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cpw

Mill Operator

Originally intended as a remake of #45 "Ground Level", but the mechanism needed space and I had to modify its appearance considerably, so I decided not to use the same name. :)

Mill Operator
cpw, Nov 12, 2016
    • cpw
      This level also shows an unexpected discovery that B and the draggables' locations can have an effect on the mill's motor. I'm still having trouble finding a pattern as it seems deterministic in this design, yet when I change the mill's mechanism slightly, the pattern also changed......o_O
    • Rating:
      5/5,
      meko
      When I raise the draggable nothing happens. But if B is near the mechanism it starts to rotate,and when B comes back the mechanism keeps rotating...Weird:confused:
    • cpw
      Yes, exactly what I was referring to in the above comment......It's driving me crazy since it seems to follow some kind of pattern, yet when I redesign the draggables' shapes and locations, the pattern also changed. The weirdest part is that they don't even touch each other at all :eek:
      There's actually a way to stop the mill without using the ball, by raising the small slider on the left side while B is near the mill. But to reach the goal you'll still have to use the ball ;)
    • Rating:
      4/5,
      chemi
      Finished, but I got extrange behaviors with the mill. It starts/stops based on B and draggable position? Thanks!
    • chemi
      Ok, I have read now spoilers and comments and you also experienced the same... :oops:
      cpw likes this.
    • trids
      Is the ball necessary? Cos the first few times it seemed to engage the cam thing behind the blades so that B can cross the gap.

      But then i skipped the ball step and went straight up to the peak where the cam was still disengaged, and fiddled with the elevators a bit to explore the sticky behaviour of the fan. And then i realised the cam was somehow engaged, and i could step across to the win... Ball still untouched, balancing on its horizontal pillar!
    • trids
      The platforms are somehow connected to the fan, cos you can see it stir when you fiddle with them.. Eventually leading to the freeing of the cam!
      o_O
      cpw likes this.
    • Frenzies
      @trids Looks like no one reads :rolleyes: (replying to your second comment). That's what the others were talking about. It's just part of the "forcefield" we were talking about in the mechanisms thread.
    • Rating:
      5/5,
      Frenzies
      Puzzling and interesting. It still had the familiar feel of Ground Level, although it was really different. The architecture at the bottom was good, although I think there were too much stairs at the top.
    • Mike_CN
      not stable.I didn't trigger the mill to rotate fastly first time,so I played again.
      trids likes this.
    • trids
      @Frenzies...
      I know what the others are talking about, thanks :). Perhaps i was not direct enough: i was suggesting that the physics of direct contact are more at play here than the force field effect.

      To me, it seems the stickiness of the mechanism (which is caused by blocks physically moving against others in direct contact) is the main problem; while the forcefield effect is just a curiosity in this case.
    • cpw
      @trids Yep, I'm aware of those issues, and like you, I'm also puzzled that the draggables aren't even touching each other. :eek::D

      @Mike_CN Also yep -- It is another example of how this effect can be unstable sometimes, yet most of the times it seems to follow some kind of pattern. :oops:

      @Frenzies Yeah, I realized there are too many stairs on the roof now that you mentioned it......Glad you still liked it :D In fact I almost gave up on this level due to the unexpected behavior, the size of the internal mechanism and the noise of the overclocked mill. So in the end I didn't spend much time on polishing the architecture, but still decided to upload it as a study of the "force field" effect, as well as
      a demonstration of the "motor pausing" mechanism that uses a secondary motor (so that once the back motor is released, the front motor no longer spins in any circumstances). But apparently the mechanism
      (1) works more stably if the motors are aligned with a vertical axis, and
      (2) the relative sizes of the two motor blocks seem to affect the speed of the mill (in this case the mill is bigger, hence faster than the back motor tip). This one still needs more study to confirm. o_O
    • cpw
      @trids Nice theory, though I'd also like to add that in my process of debugging this level, even the back (furthest) elevator had an effect on the mill......And in some of the variations I've tested, the effect comes into play even when only B was walking around. Sometimes the mill starts to rotate once he moves past a certain spot, other times it rotates once he reaches a certain height. Luckily in this build I managed to avoid that pattern :eek:
      trids likes this.
    • trids
      @cpw - It's not just friction with draggables that causes stickiness, but motors too. If I'm not mistaken, you have 3 motors driving the fan, right? And the middle one is embedded in the wall. Although it might not normally turn in this configuration (and therefore seem irrelevant in terms of friction), i believe it might be the source of at least some stickiness/instability.
    • cpw
      @trids Two motors -- one inside the building, the other outside. There's a metal pillar connecting the two together ;)
      trids likes this.
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  • Album:
    The Mechanic
    Uploaded By:
    cpw
    Date:
    Nov 12, 2016
    View Count:
    2,987
    Comment Count:
    28
    Tags:
    remake