Spinning cogs have two forms of parity; clockwise and counterclockwise (also known as Widdershins, though that word is relatively uncommon nowadays). Two adjacent turning cogs will always have the opposite parity. If you have a cog turning clockwise, and put another beside it, the second will turn widdershins- and, vice-versa, a cog placed beside a widdershins cog will turn clockwise. As a result, two cogs that have a third placed between them will turn the same way as each other, while the one between them will be the opposite. So every cog with an odd number of cogs between it and the origin will be synchronized with the origin's direction, while every cog with an even number of cogs between it and the origin will be the opposite parity from the origin. If you connect two cogs by a belt, they will be synchronized to the same parity- either clockwise or widdershins. So, if you place two cogs that are connected with a belt adjacent to each other... They'll want to have teh same parity (due to the belt), but also the opposite parity (due to adjacency). Much like if you're trying to push a box both left and right, the 'forces' cancel out causing them- and the entire chain of cogs- to freeze up. As a side note: the gray cogs here will only turn one way- either clockwise, or widdershins, and have arrows on them, indicating which way they'll turn (presumably, they've got a ratchet system, which only lets them turn one way). If you're trying to turn them the wrong way, the mechanism gets jammed.
Yeah, the arrows on the one-way ones are a bit hard to tell while they're moving. Something like red for clockwise and green for widdershins. Maybe a faint color for currently spinning that direction, and a dark color with the arrows on the gear for the one-ways.
@@hunterchichester5720 You know, the 4 cardinal directions: turnwise, widdershins, hubward, and rimward. (It's a real (but very old) way of saying counter-clockwise.)
ayo, finally a puzzle game that gives me with education in mechanical engineering an advantage! btw, the reason that the connected cogs can't spin when directly adjacent to each other is probably because the belt constrains both cogs to always turn in the same direction, but two cogs adjacent to each other always want to turn in opposite directions. So when they have to do both, they stop and bind. Seemed like you got some understanding of that by the time you finished though
It's isn't compecated. Cog can turn right or left. Connected cog (by being near) always turns in opposit way. U can think about it like parity of a bishop (bishop on black can't land on white). Chained cogs always turn in the same way, so they need to be on the same parity. Lastly, parity is required only in groups of connected cogs (by being near), not for chained cogs at a distance. Therefore, U can connect groups of different parity cogs by chained cogs.
Oh this one looks pretty creative For cogs to work each one that is adjacent needs to go in the opposite direction The ones that are connected by a belt are going in the same direction, that is why they don't work adjacent to each other
@@chri-k right?? I thought bro was really good at all puzzles, guess its not his niche. Also your username and profile picture match my irl name and profile picture!! thats pretty cool
1. adjacent cogs can only spin in opposite directions. Otherwise they jam because the teeth push on each other. 2. cogs connected by a belt will always spin in the same direction.
Cogs that are next to eachother turn the opposite ways. Cogs that are connected via belt turn the same way. The directional cogs can only turn one way. Attempting to turn it other way bricks the system. If a cog would need to turn both ways, it bricks the system. All interactions follow from these 4 rules.
if two cogs are linked with a band that means they turn in the same direction that's why you can't have two cogs linked next to each other since that can't turn in different directions in in the same direction at the same time.
Honestly, this one wasn't even that cursed, this is just how cogs actually work
This video feels like a series of icely learning physics class.
As we all know, Icely has no experience with the outside world (animals)
I am genuinely surprised that Icely some how managed to get through this entire game without learning how gears work
Spinning cogs have two forms of parity; clockwise and counterclockwise (also known as Widdershins, though that word is relatively uncommon nowadays). Two adjacent turning cogs will always have the opposite parity. If you have a cog turning clockwise, and put another beside it, the second will turn widdershins- and, vice-versa, a cog placed beside a widdershins cog will turn clockwise.
As a result, two cogs that have a third placed between them will turn the same way as each other, while the one between them will be the opposite. So every cog with an odd number of cogs between it and the origin will be synchronized with the origin's direction, while every cog with an even number of cogs between it and the origin will be the opposite parity from the origin.
If you connect two cogs by a belt, they will be synchronized to the same parity- either clockwise or widdershins.
So, if you place two cogs that are connected with a belt adjacent to each other... They'll want to have teh same parity (due to the belt), but also the opposite parity (due to adjacency). Much like if you're trying to push a box both left and right, the 'forces' cancel out causing them- and the entire chain of cogs- to freeze up.
As a side note: the gray cogs here will only turn one way- either clockwise, or widdershins, and have arrows on them, indicating which way they'll turn (presumably, they've got a ratchet system, which only lets them turn one way). If you're trying to turn them the wrong way, the mechanism gets jammed.
... Come to think of it, this would be... _somewhat_ feasible to port into Baba. Perhaps something like...
"[Cog] [Near] [Clockwise] [Is] [Widdershins]",
"[Cog] [Near] [Widdershins] [Is] [Clockwise]",
"[Cog] [Feeling] [Widdershins] [Near] [Clockwise] [Is] [Stuck]",
"[Cog] [Feeling] [Clockwise] [Near] [Widdershins] [Is] [Stuck]",
"[Cog] [Near] [Stuck] [Is] [Stuck]",
now we need four-dimensional cogs that can rotate in two planes at once
if this was color coded it probably would have been ten times easier
Yeah, the arrows on the one-way ones are a bit hard to tell while they're moving. Something like red for clockwise and green for widdershins. Maybe a faint color for currently spinning that direction, and a dark color with the arrows on the gear for the one-ways.
@@Evilmon2 widdershins?
@@hunterchichester5720 You know, the 4 cardinal directions: turnwise, widdershins, hubward, and rimward.
(It's a real (but very old) way of saying counter-clockwise.)
@@Evilmon2 GNU Terry Pratchet
ayo, finally a puzzle game that gives me with education in mechanical engineering an advantage!
btw, the reason that the connected cogs can't spin when directly adjacent to each other is probably because the belt constrains both cogs to always turn in the same direction, but two cogs adjacent to each other always want to turn in opposite directions. So when they have to do both, they stop and bind.
Seemed like you got some understanding of that by the time you finished though
we have found icely's weakness: rotation.
Now we need someone to make 4D cogs with double rotation.
( but don't forget to include worm gears )
not sure why you're calling Hempuli's least cursed game cursed. This is literally just how they work
It's isn't compecated. Cog can turn right or left. Connected cog (by being near) always turns in opposit way. U can think about it like parity of a bishop (bishop on black can't land on white). Chained cogs always turn in the same way, so they need to be on the same parity. Lastly, parity is required only in groups of connected cogs (by being near), not for chained cogs at a distance. Therefore, U can connect groups of different parity cogs by chained cogs.
4:30 Parity.
7:38 Yes, they are iff on the same parity.
9:35 Not at all, it's just parity.
Oh this one looks pretty creative
For cogs to work each one that is adjacent needs to go in the opposite direction
The ones that are connected by a belt are going in the same direction, that is why they don't work adjacent to each other
has he never heard of a pulley
Cognitive Behavioral Aromatherapy
I'm too lazy to check if that's a real word
@@iamghostorami nice smell make you feel better
The original is "therapy" at the end which is another meme (CBT) but aromatherapy is very real yes lol@@iamghostorami
geometrically impaired
This game is not a cognitohazard, this video is! Icely is casually stealing Baba is you's developer's powers.
balls
agree
cogs balls agree
"There are certain things missing as aspects of my cognition that i cannot help" - Icely desperately struggling with cogs
i never thought _this_ is what he'd be bad at with puzzle games.
@@chri-k right?? I thought bro was really good at all puzzles, guess its not his niche. Also your username and profile picture match my irl name and profile picture!! thats pretty cool
Poor Icely never played The Incredible Machines series in childhood. You should give it a try, only part of challenges are cog related so it'll be ok
1. adjacent cogs can only spin in opposite directions. Otherwise they jam because the teeth push on each other.
2. cogs connected by a belt will always spin in the same direction.
Cognitive Baba Advanced
2:16 Oh, it's something from mechanics, it's called a CHAIN DRIVE
Baba is you developer probaby just wanted to learn mechanical engineering and designed a puzzle game around it
Cogs that are next to eachother turn the opposite ways.
Cogs that are connected via belt turn the same way.
The directional cogs can only turn one way. Attempting to turn it other way bricks the system.
If a cog would need to turn both ways, it bricks the system.
All interactions follow from these 4 rules.
what is this ominous music in background? (its not a game music, game is silent)
Icely composed it!
Developer Cognative Baba Advanced
cog pushing [insert something lmao i forgot]
oh this is actually a really neat concept
i love COGS!!!!!!!!
the only thing that keeps me from offing myself are your videos.
thank you
You would save characters if you called him Hempuli
cog bcog acog
it's pretty simple all you need to keep in mind is that the cogs alternate is the first one is turning left the next one will be turning right.
if two cogs are linked with a band that means they turn in the same direction that's why you can't have two cogs linked next to each other since that can't turn in different directions in in the same direction at the same time.
the gray cogs can only turn in one direction so they need to be in the correct order.
Cog Battle Turned (CBT)
We do need to connect our cogs
Cognitohazard battle advanced
Baba dev is evolving into bcat122a slowly but surely. More unhinged puzzles, I hunger
Pst the proper word for "directionalness" is "parity"
This is the first time i hear anyone say directionalness
cog battle advanced
`8:15 Cog Is Not Pull.
belt battle advanced
Fourteen-year-old boy (probably) doesn't understand directions.
Bad visual communication and way too easy to brute force. Not a great game but a good foundation for what was to come.