenas Here (2007-02-13) Right. Without the dozer, impossible, with the dozer, it fits the "It's fun to make levels that look like this but have hidden solutions though" part of the first one. I should have mentioned that. :)

Try: [level]kodovyg[/level]

Gameman (2007-02-21) This is the stupidest thing in the world:[level]dibypeh[/level]

MagiMaster (2007-02-21) I think that last one easily falls into the trival category.  ;D

BTW, does anyone else feel like redoing the categories (to be more consistent and include anything new)?  (I might do it, but not right now.)

Bucky (2007-02-21) 1)Lack of component: A puzzle which is impossible, but would not be if all anti-signs were replaced with girders
1a)Too few crates to match all target matchers.
1b)No crates available of the appropriate values(i.e. must make a 1 from only 0s or 2s.)
2)Lack of time: A puzzle which cannot be solved without some component being activated twice in between two activations of another component (not counting cargo in fast-adder puzzles)
3)Geometric problems: A puzzle which cannot be solved without two objects occupying the same space.
3a)Blocked target matcher: No matter what non-crate pieces are added, no crate can ever be moved to a space next to a target matcher
3b)Crate value contradiction (i.e. [level]masixon[/level])
3c)Lack of space: An impossible puzzle which could be solved with paired teleporters to and from corresponding points in a large empty region somewhere else.

Am I missing anything?

MagiMaster (2007-02-21) [quote author=Bucky link=topic=175.msg2167#msg2167 date=1172029192]
1)Lack of component: A puzzle which is impossible, but would not be if all anti-signs were replaced with girders
1a)Too few crates to match all target matchers.
1b)No crates available of the appropriate values(i.e. must make a 1 from only 0s or 2s.)
2)Lack of time: A puzzle which cannot be solved without some component being activated twice in between two activations of another component (not counting cargo in fast-adder puzzles)
3)Geometric problems: A puzzle which cannot be solved without two objects occupying the same space.
3a)Blocked target matcher: No matter what non-crate pieces are added, no crate can ever be moved to a space next to a target matcher
3b)Crate value contradiction (i.e. [level]masixon[/level])
3c)Lack of space: An impossible puzzle which could be solved with paired teleporters to and from corresponding points in a large empty region somewhere else.

Am I missing anything?
[/quote]

I'd rewrite 1 as:
1) Lack of component
1a) Would be solvable if you removed/replaced the antisigns
1b) Too few crates for matchers
1c) No crates of appropriate value

And 3a as:
3a) Blocked target matcher: No matter what pieces are added, some matcher can't be reached

And there are the puzzles that are impossible some of the time, such as when the ? crate becomes a 0.

Rene (2007-02-22)
For the puzzles that are only solveable some of the time we should maybe have:

4) Randomly impossible: not solveable for all values that '?' cargo can assume
4a) Lack of required value (e.g. '?' turning into '0', while '1' is needed)
4b) Lack of information (e.g. only know 2x and x is needed)

BTW, would [level]liradat[/level] fall into category 1b?

Bucky (2007-02-22) [quote author=Rene link=topic=175.msg2177#msg2177 date=1172172744]
BTW, would [level]liradat[/level] fall into category 1b?
[/quote]

No, Liradat is a category 3, since it can be solved if a down-pipe and up-pipe occupy the same space.

dacodemasta (2007-03-27) [quote author=jnz link=topic=175.msg1620#msg1620 date=1168654084]
[quote author=geej66 link=topic=175.msg1618#msg1618 date=1168639135]
For a much simpler solution to tyfabet, try [level]bobokot[/level].
[/quote]

Ouch.  That's embarrassingly simple.  Perhaps [level]samynib[/level] is slightly more impossible.
Edit: so much for that idea: [level]sovupoz[/level]
[/quote]
heres a solve for [level]samynib[/level] : [level]gezemuz[/level]
its a complete solve without going into the sandbox.

Hyenas Here (2007-03-30) [quote author=dacodemasta link=topic=175.msg2462#msg2462 date=1174978875]
[quote author=jnz link=topic=175.msg1620#msg1620 date=1168654084]
[quote author=geej66 link=topic=175.msg1618#msg1618 date=1168639135]
For a much simpler solution to tyfabet, try [level]bobokot[/level].
[/quote]
Ouch.  That's embarrassingly simple.  Perhaps [level]samynib[/level] is slightly more impossible.
Edit: so much for that idea: [level]sovupoz[/level]
[/quote]
heres a solve for [level]samynib[/level] : [level]gezemuz[/level]
its a complete solve without going into the sandbox.
[/quote]

[level]gezemuz[/level] fails occasionally, when a 1 gets through the release mechanism before a 3 can be placed properly (it's rare, but occasionally the random crate doesn't produce a single 3 until enough 1's and 2's have collapsed that bridge of downward winches.

A brute force solution to [level]samynib[/level] is [level]padypyc[/level].

dacodemasta (2008-03-04) [quote author=Hyenas Here link=topic=175.msg2470#msg2470 date=1175270591]
[quote author=dacodemasta link=topic=175.msg2462#msg2462 date=1174978875]
[quote author=jnz link=topic=175.msg1620#msg1620 date=1168654084]
[quote author=geej66 link=topic=175.msg1618#msg1618 date=1168639135]
For a much simpler solution to tyfabet, try [level]bobokot[/level].
[/quote]
Ouch.  That's embarrassingly simple.  Perhaps [level]samynib[/level] is slightly more impossible.
Edit: so much for that idea: [level]sovupoz[/level]
[/quote]
heres a solve for [level]samynib[/level] : [level]gezemuz[/level]
its a complete solve without going into the sandbox.
[/quote]
[level]gezemuz[/level] fails occasionally, when a 1 gets through the release mechanism before a 3 can be placed properly (it's rare, but occasionally the random crate doesn't produce a single 3 until enough 1's and 2's have collapsed that bridge of downward winches.

A brute force solution to [level]samynib[/level] is [level]padypyc[/level].
[/quote]

ive fixed it, [level]lomykoc[/level] solves [level]samynib[/level] every time without brute force :P

colcolpicle (2009-11-05) [level]lurolav[/level]

colcolpicle (2009-11-25) I'm pretty sure this is impossible, but what category would it be under?
[level]sapofag[/level]

Rene (2009-11-25) [quote author=colcolpicle link=topic=175.msg4484#msg4484 date=1259156047]
I'm pretty sure this is impossible, but what category would it be under?
[level]sapofag[/level]
[/quote]

Definitely category 3, maybe even 3a), but probably a new sub-category under 3.

Bucky (2009-12-20) [quote author=Rene link=topic=175.msg4486#msg4486 date=1259192143]
[quote author=colcolpicle link=topic=175.msg4484#msg4484 date=1259156047]
I'm pretty sure this is impossible, but what category would it be under?
[level]sapofag[/level]
[/quote]

Definitely category 3, maybe even 3a), but probably a new sub-category under 3.

[/quote]

It looks more like 3c to me.  In this case, the issue is getting propulsion to certain spots in the top row.  It's easily solvable with an extra two columns added to one side of the board.

Warehouse Archive Project

Bucky (2007-01-11) I'm trying to get everything in the Warehouse classified into "puzzle", "solution" or "other".

Guidelines:
1)Go by the level author's preference if possible.  If you think I have mis-classified your level, let me know (or change it yourself).
2)Attempted solutions that fail are still in category "Solution"

EDIT: Archive project completed.  Now it's worth searching for stuff in category "puzzle".

jnz (2007-01-12) Thanks.  I was far too lazy do that myself.  :)

Changerrific machines

Gameman (2007-01-11) has anyone tried making machines that change crates? it's pretty fun.

Rene (2007-01-13)
I am not sure what you mean with "change crate". You mean, like with a packer or un-packer? That is done pretty much all over the place. Or do you mean like Bucky's template copier: [url]http://kevan.org/rubicon/forums/index.php/topic,75.0.html[/url]?

Gameman (2007-01-13) Somewhat like that, in my levels [level]sidatug[/level] and [level]nedukix[/level]

Gameman (2007-01-13) and [level]jolyrim[/level] [move]all three are pretty cool[/move]

Bucky (2007-01-13) You mean stuff like [level]gavykuv[/level]?

MagiMaster (2007-01-13) Do my Decryption puzzles count?  (Eg: [level]ZUNACIG[/level])

Gameman (2007-01-14) I guess so...

lopsidation (2007-02-05) What about Demented Machines, like [level]mipuvac[/level]? Do they count too?

Gameman (2007-04-11) this is random:[level]gavyver[/level]

Crouch's puzzles

Crouch (2007-01-18) Since I only just started with Rubicon I thought it would be interesting to create a puzzle myself every once in a while. Then hopefully you can see the quality of the puzzles gradually increasing.
So have fun with them and feel free to post any nice solution you come up with. I'll add the best (or most creative) solution to this first post.

Mystery box:          [level]tecameg[/level]    solution: [level]julymok[/level] (by Rene)    [i]Easy[/i]
2 Mystery boxes:  [level]kylykag[/level]                                                                      [i]Medium[/i]

jnz (2007-01-18) My solution for Mystery box (tecameg): [level]vybyceh[/level].
That was fun; keep 'em coming.

SM (2007-01-18) Solution to Mystery Box

[level]tuvyhex[/level]

jf (2007-01-18) Fun puzzle! My solution to Mystery box: [level]zypohef[/level].

Rene (2007-01-18)
And my solution as well: [level]dopipix[/level]

Rene (2007-01-18) [quote author=jf link=topic=182.msg1702#msg1702 date=1169150832]
Fun puzzle! My solution to Mystery box: [level]zypohef[/level].
[/quote]

Oops, JF, don't solve puzzles in the sandbox!  ;)

jf (2007-01-18) [quote author=Rene link=topic=182.msg1707#msg1707 date=1169152020]
[quote author=jf link=topic=182.msg1702#msg1702 date=1169150832]
Fun puzzle! My solution to Mystery box: [level]zypohef[/level].
[/quote]

Oops, JF, don't solve puzzles in the sandbox!  ;)

[/quote]

Oops, guilty as charged. I moved to the sandbox to test, and then played around with the ramps for style. Here is the legal solution: [level]bopubih[/level].

Edit: That is a cool solution, Rene.

20eight (2007-01-19) mystery box - [level]tecameg[/level]:[level]zycigil[/level]

Rene's [level]dopipix[/level] takes the prize, even though it fails on case 0 (in this case, an easily fixed timing issue).

Crouch (2007-01-19) Wow, huge reply! I'm glad you all liked it.
jf (the legal one) and jnz solved it the way I did myself. 20eight and SM also have a nice approach at the right side of the row.
But I think the most original one is from Rene. Unfortunately it doesn't work for 0, but simply deleting two pieces of the downward pipe fixes that.
Anyway, great solutions and I'll come up with a slightly more difficult puzzle within a few days.

Rene (2007-01-19) [quote author=20eight link=topic=182.msg1716#msg1716 date=1169171509]
mystery box - [level]tecameg[/level]:[level]zycigil[/level]

Rene's [level]dopipix[/level] takes the prize, even though it fails on case 0 (in this case, an easily fixed timing issue).
[/quote]

Oops! That is what you get from cleaning up after testing the solution.... Here is a version that is fixed (in the way Crouch suggests): [level]julymok[/level]

As I am supposed to be the glass floor specialist  ;D, I decided to use the glass floor also in this solution...... or may be I just did not immediately see an easy way to handle the 0 in the alternative solutions  ;).

Crouch (2007-01-21) Mystery box now has a sequel: "2 Mystery boxes" - [level]kylykag[/level]
It's a slightly more difficult puzzle, so I'm rating it as medium. Even though some of you will probably solve it in 10 or 20 minutes (it took me considerably longer to create the solution though ;) ).

Rene (2007-01-21)
My solution to 2 Mystery Boxes: [level]tukexug[/level]

As you mention, for beginners it will probably feel like a medium solution.

jnz (2007-01-21) For 2 Mystery boxes (kylykag): [level]zyhulev[/level]
If somebody doesn't know a bit about modular arithmetic they might find one very hard.  It reminded me of [level]CUDUZUC[/level] in that respect.

jf (2007-01-22) For 2 Mystery boxes: [level]kynugur[/level]. Nice puzzle.

So what similar games are there?

Kevan (2007-01-18) Seeing as this discussion area hasn't had any posts yet... what other games do people know of, that work in the same sort of machine-building vein as Rubicon? I'm guessing that most people here will have played [url=http://en.wikipedia.org/wiki/The_Incredible_Machine]The Incredible Machine[/url], [url=http://www.bridgebuilder-game.com/]Bridge Builder[/url] and maybe [url=http://www.armadillorun.com/]Armadillo Run[/url], but are there any good obscurities out there?

I was quite surprised to discover [url=http://uk.ps2.ign.com/objects/690/690627.html]TЯAPT[/url] on the PS2 a while ago - it looks like a generic 3D running-and-fighting weapons-and-spells game, but it's only the enemies that get the swords and bows and magic powers, and you just have to keep running away from them. You can, however, position traps around the room (you can pause the game at any time and set them up), and then trigger them manually when an opponent's standing in a suitable place. There isn't [i]much[/i] machine-building to it - you can only have three traps installed at once, and they're mostly variations on the same mechanics - but it's certainly satisfying to construct an efficient combination of boulders and springboards, and there's a lot of easter egg discovery (causing your traps to trigger environmental effects, such as using a push wall to knock a scenic pillar over) that I haven't gotten too deeply into.

Rene (2007-01-20)
Super Serif Bros [url]http://jayisgames.com/archives/2006/07/super_serif_bros.php[/url] reminded me of Rubicon, although it could use the Rubicon excellent graphics to improve it.

Personal Universe [url]http://jayisgames.com/archives/2006/10/personal_universe.php[/url] also has similarities. Might be great to add "sticky gum" to Rubicon, that makes cargo stick together....

Block Action [url]http://jayisgames.com/archives/2006/07/block_action.php[/url] might fall in the same category as well.

Gameman (2007-01-28) liquid webtoy maybe... ([url=http://dan-ball.jp/javagame/mc/]dan-ball.jp/javagame/mc/[/url])

Abcde360 (2007-02-22) Theres a game, crate man, that some how looks the same. [url]http://www.puzzledepot.com/arcade/crate.shtml[/url]

immibis (2008-08-04) I nominate [url=http://www.phunland.com/]Phun[/url].

ddsdiur (2008-08-05) How about [url]http://fantasticcontraption.com/[/url]Fantastic contraption?

curly (2012-03-31) This isn't really similar at all but I'm sure it will appeal to those who like Rubicon.

[url]http://www.kongregate.com/games/Scarybug/chronotron[/url]

It's a time travel game in which you have to help past and future copies of yourself complete tasks.

leo3065 (2015-06-21) If you're talking about game mechanics and view objects like crates and such as expression methods of data, I'll say many game made by Zachtronics are kind of the same thing.
For example SpaceChem ([url]http://www.zachtronics.com/spacechem/[/url])
focus on manipulates atoms and
Infinifactory ([url]http://www.zachtronics.com/infinifactory/[/url])
use many components (include conveyors! ;D ) to construct the required products.

curly (2015-09-26) Electric Box

http://www.gamershood.com/7223/puzzle/electric-box

Decoding challenge

gfgfgfg (2007-01-18) I challenge anybody to make a machine that decodes encrypted cyphers generated by [level]suhizik[/level]

MagiMaster (2007-01-19) Like this? ??? [level]DYREBAD[/level] (unarchived)

Have you tried my decryption puzzles? [level]SISOGEM[/level]

gfgfgfg (2007-01-20) No, I mean an entire machine with 8 empty spaces at the top where you can put in an encrypted string from [level]suhizik[/level], and a 4 digit output that gives you the data you put into suhizik.
P.S.  The digits DDBB are the digits being encrypted, you can replace them as long as you tell me the replacements.

MagiMaster (2007-01-20) How about [level]FIHEMEF[/level] then?

sluutthefeared (2007-01-20) I hope I understood correctly what you wanted. [level]bucahin[/level]
I put a more compact version of your machine on top to generate the values instead of making a machine with 8 barrel slots.

gfgfgfg (2007-01-20) Thanks! I congradulate you!

Confession: I coudn't make a decoder myself! :-[

Gameman's Puzzles

Gameman (2007-01-19) [b]puzzle[/b]                    [b]all solvers and solutions[/b]

[level]ritihyv[/level]                    20eight- [level]gudahil[/level]
[level]vepuced[/level]                  Kevan- [level]lihunif[/level], Bucky- [level]zizalid[/level] adept- [level]cafuzef[/level]
[level]hipinaz[/level]                      SM-[level]demapaf[/level] 20eight- [level]dovaxyt[/level]
[level]dodener[/level]                    No solution
[level]pirudob[/level]                    No solution
[level]jihapig[/level]                      digitalrift- [level]kebagod[/level]
[level]lysulog[/level]                      digitalrift- [level]rogaxef[/level]
[level]sibovex[/level]                      Hyenas Here- [level]dogufoz[/level] um....:-)
[level]biboted[/level]                      Hyenas Here- [level]jigagyr[/level], [level]pibybym[/level] Hippie_Eater [level]gefypor[/level](not zero though) Bucky- [level]bozyvus[/level] Rene- [level]basokim[/level]

[level]kyrasax[/level]                        Bucky-[level]xokupeg[/level] and [level]lovytod[/level] jf- [level]pavoloh[/level]
[level]gesygeg[/level]                      Rene- [level]lozudod[/level]
[level]mypiles[/level]                        No solution
[level]puzuvom[/level]                      Bucky- [level]topibyz[/level], jf- [level]dylydig[/level], TTTPPP- [level]gogofur[/level] Timbo- [level]bodibyg[/level]

20eight (2007-01-19) [level]ritihyv[/level]:[level]gudahil[/level]

jnz (2007-01-20) [quote author=Gameman link=topic=185.msg1715#msg1715 date=1169166447]
[level]tyrexov[/level]
[/quote]
[quote author=Gameman link=topic=185.msg1726#msg1726 date=1169250644]
[level]difofol[/level]
[/quote]

These don't exist ...

Gameman (2007-01-20) oops, forgot

Gameman (2007-01-25) [level]vepuced[/level]

Kevan (2007-01-25) Did you mean to leave the gaps by the furnaces? [level]lihunif[/level]

Gameman (2007-01-26) good one Kevan, didnt realize that i put the extra block there :-)

Bucky (2007-01-26) Still vulnerable even without the gaps.  [level]zizalid[/level]

adept (2007-01-26) If you want one without an e gate [level]cafuzef[/level]

SM (2007-01-29) I think you mean [level]HIPINAZ[/level]

Solution: [level]DEMAPAF[/level]

20eight (2007-01-31) [level]hipinaz[/level]:[level]dovaxyt[/level]

Abcde360 (2007-02-23) [quote author=Gameman link=topic=185.msg1712#msg1712 date=1169165671]
I only have 1 so far:[level]hovagyh[/level] ffffffffffffff is the title
[/quote]

This is impossible, the one by 20eight is what you probly meant, but anybody could beat that one

Gameman (2007-02-23) I  noticed that abcde360,the corrected one is [level]dodener
[/level].

Gameman (2007-04-09) -NEW PUZZLE-
       very
after a^ long time, i made a [shadow=green,left]new puzzle[/shadow]...[level]pirudob[/level]

Gameman (2007-04-09) and some others: [level]jihapig[/level] [level]lysulog[/level]

digitalrift (2007-04-10) [level]jihapig[/level]: [level]kebagod[/level]

edit: [level]lysulog[/level]: [level]rogaxef[/level]

Gameman (2007-04-10) [level]tinycez[/level] edit:[level]sibovex[/level] [level]biboted[/level]

Hyenas Here (2007-04-11) [level]tinycez[/level]: [level]dogufoz[/level] (uh, not that it matters... :)
[level]biboted[/level]: [level]jigagyr[/level]

Hippie_Eater (2007-04-11) Yay! my first solution!  :D
[level]biboted[/level] - [level]gefypor[/leve]

I admit, it's not a elegant solution, but it gets the job done (except for 0, I think, it's the whole "greater than (the needed box) -1" argument).

I'm obnoxiously proud of myself for my first step towards l33tness in Rubicon. 8)

Gameman (2007-04-11) [quote author=Hippie_Eater link=topic=185.msg2488#msg2488 date=1176308594]
Yay! my first solution!  :D
[level]biboted[/level] - [level]gefypor[/leve]

I admit, it's not a elegant solution, but it gets the job done (except for 0, I think, it's the whole "greater than (the needed box) -1" argument).

I'm obnoxiously proud of myself for my first step towards l33tness in Rubicon. 8)
[/quote] that doesnt work for zero...

Bucky (2007-04-13) [level]biboted[/level]:[level]bozyvus[/level].  Fast and economical.

Hyenas Here (2007-04-14) [level]biboted[/level]:[level]pibypym[/level].  Faster and more economical.

:)

Gameman (2007-04-16) ****NEW PUZZLE****

Yes, a new one (again) [level]kyrasax[/level]



It could be impossible...I don't really know.I didn't put much effort in to this.

Bucky (2007-04-16) [level]kyrasax[/level]:[level]xokupeg[/level].  I used a stripped-down single-digit template copier.  By changing the values of the two barrels, it can be programmed to output any number greater than 1.
EDIT:[level]lovytod[/level] runs quicker but uses the same principle.

jf (2007-04-17) For Volcano-thing ([level]kyrasax[/level]): [level]pavoloh[/level].

Gameman (2007-06-24) ***New puzzle8**


[level]gesygeg[/level]its the sequel to [level]biboted[/level].

Rene (2007-06-24) For [level]gesygeg[/level]: [level]lozudod[/level]
And [level]biboted[/level]: [level]basokim[/level]

Gameman (2007-10-23) Yes, yes, a very long vacation. but a new one: [level]xusahun[/level]

sly (2007-10-23) Yes!! Some people are actually alive!!!

Unfortunately your puzzle is impossible since you can't make an odd number from an even number.

Gameman (2007-11-03) YAY!!! NEW PUZZLE!!! Can you solve the puzzle of the templar? [level]mypiles[/level]  ;D ;D

Bucky (2007-11-04) gadohik is trivially impossible, since it's not possible to read the value of the crate below the target matcher, unless you permit an action arcade-style solution like [level]gozidof[/level] (effectively the action-arcade equivalent of a template copier)

sly (2007-11-04) Bucky I would like to comment that that is the most ingenious method of solving an impossible puzzle that I have ever seen.

Gameman (2007-12-03) *NEW PUZZLE*


La! It's time for music class! [level]puzuvom[/level]

Bucky (2007-12-04) Music Class:[level]topibyz[/level].  I got my low F and high F backwards, but it didn't matter.

jf (2007-12-04) For Music Class: [level]dylydig[/level]

TTTPPP (2007-12-04) For Music Class ([level]puzuvom[/level]): [level]gogofur[/level]

Timbo (2007-12-04) For Music Class([level]puzuvom[/level]): [level]bodibyg[/level]
It runs in the minimal time 30 ticks.
[spoiler]I didn't sorted the crates, but copied and added some crates[/spoiler]

Gameman (2008-12-05) If there's one thing I hate, it's forgetting my password, and not seeing the 'forgot password' button. Anyway, new puzzle: [level]xalozur[/level]

immibis (2008-12-05) Partially overkill for Unnamed ([level]xalozur[/level]): [level]tehocax[/level]
Partially overkill because of the [spoiler]device for producing zeroes[/spoiler].

Werbad (2008-12-05) For [level]xalozur[/level]: [level]fyfycez[/level]
immibis, your solution fails for the 0 crate most of the times.

immibis (2008-12-05) Fixed: [level]pupevoz[/level]

Twee (2008-12-06) Yay, an easy one.  :)
For Unnamed ([level]xalozur[/level]): [level]loxiceb[/level]
for random ([level]biboted[/level]): [level]fesehys[/level]
for random 2 ([level]gesygeg[/level]): [level]camunux[/level]
I've solved some of the others here but didn't save the solutions.
[s]Next time I have leisure and a bit more brainpower, I'm going to music class.
[/s]
Edit: music class ([level]puzuom[/level]) solved: [level]babokyl[/level]. just for fun, alternate solution:[level]golepul[/level]. Every good boy does fine.

immibis (2008-12-06) Twee, your solution for Random 2 does nothing.

Twee (2008-12-06) Does now. I was editing the post to fix it while you were posting to tell me that.

colcolpicle (2009-08-21) [level]mypiles[/level] : [level]bapyhid[/level]

jnz (2009-08-21) [quote author=colcolpicle link=topic=185.msg4356#msg4356 date=1250878321]
[level]mypiles[/level] : [level]bapyhid[/level]
[/quote]
Doesn't work for 0. 
For [level]mypiles[/level]: [level]fegulah[/level]

Rene (2009-08-22)
For Vulcano-thing ([level]kyrasax[/level]): [level]zukinuf[/level]
For [level]mypiles[/level]: [level]dexigoh[/level]
For [level]xalozur[/level]: [level]dobotoh[/level]
For Music Class ([level]puzuvom[/level]): [level]hytedef[/level]

Madball (2010-04-03) [level]ritihyv[/level] solution - [level]nahesed[/level]
[level]vepuced[/level] solution - [level]vynezyv[/level]

colcolpicle (2010-04-05) sorry madball, but if you watch [level]vynezyv[/level] for long enough, it will eventually unsolve itself. you can fix it using one piece, though.

RUBE 2?

gfgfgfg (2007-01-19) I noticed that there is a RUBE 2 on the site, with rocking parts, if you could please make a nice Rubicon 2 out of RUBE 2, please do.

EDIT: Or, even better, please add to normal Rubicon the following parts:
One-time copiers
Rockets(upward bulldozers)
Not Gates(put gate out on opposite side of empty square).
And make it so Target Matchers can match 2 same barrels.


I would do it myself, but my I can't find the Rubicon JAR file and source.

MagiMaster (2007-01-20) Rockets sounds interesting, but I'm not too sure about one-time copiers.  Not gates have been discussed before.  Also, the matchers used to match barrels, but for various reasons (mainly related to playability) that was removed. 

Rene (2007-01-20) One-time copiers are easily made by putting a winch above/under a copier, so we don't need a new component for that.

Rockets would be interesting indeed, especially if you then make the "ramp ceilings" available for puzzle solvers, and they move the rocket sideways. And maybe the rockets change direction at a turn signal as well? Not sure whether dozers should  be able to hitch a ride on a rocket, or whether they should stop rockets in their path. Both behaviours would be useful. But dozers should probably be able to push rockets sideways. Of course, the rockets should be switched off by default for the old levels.

I have always thought it would be cool if dozers could push cargo upwards against a vertical wall, if you place a ramp before it (the dozer itself would not go up).



Skull Face72 (2007-11-15) I like the idea of a rocket as well. Perhaps it can explode if it hits something.

Download?

gfgfgfg (2007-01-22) Could someone help me download the Rubicon JAR?

gfgfgfg (2007-02-07) please?

jnz (2007-02-07) It is easy enough to find the name of the file by doing View Source on [url]http://kevan.org/rubicon/game.php[/url].  What do plan to do with it?  Loading and saving aren't going to work unless you are connected to the Internet anyway.

ZYDOBAS - Rubicon Processor 2

kloptops (2007-01-26) First off I'd like to point out that this is not my original creation, it was Kaosadvokit and their [b]JIKUDEG,[/b] nor do I wish to take any credit for its design principals. With that being said, onto the main topic.

Hi I'm kloptops, pleased to meet you! ;D I've been playing rubicon for just under a week, its terribly addictive. Anyhow, here is my first contribution.. its a fix up of the Processor that I found in the Rubicon Search... I began toying with it, because imho its the coolest idea ever, and soon had the idea to output 'DEADBEEF' (A great debugging symbol).

So I spent 5mins writing out the code, and then input it in, started it, wandered off to make a cuppa. Came back to find it had output DEADDDDE. ??? I was baffled, and wondered if i had really screwed up my code, either in input or in a slight logical error.

I rechecked it, seemed okay to me... so I started it back up. This time watching it, I noticed its stack system was flawed, and required exact timing to pop values off the stack. Otherwise the stack values wouldn't get a chance to be sent up the tube. I spent the rest of the night trying different (crazy) idea's to make it work, I couldn't work it out.

That night I had a brilliant idea, on how to implement it, I had noticed how the original author used comparison operators to push the input code into the machine at a controlled manor, so the next day I spent 40 mins rebuilding it, using the comparison operators... and it worked great! It has however cut down on the prospective stack space, however its not like you'll actually have problems using that much space.

Over the few days of playing with it, I have redesigned most of the little inner workings of it, to bring up to the new physics system. So it no longer uses the old physics system.

Here is a chart I did up (because I had time to waste) to, hopefully, help explain the functions of the program.

[url=http://kloptops.com/images/zydobas-explanation.png] [img]http://kloptops.com/images/zydobas-explanation-thumb.png[/img] [/url]

Its a handy reference, and its very useful as a key to what the operators are.

While I have been playing with it, I have come up with a small challenge. See who can output the longest Hexspeak (http://en.wikipedia.org/wiki/Hexspeak) with the shortest amount of code... ofcourse taking into consideration of the most challenging words to output.

Here's my contribution...

DEADBEEF - 331302033313022204040020 - KELUPOD

Thanks, and I hope you'll enjoy this level as much as I have...  ;D

william (2007-04-14) I will shorten that code and use a link [level]ZYDOBAS[/level]

SPOILERS

SM (2007-01-30) How do you put in spoilers so that people can only read it when highlighted?

Rene (2007-01-31) [quote author=SM link=topic=190.msg1836#msg1836 date=1170179259]
How do you put in spoilers so that people can only read it when highlighted?


[/quote]

Here is how I do it, but it is rather complex, and I would welcome Kevan to put in a spoiler facility, similar to the one that Jay Is Games has (jayisgames.com).

You need to set the colour of the text to the background colour.
First: look what background colour your post will have, there are two shades of gray that alternate each other. You will get the other colour as the last post.
Type your post, and select the text you want to be hidden.
Select a colour (any colour) from the "change color" [color=Red]menu[/color]. You will get something like "[ color=Red]menu[/color]" in your text.
Replace the colour name "Red" with "#F0F0F0" if your background is going to be light gray, or "#E1E1E1" if it is going to be dark gray.

Adios,
Rene

Kevan (2007-01-31) Have messed around trying to install an existing SMF spoiler package, and it hasn't worked - I've just written my own basic one instead, for now. Anything between square-bracket "spoiler" tags will be whited out [spoiler]like this[/spoiler]. I can't remember how to add a button to the editor for it, but I'll have another look when I've got a moment.

SM (2007-01-31) **** [color=#F0F0F0]THANKS RENE![/color] ****

Kevan (2007-02-01) Ah, there it is. There's now a "spoiler" icon in the editor buttons.

Kevan (2007-02-01) ...and spoilers now appear as big red clickable buttons instead of whited out text.

Rene (2007-02-01)
Great work Kevan! This is exactly how I wanted to have it!

Rene (2007-02-01) Just testing nested spoilers:

[spoiler]This is the first hint
[spoiler]And this is the second
[spoiler]And the last one[/spoiler][/spoiler][/spoiler]

Oops, does not seem to work. That could still be a small improvement, Kevan, nothing very important though!

Kevan (2007-02-01) Sorry, but I think that's a weakness of the forums, rather than the way I've implemented the spoiler code. All of the tags break if you nest them.

Demented Machines

lopsidation (2007-02-02) Demented Machines are machines that are hypnotizing/fun to watch. These are the requirements for a Demented Machine:
NO barrels or targets
AT LEAST ONE copier
QUITE A BIT OF adders and/or subtracters
A FEW "1" or "0" crates, but no other numbers
The crates must loop around, get added and subtracted, get copied, go crazy for about 1000 clicks, and finally go to the ending string.

Example: [level]mipuvak[/level]
Notice how, after 1300 or so clicks, when the ending string is forming, on the right side, it repeats 3BC4B9AACE1, a totally random 11-string, over and over. I have no idea why this happens ???, but it's cool how all the columns match. Also, this one has an "intermediate" string. It's the one on the bottom-left, and when it stops, the ending one starts. Not all Demented Machines have to do this.

Yeah, now everyone's going to create ones much better than this. Okay, fine, but I still think 11 is a weird number for a string. ;D

Gameman (2007-02-03) what about [level]gopypyh[/level]?

Gameman (2007-02-03) oh, and this is really, really funny-it never ends![level]derivix[/level]

lopsidation (2007-02-05) Well, kind of, except they all start with a ton of crates. Also, I forgot to put this requirement: NO random crates or barrels.

william (2007-04-14) I edited the first one a bit
[move][level]zytygez[/level][/move]

Gameman (2007-04-14) or... [level]gibevih[/level]

william (2007-04-14) why doesn't it go up the pipe

Gameman (2007-10-30) [quote author=Gameman link=topic=192.msg2501#msg2501 date=1176559029]
or... [level]gibevih[/level]
[/quote] Odd, it messes up in new physics, but not in the old.  ???

jnz (2007-10-30) It is an old bug: [url]http://kevan.org/rubicon/forums/index.php/topic,80.0.html[/url].  Apparently only the new physics got fixed.

Xindaris (2010-04-17) I have made [level]beduvuv[/level]. It ends on a string of 8C8CC04044.

Twee (2010-04-18) Somehow I never noticed this thread. I suppose that a good "demented machine" challenge would be to see how long a repeating string one can make (while actually demonstrating that it repeats more than once), using lopsidation's rules. I would allow targets, however.  I may or may not give this a try.

colcolpicle (2010-04-18) here's one: [level]sypuguc[/level]

it ends on 9B58A330F330084291012A88E496B2F531B8AB673DCD7 and is only 4x7

Xindaris (2010-04-24) [level]telobuf[/level]
This one's...a little different. First, it goes way beyond 1,000 ticks  (like a little over 7,000) before finishing its string output. And second, the string it puts out is the same each time, but doesn't seem to repeat anywhere.

Madball (2010-06-25) My demented machine: [level]muxotom[/level]

Madball (2010-06-29) Another demented machine: [level]havacyd[/level]

leo3065 (2015-06-21) Like this?  [level]kivysud[/level]

Start with 1111 1115 5225 5221 2F21 18EA A173 340 (Length=31)
and repeat EE13 BBC0 EE9B BB48 (Length=16).

Glitches in Rubicon

Gameman (2007-02-03) here is a door key glitch:  :o [level]pogogub[/level]: when the d barrel goes, the keys keep cycling on and off.

SM (2007-02-03) Not actually a glitch, just a feature of the time it takes it takes for a door to switch, which, triggers the next door, which, before that one switches, triggers the next one.... and on... and on.... and on.

[i]See[/i] [level]HENIREF[/level]

Hyenas Here (2007-02-16) Here's an odd, semi-related phenomenon: [level]jinulyn[/level]

Rene (2007-02-17)
Cool demonstration Hyena  8)
I clearly shows that doors close at the same speed in any direction, but they open slowly to the top and the left, and open instantly to the bottom and right.

20eight's puzzle(s)

20eight (2007-02-03) This frontpage got too large and I created an archive.  Recent puzzles & solutions are at the top.  Links to the complete archive for each series can be found below, along with direct links to all the unsolved puzzles.  Please continue to post your replies in this thread.

[hr]
[b]RECENT PUZZLES[/b]

[table]
[tr][td][b]PUZZLE[/b][/td][td][center][b]          LINK          [/b][/center][/td][/tr]
[tr][td][b]Factors[/b][/td][td][center][level]hygyhyl[/level][/center][/td][/tr]
[tr][td][b][color=Red]Dispersion 4[/color][/b][/td][td][center][level]hazixil[/level][/center][/td][/tr]
[tr][td][b]Dispersion 3[/b][/td][td][center][level]dunusyg[/level][/center][/td][/tr]
[tr][td][b]Dispersion 2[/b][/td][td][center][level]kohylyf[/level][/center][/td][/tr]
[tr][td][b]Dispersion 1[/b][/td][td][center][level]guhygyr[/level][/center][/td][/tr]
[/table]
[hr]
[b]RECENT SOLUTIONS[/b]

[table]
[tr][td][center][b]SOLVER[/b][/center][/td][td][center][b]    SOLUTION    [/b] [/center][/td][td][b]PUZZLE[/b][/td][/tr]

[tr][td][center][b]Timbo[/b][/center][/td][td][center][level]kutodev[/level][/center][/td][td][b]Valve 3.1[/b] ([level]cisoked[/level])[/td][/tr]
[tr][td][center][b]jf[/b][/center][/td][td][center][level]konyvid[/level][/center][/td][td][b]Vein 5[/b] ([level]xypugad[/level])[/td][/tr]
[tr][td][center][b]jf[/b][/center][/td][td][center][level]receric[/level][/center][/td][td][b]Vein 6[/b] ([level]vedacal[/level])[/td][/tr]
[tr][td][center][b]jf[/b][/center][/td][td][center][level]gexehyd[/level][/center][/td][td][b]Factors[/b] ([level]hygyhyl[/level])[/td][/tr]
[tr][td][center][b]Hyenas Here[/b][/center][/td][td][center][level]bogined[/level][/center][/td][td][b]Vein 6[/b] ([level]vedacal[/level])[/td][/tr]
[tr][td][center][b]Hyenas Here[/b][/center][/td][td][center][level]behodod[/level][/center][/td][td][b]Vein 6[/b] ([level]vedacal[/level])[/td][/tr]
[tr][td][center][b]jf[/b][/center][/td][td][center][level]zoxurub[/level][/center][/td][td][b]Dispersion 3[/b] ([level]dunusyg[/level])[/td][/tr]
[tr][td][center][b]jf[/b][/center][/td][td][center][level]gavihab[/level][/center][/td][td][b]Dispersion 2[/b] ([level]kohylyf[/level])[/td][/tr]
[tr][td][center][b]adept[/b][/center][/td][td][center][level]sykysen[/level][/center][/td][td][b]Dispersion 2[/b] ([level]kohylyf[/level])[/td][/tr]
[tr][td][center][b]jf[/b][/center][/td][td][center][level]lonesus[/level][/center][/td][td][b]Sampler 2[/b] ([level]ledohit[/level])[/td][/tr]
[/table]
[hr]
[b]ARCHIVES[/b]

[table]
[tr][td][b]SERIES[/b][/td][td][/td][td][b][center]  UNSOLVED  [/center][/b][/td][td][b][center]  PUZZLES  [/center][/b][/td][td][b][center]  SOLUTIONS  [/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2293.html#msg2293]Slidebar[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]4[/center][/b][/td][td][b][center]11[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2294.html#msg2294]Combination Lock[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]4[/center][/b][/td][td][b][center]6[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2295.html#msg2295]Slot Machine[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]3[/center][/b][/td][td][b][center]4[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2296.html#msg2296]Mobius Strip[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]1[/center][/b][/td][td][b][center]3[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2297.html#msg2297]Equilibrium[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]1[/center][/b][/td][td][b][center]2[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2298.html#msg2298]Inertia[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]6[/center][/b][/td][td][b][center]18[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2299.html#msg2299]Catalyst[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]3[/center][/b][/td][td][b][center]4[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2300.html#msg2300]Eight Sum[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]3[/center][/b][/td][td][b][center]3[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2301.html#msg2301]Conversion[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]5[/center][/b][/td][td][b][center]7[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2302.html#msg2302]Four Sum[/url][/b][/td][td][/td][td][b][center]#2 - [level]zufumas[/level][/center][/b][/td][td][b][center]3[/center][/b][/td][td][b][center]2[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2303.html#msg2303]Torrent[/url][/b][/td][td][/td][td][b][center]#4 - [level]syxibyx[/level][/center][/b][/td][td][b][center]4[/center][/b][/td][td][b][center]5[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2304.html#msg2304]Pinch[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]1[/center][/b][/td][td][b][center]3[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2305.html#msg2305]Alternative Math[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]5[/center][/b][/td][td][b][center]10[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222,msg2306.html#msg2306]Quality Control[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]4[/center][/b][/td][td][b][center]5[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2307.html#msg2307]Ambivalence[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]2[/center][/b][/td][td][b][center]2[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2308.html#msg2308]Queue[/url][/b][/td][td][/td][td][b][center]#2 - [level]patymoz[/level][/center][/b][/td][td][b][center]2[/center][/b][/td][td][b][center]1[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2309.html#msg2309]Cascade[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]5[/center][/b][/td][td][b][center]8[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2310.html#msg2310]Shelves[/url][/b][/td][td][/td][td][b][center]#4 - [level]tukyval[/level][/center][/b][/td][td][b][center]5[/center][/b][/td][td][b][center]5[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2311.html#msg2311]Release Valve[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]3[/center][/b][/td][td][b][center]7[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2312.html#msg2312]Burn Table[/url][/b][/td][td][/td][td][b][center]#5 - [level]zebohul[/level][/center][/b][/td][td][b][center]7[/center][/b][/td][td][b][center]9[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2313.html#msg2313]Replacement[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]3[/center][/b][/td][td][b][center]4[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2314.html#msg2314]Filler[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]3[/center][/b][/td][td][b][center]4[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2315.html#msg2315]Analog[/url][/b][/td][td][/td][td][b][center]#4 - [level]vibygis[/level][/center][/b][/td][td][b][center]4[/center][/b][/td][td][b][center]5[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2324.html#msg2324]Mimic[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]6[/center][/b][/td][td][b][center]14[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2343.html#msg2343]Timed Release[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]3[/center][/b][/td][td][b][center]3[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2349.html#msg2349]Vein[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]6[/center][/b][/td][td][b][center]11[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2378.html#msg2378]Sync[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]3[/center][/b][/td][td][b][center]8[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2398.html#msg2398]Shunt[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]4[/center][/b][/td][td][b][center]6[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.15,msg2417.html#msg2417]Blind Co-op[/url][/b][/td][td][/td][td][b][center]#5 - [level]bidaneb[/level][/center][/b][/td][td][b][center]9[/center][/b][/td][td][b][center]10[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.30,msg2457.html#msg2457]Sampler[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]2[/center][/b][/td][td][b][center]3[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.30,msg2466.html#msg2466]Dispersion[/url][/b][/td][td][/td][td][b][center]#4 - [level]hazixil[/level][/center][/b][/td][td][b][center]3[/center][/b][/td][td][b][center]4[/center][/b][/td][/tr]

[tr][td][b][url=http://kevan.org/rubicon/forums/index.php/topic,222.30,msg2567.html#msg2567]Factors[/url][/b][/td][td][/td][td][b][center]none[/center][/b][/td][td][b][center]1[/center][/b][/td][td][b][center]1[/center][/b][/td][/tr]

[/table]

digitalrift (2007-02-04) I'm not sure how you'd tackle 0-case...

MagiMaster (2007-02-04) As far as I can tell, this would be impossible if 0 came up, since a 0 can't be made to move to the right on a gate.  If you turned the crates around, it might be possible (I didn't really think it through).

SM (2007-02-04) [level]dysixop[/level]

For all non-zero cases...

20eight (2007-02-04) thanks for the feedback.  Here's a fixed version: [level]hotobyt[/level] (I'm gonna change the original post)

nice qualified solution, sm.

20eight (2007-02-04) slidebar 2 - [level]nafuhif[/level]

SM (2007-02-04) solution to modified Siderule 1


[level]jusosol[/level]

SM (2007-02-04) And solution to slidebar 2

[level]visasap[/level]

jnz (2007-02-04) My solution for Slidebar 2 (nafuhif): [level]gycomem[/level].  Should work for Slidebar too.

jf (2007-02-04) Fun puzzle, 20eight!

My solution to Slidebar ([level]hotobyt[/level]): [level]kitegid[/level]. I found that I had already solved for Slidebar 2 ([level]nafuhif[/level])as well, like this: [level]xuzixav[/level].

sluutthefeared (2007-02-04) Solution to slidebar 2: [level]peharez[/level]

Rene (2007-02-04) Here is my solution to Slidebar ([level]hotobyt[/level]): [level]dyrixyn[/level]
And Slidebar 2 ([level]nafuhif[/level]): [level]goxygar[/level]

It is the same principle, I just decided to speed it up bit. Nafuhif is now solved in worst case 36 ticks.

20eight (2007-02-04) two more:

Slidebar 3 - [level]vimydah[/level]

the mechanism on top serves to eliminate the 0 case problem.  for those who saw my original attempt (which was impossible), this is an attempt to go back to that idea.

Combination Lock - [level]ladudip[/level]

I haven't tried to solve either of these; so if you think that they have any fatal flaws, let me know.

Rene (2007-02-04)
Solution to Slidebar 3 ([level]vimydah[/level]): [level]xykemuf[/level]

Just a variation on the solution for 1 & 2

20eight (2007-02-04) err...I didn't realize that it would be that easy.  Hopefully this will be more challenging:

Slidebar 4 - [level]pibafog[/level]

Rene (2007-02-04)
Combination Lock ([level]ladudip[/level]) is more difficult. Here is my solution: [level]gotudog[/level]

20eight (2007-02-05) [b]Combination Lock 2[/b] - [level]jubokax[/level]
[b]Combination Lock 3[/b] - [level]hogudav[/level]

Rene (2007-02-05) [quote author=20eight link=topic=197.msg1928#msg1928 date=1170626809]
err...I didn't realize that it would be that easy.  Hopefully this will be more challenging:

Slidebar 4 - [level]pibafog[/level]
[/quote]

Hey, don't complain about somebody coming up with an easy solution, if you haven't solved the puzzle yourself before you post it!  ;)

These are fun puzzles  :D! Slidebar 4 is quite a bit harder then the other versions. It is no longer obvious what solution you can use, although there are still a number of solution approaches possible. I took one that was easiest to do, but takes a while to run:

    Solution to Slidebar 4 ([level]pibafog[/level]): [level]dupavop[/level]

Rene (2007-02-05) Solution to Combination Lock 2 ([level]jubokax[/level]): [level]debalis[/level]

I used the same principle as Combination Lock 1, there was just less space to cramp everything in.

Solution to Combination Lock 3 ([level]hogudav[/level]): [level]sytubed[/level]

I had to change tactics this time, [spoiler]basing it on timing and doing the crates in sequence - with single counter[/spoiler]. I wished I would have thought of that for Combination Lock 2  :-\

jf (2007-02-06) My solution to Slidebar 4: [level]gomuluc[/level]. Nice puzzles, 20eight.

20eight (2007-02-06) Rene, I was hoping that as I upped the ante, someone would try a timing solution.  [level]sytubed[/level] is well-conceived and incredibly efficient.

jf, when I started making up the slidebars, your oil and water idea ([level]gomuluc[/level]) was the concept I had in the back of my mind, nice job.

20eight (2007-02-06) [b]slot machine[/b] - [level]litipaf[/level]

it looks a lot like combo lock 1, but the concept is different.

20eight (2007-02-07) [b]Combination Lock 4[/b] - [level]rixifab[/level]

jf (2007-02-07) Hey, you are posting puzzles faster than I can find time to work on them -- that's good!  :)

Here is my solution to Combination Lock 3: [level]hodibab[/level]. My very first inclination was towards a timed solution, so I'm looking forward to seeing what Rene has come up with. [spoiler]My solution, is, of course, timed. The varying cycle was so long that I was lazy to count squares and calculate it on paper, so I just tuned it via trial and error to eliminate a start-up "bounce" of each of the count-down clocks.[/spoiler]

Edit: Rene, fascinating! Once again, I will find time to come back to the forum and study one of your solutions... Well I've studied it -- very simple, yet striking design!

20eight (2007-02-07) [b]Mobius Strip[/b] - [level]hulykyt[/level]

jf (2007-02-08) My solution for Mobius Strip: [level]jogykax[/level].

Edit: Oops -- femydyc was saved while testing in the sandbox.

20eight (2007-02-08) jf, nice solution in [level]femydyc[/level], but you left a 4 crate in place of the ? crate.

20eight (2007-02-08) Speaking of which, I just noticed that I forgot to put the ? crates in on Combination Lock 4 (oops).  Here's the fixed version:

[b]Combination Lock 4.1[/b] - [level]camydyb[/level]

jf (2007-02-08) I fixed the solution for Mobius Strip (cf. above). And for Combination Lock 4.1, my solution: [level]vegoneh[/level] -- just enough space.

Fixed: [level]dubytuv[/level] -- cf. below.

MagiMaster (2007-02-08) jf, somehow you solution doesn't seem to work if there's a 2 in the combination.

jf (2007-02-08) [quote author=MagiMaster link=topic=197.msg1985#msg1985 date=1170918421]
jf, somehow you solution doesn't seem to work if there's a 2 in the combination.
[/quote]

Yes, interesting, isn't it? It's a simple mistake -- I was just too hasty, and lax in testing. Luckily, there was still space to adjust the machine slightly, to fix the problem: [level]dubytuv[/level].

20eight (2007-02-08) [b]Equilibrium[/b] - [level]vuhunyp[/level]

20eight (2007-02-09) trying to make something a little easier:

[b]Inertia[/b] - [level]vigikut[/level]

jf (2007-02-09) Fun puzzles, 20eight. This light puzzle Inertia was a nice surprise on a quick visit to the forum. My solution: [level]bohutup[/level].

jnz (2007-02-09) My solution for Inertia (vigikut): [level]dohopef[/level].  jf's solution is quite pretty

Hyenas Here (2007-02-09) Here's my solution for Mobius, made before I saw jf's much nicer solution: [level]lafegid[/level] (That was a tough one for me, thanks for the cranial excercise!)

SM (2007-02-09) solution to inertia [level]kobycot[/level]

20eight (2007-02-09) [b]Inertia 2[/b] - [level]dygafum[/level]

jnz (2007-02-09) My solution for Inertia 2 (dygafum): [level]nohysus[/level]

SM (2007-02-09) inertia 2

[level]bihygob[/level]

Bucky (2007-02-09) Inertia/Inertia 2: [level]cobaxin[/level]

jf (2007-02-09) For Inertia 2: [level]gugenyg[/level].

20eight (2007-02-09) [b]Inertia 3[/b] - [level]gimoxar[/level]
[b]Inertia 4[/b] - [level]cybesud[/level]

SM (2007-02-09) Inertia 3 Solution:

[level]vovyfak[/level]

20eight (2007-02-09) [b]Inertia 5[/b] - [level]birisix[/level]

SM (2007-02-09) And solution to Inertia 4:

[level]Dodebep[/level]

This one was significantly harder than the previous three, but these are quite enjoyable!!

Keep them coming!! (I see Intertia 5 is already out...)

20eight (2007-02-09) this is certainly harder than the inertia series, but I'm not sure how much:

[b]refraction box[/b] - [level]gutibuf[/level]

Rene (2007-02-09) I see I have some catching up to do. I am away from the forum for a couple of days, and creative 20eight has posted a whole bundle of fun puzzles  :o

Here is my solution to Combination Lock 4 ([level]camydyb[/level]): [level]xugixol[/level]

It's the same principle as Combination Lock 3, I just needed a big fuel tank for the engine.  ;)

Rene (2007-02-09)
And here is the Inertia series (nice and light ones!):

    Inertia: [level]relenod[/level]
    Inertia 2: [level]hepyfog[/level]
    Inertia 3: [level]rakybex[/level]
    Inertia 4: [level]ribaban[/level]
    Inertia 5: [level]hesaxav[/level]

1-3 are pretty much the same. I switched tactics between 3 and 4, and 5 is similar to 4 again, only a lot slower.

20eight (2007-02-09) I thought that 5 would be it for the inertia series.  But I hadn't noticed (as Rene did) that you could simply [spoiler]place a ramp on top of the furnace[/spoiler]; So here's...

[b]Inertia 6[/b] - [level]danimof[/level]

20eight (2007-02-09) I figure that this one is pretty darn hard.  But I've thought that about others...

[b]Catalyst[/b] - [level]jydukag[/level]

geej66 (2007-02-09) Here's my solution to Equilibrium - [level]tybogyd[/level] - it's not elegant in any sense

I'm pretty sure it works for any two randoms, but I've thought that before...

Rene (2007-02-09)
Here is my solution to Mobius Strip: [level]jubudaf[/level]
And for Equilibrium: [level]leryric[/level]

Equilibrium is pretty hard. I could not find an elegant solution. So in the end, I had to go for a really slow one. I might revisit this one later to find something better.

jf (2007-02-09) For Inertia 3: [level]cocedyd[/level], and Inertia 4: [level]tebyfuk[/level].

Rene (2007-02-09)
OK, is this solution you had in mind, or is there going to be an Inertia 7 as well ?  ;D

    Solution to Inertia 6: [level]rodalod[/level]

Rene (2007-02-09) [quote author=20eight link=topic=197.msg2016#msg2016 date=1171052992]
I figure that this one is pretty darn hard.  But I've thought that about others...

[b]Catalyst[/b] - [level]jydukag[/level]
[/quote]

Did you have any particular reason why you thought that this one would be hard?  :)

    Solution to Catalyst: [level]cekicic[/level]

20eight (2007-02-10) In [b]Equilibrium[/b], I had only thought of the [spoiler]door keys as means of getting information out of the the mechanism.  I didn't figure that they would be used to stop and start the mechanism[/spoiler] as did geej66 ([level]tybogyd[/level]) and, to a greater extent, Rene ([level]leryric[/level]).  Nice work.

Rene, yes, [level]rodalod[/level] was what I was shooting for in [b]Inertia 6[/b].  Now I can put that one to rest.  And, no, I didn't figure on [b]Catalyst[/b] being that easy.  But I did figure on you being the one to expose it if it was.  But anyway, it kinda nice to have inadvertantly created an easy version as a warm up for what I had in mind (hopefully)...

[b]Catalyst 2[/b] - [level]lodadim[/level]

Bucky (2007-02-10) Catalyst 2:[level]vakytug[/level].[spoiler]The puzzle is equivalent to its predecessor after feeding a few barrels into the pipes at the beginning.  Accordingly, I applied the appropriate transformation to Rene's solution to the original.[/spoiler]

20eight (2007-02-11) ok, I've really done my homework on this one.  Assuming that I'm not missing anything (ha ha), this one ought to be even harder than Catalyst 1 was supposed to be...

[b]Catalyst 3[/b] - [level]lenybir[/level]

Bucky (2007-02-11) [quote author=20eight link=topic=197.msg2028#msg2028 date=1171163354]
ok, I've really done my homework on this one.  Assuming that I'm not missing anything (ha ha), this one ought to be even harder than Catalyst 1 was supposed to be...

[b]Catalyst 3[/b] - [level]lenybir[/level]
[/quote]

That puzzle is just plain [i]unreasonable[/i].  It takes a minimum of over [i]7500[/i] ticks to find out whether our solution is right or off by a tick for some reason we didn't anticipate.  Please show some respect to the puzzle solvers; I don't want to have to spend 2 hours making sure my solution works for all values of the ? crate.  In it's current form, it's not even worth attempting.

And the solution would be the same as the last two but with a ~250x30 timing device on the front end.

jf (2007-02-11) For Inertia 6: [level]kytegim[/level].

20eight (2007-02-11) [quote author=Bucky link=topic=197.msg2029#msg2029 date=1171170155]
[Catalyst 3] is just plain [i]unreasonable[/i]... 
[/quote]

You can accelerate the mechanism as much as you want by placing barrels in the initial timing mechanism.  The lack of locked spaces in that area of the mechanism is intentional (with exactly that in mind). 

I had thought about including that hint when I posted this puzzle, I guess I should have.  Bucky, I apologize if you felt disrespected, I wouldn't want you to waste your time doing something that was even worth attempting.

Here's what I am thinking in having that absurdly long timer in the mechanism:  [spoiler]My hope is that a timing device won't be able to solve this (I'd be pretty surprised if one could).  My intention is that the solver will have to send barrel(s) up the correct tube(s) in the small window that the mechanism allows.  Whether that window occurs at 7500 ticks or 75 ticks is up to the solver.  The long timer is to allow the solver as much (or as little) time as they need before the window arrives.[/spoiler]

All that being said, I think that this is will be an incredibly difficult puzzle to solve.  It is only because of the respect that I have for intelligence and ingenuity of the people on this forum that I came up with something that may be this hard.

Rene (2007-02-11)
Here is a solution to Catalyst 3 ([level]lenybir[/level]): [level]dovopig[/level]

It's a straight forward [spoiler]look-up table[/spoiler], combined with careful [spoiler]tuning of the start time[/spoiler].

20eight (2007-02-12) Wow, Rene, [level]dovopig[/level] is brilliant.  If anyone was going to figure out how to do it elegantly, I figured it might be you. 

When I was testing it out it took me awhile to figure out that [spoiler]it was actually a fibonacci sequence - I kept thinking it was powers of two.  But then when I was trying to figure out my own solution, it seemed like parts of it weren't exactly fibonacci (I thought maybe I was still wrong) - then I saw the 1-2-3-5-8 sequence in your lookup table and I was thrilled that you saw it the same way (and that I wasn't wrong).[/spoiler]

jf (2007-02-12) Very nice, Rene. I just read the spoilers and looked at your solution, after having saved my solution in the warehouse. I didn't think to [spoiler]play with the start timer, and so I could not solve all cases with one barrel per input[/spoiler]. However, I had immediately gone to [spoiler]empirical analysis and a table-driven approach[/spoiler], and, being rather impatient to finish a solution, went with [spoiler]the data at hand, which does not produce so nice of a table[/spoiler], and yet, it works all the same: [level]buvyheb[/level].

20eight (2007-02-13) [b]Eight Sum 1[/b] - [level]kiryxoc[/level]
[b]Eight Sum 2[/b] - [level]sitatuh[/level]
[b]Eight Sum 3[/b] - [level]goryvyn[/level]

[i]Edit:  I recommend the Four Sum series before these ones (see below)[/i]

20eight (2007-02-13) trying again to do simpler ones:

[b]Conversion[/b] - [level]biduran[/level]

geej66 (2007-02-13) eightsum1 solution - [level]xytubef[/level]

20eight (2007-02-13) geej66, [level]xytubef[/level] doesn't work for the 0 case (the crate ends up in the furnace).  It looks like it shouldn't be hard to edit.  Cool solution otherwise.

Rene (2007-02-13) [quote author=20eight link=topic=197.msg2039#msg2039 date=1171247688]
Wow, Rene, [level]dovopig[/level] is brilliant.  If anyone was going to figure out how to do it elegantly, I figured it might be you. 

When I was testing it out it took me awhile to figure out that [spoiler]it was actually a fibonacci sequence - I kept thinking it was powers of two.  But then when I was trying to figure out my own solution, it seemed like parts of it weren't exactly fibonacci (I thought maybe I was still wrong) - then I saw the 1-2-3-5-8 sequence in your lookup table and I was thrilled that you saw it the same way (and that I wasn't wrong).[/spoiler]

[/quote]

Thanks for the praise, 20eight (and JF!). I actually figured out some time ago that [spoiler]it is a Fibonacci series (see [url]http://kevan.org/rubicon/forums/index.php/topic,150.msg1353.html#msg1353[/url])[/spoiler]. The hard part was that it sometimes didn't act as one. It took me some time to find out that [spoiler]inserting a barrel into the '1' slot delays the mechanism for one tick, which exactly offset the selected crate by one. Moving the start time for one tick solved that. [/spoiler]

jnz (2007-02-13) For Conversion (biduran): [level]zicobar[/level].  I'm way behind in this thread!

20eight (2007-02-13) jnz, the dozer to sweep up the excess barrels in [level]zicobar[/level] is a nice touch.

geej66 (2007-02-13) oops.  in my first version i had it solve for the 0 crate

it got edited out when i redid it.

EightSum1 solution fixed - [level]difudax[/level]

20eight (2007-02-14) [b]Conversion 2[/b] - [level]cukikag[/level]

20eight (2007-02-14) I've been trying to figure out solution possibilities for the eight sum series and I'm realizing that they're a quite a bit harder than I was initially thinking, so here's a trilogy of prequels to the series:

[b]Four Sum 1[/b] - [level]fegadod[/level]
[b]Four Sum 2[/b] - [level]zufumas[/level]
[b]Four Sum 3[/b] - [level]kivigep[/level]

If I had a do-over, I would have posted these first and then I would have posted the eight sums as 4-5-6.

MagiMaster (2007-02-14) Here's my solution to Four Sum 1: [level]HODARYG[/level]  I haven't had time to look at the others yet.

jnz (2007-02-14) For Conversion 2 (cukikag): [level]tekenel[/level].  I couldn't figure out how to do it the intended way anymore now that there are extra locked spaces.

geej66 (2007-02-14) EightSum3 solution - [level]guletem[/level]

It's long, but it works (I think).

Rene (2007-02-14)
For Conversion 2 ([level]cukikag[/level]): [level]dibyguc[/level]

This should work for Conversion 1 as well.
Conversion 2 is only possible with a [spoiler]timing based approach[/spoiler].

20eight (2007-02-14) [b]Conversion 2.1[/b] - [level]pygilyn[/level]

Luckily, Conversion 2 was solvable through [spoiler]timing.  I had the gate in the wrong position for the intended solution (I hope that was the only problem).[/spoiler]

geej66 (2007-02-14) Four Sum 3 solution - [level]ciremyp[/level]

It's essentially a cleaner version of my Eight Sum 3 solution.  But still not elegant at all.

Rene (2007-02-15)
For Conversion 2.1 ([level]pygilyn[/level]): [level]pilydag[/level]

This is more in line with the idea of the puzzle.

20eight (2007-02-15) [b]Conversion 3[/b] - [level]putevag[/level]

20eight (2007-02-15) [b]Conversion 4[/b] - [level]gygydyp[/level]

20eight (2007-02-15) [b]Torrent[/b] - [level]bimokun[/level]

jnz (2007-02-15) For Torrent (bimokun): [level]cupobyb[/level]

adept (2007-02-16) torent solution [level]helovim[/level]

20eight (2007-02-16) [b]Torrent 2[/b] - [level]pygamep[/level]

jf (2007-02-16) For Torrent 1 (bimokun): [level]bexocyv[/level].

20eight (2007-02-16) [b]torrent 3[/b] - [level]nozyvem[/level]

20eight (2007-02-16) [b]Pinch[/b] - [level]buvocek[/level]

geej66 (2007-02-16) Pinch solution: [level]fanefah[/level]

jf (2007-02-16) My solution for your latest, Pinch: [level]vedydak[/level]. These are fun puzzles, 20eight. I will eventually catch up on all of your other puzzles that I've missed.

20eight (2007-02-17) [b]Alternative Math[/b] - [level]rofateg[/level]

Rene (2007-02-17) Solution to Pinch ([level]buvocek[/level]): [level]xanycah[/level]

That was a nice break from Bucky's and JF's brain wringers.

Rene (2007-02-17)
For Alternative Math ([level]rofateg[/level]): [level]dupudif[/level]

I got the feeling this is the start of a series again.

MagiMaster (2007-02-17) Here's mine for Alternative Math: [level]MAGIFAS[/level]

20eight (2007-02-17) MagiMaster, you certainly get bonus points for [spoiler]not using the third ? crate[/spoiler] in [level]magifas[/level].  I didn't realize that would be possible.

20eight (2007-02-17) was it really that obvious Rene?

[b]Alternative Math 2[/b] - [level]ganogad[/level]
[b]Alternative Math 3[/b] - [level]tibulib[/level]

I don't know how much harder #2 is than #1.  But I do believe that #3 represents a serious increase in difficultly.

Rene (2007-02-18)
For Torrent 3 ([level]nozyvem[/level]): [level]kotapog[/level]

It needed a bit more than I thought at the beginning  ;)

Rene (2007-02-18)
For Alternative Math 2 ([level]ganogad[/level]): [level]xydohik[/level]

I used a [spoiler]look-up table[/spoiler]

20eight (2007-02-18) Nice work in [level]xydohik[/level], Rene.  I was hoping to see [spoiler]a lookup table solution[/spoiler]. 

For Alternative Math 3, [spoiler]I think it may be the only way[/spoiler].

Rene (2007-02-18) For Alternative Math 3 ([level]tibulib[/level]): [level]darukyt[/level]

[quote author=20eight link=topic=197.msg2101#msg2101 date=1171762063]
Nice work in [level]xydohik[/level], Rene.  I was hoping to see [spoiler]a lookup table solution[/spoiler]. 

For Alternative Math 3, I think it may be the only way.
[/quote]

For Alternative Math 2 it's the only way as well. [spoiler]You cannot negate a number with only addition.[/spoiler]

20eight (2007-02-18) [b]Alternative Math 4.1[/b] - [level]fafikin[/level] (original : [level]bafomyr[/level])
[b]Alternative Math 5[/b] - [level]kabegav[/level]

Rene (2007-02-18)
For Alternative Math 4&5 ([level]kabegav[/level]): [level]pidurep[/level]

It is the same principle as Alternative Math 3.

20eight (2007-02-18) oops,  I meant for Alternative Math 4 to have unpackers, not packers.  Here's the right version:

[b]Alternative Math 4.1[/b] - [level]fafikin[/level]

MagiMaster (2007-02-18) [quote author=Rene link=topic=197.msg2102#msg2102 date=1171765212]
For Alternative Math 3 ([level]tibulib[/level]): [level]darukyt[/level]

[quote author=20eight link=topic=197.msg2101#msg2101 date=1171762063]
Nice work in [level]xydohik[/level], Rene.  I was hoping to see [spoiler]a lookup table solution[/spoiler]. 

For Alternative Math 3, I think it may be the only way.
[/quote]

For Alternative Math 2 it's the only way as well. [spoiler]You cannot negate a number with only addition.[/spoiler]
[/quote]

Here's mine for Alternative Math 2: [level]CYKOHOB[/level]

20eight (2007-02-18) [level]cykohob[/level] = wow

MagiMaster, I look forward to seeing if you can do the same Alternative Math 4.1  (In fact, you give 4.0 a try also - it's still in the thread).

20eight (2007-02-18) [b]Quality Control[/b] - [level]baganid[/level]

jnz (2007-02-18) For Alternative Math (rofateg): [level]lepufod[/level] (14 ticks)
For Alternative Math 2 (ganogad): [level]socydoh[/level]

I must be missing something in Quality Control (eg [level]gedofiv[/level])

Bucky (2007-02-18) [quote author=jnz link=topic=197.msg2109#msg2109 date=1171777034]

I must be missing something in Quality Control (eg [level]gedofiv[/level])

[/quote]

[spoiler]You need to remove the barrel.[/spoiler]

I came up with a 5-piece almost-solution.

Rene (2007-02-18) [quote author=MagiMaster link=topic=197.msg2106#msg2106 date=1171770723]
[quote author=Rene link=topic=197.msg2102#msg2102 date=1171765212]

For Alternative Math 2 it's the only way as well. [spoiler]You cannot negate a number with only addition.[/spoiler]
[/quote]

Here's mine for Alternative Math 2: [level]CYKOHOB[/level]
[/quote]

OK, I stand corrected. I didn't realize that [spoiler]multiplication with 15 is the same as negation in modulo 16 arithmetic.[/spoiler]
Nice work, MagiMaster!

Rene (2007-02-18)
For Quality Control ([level]baganid[/level]): [level]hucuzis[/level]

This puzzle concept has quite some potential. It would be interesting to see how 20eight evolves it.

Rene (2007-02-18) [quote author=jnz link=topic=197.msg2109#msg2109 date=1171777034]
For Alternative Math 2 (ganogad): [level]socydoh[/level]
[/quote]

Nice concept for lookup table, jnz. Unfortunately, it does not work if the crate is 'F'.

Rene (2007-02-18)
For Alternative Math 4.1 ([level]fafikin[/level]): [level]xukyhyt[/level]

I took the liberty of steeling MagiMaster's approach.
[spoiler]Alternative Math 4.1 is essentially the same as Alternative Math 2. The third crate gets cancelled out in the subtractions.[/spoiler]

20eight (2007-02-18) yeah, I realized that [b]Quality Control[/b] was lame not long after I posted it.  Unfortunately, I was away from a computer.  #2 is on the way.

20eight (2007-02-18) [b]Quality Control 2[/b] - buryzik
[b]Quality Control 3[/b] - juxuhup

I think that #3 may be impossible.  It replaces the 8 crate in #2 with a ? crate.  The purpose of the 8 crate in #2 is [spoiler]that it guarantees an offset between the crate rotation and the insertion of the barrel (the barrel won't come in line with a crate of the same value).[/spoiler]  Because #3 can't ensure that this won't happen, I'm not sure that it can be done.  I'm posting it anyway in the hope that I am wrong.

[i]Edit: these versions are no good, see reply #120 for the fixed versions[/i]

20eight (2007-02-18) Rene, what is [i]Russina[/i]?

Rene (2007-02-18) [quote author=20eight link=topic=197.msg2119#msg2119 date=1171817677]
Rene, what is [i]Russina[/i]?
[/quote]

Hummmnmmn, it was actually a typo  :-[. I wanted to type [i]Russian Math[/i], but mistyped, and hit "return" too soon. I think it's cool anyway, and so I stuck with it for the other solutions  8)

Here is a solution for Eight Sum 3 ([level]goryvyn[/level]): [level]tylebaf[/level]

Rene (2007-02-18) [quote author=20eight link=topic=197.msg2118#msg2118 date=1171817220]
[b]Quality Control 2[/b] - [level]buryzik[/level]
[b]Quality Control 3[/b] - [level]juxuhup[/level]

I think that #3 may be impossible.  It replaces the 8 crate in #2 with a ? crate.  The purpose of the 8 crate in #2 is [spoiler]that it guarantees an offset between the crate rotation and the insertion of the barrel (the barrel won't come in line with a crate of the same value).[/spoiler]  Because #3 can't ensure that this won't happen, I'm not sure that it can be done.  I'm posting it anyway in the hope that I am wrong.
[/quote]

These look like they are still in testing phase. I think you wanted to replace the 'F' barrel with a '?' and fill in some locked spaces. Otherwise see [level]vocogoz[/level]. Mmmm, looks like you need better quality control for your puzzles  ;D

20eight (2007-02-18) that's embarrassing.  not only that, the first time I saved #3 it still had the 8 crate in it (despite my long description in the post).

Here are the fixed ones:

[b]Quality Control 2[/b] - [level]docoxin[/level]
[b]Quality Control 3.1[/b] - [level]zulucen[/level]

[i]please note what I wrote above about whether or not 3.1 is possible[/i]

MagiMaster (2007-02-18) Well, here's one for #4 [level]DOGUDEZ[/level]

I can't do any better than what Rene posted for #4.1  ([level]XUKYHYT[/level])

(Also, I'm better with modular arithmetic than with lookup tables, so I haven't done #3 or #5 yet.)

Rene (2007-02-18) Here's a solution to Eight Sum 2 ([level]sitatuh[/level]): [level]lupunah[/level]

And for Quality Control 2 ([level]docoxin[/level]): [level]tacemeh[/level]

My quality check accurately removes any impurities in the production. It is so sensitive that [spoiler]it reacts on the speed-up of the row of crates at the moment that the barrel is inserted[/spoiler].

20eight (2007-02-18) Unfortunately (and I'm not entirely sure why), [level]tacemeh[/level] fails on case d.  However, it shows that [spoiler]a solution to #3 may be possible (and plants an idea for #4 in my head).[/spoiler]

Bucky (2007-02-18) Quality Control 2 is impossible;  The disruption caused by moving from half-speed to quarter-speed near the end is unavoidable.

Rene (2007-02-18) [quote author=20eight link=topic=197.msg2125#msg2125 date=1171837698]
Unfortunately (and I'm not entirely sure why), [level]tacemeh[/level] fails on case d.  However, it shows that [spoiler]a solution to #3 may be possible (and plants an idea for #4 in my head).[/spoiler]
[/quote]

Indeed it fails on 'D'. [spoiler]The detector is just at an F/0 division when 'D' is inserted, and apparently it then does not see the speed-up until one crate later[/spoiler]

I solved it in [level]zapageb[/level], by introducing redundancy.

[spoiler]In #2, the crate stream always starts with '8'. I use that in my solution to synchronize the detector with 8. You cannot easily use the same approach for #3, because you do not have enough time to synchronize the detector with the crate stream.[/spoiler]

Rene (2007-02-18) [quote author=Bucky link=topic=197.msg2127#msg2127 date=1171840770]
Quality Control 2 is impossible;  The disruption caused by moving from half-speed to quarter-speed near the end is unavoidable.
[/quote]

The disruption always occurs after the point in time when you need to remove the barrel. So it does not disrupt the detection point.

jnz (2007-02-19) [quote author=Rene link=topic=197.msg2113#msg2113 date=1171799749]
[quote author=jnz link=topic=197.msg2109#msg2109 date=1171777034]
For Alternative Math 2 (ganogad): [level]socydoh[/level]
[/quote]

Nice concept for lookup table, jnz. Unfortunately, it does not work if the crate is 'F'.
[/quote]

Hmm, it seems to be working for me.  Can you be more specific?

20eight (2007-02-19) [quote author=jnz link=topic=197.msg2132#msg2132 date=1171852499]
Hmm, it seems to be working for me.  Can you be more specific?
[/quote]

Earlier when I tested it (after Rene's post), I thought that I had come across a case where it failed.  But now that I'm trying to do it again, I can't seem to find the right combination (to make it fail).

20eight (2007-02-19) [b]Ambivalence[/b] - [level]fetyven[/level]

Rene (2007-02-19) [quote author=20eight link=topic=197.msg2133#msg2133 date=1171857240]
[quote author=jnz link=topic=197.msg2132#msg2132 date=1171852499]
Hmm, it seems to be working for me.  Can you be more specific?
[/quote]

Earlier when I tested it (after Rene's post), I thought that I had come across a case where it failed.  But now that I'm trying to do it again, I can't seem to find the right combination (to make it fail).
[/quote]

Mmmm, the same to me. I thought it failed earlier with "0F", but I retried it now and it works. Maybe I accidentially erased something earlier. So please forget about my doubts on your excellent solution, and admire the beauty of the simple concept!

20eight (2007-02-19) It looks like Quality Control 3.1 is impossible.  Here's another attempt:

[b]Quality Control 4.1[/b] - [level]tibygax[/level] [i](Edit: Quality Control 4 was heberah, Bucky exposed it as flawed)[/i]


Here are the changes I've attempted to incorporate (probably not really a spoiler):
[spoiler]-The speed of the stream is unaffected by the insertion of the barrel.
-The distance between the gates and the extraction point is much greater (about 125 ticks).
-The extraction point is placed so that the speed of the stream is constant during the critical window of time.[/spoiler]

as is often the case with my puzzles, please be aware that I'm not guaranteeing that they can be solved.

Bucky (2007-02-19) [quote author=20eight link=topic=197.msg2138#msg2138 date=1171914213]
It looks like Quality Control 3.1 is impossible.  Here's another attempt:

[b]Quality Control 4[/b] - [level]heberah[/level]
[/quote]

I take it that [level]pomomup[/level] was not what you had in mind for Quality Control 4.

20eight (2007-02-19) Good call, Bucky.  Here's the fixed version:

[b]Quality Control 4.1[/b] - [level]tibygax[/level]

20eight (2007-02-19) [b]Queue[/b] - [level]bodadic[/level]

20eight (2007-02-20) [b]Queue 2[/b] - [level]patymoz[/level]

20eight (2007-02-20) [b]Cascade 1[/b] - [level]nypilys[/level]
[b]Cascade 2[/b] - [level]licygim[/level]

jnz (2007-02-20) For Queue 1 (bodadic): [level]nihaxox[/level].  With a nod to jf for the idea behind the latching mechanism.  The trickiest part was getting the initial stream to the gate quickly enough.  The 0 doesn't quite make it, but luckily it doesn't matter.

Rene (2007-02-20)
For Cascade 1 ([level]nypilys[/level]): [level]pidezak[/level]

That was a funny quick one.

geej66 (2007-02-20) Cascade 2 ([level]licygim[/level]) solution - [level]denucod[/level]

jnz (2007-02-20) For Cascade 1 (nypilys): [level]dumatyb[/level]
For Cascade 2 (licygim): [level]subigit[/level]

20eight (2007-02-20) [b]Cascade 3[/b] - [level]benimof[/level]
[b]Cascade 4[/b] - [level]rosabic[/level]
[b]Cascade 5[/b] - [level]xozugan[/level]

geej66 (2007-02-20) Cascade 3 ([level]benimof[/level]) solution - [level]dakabyn[/level]

geej66 (2007-02-20) Cascade 4 ([level]rosabic[/level]) solution - [level]bozodef[/level]

20eight (2007-02-20) [b]Shelves 1[/b] - [level]kazabab[/level]
[b]Shelves 2[/b] - [level]xodudan[/level]

Hyenas Here (2007-02-20) Shelves 1 - [level]kazabab[/level], Solution - [s]jotybot[/s] [level]picezyr[/level]

Sloppy? Yes.

geej66 (2007-02-20) Shelves 1 ([level]kazabab[/level]) solution - [level]cidimec[/level]

Shelves 2 ([level]xodudan[/level]) solution - [level]zanirek[/level]

I did mine differently than hyenas here (who did it much simpler it seems)

20eight (2007-02-21) Hyenas Here, [level]jotybot[/level] fails if the second crate is an f.  It should be a fairly easy fix.

Interesting solutions, geej66.  I didn't realize that [spoiler]these could be solved without considering the values of the crates.  I figured that each 'shelf' would only hold one kind of crate.[/spoiler]

20eight (2007-02-21) [b]Shelves 3[/b] - [level]tegagop[/level]

Hyenas Here (2007-02-21) [quote author=20eight link=topic=197.msg2164#msg2164 date=1172019811]
Hyenas Here, [level]jotybot[/level] fails if the second crate is an f.  It should be a fairly easy fix.
[/quote]

Heh. I usually do these while on calls, so I didn't catch that one. Here's the fix: Shelves 1 - [level]kazabab[/level], Solution - [level]picezyr[/level]

geej66 (2007-02-21) Shelves 3 ([level]tegagop[/level]) solution - [level]zabelat[/level]

20eight (2007-02-21) [b]Shelves 4[/b] - [level]tukyval[/level]
[b]Shelves 5[/b] - [level]hyvuceg[/level]

20eight (2007-02-22) a while back I posted a puzzle, ambivalence (fetyven).  Probably because it wasn't all that well-conceived, nobody's done anything with it yet.  Here's a more thought-out version (hopefully a bit easier and more palatable):

[b]Ambivalence 1[/b] - [level]jopenar[/level]

Bucky (2007-02-22) old Ambivalence was just a slow version of Oscillate.  New Ambivalence isn't much different.

20eight (2007-02-23) [b]Release Valve[/b] - [level]panokac[/level]

jnz (2007-02-23) For Shelves 5 (hyvuceg): [level]vorohag[/level].  The available space is in a strange shape, making it hard to fit things in.

20eight (2007-02-23) [level]vorohag[/level] is a great solution, jnz.  It's very satisfying to watch.

jnz (2007-02-23) For Release Valve (panokac): [level]dadetim[/level].  That was deceptively simple.

20eight (2007-02-23) yeah, I'm trying to do some simpler ones again.

[b]Release Valve 2[/b] - [level]zatilub[/level]

20eight (2007-02-23) [b]Release Valve 3[/b] - sibexyf [i](edit: apparently impossible)[/i]

Rene (2007-02-23) For Release Valve ([level]panokac[/level]): [level]habikam[/level]
and Release Valve 2 ([level]zatilub[/level]): [level]fyparag[/level]

Release Valve 3 is quite a bit harder, if not impossible

Bucky (2007-02-23) Release Valve:[level]getodam[/level]

20eight (2007-02-23) [quote author=Rene link=topic=197.msg2195#msg2195 date=1172251257]
Release Valve 3 is quite a bit harder, if not impossible
[/quote]

I think it is impossible.  I'll try to come up with a 3.1 but I don't have time right now.  Thanks for the feedback.

Bucky (2007-02-23) [quote author=20eight link=topic=197.msg2197#msg2197 date=1172261134]
[quote author=Rene link=topic=197.msg2195#msg2195 date=1172251257]
Release Valve 3 is quite a bit harder, if not impossible
[/quote]

I think it is impossible.  I'll try to come up with a 3.1 but I don't have time right now.  Thanks for the feedback.
[/quote]

It is impossible only if the fourth crate is 7 or less.  No matter what crates you put in, when it's triggered, the 4th crate to enter the target matcher area must come from the right side.

jnz (2007-02-24) [quote author=Bucky link=topic=197.msg2201#msg2201 date=1172273969]
It is impossible only if the fourth crate is 7 or less.  No matter what crates you put in, when it's triggered, the 4th crate to enter the target matcher area must come from the right side.
[/quote]

I think the condition is more complicated than that.  The fourth crate has to be 7 or less and, additionally, the third crate has to be 8 or more.  See [level]gidetok[/level] for a solution that works when all crates are less than or equal to 7.

Rene (2007-02-24)
Here is (finally) my solution to Quality Control 4.1 ([level]tibygax[/level]): [level]rasakuv[/level]

[spoiler]I needed both a check on smaller/equal, and one on larger. The initialization was actually the biggest problem. An extra complication is the conversion between 2-tick and 4-tick that you need at the end.[/spoiler]

Rene (2007-02-24)
For Cascade 5 ([level]xozugan[/level]): [level]busefek[/level]

Rene (2007-02-24) For Conversion 3 ([level]putevag[/level]): [level]lyfycap[/level]

[spoiler]I couldn't decide between a time-based approach or a look-up table, but went with a sequential comparator in the end.[/spoiler]

Conversion 4 ([level]gygydyp[/level]) is only possible with [spoiler]a time-base approach[/spoiler]: [level]hebylid[/level]

[spoiler]If the '?' barrel turns out to be 0, then you cannot make anything larger than 8 out of it.[/spoiler]

20eight (2007-02-25) I wasn't so sure about conversion 4,[spoiler] it didn't occur to me that it would be impossible to subtract from the 0 barrel.[/spoiler]

[b]Conversion 5[/b] - [s]batimec[/s]

Rene (2007-02-25) [quote author=20eight link=topic=197.msg2210#msg2210 date=1172366768]
I wasn't so sure about conversion 4,[spoiler] it didn't occur to me that it would be impossible to subtract from the 0 barrel.[/spoiler]

[b]Conversion 5[/b] - [level]batimec[/level]
[/quote]

Nice attempt, 20eight, but it doesn't help much.
[spoiler]There is a similar problem with 4 and 6. If you need to make 'F', for example, you need to subtract 4 and 2 to get there, and that will leave you with a '0' that you cannot subtract further from.[/spoiler]

20eight (2007-02-25) too bad, and I thought that plus/minus mechanism was so cool.  oh well.

[b]Conversion 5.1[/b] - [level]siroxog[/level]

Rene (2007-02-25)
Conversion 5.1 is better doable, even a bit easier than Conversion 3: [level]hemegop[/level]

20eight (2007-02-25) I think this ought to do it:

[b]Release Valve 3.1[/b] - [level]cisoked[/level]

20eight (2007-02-25) [b]Burn Table[/b] - [level]jedubag[/level]

20eight (2007-02-26) [b]Replacement[/b] - [level]rogygab[/level]

20eight (2007-02-26) [b]Filler 1[/b] - [level]nabytib[/level]
[b]Filler 2[/b] - [level]hihizor[/level]

Bucky (2007-02-26) Replacement:[level]jazigor[/level]

20eight (2007-02-26) [b]Replacement 2[/b] - [level]pabuduv[/level]

Bucky (2007-02-26) Replacement 2:[level]kepodyc[/level].

Replacement 3 will be impossible.

Filler 1:[level]havipix[/level]:  This one was begging for a [spoiler]programmable solution[/spoiler]  but in the end, [spoiler]timed barrels[/spoiler] did the trick.  I re-used part of the [spoiler]programmable solution[/spoiler], though.

20eight (2007-02-26) [b]Replacement 3[/b] - [level]depizoh[/level]

geej66 (2007-02-26) Burn Table ([level]jedubag[/level]) solution - [level]hobufiz[/level]

Ugly but functional.

Rene (2007-02-26) [quote author=Bucky link=topic=197.msg2221#msg2221 date=1172469098]
Replacement 3 will be impossible.
[/quote]

[quote author=20eight link=topic=197.msg2222#msg2222 date=1172511997]
[b]Replacement 3[/b] - [level]depizoh[/level]
[/quote]

I guess Bucky has the gift of fore-sight. Replacement 3 is impossible. At least with the crates that you can work with it is.
[spoiler]Suppose the crate to be matched is odd. In the end, you'll need fabricate three copies of that crate. The only crates in the working set that are odd are the '1's. That means that you'll need to keep all three of them, in order to make the target crates. I cannot see how you can match the target without loosing at least one of the '1's in the fire. And then I am not talking about the '8's yet.....[/spoiler]

20eight (2007-02-26) [quote author=Rene link=topic=197.msg2224#msg2224 date=1172520013]
I guess Bucky has the gift of fore-sight. Replacement 3 is impossible. At least with the crates that you can work with it is.
[spoiler]Suppose the crate to be matched is odd. In the end, you'll need fabricate three copies of that crate. The only crates in the working set that are odd are the '1's. That means that you'll need to keep all three of them, in order to make the target crates. I cannot see how you can match the target without loosing at least one of the '1's in the fire. And then I am not talking about the '8's yet.....[/spoiler]
[/quote]

This isn't a full solution, but I think it answers your concerns: [level]lypesyp[/level].  [spoiler]It does the match without using any crates.[/spoiler]

Bucky (2007-02-26) I was wrong, Rene.  It is indeed possible.  I misjudged it because I discounted the fact that we can [spoiler]use barrels instead[/spoiler].

20eight (2007-02-26) [b]Burn Table 2[/b] - [level]dabevil[/level]

Rene (2007-02-26)
For Filler 2 ([level]hihizor[/level]): [level]pibuduh[/level]

Rene (2007-02-26) [quote author=Bucky link=topic=197.msg2227#msg2227 date=1172520963]
I was wrong, Rene.  It is indeed possible.  I misjudged it because I discounted the fact that we can [spoiler]use barrels instead[/spoiler].
[/quote]

And I made the same mistake. I stand corrected.

EDIT: and just to proof it is possible, here is a solution to Replacement 3: [level]johynil[/level]  ;)

jf (2007-02-27) Here is my solution to Replacement 3: [level]cudonut[/level]. The spoiler tag makes it interesting -- I was kept guessing what had made the puzzle appear impossible, until I had finished my solution. But then, as Rene had posted a solution, I knew it was in fact possible.

geej66 (2007-02-27) Burn Table 2 ([level]dabevil[/level]) solution - [level]matesyc[/level]

Compare this to my Burn Table 1 solution ([level]hobufiz[/level]).  Before doing Burn Table 2, I actually got a good night sleep (and it shows).

20eight (2007-02-27) [b]Burn Table 3[/b] - [level]gibufeh[/level]

this one has five silos, it will be interesting to see at what point (number of silos/targets) it becomes impossible.

20eight (2007-02-27) [b]Analog[/b] - [level]kabepel[/level]

jf (2007-02-27) For Analog (kabepel): [level]vudebam[/level].

jf (2007-02-27) For Burn Table 3 ([level]gibufeh[/level]): [level]navidos[/level]. (FYI: gibufeh is not saved in the warehouse.)

Rene (2007-02-27)
For Burn Table 3 ([level]gibufeh[/level]): [level]lokuzan[/level]

You can throw in a couple more silos if you want... :D

20eight (2007-02-27) [quote author=jf link=topic=197.msg2241#msg2241 date=1172609197]
(FYI: gibufeh is not saved in the warehouse.)
[/quote]

thanks.

20eight (2007-02-27) [b]Burn Table 4[/b] - [level]detuhus[/level]

jf (2007-02-27) For Burn Table 4 ([level]detuhus[/level]): [level]lobebyb[/level]. I had already seen Rene's solution to Burn Table 3 (very nice, Rene, by the way), and that has plenty of room to spare, but what fun in copying that? I did, however, change direction in my counting. I didn't make it to a four-space width per stack, but then, it wasn't necessary.

20eight (2007-02-27) [b]Burn Table 5[/b] - [level]zebohul[/level]

I assume that this is a worthy challenge because the mechanisms in [level]lobebyb[/level] (jf) and [level]lokuzan[/level] (Rene) might have some furnace issues as they move closer together.

However, #6 is on the way (skinnier silos).

jnz (2007-02-27) For Filler 2 (hihizor): [level]rirebof[/level]

20eight (2007-02-27) [b]Burn Table 6[/b] - [level]velemob[/level]

jf (2007-02-28) These last three Burn Tables that I've attempted (3, 4, and 6) have all been quite challenging. In this last one, I just had to move the furnaces even closer together, and it does get quite warm. Here is my solution to Burn Table 6 ([level]velemob[/level]): [level]nezalom[/level].

jnz (2007-02-28) For Cascade 5 (xozugan): [level]mugibuf[/level].  A programmable machine.

20eight (2007-02-28) jf, great work on [level]nezalom[/level]

I gotta figure that #6 ends the series.  Narrower silos would also mean less vertical space to work with.  The space required for [level]nezalom[/level] certainly indicates that a #7 would be impossible.

20eight (2007-02-28) jnz, [level]mugibuf[/level] is quite cool.  For some reason it makes me think of punchcard programming.

20eight (2007-02-28) [s][b]Analog 2[/b] - [level]cahuzob[/level][/s]
[b]Analog 2[/b] - [level]huletyb[/level] [i](edit: this is a better version)[/i]

this was the original idea I had for analog.  It had problems and I ended up going a different way with it (Analog 1 - [level]kabepel[/level]).  anyway, I think that I've figured it out; but it may still have some problems.

jf (2007-02-28) I found Analog 2 easier than the first. For Analog 2 ([level]huletyb[/level]): [level]kugytaf[/level].

For Filler 1: [level]bovadux[/level], and Filler 2: [level]vyhakud[/level]. For these two, I just used anything that worked.

20eight (2007-02-28) [b]Analog 3[/b] - [level]zumareg[/level]

Rene (2007-02-28) For Burn Table 6 ([level]velemob[/level]): [level]mikobyd[/level]

With a new, simpler and faster principle than I used for Burn Table 3.
Vertically there is still plenty of space to spare, but if you moved the silo's even closer together, I would need a different way of working the switch. And some other problems..... ;)

EDIT: JF - I looked at your burn table solutions. I just love the visual effect in [level]navidos[/level]. It's like throwing up all the barrels in the air and then catching them again, almost like a jugling act.

Rene (2007-02-28)
For Analog 1 ([level]kabepel[/level]): [level]cufesuv[/level]

jf (2007-02-28) For Analog 3 ([level]zumareg[/level]): [level]gomaruc[/level]. The available space is shrinking fast. If you add another row, I may have to come up with a different design.

Rene -- for visual effect, your [level]cufesuv[/level] is superb. It looks like the start of a car race, and then, fireworks at the finish.

20eight (2007-02-28) [b]Analog 4[/b] - [level]vibygis[/level]

20eight (2007-02-28) [quote author=Rene link=topic=197.msg2257#msg2257 date=1172695860]
Vertically there is still plenty of space to spare, but if you moved the silo's even closer together, I would need a different way of working the switch. And some other problems..... ;)
[/quote]

nice job on [level]mikobyd[/level], Rene.  I guess I'll start working on #7 when I get some time - narrower silos is easy, but the burn mechanism will be hard to condense.

jnz (2007-02-28) Analog 2 (huletyb) was made for cheating: [level]lipeseb[/level]  :)

20eight (2007-03-01) [quote author=jnz link=topic=197.msg2263#msg2263 date=1172701320]
Analog 2 (huletyb) was made for cheating: [level]lipeseb[/level]  :)
[/quote]

yeah, I realized that I hadn't [spoiler]locked those spaces[/spoiler] shortly after I posted it.  But I had already changed it once so I just left it (luckily I remembered for 3 & 4).

adept (2007-03-01) Solution for torrent 2 [spoiler]vobiseb[/spoiler]

very slick puzzle- everytime I thought I had it fixed, there was another wrinkle.  I'll be interested to see how everyone else solves it with fewer parts.  They always do. :)

20eight (2007-03-01) nice work on [level]vobiseb[/level], adept. 

That reminds me that I had an idea for Torrent 4, but I was waiting for someone to solve #2.

jf (2007-03-01) For Slot Machine ([level]litipaf[/level]): [level]falehyx[/level] -- but I couldn't get any coins to fall out.

20eight (2007-03-01) [s][b]Burn Table 7[/b] - [level]bifetaf[/level][/s]

I won't be very surprised if this turns out to be impossible [i](edit: it was)[/i]

Bucky (2007-03-01) Burn Table 7 is trivially impossible if any ? crate is a 0.

20eight (2007-03-01) [quote author=Bucky link=topic=197.msg2271#msg2271 date=1172767481]
Burn Table 7 is trivially impossible if any ? crate is a 0.
[/quote]

good point.  back to the drawing board...

20eight (2007-03-01) [b]Torrent 4[/b] - [level]syxibyx[/level]

20eight (2007-03-01) [s][b]Burn Table 7[/b] - [level]dabanek[/level][/s]
[b]Burn Table 7[/b] - [level]gekydir[/level]

still, I won't be very surprised if this turns out to be impossible (thanks for the quick catch on bifetaf, Bucky).

20eight (2007-03-01) [b]Slot Machine 2[/b] - [level]takybyd[/level]

Rene (2007-03-01)
For Burn Table 7 ([level]dabanek[/level]): [level]dagogid[/level]

I took the liberty to use the spaces above the other gates as well, otherwise it would not have been possible. I am not sure why you opened only 4 after [i]bifetak[/i]

I guess this is the end of it, there's no room left.

20eight (2007-03-01) the real difference between [level]bifetaf[/level] and [level]dabanek[/level] was supposed to be the extra 0 crate in the silo.  My original thought was the same as yours.  I started adding 0 barrels on top of the gates, but then I that that it would be more visually pleasing to add the crate instead.  Either way, the same thing is achieved.  I just forgot to relock those four spaces.  I think that [level]dabanek[/level] was solveable as it was, but I'll go ahead and change the offical version to comply (now it's [level]gekydir[/level])

awesome solution by the way.

jf (2007-03-01) For Slot Machine 2 ([level]takybyd[/level]): [level]herihyx[/level]. I may run out of room for this design, when you post a Slot Machine 3.

20eight (2007-03-01) jf, [level]herihyx[/level] is good example what I like about your solutions.  They seem to always have this 'one thing at time' manner that makes them easy to dissect and fun to watch.

Hopefully I'll have time later today to put together #3.

Rene (2007-03-01) [quote author=20eight link=topic=197.msg2277#msg2277 date=1172777586]
the real difference between [level]bifetaf[/level] and [level]dabanek[/level] was supposed to be the extra 0 crate in the silo.  My original thought was the same as yours.  I started adding 0 barrels on top of the gates, but then I that that it would be more visually pleasing to add the crate instead.  Either way, the same thing is achieved.  I just forgot to relock those four spaces.  I think that [level]dabanek[/level] was solveable as it was, but I'll go ahead and change the offical version to comply (now it's [level]gekydir[/level])

awesome solution by the way.
[/quote]

Aha! Sorry, I did not even notice the extra 0. Looking at it now, I still don't see a way that [level]dabanek[/level] can be solved without the 0 barrels. [spoiler]It would mean that - in case of the 0 crate - you must avoid triggering even once. That would be a special case, and there is not really room for special cases. [/spoiler] Mmmm, maybe if I sleep on it....

jf (2007-03-02) In fact, [level]dabanek[/level] is solvable as it stands. I have not looked at Rene's [level]dagogid[/level] yet, but I can guess from the posts, and from [level]gekydir[/level], where some barrels will be found. I managed to solve dabanek without using any of the spaces above the gates, not even the four unlocked spaces, and this was quite a challenge. My solution to Burn Table 7 ([level]dabanek[/level]): [level]dogifiv[/level].

20eight (2007-03-02) jf, [level]dogifiv[/level] is brilliant.  like I said about [level]herihyx[/level] - fun to watch/easy to dissect.

20eight (2007-03-02) [s][b]Slot Machine 3[/b] - [level]lymapig[/level][/s]
[b]Slot Machine 3[/b] - [level]mesadaz[/level]

Rene (2007-03-02) [quote author=20eight link=topic=197.msg2283#msg2283 date=1172856318]
[b]Slot Machine 3[/b] - [level]lymapig[/level]
[/quote]

Nice showcase, 20eight, are you going to turn it into a puzzle by providing some crates ;) ?

geej66 (2007-03-02) I'm going way back here (I've been working on solutions to these for a long time):

Ambivalence ([level]fetyven[/level]) solution - [level]kikazit[/level]

Ambivalence 1 ([level]jopenar[/level]) solution - [level]fugipyd[/level]

Getting the bottom half to work right was the real tough part (and my solution isn't pretty at all as a result). 

jf (2007-03-02) For Release Valve 1 ([level]panokac[/level]): [level]veladyk[/level], and for Release Valve 2 ([level]zatilub[/level]): [level]dozupeb[/level].

Edit: Very cool solution for Release Valve 2, Rene ([level]fyparag[/level]).

20eight (2007-03-02) [quote author=Rene link=topic=197.msg2284#msg2284 date=1172864110]
Nice showcase, 20eight, are you going to turn it into a puzzle by providing some crates ;) ?
[/quote]

that's funny, when I was making it I actually thought about how embarrassing it would be to post it without remembering the crates.

[b]Slot Machine 3[/b] - [level]mesadaz[/level]

20eight (2007-03-02) geej66, nice work on [level]kikazit[/level] and [level]fugipyd[/level].  Sorry I didn't [spoiler]leave room for turn signals underneath[/spoiler].  I would have had I thought of it.

Rene (2007-03-03) For Slot Machine 3 ([level]mesadaz[/level]): [level]gizimet[/level]
And Slot Machine 2 ([level]takybyd[/level]): [level]hexezog[/level]

They use the same principle

20eight (2007-03-04) [b]Mimic[/b] - [level]buryryk[/level]

geej66 (2007-03-05) Mimic ([level]buryryk[/level]) solution - [level]giguzyh[/level]

SM (2007-03-05) Mimic Solution [level]kumotuf[/level]

adept (2007-03-05) another minic solution [level]hukelud[/level]

and for mimic 2 [level]bifakab[/level]

20eight (2007-03-05) [b]Mimic 2[/b] - [level]cubucub[/level]

geej66 (2007-03-05) Mimic 2 ([level]cubucub[/level]) solution - [level]lypedyr[/level]

20eight (2007-03-05) [b]Mimic 3[/b] - [level]bekekol[/level]

jnz (2007-03-05) For Mimic 3 ([level]bekekol[/level]): [level]kaxogyt[/level]

jf (2007-03-05) For Mimic ([level]buryryk[/level]): [level]rogivek[/level].

For Mimic 2 ([level]cubucub[/level]): [level]pyrofol[/level].

For Mimic 3 ([level]bekekol[/level]): [level]numedel[/level].

20eight (2007-03-06) jnz, you forgot to switch the crates back to ?'s on [level]kaxogyt[/level]

20eight (2007-03-06) [b]Mimic 4[/b] - [level]vezevog[/level]

20eight (2007-03-06) [b]Mimic 5[/b] - [level]gaxygon[/level]

jf (2007-03-06) For Mimic 4 ([level]vezevog[/level]): [level]budasuv[/level].

jnz (2007-03-06) [quote author=20eight link=topic=197.msg2330#msg2330 date=1173141977]
jnz, you forgot to switch the crates back to ?'s on [level]kaxogyt[/level]
[/quote]

Whoops.  Well you get the idea anyway.  :)

Hyenas Here (2007-03-06) mimic 5 ([level]gaxygon[/level]): [level]tarovyl[/level]

jf (2007-03-06) For Mimic 5 ([level]gaxygon[/level]): [level]kokisof[/level].

jnz (2007-03-07) For Mimic 5 ([level]gaxygon[/level]): [level]juhynec[/level]

20eight (2007-03-07) [b]Mimic 6[/b] - [level]bulavid[/level]

20eight (2007-03-07) [b]Timed Release 1[/b] - [level]gucomag[/level]

jnz (2007-03-07) For Timed Release 1 ([level]gucomag[/level]): [level]gusipud[/level].  What's the upper dozer for?

20eight (2007-03-07) [quote author=jnz link=topic=197.msg2344#msg2344 date=1173278693]
What's the upper dozer for?
[/quote]

I started with a version with more crates and edited down to make [level]gucomag[/level].

[b]Timed Release 2[/b] - [level]biludif[/level]

jnz (2007-03-07) For Timed Release 2 (biludif): [level]rasineg[/level].  I'm hoping this approach will scale up easily.

20eight (2007-03-07) [b]Timed Release 3[/b] - [level]mabigob[/level]

20eight (2007-03-08) [s][b]Vein[/b] - [level]cufozob[/level][/s]
[b]Vein 1[/b] - [level]vivotyt[/level]
[b]Vein 2[/b] - [level]cufozob[/level]

Rene (2007-03-08) For Timed Release 3 ([level]mabigob[/level]): [level]basaxeh[/level]
For Vein 1 ([level]vivotyt[/level]): [level]tuduzob[/level]
And Vein 2 ([level]cufozob[/level]): [level]navivub[/level]

20eight (2007-03-08) [quote author=Rene link=topic=197.msg2350#msg2350 date=1173381910]
For Vein 1 ([level]vivotyt[/level]): [level]tuduzob[/level]
And Vein 2 ([level]cufozob[/level]): [level]navivub[/level]
[/quote]

well, I made it a little while without one of my foolish oversights.

[b]Vein 3[/b] - [level]mafynys[/level]
[b]Vein 4[/b] - [level]kekixam[/level]

geej66 (2007-03-09) Vein 3 ([level]mafynus[/level]) solution - [level]nykikos[/level]
Vein 4 ([level]kekixam[/level]) solution - [level]vatyfeb[/level]

(corrected - the originals didn't work for zero... oops)

20eight (2007-03-09) [b]Vein 5[/b] - [level]xypugad[/level]
[b]Vein 6[/b] - [level]vedacal[/level]

Hyenas Here (2007-03-09) Vein 2 ([level]cufozob[/level]): [level]mobigef[/level] (modified Vein 2 [[level]gidygig[/level]]: [level]vasetil[/level])

Hyenas Here (2007-03-10) Vein 5 ([level]xypugad[/level]): [s][level]cetylet[/level][/s] [s][level]gisucav[/level][/s] [level]pynugib[/level]

20eight (2007-03-11) Hyenas Here,  [level]cetylet[/level] has an issue if the right crate is a 0, I think it because the F crate ends up getting stuck in the tube rather than going throught the whole mechanism.  Great solution otherwise, it looks like it won't be a hard edit.

Hyenas Here (2007-03-11) Heh, thanks. [level]gisucav[/level] should fix that.

The 0 barrel would preceed the 0 crate by one tick, and the F couldn't get through in time. Taking out a single upward pipe resolved it. :)

geej66 (2007-03-12) Oops, [level]gisucav[/level] now has a problem when the left ? crate is a 0 (I think the same problem was in the previous level).

Other than that, great solution Hyenas Here.

Hyenas Here (2007-03-13) Eek! Well, this is one of the main reasons I hate timing-based solutions. But given the amount of space, it couldn't be helped! :)

So, this should fix that one: [level]pynugib[/level]

(Just let me know if anyone finds another.)

20eight (2007-03-13) here a simple one:

[b]Sync[/b] - [level]damibig[/level]

Rene (2007-03-13)
For Sync ([level]damibig[/level]): [level]tonugob[/level]

20eight (2007-03-14) [b]Sync 2[/b] - [level]rosutuf[/level]

20eight (2007-03-14) [b]Shunt[/b] - [level]gigadeb[/level]

this one is a fair bit like 'timed release', but I think it's a better puzzle.  If nothing else, it allows for easier scaling up.

Also, I think that someone else used 'shunt' as a puzzle name already.  If someone wants to suggest another name for this series, I'd be happy to change it.

adept (2007-03-14) another solution for sync 1 [level]sygyzuk[/level]

and Sync 2 [level]sokacol[/level] basically the same.

Rene (2007-03-14)
For Sync 2: [level]desybat[/level]

jf (2007-03-14) For Shunt ([level]gigadeb[/level]): [level]cabimyg[/level]. I installed a glass floor for this one.

jf (2007-03-14) For Sync 2: [level]fimagod[/level].

Rene (2007-03-14)
For Mimic 6 ([level]bulavid[/level]): [level]zuxeduv[/level]

Fun puzzle. It feels like you are trying to find the right key to decode an encrypted message.

jf (2007-03-15) Oh yes, I forgot about that last mimic puzzle, which I had been working on some time ago but never completed. Here is a finished solution for Mimic 6: [level]xagivos[/level].

Nice solution, Rene -- it certainly looks like some kind of secret decoder machine. And it's clever how you [spoiler]bring attention to the unused fifth position in the code[/spoiler].

Edit: Sync 1: [level]nobosaf[/level]. I just cleaned up fimagod a bit. BTW, nice trick with the crate bounce in tomugob, Rene.

20eight (2007-03-15) [b]Shunt 2[/b] - [level]gulabur[/level]

geej66 (2007-03-15) Shunt 2 ([level]gulabur[/level]) solution - [level]hibubuz[/level]

20eight (2007-03-15) [b]Shunt 3[/b] - [level]gogepag[/level]

jf (2007-03-16) For Shunt 2 ([level]gulubur[/level]), I built a scalable solution: [level]vyrepub[/level].

With a slight modification, it also solves Shunt 3 ([level]gogepag[/level]): [level]denedad[/level].

20eight (2007-03-16) nice work, jf.  this next one probably won't pose too much of a challenge to your scalable approach:

[b]Shunt 4[/b] - [level]dividif[/level]

btw, in building Shunt 4, I realized that it has a (semi) cheap solution if [spoiler]you jam the output tube[/spoiler].  but then again that would add some difficulty other places.

20eight (2007-03-16) [b]Sync 3[/b] - [level]gybigix[/level]

Rene (2007-03-16)
For Shunt 4 ([level]dividif[/level]): [level]pusunip[/level]

Compared to my solution to Timed Release I optimized this one for speed a bit

[quote author=jf link=topic=197.msg2392#msg2392 date=1173918446]
BTW, nice trick with the crate bounce in tomugob, Rene.
[/quote]
Thanks. I discovered the trick by accident while solving SM's puzzle "Precious Cargo" ([level]fuledum[/level]): [level]dusolas[/level]

jf (2007-03-16) [quote author=Rene link=topic=197.msg2407#msg2407 date=1174071260]
Compared to my solution to Timed Release I optimized this one for speed a bit
[/quote]

I haven't looked at the Timed Release solutions yet, but I like the optimization I see in this one -- very clever.

I scaled my existing design up for Shunt 4 ([level]dividif[/level]): [level]mubosih[/level]. I did the same for Sync 3 ([level]gybigix[/level]), with some modifications on the left to save room: [level]gunusab[/level].

Rene (2007-03-16) For Sync 3 ([level]gybigix[/level]): [level]mehocyl[/level]

Adapted from the solution to Sync 2. I needed to move some things around because of lack of space.

JF: I love your snakes crawling around the screen in [level]gunusab[/level] :D

20eight (2007-03-17) [b]Blind Co-op[/b] - [level]mypored[/level]

jf (2007-03-18) That was a fun puzzle: My Blind Co-op solution: [level]hagymer[/level].

20eight (2007-03-18) [b]Blind Co-op 2[/b] - [level]regixyz[/level]

Rene (2007-03-18) Nice and easy. For Blind Co-op ([level]mypored[/level]): [level]dadiled[/level]

And for Blind Co-op 2 ([level]regixyz[/level]): [level]vamusyh[/level]. I made an effort to make the solution scalable.


20eight (2007-03-19) [b]Blind Co-op 3[/b] - [level]zonecaz[/level]

20eight (2007-03-19) [b]Blind Co-op 4[/b] - [level]bovudyt[/level]
[b]Blind Co-op 5[/b] - [level]bidaneb[/level]
[b]Blind Co-op 6[/b] - [level]tozebar[/level]

while #3 was just a scale-up, these are more of a lateral move.  they might as well be 1a, 2a and 3a.

geej66 (2007-03-19) blind co-op 4 ([level]bovudyt[/level]) solution - [level]zimodyz[/level]

Rene (2007-03-19)
For Blind Co-op 3 ([level]zonecaz[/level]): [level]cyguxag[/level]

The scale-up from the solution to Co-op 2 was even easier than expected [level]cyguxag[/level] is identical to [level]vamusyh[/level], except for a tiny detail in the order reversal part.

Now up to Co-op 4....

jf (2007-03-20) For Blind Co-op 6 ([level]tozebar[/level]): [level]pegivim[/level]. There is almost no room left to spare -- I don't think I can stretch this one any further if more crates are added.

20eight (2007-03-20) [quote author=jf link=topic=197.msg2435#msg2435 date=1174382427]
There is almost no room left to spare -- I don't think I can stretch this one any further if more crates are added.
[/quote]

I figured as much.  Here's the first one of the next set of three:

[b]Blind Co-op 7[/b] - [level]naragyg[/level]

I imagine that space will definitely be an issue with this set.  In fact, 8 & 9 may not even be possible.  I'll wait to post them until we see how #7 goes.

Rene (2007-03-20) For Blind co-op 6 ([level]tozebar[/level]): [level]gubegig[/level]

I had to pull all tricks in the book for this one.

JF - your idea [spoiler]of putting barrels inbetween the crates, and using the timing to determine whether the matched cargo should go through[/spoiler] is quite smart.

Bucky (2007-03-20) Blind Co-op 7([level]naragyg[/level]):[level]bebikid[/level].
[spoiler]
That was too simple to be a "medium" puzzle.[/spoiler]

20eight (2007-03-21) [quote author=Bucky link=topic=197.msg2439#msg2439 date=1174435128]
[spoiler]
That was too simple to be a "medium" puzzle.[/spoiler]
[/quote]

yeah, I often wish that I could go back to warehoused levels and change the designated difficulty.

[s][b]Blind Co-op 8[/b] - [level]humecet[/level][/s]
[b]Blind Co-op 8[/b] - [level]vuruhos[/level]

Bucky (2007-03-21) [quote author=20eight link=topic=197.msg2440#msg2440 date=1174445054]

yeah, I often wish that I could go back to warehoused levels and change the designated difficulty.[/quote]

You can do that manually in the search engine itself (a "newbie" would do the trick).

Did you intentionally not leave enough space for a dozer between crate and wall?

20eight (2007-03-21) [quote author=Bucky link=topic=197.msg2441#msg2441 date=1174446519]
Did you intentionally not leave enough space for a dozer between crate and wall?
[/quote]

good point.  I don't know why I placed them all the way to the left.  Here's a better version - [level]vuruhos[/level]

20eight (2007-03-21) [quote author=Bucky link=topic=197.msg2441#msg2441 date=1174446519]
You can do that manually in the search engine itself (a "newbie" would do the trick).
[/quote]

But that won't change the designated difficulty (the one in the dialogue box as you open the level), or will it?

jf (2007-03-22) Here is my solution for Blind co-op 8 ([level]vuruhos[/level]): [level]dekotud[/level]. That was tough! I don't have any room to scale this up, as I'm missing just one extra space to clear the inputs. [spoiler]I settled for just pushing the first input to the side.[/spoiler] I was inspired by Rene's gubegig to try [spoiler]a circling loop of crates[/spoiler].

And for Blind co-op 7 ([level]naragyg[/level]): [level]gygaxyz[/level].

20eight (2007-03-22) well, [level]dekotud[/level] (nice work, jf) shows that this may be possible:

Blind Co-op 9 - [level]berorik[/level]

jf (2007-03-22) Yes, Blind Co-op 9 is possible, and here is my solution: [level]tiginok[/level]. I can't believe I was able to cram it all into the alloted space, and [spoiler]the timing is incredibly subtle[/spoiler]. This solution would scale up, but is limited by [spoiler]the amount of buffer space to hold the inputs[/spoiler] and also [spoiler]the space needed to release the rightmost crates[/spoiler].

20eight (2007-03-23) great work on [level]tiginok[/level], jf.  Ironically your solution has an easier time scaling up than the puzzle (it's hard to get the initial mechanism to function properly with more crates).  [level]tiginok[/level] certainly works up to 6 crates, and would probably work for more if things wouldn't [spoiler]get backed up at the right side[/spoiler].

20eight (2007-03-24) here's something kind of different:

[b]Sampler[/b] - [level]tadiler[/level]

Rene (2007-03-24) For Blind co-op 9 ([level]berorik[/level]): [level]xegyxud[/level] - should work for 7 and 8 as well.

And for Sampler ([level]tadiler[/level]): [level]fidukyb[/level]

20eight (2007-03-24) [b]Sampler 2[/b] - [level]ledohit[/level] (same thing-but no copiers)

20eight (2007-03-25) [b]Dispersion[/b] - [level]guhygyr[/level]

Rene (2007-03-25)
For Sampler 2 ([level]ledohit[/level]): [level]jufakyx[/level]

jf (2007-03-28) I used brute force to solve these two: for Dispersion ([level]guhygyr[/level]): [level]bibuxom[/level], and for Sampler 2 ([level]ledohit[/level]): [level]lonesus[/level].

20eight (2007-03-29) [b]Dispersion 2[/b] - [level]kohylyf[/level]

adept (2007-03-29) Dispersion 2 [level]sykysen[/level]  - I finally solved one without making it overly complicated.

20eight (2007-03-30) [b]Dispersion 3[/b] - [level]dunusyg[/level]

jf (2007-03-30) For Dispersion 2 ([level]kohylyf[/level]): [level]gavihab[/level], and for Dispersion 3 ([level]dunusyg[/level]): [level]zoxurub[/level].

Rene, nice clean solution to Blind co-op 9 in [level]xegyxud[/level] -- it looks so easy.

20eight (2007-03-31) [b]Dispersion 4[/b] - [level]hazixil[/level]

Hyenas Here (2007-04-03) [quote author=20eight link=topic=197.msg2357#msg2357 date=1173461187]
[b]Vein 6[/b] - [level]vedacal[/level]
[/quote]

Behold, several weeks of work, the solution for "vein 6": [level]behodod[/level]

20eight (2007-04-03) Hyenas Here, [level]behodod[/level] is fantastic.  I still have a smile on my face as I type this.

20eight (2007-04-03) [b]Factors[/b] - [level]hygyhyl[/level]

Hyenas Here (2007-04-07) [quote author=20eight link=topic=197.msg2475#msg2475 date=1175615842]
Hyenas Here, [level]behodod[/level] is fantastic.  I still have a smile on my face as I type this.
[/quote]

Thanks. I was pleased but not enthusiastic because my original goal was to do it much "lighter". So I persevered, and behold:

[level]bogined[/level]

(Edit: Oops, it was failing if the second crate was F. I think it's fixed now.)

jf (2007-04-26) For Factors ([level]hygyhyl[/level]): [level]gexehyd[/level].

jf (2007-04-27) For Vein 6 ([level]vedacal[/level]): [level]receric[/level].

Edit: Nice solutions, Hyenas Here -- behodod, and the miniaturization in bogined are impressive.

Edit again: for Vein 5 ([level]xypugad[/level]): [level]konuvyd[/level], after seeing Hyenas Here's latching mechanism.

Timbo (2007-04-28) Valve 3.1 ([level]cisoked[/level])[level]kutodev[/level]

geej66 (2007-05-01) Analog 4 ([level]vibygis[/level]) - [level]bugisek[/level]

error1 (2007-05-02) Dispersion 4 - ([level]hazixil[/level]) - [level]macyfov[/level]

jf (2007-05-02) For Dispersion 4 ([level]hazizil[/level]): [level]pyzidul[/level]

For Timed Release 3 ([level]mabigob[/level]): [level]defofav[/level]

jf (2007-05-04) Here are a few more:

Sampler ([level]tadiler[/level]): [level]negukah[/level]

Four Sum 2 ([level]zufumas[/level]): [level]gubopah[/level]

Torrent 4 ([level]syxibyx[/level]): [level]gefyvik[/level]. This solution turned out to be much less complicated than I expected. [spoiler]The top sets up a simple pattern (which was important to find), the right side easily handles the zero case, and the left side does little more than turn the resulting barrels into crates.[/spoiler]

Blind Co-op 5 ([level]bidaneb[/level]): [level]jigedol[/level]

Shelves 4 ([level]tukyval[/level]): [level]damesyg[/level]

jf (2007-05-05) Here are two more to finish off the week:

Burn Table 5 ([level]zebohul[/level]): [level]mofuvyx[/level].

Queue 2 ([level]patymoz[/level]): [level]baposaf[/level]. This one is a very difficult puzzle, or a very complicated solution, or both.  :)

20eight (2007-05-08) wow, jf.  You're brilliant.  I was especially excited to see Queue 2 solved. 

Hopefully once Lacrosse season is over (and maybe the school year too), I'll have some time to generate more puzzles.

jf (2007-05-17) Here is one more: Alternative Math 5 ([level]kabegav[/level]): [level]bicinuh[/level]

There are a few more existing puzzles that I would like to solve.

jf (2007-05-18) For Quality Control 4.1 [level]tibygax[/level]: [level]tuhasam[/level]. This puzzle was quite a challenge. Rene's solution rasakuv is interesting -- I had originally started with a similar idea. This solution is completely different.

[spoiler]My solution only needs one of the available gates, and takes advantage of the behavior of the up-pipe when a string of barrels dropping under it momentarily loses slack, coupled with the timing of the keys on either side of the gate. Also, the chained-delay of downward keys is important, to implement the "starting gate" from which the final release of the bottom dozer is timed (the delay is needed to accomodate a crate 0 or 1).[/spoiler]

jf (2007-05-23) For Equilibrium [level]vuhunyp[/level]: [level]dupadeg[/level]. This was one tricky puzzle!

For Slidebar 3 [level]vimydah[/level]: [level]jyvymyn[/level].

For Eight Sum 3 [level]goryvyn[/level]: [level]rigydab[/level]. I adapted my solution for Four Sum 2.

jf (2007-06-06) For Slot Machine 3: [level]gyvuvar[/level]. I've just now looked at Rene's solution [level]gizimet[/level] -- very clever design.

humbugger (2012-11-25) I haven't seen many solutions for these posted.  I had less trouble with 4 than I did 3.

I think the method I used for 4 could be used on all four for the Combinations.

Combination Lock 3 [level]hogudav[/level] : [level]cogegez[/level]

Combination Lock 4 [level]camydyb[/level] : [level]homuhit[/level]

humbugger (2012-12-02) Slot Machine 2 [level]takybyd[/level] : Winning at Slots 2 [level]pufomaf[/level]

A slow but steady way of winning.  I have used the same method for Slot Machine 1.  I am not sure I can find enough room for # 3.

humbugger (2012-12-02) Fairly simple solution to Analog 4 [level]vibygis[/level] :[level]nyzedos[/level]

Should work for 2 & 3 also.

humbugger (2013-02-03) I simplified the bottom part form my solution to Combination Lock 4
to make this solution to Combination Lock 3 [level]hogudav[/level] : [level]dalehop[/level]

humbugger (2013-08-31) For “factors” [level]hygyhyl[/level] I have noticed that it is possible for the dozer to be released before the target column has stopped.
If the first upper random crate is an F and target random crate is larger than B, the information crates come out
for B.

The solution posted by jf also fails when this occurs.

I have slowed down the dozer trigger random crate to eliminate this. Factors 2 [level]tudaryg[/level]

My solution to this modified “factors” is [level]rydedam[/level]

Humbugger

humbugger (2013-09-12) This is a fun solution I came up with for Burn Table 6: [level]velemob[/level] - [level]vylykud[/level]

It should work for Levels 1 thru 6.

Humbugger

humbugger (2013-09-12) Since I have done Burn Table 6.  I felt I must do something for Burn Table 7: [level]gekydir[/level]
My solution is similar to Rene's, but I found a way to do it without modifying the original crates.
Behold Burn Table 7 Solution: [level]begizif[/level].

Humbugger

Action Arcade!!! ;D

lopsidation (2007-02-05) Yep, you read that right, It's rubicon... Generation X! I created the very first action arcade level at [i][move][level]hoticix[/level][/move][/i]
[move] ;D 8) ;D 8) ;D 8) ;D 8) ;D 8) ;D 8) ;D 8) ;D 8) ;D 8) ;D 8) ;D 8) ;D 8) ;D 8) ;D 8) ;D 8)[/move]
BTW, don't post your solutions yet, I want everyone to figure it out themselves.
Maybe someone can make a scrolling shooter? That would be sweet ;D
Another one: [level]nylylas[/level]

Kevan (2007-02-05) Heh, solved. Very good.

Rene (2007-02-05)
Nice one.
By the way, you're not the first with such a puzzle. There is at least one puzzle posted before that has the same kind of solution. And that one is harder!

jf (2007-02-05) Thanks, Rene!  ;) [spoiler]After I figured this one out, I went back and solved another puzzle that it made me think of.[/spoiler]

Rene (2007-02-05)
How about this one for a scrolling shooter (make sure you solve [level]hoticix[/level] first!!):

    [level]cerusob[/level]

BirdOfAsh (2007-02-06) That was fun! At first glance, I had no idea what to do, but then the answer just popped into my head! I loved it. (Them)

Bucky (2007-02-06) [quote author=Rene link=topic=199.msg1956#msg1956 date=1170715960]

How about this one for a scrolling shooter (make sure you solve [level]hoticix[/level] first!!):

    [level]cerusob[/level]
[/quote]

Unsolveable.  Eventually, two blocks will come in the wrong formation.

lopsidation (2007-02-07) new one:[level]nylylas[/level]: fast reaction
I guess it would be hard to create a real scrolling shooter like space invaders or raiden X because you only have one key to work with. Maybe you could do pong, with old physics=left and new physics=right, but the bouncing ball would be very impossibly hard to implement.

The basic machine for action arcade:[level]sipusuf[/level]
When P is on the old setting, it goes right, otherwise it goes left. There's also a nice little puzzle for choosing which crate to put there, but it's rather easy.

krisper (2007-09-20) I never understood [level]hoticix[/level]... Someone wanna tell me what the point is?

Bucky (2007-09-20) [spoiler]It's a odd variant on [level]sufebub[/level].  I'd recommend doing that one first.[/spoiler]
Further[spoiler], it makes use of an odd feature mentioned on the front page.[/spoiler]

krisper (2007-09-20) [level]sufebub[/level] Could not be found.


Would you be talking about the [spoiler]Advanced Editing? cause I still don't really understand what to do... like why is it called "action arcade"?[/spoiler]

Bucky (2007-09-20) [spoiler][level]sufebeb[/level][/spoiler] was the original.  If you've solved any of them, you know why it's Action Arcade.

adept (2007-09-20) [quote author=Bucky link=topic=199.msg3215#msg3215 date=1190320824]
[spoiler][level]sufebeb[/level][/spoiler] was the original.  If you've solved any of them, you know why it's Action Arcade.
[/quote]

Now I can finally solve the original- thanks
I never even thought about trying that until this tread

sly (2007-09-25) I got an action arcade one. I'm sure alot of you will give up on it tho ;)

Nobody's Perfect : [level]zubuvim[/level]

Rene (2007-09-25) [quote author=sly link=topic=199.msg3222#msg3222 date=1190689033]
I got an action arcade one. I'm sure alot of you will give up on it tho ;)

Nobody's Perfect : [level]zubuvim[/level]
[/quote]

Mmmm..... did you actually manage to solve it yourself?

krisper (2007-09-25) I still can't even solve these... I thought I understood what the big secret was. But I was wrong... Anyone wanna let me know.

Bucky (2007-09-25) [quote author=sly link=topic=199.msg3222#msg3222 date=1190689033]
I got an action arcade one. I'm sure alot of you will give up on it tho ;)

Nobody's Perfect : [level]zubuvim[/level]
[/quote]

Got it on my sixth attempt.  I had to use a previously useless trick in order to do so.  [spoiler]You can slow the game down to 1/2 speed by running another rubicon level at the same time.[/spoiler]

sly (2007-09-26) [quote author=Rene link=topic=199.msg3223#msg3223 date=1190743566]
[quote author=sly link=topic=199.msg3222#msg3222 date=1190689033]
I got an action arcade one. I'm sure alot of you will give up on it tho ;)

Nobody's Perfect : [level]zubuvim[/level]
[/quote]

Mmmm..... did you actually manage to solve it yourself?

[/quote]

Yeah but it took about 50 tries -_-

Bucky (2007-09-27) I took a stab at a new-style action arcade level; it's a generic falling block game.  It's actually fun to play  :D

Falling Crates:[level]hacedod[/level].

TTTPPP (2007-09-27) Action Stations [level]vygisyp[/level]

I didn't solve it for obvious reasons.

(If you feel that you *have* to solve every level, then do the shorter version [level]bezikid[/level], which I saved by accident)

Rene (2007-09-28) [quote author=krisper link=topic=199.msg3224#msg3224 date=1190747909]
I still can't even solve these... I thought I understood what the big secret was. But I was wrong... Anyone wanna let me know.
[/quote]

Krisper, to solve these puzzles you have to use a lesser known feature of Rubicon
[spoiler]Rubicon has two physics models: an old and a new one. In the old physics model, the packers, unpackers, and copiers are a little bit faster than in the new model.[/spoiler]
[spoiler]You can switch between the models with 'P'.[/spoiler]
[spoiler]You can even switch while the game is already running.[/spoiler]
[spoiler]That makes it possible to influence the game while it is running, directing crates one way or another based on the physics model[/spoiler]

krisper (2007-09-28) [quote author=Rene link=topic=199.msg3229#msg3229 date=1190959568]
[quote author=krisper link=topic=199.msg3224#msg3224 date=1190747909]
I still can't even solve these... I thought I understood what the big secret was. But I was wrong... Anyone wanna let me know.
[/quote]

Krisper, to solve these puzzles you have to use a lesser known feature of Rubicon
[spoiler]Rubicon has two physics models: an old and a new one. In the old physics model, the packers, unpackers, and copiers are a little bit faster than in the new model.[/spoiler]
[spoiler]You can switch between the models with 'P'.[/spoiler]
[spoiler]You can even switch while the game is already running.[/spoiler]
[spoiler]That makes it possible to influence the game while it is running, directing crates one way or another based on the physics model[/spoiler]
[/quote]




Ohh... I get it now. Awesome, thanks Rene.

targets

lopsidation (2007-02-05) It seems to me that there's something wrong with the box in the lower-right corner that says "Solved!" when all the targets match up. In [level]natotyk[/level], both targets are green, but the box just keeps counting ticks. ???

Rene (2007-02-05)
It only works in "Game" mode, not in "Sandbox" mode - no idea why. When I try [level]natotyk[/level] in Game mode, it says "Solved in 1 tick".

hatkirby (2007-07-28) If you switch it to the old physics model, it doesn't work, but it does in the new.

Rene (2007-07-28) [quote author=hatkirby link=topic=200.msg2866#msg2866 date=1185613298]
If you switch it to the old physics model, it doesn't work, but it does in the new.
[/quote]

Interesting. In the old physics model, the crate is there, but the matcher does not light up. I suspect that - unlike in the new physics model (see http://kevan.org/rubicon/forums/index.php/topic,158.msg1411.html#msg1411) - the copier and matcher are in the same category and are evaluated bottom-up. During one cycle:
- the furnace first burns the crate
- the matcher looks at the empty space
- the copier places a new crate

This is confirmed by swapping the matcher and copier. If the matcher is on top, and an (upwards-) copier is beneath, then the matcher lits up.
You have similar behaviour in the new physics model with packers and the matcher (see [level]dariboc[/level])

hatkirby (2007-07-28) But there's something I don't get. In [level]hasegov[/level], the solution takes quite a while to finish. But when it does, it doesn't say Solved! Why? It doesn't have anything to do with copiers.

Bucky (2007-07-28) [quote author=hatkirby link=topic=200.msg2872#msg2872 date=1185627189]
But there's something I don't get. In [level]hasegov[/level], the solution takes quite a while to finish. But when it does, it doesn't say Solved! Why? It doesn't have anything to do with copiers.
[/quote]

It Solved for me.  I don't see what you're talking about.

hatkirby (2007-07-28) [quote author=Bucky link=topic=200.msg2879#msg2879 date=1185637300]
[quote author=hatkirby link=topic=200.msg2872#msg2872 date=1185627189]
But there's something I don't get. In [level]hasegov[/level], the solution takes quite a while to finish. But when it does, it doesn't say Solved! Why? It doesn't have anything to do with copiers.
[/quote]

It Solved for me.  I don't see what you're talking about.
[/quote]???? It didn't solve before. That's very strange.

archive for 20eight's puzzle

20eight (2007-03-03) this will be an archive for the thread [b]20eight's puzzles[/b]

the frontpage in the original thread has gotten too large so I am going to chop it into pieces and put them here with links from the original thread.

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Slidebar 1.1[/b][/td][td] - [/td][td][center][level]hotobyt[/level][/center][/td][td][center][level]jusosol[/level][/center][/td][td][center]SM[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]kitegid[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]dyrixyn[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Slidebar 2[/b][/td][td] - [/td][td][center][level]nafuhif[/level][/center][/td][td][center][level]visasap[/level][/center][/td][td][center]SM[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]gycomem[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]xuzixav[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]peharez[/level][/center][/td][td][center]sluutthefeared[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]goxygar[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Slidebar 3[/b][/td][td] - [/td][td][center][level]vimydah[/level][/center][/td][td][center][level]xykemuf[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Slidebar 4[/b][/td][td] - [/td][td][center][level]pibafog[/level][/center][/td][td][center][level]dupavop[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]gomuluc[/level][/center][/td][td][center]jf[/center][/td][/tr]

[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Combination Lock 1[/b][/td][td] - [/td][td][center][level]ladudip[/level][/center][/td][td][center][level]gotudog[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Combination Lock 2[/b][/td][td] - [/td][td][center][level]jubokax[/level][/center][/td][td][center][level]debalis[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Combination Lock 3[/b][/td][td] - [/td][td][center][level]hogudav[/level][/center][/td][td][center][level]sytubed[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]hodibab[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Combination Lock 4.1[/b][/td][td] - [/td][td][center][level]camydyb[/level][/center][/td][td][center][level]dubytuv[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]xugixol[/level][/center][/td][td][center]Rene[/center][/td][/tr]


[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]
[tr][td][b]Slot Machine 1[/b][/td][td] - [/td][td][center][level]litipaf[/level][/center][/td][td][center][level]falehyx[/level][/center][/td][td][center]jf[/center][/td][/tr]

[tr][td][b]Slot Machine 2[/b][/td][td] - [/td][td][center][level]takybyd[/level][/center][/td][td][center][level]herihyx[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]hexezog[/level][/center][/td][td][center]Rene[/center][/td][/tr]

[tr][td][b]Slot Machine 3[/b][/td][td] - [/td][td][center][level]takybyd[/level][/center][/td][td][center][level]gizimet[/level][/center][/td][td][center]Rene[/center][/td][/tr]

[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Mobius Strip[/b][/td][td] - [/td][td][center][level]hulykyt[/level][/center][/td][td][center][level]jogykax[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]lafegid[/level][/center][/td][td][center]Hyenas Here[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]jubudaf[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Equilibrium[/b][/td][td] - [/td][td][center][level]vuhunyp[/level][/center][/td][td][center][level]tybogyd[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]leryric[/level][/center][/td][td][center]Rene[/center][/td][/tr]

[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Inertia 1[/b][/td][td] - [/td][td][center][level]vigikut[/level][/center][/td][td][center][level]bohutup[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]dohopef[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]kobycot[/level][/center][/td][td][center]SM[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]relenod[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Inertia 2[/b][/td][td] - [/td][td][center][level]dygafum[/level][/center][/td][td][center][level]nohysus[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]bihygob[/level][/center][/td][td][center]SM[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]cobaxin[/level][/center][/td][td][center]Bucky[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]gugenyg[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]hepyfog[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Inertia 3[/b][/td][td] - [/td][td][center][level]gimoxar[/level][/center][/td][td][center][level]vovyfak[/level][/center][/td][td][center]SM[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]rakybex[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]cocedyd[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Inertia 4[/b][/td][td] - [/td][td][center][level]cybesud[/level][/center][/td][td][center][level]dodebep[/level][/center][/td][td][center]SM[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]ribaban[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]tebyfuk[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Inertia 5[/b][/td][td] - [/td][td][center][level]birisix[/level][/center][/td][td][center][level]hesaxav[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Inertia 6[/b][/td][td] - [/td][td][center][level]danimof[/level][/center][/td][td][center][level]rodalod[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]kytegim[/level][/center][/td][td][center]jf[/center][/td][/tr]

[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Catalyst 1[/b][/td][td] - [/td][td][center][level]jydukag[/level][/center][/td][td][center][level]cekicic[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Catalyst 2[/b][/td][td] - [/td][td][center][level]lodadim[/level][/center][/td][td][center][level]vakytug[/level][/center][/td][td][center]Bucky[/center][/td][/tr]
[tr][td][b]Catalyst 3[/b][/td][td] - [/td][td][center][level]lenybir[/level][/center][/td][td][center][level]dovopig[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]buvyheb[/level][/center][/td][td][center]jf[/center][/td][/tr]


[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Eight Sum 1[/b][/td][td] - [/td][td][center][level]kiryxoc[/level][/center][/td][td][center][level]difudax[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b]Eight Sum 2[/b][/td][td] - [/td][td][center][level]sitatuh[/level][/center][/td][td][center][level]lupunah[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Eight Sum 3[/b][/td][td] - [/td][td][center][level]goryvyn[/level][/center][/td][td][center][level]guletem[/level][/center][/td][td][center]geej66[/center][/td][/tr]

[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Conversion 1[/b][/td][td] - [/td][td][center][level]biduran[/level][/center][/td][td][center][level]zicobar[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][b]Conversion 2[/b][/td][td] - [/td][td][center][level]cukikag[/level][/center][/td][td][center][level]tekenel[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]dibyguc[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Conversion 2.1[/b][/td][td] - [/td][td][center][level]pygilyn[/level][/center][/td][td][center][level]pilydag[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Conversion 3[/b][/td][td] - [/td][td][center][level]putevag[/level][/center][/td][td][center][level]lyfycap[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Conversion 4[/b][/td][td] - [/td][td][center][level]gygydyp[/level][/center][/td][td][center][level]hebylid[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Conversion 5.1[/b][/td][td] - [/td][td][center][level]siroxog[/level][/center][/td][td][center][level]hemegop[/level][/center][/td][td][center]Rene[/center][/td][/tr]

[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]


[tr][td][b]Four Sum 1[/b][/td][td] - [/td][td][center][level]fegadod[/level][/center][/td][td][center][level]hodaryg[/level][/center][/td][td][center]MagiMaster[/center][/td][/tr]
[tr][td][b][color=Red]Four Sum 2[/color][/b][/td][td] - [/td][td][center][level]zufumas[/level][/center][/td][/tr]
[tr][td][b]Four Sum 3[/b][/td][td] - [/td][td][center][level]kivigep[/level][/center][/td][td][center][level]ciremyp[/level][/center][/td][td][center]geej66[/center][/td][/tr]

[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Torrent 1[/b][/td][td] - [/td][td][center][level]bimokun[/level][/center][/td][td][center][level]cupobyb[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]helovim[/level][/center][/td][td][center]adept[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]bexocyv[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Torrent 2[/b][/td][td] - [/td][td][center][level]pygamep[/level][/center][/td][td][center][level]vobiseb[/level][/center][/td][td][center]adept[/center][/td][/tr]
[tr][td][b]Torrent 3[/b][/td][td] - [/td][td][center][level]nozyvem[/level][/center][/td][td][center][level]kotapog[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b][color=Red]Torrent 4[/color][/b][/td][td] - [/td][td][center][level]syxibyx[/level][/center][/td][/tr]


[/table]

20eight (2007-03-03) [table]

[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Pinch[/b][/td][td] - [/td][td][center][level]buvocek[/level][/center][/td][td][center][level]fanefah[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]vedydak[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]xanycah[/level][/center][/td][td][center]Rene[/center][/td][/tr]

[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Alternative Math 1[/b][/td][td] - [/td][td][center][level]rofateg[/level][/center][/td][td][center][level]dupudif[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]magifas[/level][/center][/td][td][center]MagiMaster[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]lepufod[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][b]Alternative Math 2[/b][/td][td] - [/td][td][center][level]ganogad[/level][/center][/td][td][center][level]xydohik[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]cykohob[/level][/center][/td][td][center]MagiMaster[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]socydoh[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][b]Alternative Math 3[/b][/td][td] - [/td][td][center][level]tibulib[/level][/center][/td][td][center][level]darukyt[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Alternative Math 4[/b][/td][td] - [/td][td][center][level]bafomyr[/level][/center][/td][td][center][level]dogudez[/level][/center][/td][td][center]MagiMaster[/center][/td][/tr]
[tr][td][b]Alternative Math 4.1[/b][/td][td] - [/td][td][center][level]fafikin[/level][/center][/td][td][center][level]xukyhyt[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Alternative Math 5[/b][/td][td] - [/td][td][center][level]kabegav[/level][/center][/td][td][center][level]pidurep[/level][/center][/td][td][center]Rene[/center][/td][/tr]


[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]


[tr][td][b]Quality Control 1[/b][/td][td] - [/td][td][center][level]baganid[/level][/center][/td][td][center][level]gedofiv[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]hucuzis[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Quality Control 2[/b][/td][td] - [/td][td][center][level]docoxin[/level][/center][/td][td][center][level]zapageb[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Quality Control 3[/b][/td][td] - [/td][td][center][level]juxuhup[/level][/center][/td][td][center][level]vocogoz[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Quality Control 4.1[/b][/td][td] - [/td][td][center][level]tibygax[/level][/center][/td][td][center][level]rasakuv[/level][/center][/td][td][center]Rene[/center][/td][/tr]


[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Ambivalence 0[/b][/td][td] - [/td][td][center][level]fetyven[/level][/center][/td][td][center][level]kikazit[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b]Ambivalence 1[/b][/td][td] - [/td][td][center][level]jopenar[/level][/center][/td][td][center][level]fugipyd[/level][/center][/td][td][center]geej66[/center][/td][/tr]

[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Queue 1[/b][/td][td] - [/td][td][center][level]bodadic[/level][/center][/td][td][center][level]nihaxox[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][b][color=Red]Queue 2[/color][/b][/td][td] - [/td][td][center][level]patymoz[/level][/center][/td][/tr]
[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Cascade 1[/b][/td][td] - [/td][td][center][level]nypilys[/level][/center][/td][td][center][level]pidezak[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]dumatyb[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][b]Cascade 2[/b][/td][td] - [/td][td][center][level]licygim[/level][/center][/td][td][center][level]denucod[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]subigit[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][b]Cascade 3[/b][/td][td] - [/td][td][center][level]benimof[/level][/center][/td][td][center][level]dakabyn[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b]Cascade 4[/b][/td][td] - [/td][td][center][level]rosabic[/level][/center][/td][td][center][level]bozodef[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b]Cascade 5[/b][/td][td] - [/td][td][center][level]xozugan[/level][/center][/td][td][center][level]busefek[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]mugibuf[/level][/center][/td][td][center]jnz[/center][/td][/tr]


[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Shelves 1[/b][/td][td] - [/td][td][center][level]kazabab[/level][/center][/td][td][center][level]picezyr[/level][/center][/td][td][center]Hyenas Here[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]cidimec[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b]Shelves 2[/b][/td][td] - [/td][td][center][level]xodudan[/level][/center][/td][td][center][level]zanirek[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b]Shelves 3[/b][/td][td] - [/td][td][center][level]tegagop[/level][/center][/td][td][center][level]zabelat[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b][color=Red]Shelves 4[/color][/b][/td][td] - [/td][td][center][level]tukyval[/level][/center][/td][/tr]
[tr][td][b]Shelves 5[/b][/td][td] - [/td][td][center][level]hyvuceg[/level][/center][/td][td][center][level]vorohag[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Release Valve 1[/b][/td][td] - [/td][td][center][level]panokac[/level][/center][/td][td][center][level]dadetim[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]habikam[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]getodam[/level][/center][/td][td][center]Bucky[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]veladyk[/level][/center][/td][td][center]jf[/center][/td][/tr]

[tr][td][b]Release Valve 2[/b][/td][td] - [/td][td][center][level]zatilub[/level][/center][/td][td][center][level]fyparag[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]dozupeb[/level][/center][/td][td][center]jf[/center][/td][/tr]

[tr][td][b]Release Valve 3.1[/b][/td][td] - [/td][td][center][level]cisoked[/level][/center][/td][td][center][level]kutodev[/level][/center][/td][td][center]Timbo[/center][/td][/tr]

[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Burn Table 1[/b][/td][td] - [/td][td][center][level]jedubag[/level][/center][/td][td][center][level]hobufiz[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b]Burn Table 2[/b][/td][td] - [/td][td][center][level]dabevil[/level][/center][/td][td][center][level]matesyc[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b]Burn Table 3[/b][/td][td] - [/td][td][center][level]gibufeh[/level][/center][/td][td][center][level]navidos[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]lokuzan[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Burn Table 4[/b][/td][td] - [/td][td][center][level]detuhus[/level][/center][/td][td][center][level]lobebyb[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b][color=Red]Burn Table 5[/color][/b][/td][td] - [/td][td][center][level]zebohul[/level][/center][/td][/tr]
[tr][td][b]Burn Table 6[/b][/td][td] - [/td][td][center][level]velemob[/level][/center][/td][td][center][level]nezalom[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]mikobyd[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Burn Table 7[/b][/td][td] - [/td][td][center][level]gekydir[/level][/center][/td][td][center][level]dagogid[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Burn Table 7.1[/b][/td][td] - [/td][td][center][level]dabanek[/level][/center][/td][td][center][level]dogifiv[/level][/center][/td][td][center]jf[/center][/td][/tr]


[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Replacement 1[/b][/td][td] - [/td][td][center][level]rogygab[/level][/center][/td][td][center][level]jazigor[/level][/center][/td][td][center]Bucky[/center][/td][/tr]
[tr][td][b]Replacement 2[/b][/td][td] - [/td][td][center][level]pabuduv[/level][/center][/td][td][center][level]kepodyc[/level][/center][/td][td][center]Bucky[/center][/td][/tr]
[tr][td][b]Replacement 3[/b][/td][td] - [/td][td][center][level]depizoh[/level][/center][/td][td][center][level]johynil[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]cudonut[/level][/center][/td][td][center]jf[/center][/td][/tr]
[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Filler 1[/b][/td][td] - [/td][td][center][level]nabytib[/level][/center][/td][td][center][level]havipix[/level][/center][/td][td][center]Bucky[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]bovadux[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Filler 2[/b][/td][td] - [/td][td][center][level]hihizor[/level][/center][/td][td][center][level]pibuduh[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]rirebof[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]vyhakud[/level][/center][/td][td][center]jf[/center][/td][/tr]


[/table]

20eight (2007-03-03) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]    SOLUTION    [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Analog 1[/b][/td][td] - [/td][td][center][level]kabepel[/level][/center][/td][td][center][level]vudebam[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]cufesuv[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Analog 2[/b][/td][td] - [/td][td][center][level]huletyb[/level][/center][/td][td][center][level]kugytaf[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]lipeseb[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][b]Analog 3[/b][/td][td] - [/td][td][center][level]zumareg[/level][/center][/td][td][center][level]gomaruc[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b][color=Red]Analog 4[/color][/b][/td][td] - [/td][td][center][level]vibygis[/level][/center][/td][/tr]

[/table]

20eight (2007-03-05) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Mimic 1[/b][/td][td] - [/td][td][center][level]buryryk[/level][/center][/td][td][center][level]giguzyh[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]kumotuf[/level][/center][/td][td][center]SM[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]hukelud[/level][/center][/td][td][center]adept[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]rogivek[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Mimic 2[/b][/td][td] - [/td][td][center][level]cubucub[/level][/center][/td][td][center][level]lypedyr[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]pyrofol[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Mimic 3[/b][/td][td] - [/td][td][center][level]bekekol[/level][/center][/td][td][center][level]kaxogyt[/level]*[/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]numedel[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Mimic 4[/b][/td][td] - [/td][td][center][level]bekekol[/level][/center][/td][td][center][level]budasuv[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Mimic 5[/b][/td][td] - [/td][td][center][level]gaxygon[/level][/center][/td][td][center][level]tarovyl[/level][/center][/td][td][center]Hyenas Here[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]kokisof[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]juhynec[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][b]Mimic 6[/b][/td][td] - [/td][td][center][level]bulavid[/level][/center][/td][td][center][level]zuxeduv[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]xagivos[/level][/center][/td][td][center]jf[/center][/td][/tr]
[/table]
*needs editing

20eight (2007-03-07) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Timed Release 1[/b][/td][td] - [/td][td][center][level]gucomag[/level][/center][/td][td][center][level]gusipud[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][b]Timed Release 2[/b][/td][td] - [/td][td][center][level]biludif[/level][/center][/td][td][center][level]rasineg[/level][/center][/td][td][center]jnz[/center][/td][/tr]
[tr][td][b]Timed Release 3[/b][/td][td] - [/td][td][center][level]mabigob[/level][/center][/td][td][center][level]basaxeh[/level][/center][/td][td][center]Rene[/center][/td][/tr]

[/table]

20eight (2007-03-08) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Vein 1[/b][/td][td] - [/td][td][center][level]vivotyt[/level][/center][/td][td][center][level]tuduzob[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Vein 2[/b][/td][td] - [/td][td][center][level]cufozob[/level][/center][/td][td][center][level]navivub[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]cufozob[/level][/center][/td][td][center]Hyenas Here[/center][/td][/tr]
[tr][td][b]Vein 2.1[/b][sup]1[/sup][/td][td] - [/td][td][center][level]gidygig[/level][/center][/td][td][center][level]vasetil[/level][/center][/td][td][center]Hyenas Here[/center][/td][/tr]
[tr][td][b]Vein 3[/b][/td][td] - [/td][td][center][level]mafynys[/level][/center][/td][td][center][level]nykikios[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b]Vein 4[/b][/td][td] - [/td][td][center][level]kekixam[/level][/center][/td][td][center][level]vatyfeb[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b]Vein 5[/b][/td][td] - [/td][td][center][level]xypugad[/level][/center][/td][td][center][level]pynugib[/level][/center][/td][td][center]Hyenas Here[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]konyvid[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Vein 6[/b][/td][td] - [/td][td][center][level]vedacal[/level][/center][/td][td][center][level]behodod[/level][/center][/td][td][center]Hyenas Here[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]bogined[/level][/center][/td][td][center]Hyenas Here[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]receric[/level][/center][/td][td][center]jf[/center][/td][/tr]

[/table]

[sup]1[/sup]puzzle by Hyenas Here

20eight (2007-03-13) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Sync 1[/b][/td][td] - [/td][td][center][level]damibig[/level][/center][/td][td][center][level]tonugob[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]sygyzuk[/level][/center][/td][td][center]adept[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]nobosaf[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Sync 2[/b][/td][td] - [/td][td][center][level]rosutuf[/level][/center][/td][td][center][level]sokacol[/level][/center][/td][td][center]adept[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]desybat[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]fimagod[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Sync 3[/b][/td][td] - [/td][td][center][level]gybigix[/level][/center][/td][td][center][level]gunusab[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]mehocyl[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[/table]

20eight (2007-03-15) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Shunt 1[/b][/td][td] - [/td][td][center][level]gigadeb[/level][/center][/td][td][center][level]cabimyg[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Shunt 2[/b][/td][td] - [/td][td][center][level]gulabur[/level][/center][/td][td][center][level]hibubuz[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]vyrepub[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Shunt 3[/b][/td][td] - [/td][td][center][level]gogepag[/level][/center][/td][td][center][level]denedad[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Shunt 4[/b][/td][td] - [/td][td][center][level]dividif[/level][/center][/td][td][center][level]pusunip[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]mubosih[/level][/center][/td][td][center]jf[/center][/td][/tr]
[/table]

20eight (2007-03-17) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Blind Co-op 1[/b][/td][td] - [/td][td][center][level]mypored[/level][/center][/td][td][center][level]hagymer[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]dadiled[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Blind Co-op 2[/b][/td][td] - [/td][td][center][level]regixyz[/level][/center][/td][td][center][level]vamusyh[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Blind Co-op 3[/b][/td][td] - [/td][td][center][level]zonecaz[/level][/center][/td][td][center][level]cyguxag[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Blind Co-op 4[/b][/td][td] - [/td][td][center][level]bovudyt[/level][/center][/td][td][center][level]zimodyz[/level][/center][/td][td][center]geej66[/center][/td][/tr]
[tr][td][b][color=Red]Blind Co-op 5[/color][/b][/td][td] - [/td][td][center][level]bidaneb[/level][/center][/td][/tr]
[tr][td][b]Blind Co-op 6[/b][/td][td] - [/td][td][center][level]tozebar[/level][/center][/td][td][center][level]pegivim[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]gubegig[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Blind Co-op 7[/b][/td][td] - [/td][td][center][level]naragyg[/level][/center][/td][td][center][level]bebikid[/level][/center][/td][td][center]Bucky[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]gygaxyz[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Blind Co-op 8[/b][/td][td] - [/td][td][center][level]vuruhos[/level][/center][/td][td][center][level]dekotud[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Blind Co-op 9[/b][/td][td] - [/td][td][center][level]berorik[/level][/center][/td][td][center][level]tiginok[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]xegyxud[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[/table]

20eight (2007-03-24) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Sampler 1[/b][/td][td] - [/td][td][center][level]tadiler[/level][/center][/td][td][center][level]fidukyb[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][b]Sampler 2[/b][/td][td] - [/td][td][center][level]ledohit[/level][/center][/td][td][center][level]jufakyx[/level][/center][/td][td][center]Rene[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]lonesus[/level][/center][/td][td][center]jf[/center][/td][/tr]
[/table]

20eight (2007-03-29) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Dispersion 1[/b][/td][td] - [/td][td][center][level]guhygyr[/level][/center][/td][td][center][level]bibuxom[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Dispersion 2[/b][/td][td] - [/td][td][center][level]kohylyf[/level][/center][/td][td][center][level]sykysen[/level][/center][/td][td][center]adept[/center][/td][/tr]
[tr][td][/td][td][/td][td][/td][td][center][level]gavihab[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b]Dispersion 3[/b][/td][td] - [/td][td][center][level]dunusyg[/level][/center][/td][td][center][level]zoxurub[/level][/center][/td][td][center]jf[/center][/td][/tr]
[tr][td][b][color=Red]Dispersion 4[/color][/b][/td][td] - [/td][td][center][level]hazixil[/level][/center][/td][/tr]
[/table]

20eight (2007-04-30) [table]
[tr][td][b]PUZZLE[/b][/td][td][/td][td][b][center]LINK[/center][/b][/td][td][b][center]     SOLUTION     [/center][/b][/td][td][b][center]SOLVER[/center][/b][/td][/tr]

[tr][td][b]Factors[/b][/td][td] - [/td][td][center][level]hygyhyl[/level][/center][/td][td][center][level]gexehyd[/level][/center][/td][td][center]jf[/center][/td][/tr]

[/table]

Best best...

freteeuet (2007-03-16) Internet!

*Spam links removed by moderator*

Hyenas Here (2007-03-16) Best BEST!

[level]fypusez[/level] [spoiler][level]guzubix[/level][/spoiler]

Six Months of Rubicon

Bucky (2007-03-22) Rubicon turns half a year old in 2 weeks, and I'd like to have some kind of highlight reel, possibly including awards. 

Possible award categories:
Most useful invention
Biggest surprise(Any type of machine)

Most innovative puzzle
Most difficult puzzle
Most fun puzzle
Best engineered puzzle

Most creative solution
Best engineered solution
Cleanest solution

The highlights collection should display a cross-section of techniques throughout the six-month period.  They should also be efficient-looking, aesthetically pleasing, or revolutionary and display a good balance of puzzles and solutions, with maybe a few other gadgets thrown in.

Input welcome

20eight (2007-03-22) Great idea, Bucky.

The first puzzle that pops to my mind for innovation (it was the first one I remember that required [spoiler]a binary breakdown of the input[/spoiler]) is Cleanroom ([level]ximacad[/level]).  Also it was incredibly difficult (I, for one, spent probably eight hours on it and last I checked only about three solutions were ever posted).

Also, I would nominate MagiMaster's [url=http://kevan.org/rubicon/forums/index.php/topic,35,msg155.html#msg155]Passing Trains[/url] series for most fun, and the [url=http://kevan.org/rubicon/forums/index.php/topic,35,msg155.html#msg155]Decryption[/url] series for engineering or innovation.


Bucky (2007-03-24) Here are a few nominations, found using the search engine
The first puzzle in the warehouse has to go in the highlights: [level]gobudif[/level]
(Difficult, Highlights)Here's an early example of a very challenging puzzle: [level]gekixin[/level]
(Innovative)The first puzzle to require analyzing a ? crate in order to match it:[level]detyxac[/level]

Magimaster's "Passing Trains" should be included in highlights as the first "serial" puzzle.

Saving

dacodemasta (2007-03-27) There needs to be other ways to save games/levels. so that you don't have to connect to the internet everytime yyou want a level. ??? 8) ???

ddsdiur (2008-04-17) I'm working on a way to do that. There is a download of a simple version at [url]http://kevan.org/rubicon/forums/index.php/topic,308.0.html[/url].

Tehpancho's puzzles

tehpancho (2007-04-17) More to come.  I created and solved all of these.

battlements---[level]diryxen[/level]
battlements2---[level]jedacop[/level]
compact---[level]zunaxup[/level]

digitalrift (2007-04-17) [level]gyhymyv[/level] - [level]ludigap[/level]
[level]tycodyl[/level] - [level]dubyfus[/level]

tehpancho (2007-04-17) crap i got to fix those, they werent supposed to be that easy.

k now try them

Bucky (2007-04-17) battlements:[level]nogunef[/level] (without using copiers)
battlements 2:[level]jigifab[/level] (ditto)
compact: [level]jebidup[/level] or [level]sigelop[/level] (depending on how much cheating is allowed)

EDIT:Looks like digitalrift had the same idea on battlements 2.

digitalrift (2007-04-17) Yeah... the asymmetric behavior of keys tripped me up for just a bit.

I could go back and redo without copiers, but it would just look like yours, haha.  :)

Edit: [level]zunaxup[/level] - [level]nelozez[/level]

jf (2007-04-17) For compact: [level]laladag[/level]

For battlements 2: [level]batenov[/level]

adept (2007-04-22) for battlements2 without more keys
[level]xyharah[/level]

Oscillator

lienne (2007-04-22) [level]bipanim[/level]

A series of ways to produce a stream of identical crates at the bottom of a column prettily.

Error1's puzzles

error1 (2007-04-26) least [level]bozozer[/level]
separation #5 [level]firubub[/level]
separation #4 [level]lakyfol[/level]
separation #3 [level]dybanik[/level]
separation #2 [level]jomodyf[/level]
separation #1 [level]gitodir[/level]
Copier Tutorial vr 2- [level]ximiruc[/level]
not random- [level]jagisim[/level]
not-random2- [level]vavefeb[/level]
mini copie- [level]migedef[/level]

Kevan (2007-04-26) Having a quick go at a level on my way through the forums:-

[level]jagisim[/level] -> [level]dubebud[/level]

jf (2007-04-26) Clever puzzles.

[level]buvetod[/level] -> [level]vorozad[/level]
[level]jagisim[/level] -> [level]hetefeg[/level]
[level]migedef[/level] -> [level]mubibyd[/level]

error1 (2007-04-29) new puzzle separation 1 [level]gitodir[/level]

Timbo (2007-04-29) Solved [level]gitodir[/level] with 2 components: [level]fobulab[/level]
Edit: and with one component: [level]gaxaxyb[/level]

hatkirby (2007-04-29) I've solved [level]gitodir[/level]!
The answer is [level]jegepiv[/level]!

digitalrift (2007-04-29) Timbo: That's 4 components.  ;)

seperation - [level]jehifud[/level]
not random - [level]xubuzub[/level]
mini copie - [level]jixepox[/level]

error1 (2007-04-29) my solution to separation 1 was the same as timbo's first one.
along the same line but slightly harder
separation 2 [level]jomodyf[/level]

digitalrift (2007-04-29) Seperation 2 - [level]zututis[/level]

error1 (2007-04-29) digitalrift your level zututis is missing a letter

this next one is much harder
separation #3 [level]dybanik[/level]

digitalrift (2007-04-30) Oops.  Recreated at [level]dopyzuv[/level].

I'm not sure how possible Seperation 3 is.

error1 (2007-04-30) I have a solution for Separation 3 but I still haven't tried it for every possible combo. It should work at least 99.8% of the time, but I think a better one is possible.

jf (2007-05-01) How about [level]gytebic[/level] for Separation 3?

error1 (2007-05-01) yeah jf thats the kind of solution that I had in mind. [spoiler]Its statistically imposable to fail [/spoiler]
[level]nysamot[/level] is what I came up with as a solution

error1 (2007-05-13) new puzzle
least [level]bozozer[/level]
try and beat it with the fewest additional pieces

geej66 (2007-05-14) Solution to "Least" ([level]bozozer[/level]), 4 pieces:

[level]gogegus[/level]

Update:  2 pieces: [level]pinifis[/level]

Bucky (2007-05-14) Least in 1 piece: [level]simuben[/level].  There are at least 15 other equivalent one-piece solutions.
separation 3:[level]nakyxut[/level][spoiler]I re-used a technique from my solution to jf's Factory(gahexem).[/spoiler]

adept (2007-05-14)