![]() Conversion glyphs, disposal, and projection consume bonding, debonding, calcification, and duplication trigger.These will all cause a collision on the next round of collision detection, unless something consumes the overlapping atom before then. Inputs spawning at the same time do not block each other. Note: Arm bases and hitboxes of conversion glyph products do not block input. Conversion glyphs (animismus, purification, dispersal, unification) only consume atoms before movement, and only produce atoms after movement. The basic order is inputs > glyphs > outputs > movement > inputs > glyphs > outputs. Knowing the order in which everything happens each cycle is necessary for overlap optimization. For overlap solutions however, this is extremely relevant, potentially letting you double throughput. This doesn't affect normal gameplay, so it was probably done for aesthetic reasons (think of a metal moving from one projection glyph to another). Inputs, glyphs and outputs trigger twice per cycle: before and after movement. Before detailing how to compute them, we need to talk about. L becomes much lower thanks to overlap, and D is entirely new. N has the same value as in regular cycle optimization. L is the minimum number of cycles from spawning the Nth set of inputs to completing the level.D is the number of times you can double-consume limiting inputs.N is the number of sets of inputs needed to make all required outputs.Instead of the usual 2N+1+L, minimum cycles for a level is given by N-D+L, where: Overlap makes it possible to use inputs every cycle, and sometimes even twice per cycle. This guide assumes you're already familiar with regular cycles theory.
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