Have you heard of technical Gimkit? If not, let me introduce you. Basically, it’s a field of Gimkit where the sole purpose is to break down the game more and more. Before you get scared, don’t worry, no coding is required. Technical Gimkit is all purely in Gimkit.
So, what’s the point of this post? Well, really just to invite you guys in, and ask if you have anything you want to learn about. Have you observed any strange mechanics that seem off? Anything a little bit wonky, malfunctioning that should be? If so, this is the right place.
For example, let me introduce you to double-chaining. When two triggers are looped together (one triggers the other triggers the first one) with wires and channels simultaneously, they will no longer activate. However, if you run these at the same as another trigger loop that is chained with JUST channels, they will run differently. Same thing with JUST wire loops. It’s fascinating stuff, though admittedly not very useful right now.
I’m looking for things like that, not just random bugs. Also, I feel that the clay-institute tag is warranted (this is an incredibly new and undiscovered field of strange things that do not align with typical Gimkit rules), but I can remove it if you guys disagree.
Thanks!
TL;DR: I’m looking for people to help me find strange obscure mechanics, so if you find any, let me know.
If you are looking to get into technical gimkit, check out Blackhole’s guide on Advanced Update Order, the most basic technical concept and the one that started it all.
list of qmechs
doublechaining
auo
conc recursion
conc tasks
counter recursion