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Gain Factory Reloaded comments Sticky

A topic by kittykiller kuriosity created Jul 29, 2023 Views: 14,960 Replies: 586
Viewing posts 81 to 100 of 224 · Next page · Previous page · First page · Last page

Some bugs.

Bug 1. Sometimes the electricity power circle displays in wrong way. In the following case, the circle is behind the texture of the ground (holding Q doesn't change this behavior).

In some cases, the power circle just don't display.

Bug 2. Sometimes the logic gate cannot be placed even when there is nothing blocking it. This is very often when I'm facing down.


Developer

Bug 1: I have seen this sometimes under testing but I thought it was fixed. I tested now and it wasn't fixed, so I'll make sure to fix that.

Bug 2: In that picture it seems that the logic gate is being blocked by an item, does the bug happen also when there isn't an item?

The item (the logic gate) is what I'm holding; it is not on the ground. On the ground there isn't any item, nor any structure.

Developer (1 edit)

My bad! So I was able to replicate it, the problem is that the hitbox of the gate that is being placed extends above the gate and collides with the funnel above, which isn't supposed to happen. I'll make sure to fix that.

Deleted post
Developer(+1)

For intersections, I have usually used the hovering hand, but I get that it's not ideal always.

The splitter funnel has a soft split mode, so it sends items to whichever output has space. You can make a splitter with 2 filters by using 2 filter funnels funneling from the same location.

I don't think conveyors need curves, as you can just have one belt face into the next. 

You can see source and target coordinates for structures by shift hovering over them.

The oases give a random crop each time, so in the worst case, you can farm the same oasis until you get all the crops

Deleted post

will these ever be able to play on mac?

Developer

I think I'm able to export to mac, but I can't test the mac version very easily on a windows computer, so I won't be making a mac version.

Deleted post
Developer

Yes, it's supposed to take from the miner and put it back into the miner with the chest as a buffer. You need to make sure that the funnels are right next to the miner and the chest. If there is space between the funnel and the miner/chest, the funnels won't funnel. You can hold space to align buildings to each other and to center miners on veins.

Deleted post
Developer(+1)

Yeah I think I noticed this during development once, but I forgot about it. The item checks if there is collision with an item when moving straight on the belt and doesn't move if there is an item in front of it, but doesn't check for collision when moving sideways. I'll make sure to fix this in the next update.

(+1)

The game seems interesting but no matter how many time i try to craft following the recipes i shift right click on the orange box and nothing crafts 

Developer

Are you able to get ingredients into the crafting box? If you put the correct ingredients it should start crafting, and then when it has crafted something, you can pick it up with shift left or right click

Deleted post
Developer

I have not experienced the bug with not being able to talk to the goddess, does it still happen if you make a new world? 

The UI scaling I'm not happy with either, but I haven't figured out a good way to fix that. 

The down arrow doesn't skip to the bottom, so you can use that one if you want to read through. I included a  button that skips to the bottom so that people can skip through dialogue easier.

Deleted post
Developer(+1)

I think the engine doesn't draw stuff if it is offscreen. I think the reason why there isn't much difference between the zoom levels could be that after v9.8, the game no longer swaps textures a couple times for every structure, so drawing more of them isn't much heavier than drawing a few, but I'm not exactly sure.

Deleted post
Developer(+1)

Old worlds should be compatible with newer versions, so you should be able to just load it and it should be fine. Some issues could still arise, some recipes have been changed in newer versions, so if you have a world with a crafter you placed in the first version, when loading it into a newer version, the recipes stay the same until it is destroyed and placed again. There could be other problems that come from loading old worlds into new versions, but I have tried my best to preserve compatibility.

About the rendering, as far as I've tested, it does only 4 texture swaps every frame (6 if goddess is on screen), where before it did between 2 and 4 for every structure (depending on the structure). Texture swaps are slow, and the performance impact of 40 texture swaps every frame is a lot more than drawing 40 sprites. The engine only renders stuff on screen, so it doesn't swap textures for off screen stuff. So in old versions it performs worse when zoomed out because it needs to swap a lot more, not only because it needs to draw more sprites.

You are right that when zooming out, it should be slower, and in old versions it is a lot slower because of texture swaps, but after v9.8 it performs about the same on all zoom levels, because the main difference in performance between zooms is no longer there. Drawing more sprites itself has almost no impact on performance in comparison to other things the game does, so you won't notice it between zoom levels.

Deleted post
Developer(+1)

It doesn't really need to swap the whole texture page, it does get all the sprites from the same page. It only swaps for the goddesses which I put on a separate page because the sprites are very large and they wouldn't fit on the main page. 

The reason it was doing a lot of swaps before v9.8 was because I was using the built in draw_rectangle function which swaps textures to a built in page that contains only a white pixel which it uses to draw the rectangles (I wasn't aware of this). Rectangles were used for progress bars on structures, so it had to swap a few times for every structure that had a progress bar. The way I fixed it was using a white pixel I had on the main page, and just making my own rectangle function.

Deleted post
Developer(+1)

The progress bar is already not a part of the structure sprite, and the game does draw the rectangle above the structure. I don't know if calculating and rendering vertices is faster in this engine, maybe it is, but it's fine now. The rectangle function that I made uses a white pixel on the texture page that is already loaded, and stretches and recolours it to make a rectangle for things like the progress bar, so there are no swaps (basically works the same as the built in rectangle function, but without swapping pages). Drawing more sprites doesn't impact performance that much, so it's fine.

If I should optimize, it would be other parts of the code at this point. The crafters for instance start at the top of an array containing the recipes in the form of arrays of items, and check every one of those arrays against their inventory until they find an array whose items the inventory contains (and then they start the crafting countdown). This is really inefficient, and is probably having a much larger performance impact than the same structure drawing an additional sprite as a progress bar.

Conveyors do already use a shader to swap colours.

I hope I'm understanding your points properly, and not speaking past you. If you want you can add me on discord, it could be easier to talk there.

(1 edit) (+1)

Really enjoying the game. It's my first time with a factory builder, so it took me awhile to get good at it, But overall I'm having a lot of fun. Are there plans to add more character customization in the future?

Developer(+2)

I would love to add more customization options. At the moment I have become very busy, but I do want to continue development as soon as I have enough time.

In the meantime, you can try editing the texture page to change how the character looks, though it could be a little difficult to deal with.

(+1)

I am so lost 

How do I use those multiple-item-based recipes like for a nuklear reaktor

I can only place six items per craft right? Don´t I need 12 Items for the nuklear reaktor? I´m sure missing out on something....help...

(+1)

NVM

I scrolled like a month of comments back and found a same confused person as me its not 12 items i need ist six items i need for that recipe

(1 edit) (+1)

How do i craft the sterling engine and from where do i get bamboo from. Tried crafting the sterling engine in my inventory but i cannot fit all the parts it says it needs and i cannot seem to find bamboo

Edit: figured out the sterling engine thing, still no idea how to get bamboo

Developer

You can get bamboo from the oases. They spawn all the different crops at random, so you can farm the same oasis until it spawns bambo.

(+1)

ok trying to automate stuff with filter funnels like the example on the page, but how do i get the funnels to pull items out of the machine and into the storage container automatically?

Developer

The funnels will always pull items out of machines as long as the funnel is placed right next to the machine and there is space on the ground or in the structure the funnel is pointing at. To funnel into a structure, the funnel needs to be right next to that structure so that there isn't a gap between them. (If you are dealing with miners, they need to be placed on top of the vein in such a way that they are sticking out over the vein on the side where you place the funnel, otherwise there will be a gap between the funnel and the miner).

You can hold space while placing to center the miner on the vein (this will ensure that the miner is accessible from all sides), and to automatically place funnels right next to structures.

I hope this helps!

(+1)

Will there be a mining drill upgrade that uses electricity?

Developer

I don't plan on adding an electric drill

(+1)

I don’t know how to craft items, please tell me

Developer

You place items inside the orange box next to the inventory by right clicking. You can left click the box to take out ingredients. You can pick up the product by shift left or right clicking.

(+2)

I'm intrigued by this game, it looks well fleshed out from the screenshots, but I'm not sure where to start. I've gotten each cowgirl up to level 3, gone through each dialogue option with the goddess for tips, gathered random resources and scavenged through the recipe book, and boosted my own level once, but I don't know what step one is. I've never played or watched a factory style game like this, is there some common game-genre knowledge I'm unfamiliar with? Hopefully a kickstart in the right direction will get me farther than just feeding her raw cookies manually

Developer

You could start climbing the "tech tree" by crafting the different structures manually. I would recommend crafting every item at least once, that way you can become familiar with what they do and what they are used for. Once you have crafted the structures needed for automation, you can start automating things like treated wood and industrial bricks, as those will be used a lot for structures. Once you have automated enough things to the point where expanding the factory isn't too much of a struggle, you can start automating the food.

(+1)

What is the max level of cowgirls and how to get it

Developer

The max friendship level of cowgirls is 9, and you get it by asking all 4 questions, feeding the favourite food, and getting each body part to the max level (which is 7 for all parts except for boobs, which is 9). There is a system to when body parts increase in size, but if you just feed the cowgirl until you can't anymore, that should do it. A heart will appear above the cowgirl when the friendship level is about to increase, and if you talk to her, it will increase the friendship level.

(+1)

for some reason i cant grab items that i crafted out of the little orange box why? im clicking left click but it doesnt take out the item from the crafting box

Developer

You can take stacks out by shift left clicking, and single items by shift right clicking

(+1)

a couple of ideas that can improve the game 

1 system to check if you had a plant (in my first playthrough I never got meat beans) this can be done by making a list of available plants and when you collect, for example, a mushroom, it is removed and now you can collect it again only when the list is empty

 2 increase the maximum size to 15 (I saw somewhere how you wrote that additional RT sizes are not a problem for you) as well as the hitbox increase system that is, when it has one by 7+, all by 7+, one by 15, and all by 15, it grows by 1 pixel in all directions (15 by all 2 pixels) 

3 maybe a cow girl mode where you can milk yourself and have a max breast size of 17 + maybe you can come up with something (if you think this idea is normal of course)

 (sorry for Google translate)

Developer (1 edit)

It would be good to have a system ensuring that the player finds all the crops (maybe the crop system itself needs a rework). 

I do plan on increasing the maximum sizes for all body parts, but for now, only to 9. 15 would be a lot of work, and I have other things I also want to add. I don't think I'll have the hitbox increase as size increases, because it would make the factory harder to navigate, and it could cause issues with the player or cowgirls getting stuck.

Milking yourself is not completely off the table, but I'll have to see if it works with the rest of the game.

Ok thanks 

Maybe something like a crop rotation rng system. Basically the crops grow random items but it removes the item from the list until it's empty the refills the list. (Make it global so each plant island does not need each own list.) The idea is you can get one of each crop if you harvest it enough times but the order will not be consistent.

(+1)

by the way, about getting stuck - that was the idea

(+1)

It is very fun building automation in this, but I have hit a snag when automating the creation of specific foods. Is there a way to limit the number of an item being put into the building, and/or a filter specifically for buildings so it only accepts just what is needed for a particular recipe?

Developer

You can filter what goes in using the filter funnels and you can decide when an item goes in using the logic gates. You can for instance stop items from going into the structure by blocking their path with logic gates, and then you can have something activate the gates letting one or more of each item in. Logic gates are important for most of the automation mid to late game.

(+1)

Understood. Not as direct an approach as I'd hoped, but that'll definitely help out, thanks!

(+1)

So I admit I created an itch.io account just because I wanted to leave a comment about this game. I got some ideas that should be very simple to implement add challenge  and greatly extends the life of the game. 

I would like a merge funnel.

4 more goddesses. First could be an easy mode that has the what someone suggested an electric oven along with other beginner structures to make things simple. maybe a timer gate rather then a logic gate. I would save this only for the easy level as half the fun of your game is getting the charcoal oven to work the way you want and learning to use the tools you provided already.

Second goddess lactose intolerant or a requires everything to be cooked. enough said.

Third goddess like any normal one but there are some preset conveyors and feeders every now and then some unknown entity (cave, mob, or tunnel) drops some trash on the conveyor belt. Unfortunately for this it might be really gimmicky to stop this or be way to involved to implement.

Fouth idea animals (or maybe even the cowgirls) randomly eats stuff on conveyor belts. Its not supposed to be easy on the player. better get used to using logic gates :)

 Last I wish it was not a fetish game so I wouldn't have to hide around the edge of the map to avoid embarrassing situations. Other then that great game it was fun learning how to use logic gates and creating timers.

Developer

Thank you, I am happy you enjoy the game! 4 more goddesses would be a lot to add, and I also wouldn't want the mechanics of machines and the world to change too much between goddesses, but I am planning on adding at least a few new things (nothing is set just yet, so suggestions are always interesting to read). 

For the fetish elements, you can edit the goddess texture page to censor it if you feel like it (you could probably just fill it in with a solid colour or something, same for the cowgirls).

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