I Thought I Was Cooking in Opus Magnum but I was Actually Engulfed in Flames



Opus Magnum is the latest open-ended puzzle game from Zachtronics, the creators of SpaceChem, Infinifactory, and SHENZHEN I/O. Design and build machines that assemble potions, poisons, and more using the alchemical engineer’s most advanced tool: the transmutation engine!

Check out Opus Magnum here:
β€” https://store.steampowered.com/app/558990/Opus_Magnum/

#olexa #puzzle #puzzlegame #zachtronics #opusmagnum #godthisguyisanidiot

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29 thoughts on “I Thought I Was Cooking in Opus Magnum but I was Actually Engulfed in Flames”

  1. The reset instruction doesn't only have to go at the end of a line. You can use it in the middle to reset an arm back to it's original starting position rather than trying to do the reset manually. There's a line after the reset instruction that will tell you how many cycles it will take to reset. Past this point you can then enter more instructions.

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  2. You’re going to get this I’m sure, but just in case: you don’t need the fidget spinner mergers. You can have elements hanging off the sides of a merger and it’ll add a line between the two elements over the merger.

    I haven’t found a use for the fidget spinner mergers so far. I wonder if they’re just a distraction like the 6 way arms. πŸ™‚

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  3. He-he-he… Your solutions are monstrous β€” but it's not a shame: the campaign is just the big tutorial. You can use and don't use any things that you want. Therefore, Opus Magnum is the most accessible game.

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  4. Even though it's obvious, I still think you need to be told that objects can be moved laterally with the track piece. You don't always have to deal with rotating objects over and over again or handing off an item to another arm.

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  5. Probably shouldn't use multi-binders when you only need to bind 2 items together. Although you don't care about cost, multi-binders take up twice the amount of space.

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  6. In the last puzzle, arm 8 was completely pointless. Arm 1 could've done that push by grabbing the lower salt marble. You could then pivot arm 1 thrice CCW and retract once, then reposition the output under the new endpoint, removing the need for arms 9 and 10.

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  7. Olexa. Olexa please. All I ask of you is to not use the reset commands all in a line at the end. Let the arms reset in their own time. Your solutions are excellent, barring only that flaw. The cycles you'll save, think of the cycles!

    No but seriously, good work on the solves, but the lag time between when your early arms finish their first loop and start their second is really padding your cycles.

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  8. Just a little efficiency thing: there is never a reason to move a reset instruction later, then leave blank space behind it. You keep making each loop take just 1 or 2 more cycles than it needs to.

    EDIT: at 30mins you were SO close to a really efficient solution. when 2 took the molecule, it was in blank space and you could just output it there.

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  9. Love the video as always!
    Something that helped me a whole ton in this game: After figuring out your own solution, look up a video of someone else doing that level. Seeing how someone else solved it in a different way really helps to understand the mechanics, as well as can give you ideas for future levels.

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  10. Juste a recap of the few comments I read as well as my own input:
    – Don't forget to bond 😁
    – The reset instruction can be used more than once in a program, and not necessarly at the end. Do not pad the progran with blanks, put the reset as early as possible. For the early level it should not cause any troubles
    – When you have the product complete, you should aim at moving it somewhere where all the atoms are on empty space and then put the output in that spot ! To do so, often a simple arm rotate does the job, for example here 28:00 (unless you care about area) (you keep setting the output in a position and trying to fit you product into it)
    – You could try using tracks, they can allow you to move a peoduxt without changing its rotation, without using a piston arm
    – Using simple binders is often enough and results in less accidental binds
    – I find using the keyboard shortcut very intuitive, if using the mouse bothers you, give it a try !

    I think those are good advice from the community, hope you are enjoying your time with this game, it's very good !
    Waiting for your next episode πŸ˜‡

    Reply
  11. Sigmar's garden is actually extremely simple – it is a version of Mahjong solitaire, but in one dimension, with somewhat weirder matching rules.

    New marbles are unlocked when they have three empty spaces near them.
    But only one metal can be unlocked at a time. Thats it.

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  12. At 49:21 the reason it didn't output was just because you hadn't dropped it – nothing to do with being repetable or anything. The reason it started working is because you added a reset instruction to that arm that then added the drop on for you.

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  13. This is hilarious!
    Yours isn’t the only brain smoking. I usually consider myself a pretty good puzzler, but trying to understand your reasoning and design process is an even tougher challenge than the puzzles themselves πŸ˜‚

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  14. If you're feeling kinda in-over-your-head with the current new levels, I'd still love to watch you go back to the earlier ones and rework to make them more satisfying for yourself! It's a good way to practice without feeling incompetent, plus you can see the improvements you've made.

    I don't want to see this series come to an end, but if it has to, thanks for what you've shared so far <3

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  15. So the thing about the reset fuction is, is that it extends the cycles further allong, meaning some parts are doing nothing but waiting for other things to reset, but if theres empty space at the very begining of the codey bit, then you can just manually put functions to shift arms back to where they need to be while all the rest of the action is happening – arguably the best cycle build would be where there are no empty square codes but with the maximum amount of arms

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