alright, a few things id like:
1. fullscreen mode, or at least a way to properly see the entire screen
2. a document or something in which you can see what you need to make what, and what resources are available
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Fullscreen mode can be toggled with alt enter (I should probably add this as an option in the settings menu). I will probably not make an external document with all the information, but if you want, you can unlock all the items in the recipe book using cheat mode. Items are unlocked when they have been picked up by the player, so you can turn on cheat mode (c + h + e + a + t, pressing t last) and use the up arrow to cycle through all the items from chocolate to long distance funnel, and then turn cheat mode off again.
Edit: now fullscreen mode can be toggled in the settings menu, as well as the in-game options menu.
I will admit that it's a frustrating start, but only because things are a bit hard to figure out without much guidance. I came really close to giving up, but scouring through the comments I was able to figure out enough to get me started. Now I'm starting to get engaged with the crafting system. I really really want to enjoy this game. I know some people are going to be completely in their element with it.
I get that it can be hard to figure out in the start, and it could turn a lot of players off. I'll do my best to answer questions that come up for now, and if I figure out ways to make the game beginner friendly, I'll do that too.
It's good that the comment section was useful at least. I have been thinking of maybe having a discord server or subreddit or something, but I have no experience moderating such spaces.
There is no sound being played when cheats are activated (tho that is a great suggestion). It could be tricky to activate it sometimes, I often need to give it a few tries, but it should work to hold c h e a and press t. I would speculate that maybe the keyboard you're using cannot handle that many inputs at once, but I am using the cheapest keyboard I could find, and it works for me.
Maybe I should add an easier way to activate cheats in the next update, something like pressing them in quick succession instead of at once.
I have had people request that the pages for locked items should be able to be viewed, and at first I didn't want to add that, but I think it would actually alleviate a lot of the frustration with figuring out recipes. I think I'll be adding it in the next update.
Edit: what specifically do you mean by laptop friendly?
I guess don't make the game required to have a mouse. As like mining requires you to hold the right click or having to right click for fueling but I think this could be easily taken care of with a config menu. Also playing a bit more it would be nice having a way to copy/paste and delte/move an area of objects to not have to click individually to mitiagte the time it takes to make a building or putting it in the trash bin. Then there was also the drones (can't remember there name) where it seemed like that the can only drag and place one location at all for the item itself. Lastly, I was trying to make an automation but I was stuck on finding out if it was possible to put fuel in the drills. Was I doing something wrong or is that not possible in the game yet?
The game was designed with mouse in mind, so would take a lot of rewriting to make it possible to configure the click buttons to keyboard buttons, and I don't think it is worth it, as most people have a mouse even for laptop. I have considered copy paste, but I don't think I am good enough at programming to make it work. The drones usually have one position from which they pick up and one position to which they deliver, and a range of 96px I think, so if a position is more than 96px (radius) away from the base, it won't use that position. It is possible to put fuel in the drills, both by hand (right click) and with funnels/drones. It could be if the hitbox of the ore vein is in the way, that the funnel won't be able to be placed right up against the drill, in which case it won't funnel into it. You can fix this by placing the drill centered on the ore vein, or off to one side where the funnels are gonna be.
I get that the game can be pretty hard to understand to begin with, I will be changing how the recipe book works in the next update, so recipes should be easier to find. The goddess provides help with things if you talk to her and select help, and there are some tips in the description of the game.
If you have questions, I can also answer them.
Hi! You can try using the logic gates. Logic gates detect items at a position and stay open for as long as there are items there. This lets you control the flow of items and can be used to make more reliable automation. Here is an example of this in use:

The source of the gates is set to be on the output conveyor and the waste bin is there so that the conveyor doesn't clog up if the chest is full.
I think, it would be better if you changed a hovering hand's description so it mentions that it can grab items from storage/machine. (that could have saved me some time)
Also i noticed that clicking on Soft Cheese item in recipe book shows that it is an ingredient for hamburger, but it is actually not.
Some thoughts
I'm not sure why there's no dash option. Player movement speed is slow, and without being able to zoom around the map it makes hunting for resources a huge slog.
On that note, not everything should be done with the mouse. Having everything be done through some arcane combination of right and left clicking is incredibly unintuitive, and it slows down the gameplay loop to a glacial pace. Being able to use ESC to exit menus is on par with WASD to move in terms of ubiquity, so it's weird to not see it.
There's also zero indication of where to forward, or how any of this works. The Goddess provides a quick rundown of the controls yes, but outside of that things like figuring out electricity or how to build larger machines was completely out of left field.
As some people has pointed out, it is incredibly complex to automate a single item. This is a factory game, where the point is establishing a well run automated factory. This is also a weight game gain, where the goal is to complete gameplay loops and be rewarded with plump eyecandy. I don't know if locking the weight gain gameplay loop behind such a byzantine factory gameplay loop is a wise idea.
This feels like a game made very specifically for one person, and that's not bad. If you're not happy with your work there's no point. But I think it would be worth thinking about how accessible you want this game to be, and if the level of complexity that you seem to seek is in service of that goal.
I want to like it. I do. I like complicated games, I like number heavy games, hell my two most played are Dwarf Fortress and EU4. But at the moment I can't convince myself that the cowgirls are worth the grind of getting through the game.
Honestly this feels like the skeleton of a fantastic piece of work, it just needs some heavy editing when it comes to UI and quality of life stuff. Greatly looking forward to seeing how it develops.
Hi thank you for the feedback. I understand that it isn't very intuitive in the beginning. It is true that the controls are a bit weird and that the progression can be pretty opaque. There is at least the item book to help, but it is very likely that it is not enough.
I have used the current control scheme because I haven't found one that I felt worked better, and it isn't perfect.
Escape can be used to exit menus in game, at least as far as I have tested. Does it not work? If not, I need to look into it.
You can zoom using E.
I think maybe just having a little guidebook giving an example of how to say, a basic mining rig up and running would go a long way. Doing that would cover most of the basic mechanics, and provide a good groundwork to build off of.
As far as I can tell escape isn't working, but I'll try again in a moment. As for the controls, it's just a lot of modifiers to remember for the clicking. I'm not sure what a simpler way to go about it would be, so this might just be the best possible option.
For the zoom, I just meant for the whole map, since even with max view distance it still takes quite a while to get from one side of the map to the other in order to scout out resources.
Also, since I neglected to mention this in my last post, I love the art style. I think you've done a remarkable thing in creating a sense of unified aesthetics and also great character design. It's easily the best I've seen in a wg game maybe ever.
I have now included examples of how to automate the most important things in the description of the game, I hope it helps.
Escape is working on my end, and I'm not sure how to test or fix the issue, and I also don't know how many others are having the same issue.
The map size issues are a little better now. New worlds spawn with a few patches that are close to the goddess.
Thank you, I am happy that you like the art!
Hello, i've played for hours at this point and noticed that there's a bit of QoL improvements that'll really help players if you're gonna implement them.
1: Showing crafting time for items and crafted amount in the recepe.
2: Showing amount of items in a stack on the ground (Preferably constantly, but can be toggle-able)
3: Grid - based placement, it really sucks to place everything pixel perfect and is the most annoying part of the game with which you spend most of your time dealing. Grid - based placement will streamline base construction and will be more intuitive than what we have right now. Grid - based placement will also negate the problem of conveyors, you just simply have 1 length instead of multiple. Another problem it can solve is resource nodes overlap (Basically set up separation parameter for them in X grids away from each other)
4: Controls. I really do not see any problem with making them better, for example - Left click to pick up items and place them into containers, Shift + left click to pick up produce, Right click to rotate items clockwise, Shift + Right click to rotate items counter clockwise, R to drop an item you're holding in hand on the ground, Shift + R to drop a stack on the ground, Space to change the placement mode (Grab, build, deconstruct, etc. - Left click to build and deconstruct, you can't grab items while in construct/deconstruct mode), L.ctrl - to run faster.
5: Limit the size of the map. Unlike in factorio, this game has unlimited resources in nodes, you don't need a map this big. Another thing is, is that with current map size most of your cowgirls just run away if you're not quick enough to stop them. Additionally, you can add parameters for generation so the spawn area has at least 1 patch of every resource, but on a good enough distance from a goddess and have enough space between each other to place all the machinery without overlaping.
6: When you zoom out interface should stay the same size.
7: Slightly increase stack sizes of different items, it's almost unbearable sometimes.
8: At a higher relations level for cowgirls add a feature of commanding them on where they should go (Enter a command mode with Space bar)
9: Add a small icon above cowgirls head to see what food do they like (When holding Q button).
I have more thoughts on the game mechanics but this post is aready big enough as is
Sent you a friend request on discord btw, i wanna chat about your game
Crafting time isn't something that is worth worrying about when automating. The ratios are clean very often, but using them for automation isn't practical. I won't be including the crafting time in the recipe book, because I don't want it to distract players from better solutions.
The map size issue is a little less in v7. New worlds spawn with guaranteed ore deposits close to the goddess, and cowgirls now have a bias towards walking to the goddess.
Stack sizes have been increased in v7, because I agree that the stack sizes were a little small.
Grid based placement isn't something I will add, and the controls are going to stay the way they are.
Could you elaborate on what you mean? Recipes with 6 ingredients work the same as recipes with less than 6 ingredients. The only structures with 8 inventory slots are the stirling engine and the nuclear reactor. The nuclear reactor (and the milk refinery) require heavy duty vaccuum tubes instead of glowy transistors.
Thank you, I'm happy you like the game.