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(+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.

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).

(+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?

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.

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

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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)

(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.

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

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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

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

(+1)

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

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.

(+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

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)

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

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.

(+1)

Will there be a mining drill upgrade that uses electricity?

I don't plan on adding an electric drill

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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?

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)

all this game needs is UI like satisfaction (input time/output time) & click to walk and it will be perfect

(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

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)

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)

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?

(+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 found another funny bug: You can't talk to your goddess when you're at 0%. It just says ??? with an empty box. After gaining 4 % and already having a nuclear reactor and on my way to automate basically any item I was finally able to do the tutorial.


Also, the message box system and UI is completely broken. The arrows are always greyed out when you pick a selection, it automatically scrolls to the last message of the conversation and you have to manually go back and the UI doesn't scale with the zoom level.

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.

(1 edit) (+1)

Suprisingly, with a 10.2 world the bugs are gone. And even more surprisingly is how fast the game is compared to the last version.


I realize that with every zoom level, the performance stays the same. Could it be that you render stuff that is offscreen or is the performance difference negligible?

(+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.

(2 edits) (+1)

Is there a way to port old worlds to newer versions or does that happen automatically?

Also that's not how zoom levels should render stuff. When I have the largest view, it should be slower than the smallest view, because I'm rendering more stuff.

Other than that, you should test more how many times something renders and what renders exactly. There might be some cases you've missed, if you aren't sure about that.

(+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.

(+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 

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

(+1)

Performance Critical Bug:

Do not place conveyor belts off grid to filter funnels (leading out of chests).

This will cause the chest to output items infinitely because the range for the check for blocking the funnel (because there is an item in front of them) is smaller than the check to suck nearby items on to the conveyor belt. If you have spots were items coming out of a filter funnel are sucked on a full conveyor belt, fix it immediately.

I had this unnoticed for hours because I thought this was another quirky thing of the game. After a while I noticed how everything was incredibly slow (walking, crafting, conveyor belts) and thought this was because of the amount of items rendered. After finding out these spots (I had two), I had accumulated over 6000 single items on a single tile. This was because the spots were on my fuel line that automatically powers the iron and stone drills. It took me 45 minutes to put back all of the items.

(+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.

I'm struggling to even set up the basic setup from the first example - is it supposed to feed chocolate in and out of the mine? no matter what I do nothing seems to connect

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.

will these ever be able to play on mac?

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.

(2 edits) (+1)

This game is way too addicting when you finally automate something, I love that, but even getting to this part is extremely hard. I got stuck because I couldn't find any grain, had to travel thousands of pixels just to find it, because the world is so barren.


After I got to automate something, I got some ideas;

1. Add a funnel for intersections. It's kinda messy doing that with logic gates and simple funnels. If you add a filter funnel, it does funnel, but the items stack endlessly when the line comes to a halt if you want to split a single item line.

2. Add an evenly distributor funnel. Splitter stop working when one line is completely occupied. Chests do work if you want to split a line of single items, but they don't fit in tight spaces.


3. Add chests for multiple items. This would allow for easy multi splitting.

4. Add a filter for each splitter path. You can currently only add one filter.

5. Add a fuse funnel. This would act as fusing splitter paths together. It's kinda messy doing that with conveyor belts. 

6. Add conveyor belt curves. I don't understand how they aren't even in the game yet.

7. Show the logic gates coordinates when you hover over them.

8. Have different slots for items and fuel for furnace. Stopping the item input just causes too much headache and flow problems.

(+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

(+1)

Using hovering hands, which are incredibly expensive, for intersections and bridges is definitely not the best way. The automation line for brass and light gears is way too big.

Items can't turn when the conveyor belts are adjacent to each other. You have to partially place them on top of each other which is kinda finnicky as too much overlap due to space concerns will not work.

You should specify the default mode in the description, because after testing the other mode, it does indeed work. Maybe the soft mode should be the default mode as its much more common.


Ok, I forgot about the shift hot key for the logic gates.

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.


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.

(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.

How do I milk a cowgirl?

You need to feed the cowgirl enough for her to produce milk, and then you just shift left click to pick it up.

Thanks you

(1 edit) (+1)

How does electricity work? More detailed,

About the number:

  1. What do the numbers on electricity generators (namely, Stirling Engine and Nuclear Reactor) mean?
  2. How about the number on Substation?

About the fuel comsumption (fuel value displayed when using a Panel on it) in electricity generator:

  1. Does each electricity generator consume its fuel in a constant speed?
  2. Or, does each power circle (namely, Substation, Pylon and electricity generator) consume fuel in a constant speed?
  3. Or, does each electricity user (care bot, assembler, etc.) consume electricity (equivalently, consume fuel in electricity generators) in a constant speed?
  4. Or the consumption happens only when an electricity user actually is working?

The numbers on the generators are how much power is globally in the system. The generators can't generate power if the global capacity is full. Each generator increases the global capacity. The substation provides a large amount of capacity, and also a larger display, so it can display the power quantity even when it's a very large number. All substations and stirling engines display the same global power quantity.

The generators generate an amount of power every time the orange fuel bar ticks down (the panel displays the fuel level in the generator as a number). The amount of power generated depends on what is being consumed as fuel.

Power is consumed by structures when a recipe is finished, and the amount of power consumed depends on the recipe.

is there a way to edit the characters weight in the save files?

You can increase "upgrade_points" and "upgrade_points_total". Make sure that upgrade_points_total is equal the sum of the upgrade points you have spent on your character and upgrade_points, otherwise there could be errors.

in which file?

%localappdata%/gain_factory/game_data_.ini

for some reason my charecter is at -3 fat is it possible to fix that? or is it just as simple as feeding her?

I have not seen that before, and it's probably a bug. You can fix it by editing the savefile, but do you know how it happened? Also, could you send a screenshot?

sorry for the late reply, and yes no problem I'll send a screenshot as soon as I can!

(1 edit) (+1)

here is a screenshot and the last thing I did that could have possibly affected this is that I fed my character some fries I think it was ether 1 or 2 nothing more though and after i noticed i fed her some more to try to get in the positives. it could also be that i messed with the "+" and "-" things for the chest a bit but that's it honestly. Sorry if that doesn't help.

Edit: also where would i go to edit character data spesificly cuz I'm on windows and I don't have the "%localappdata%/gain_factory" file i just have data.win and I've opended it up in the notepad and is a lot of unknown cybols and I'm a tad out of my coding element. Again sorry.

I still wasn't able to replicate it. I'll leave the case open for now.

The %localappdata% is on windows, it is a shortcut to a folder. If you paste "%localappdata%/gain_factory/game_data_.ini" in the address bar in file explorer it should open the savefile (which is human readable). The easiest thing is to do a reset for your player nutrition. Before editing the savefile, you can put all the body parts back to 1, and in the savefile, you can set "upgrade_points_",  "upgrade_points_total_", and "nutrition_points_current_" to 0.0.

If you could reply with what values these three variables have before you edit them, that would maybe give me a hint to what the issue is.

ok so this is what i found at the bottom of the file for the upgrade points, upgrade points total and nutrition points current:<upgrade_points_total_<:-2.0(followed by fat level and other stuff including nutrition points top witch is at @@nan$$) <:4.0,<nutrition_points_current_<:382.0,<upgrade_points_<:-3.0, (followed by creative enabled witch is at 0.0)

When its gonna be mobile?

(1 edit) (+1)

how do i harvest the oasis's 

edit: shift right-click

(2 edits)

Is there a tutorial or guide for the logic gates? Because either they or I lack enough logic to understand how they work.

---

EDIT: I was able to figure out how to mass-produce bamboo milkshakes, I saw in the setups that you said we had to set the source to the output conveyor, which worked... but it's not very intuitive. Maybe allow us the select a recipe we know when selecting the machinery(either through a ui, or by ctrl left clicking on the machine while holding the thing we want it to make), so that until we select/set something else, it can only make that one thing, and the filter tunnels won't put in more than they need to?

---

Being able to add fuel to something AS fuel, even when all 6 ingredient slots are full would be convenient.

Deleted 5 days ago

You can see if this tutorial helps:

https://forum.weightgaming.com/t/gain-factory-weight-gain-factory-builder/34726/...

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It should work with structures that have an electric field, which are the pylon, substation and generators. Does it not work?

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That is very weird. Does it still happen if you start a new world or if you download the game again? I am not sure what the problem is.

I must apologize, it turns out this is a bug that happens when you place structures above the goddess it seems. I haven't yet figured it out but it will be fixed in the next update.

(+1)

I KNOW that the controls are listed here but I can't seem to find them again. Could anyone help?

You can find the controls if you press the ? button inside the recipe book.

(1 edit)

I've really been enjoying the game so far, but I do have a small suggestion. It would be nice if there was some way to set a "fuel" inventory for the furnace or something like that. Keeping items intended as fuel out of the furnace's processing inventory can get tedious at times.

Edit: I just thought of this after making the post! There could be a new Funnel structure that only sends fuel into the furnace when it needs it but doesn't send fuel into the processing inventory.

(+1)

is it possible to go faster? even if by editing the save? and if not, could ''running'' be a thing someday? sometimes i have to walk so far and with the pace i walk with its not very fun to go outside my base.

The in-game solution is to use conveyor belts to travel faster, but you can edit x_speed and y_speed to change how fast the character moves.

(+1)

thank you very much! sometimes it was a little far even with conveyer belts, that's why i asked

Deleted 121 days ago

Does it not open when there is an item where the arrow is?

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Control left click is for target position. Some structures have a target in addition to a source. Control right click before placing is for setting a source, which is where the gate will look for input. The gates can't take input from structures, so to take input from structures you need to use the inspector panel, and then set the panel as the source for the gate.

(1 edit) (+1)

I've been playing his game for about 2 days. Developer was right about automation  being  a puzzle, but through following guides automation has become a breeze. what  a fun  game  you have made that I might be bad  at. Though I can't  figure out how  to get the milking machines to work.

(Edit) Ifigured out how to get them to be milked. I wasn't taking  off there bra's

(+1)

Cowgirls have to be without bras. You need friendship lvl 6. Then just go to undress and take off bra

(+2)

I want to thank everyone for all the comments, and suggestions, and feedback. It's really cool to see people engaging with the game, and it makes me very happy to see people enjoying it!

I also want to thank the people who have donated on patreon. I never assumed I would make anything from this project and it's cool that people wanted to donate!

(+1)

Does anyone know how to automate bean steaks?

(1 edit)

You can farm the beans in pots and harvest using care robots in harvester mode, then you just cram the beans directly into the press to make bean meat, then you cook the meat in the oven to make steaks. The oven setup can be made using an inspector panel to track the fuel level and an inverted logic gate to let fuel in when the fuel level is 0. Control right click a logic gate to invert.

Thanks a lot. Have been trying to figure it out for an hour

(+1)

How to automate plants?

You can use the gentle care robot in harvester mode to harvest crops from pots automatically. To plant crops, you just funnel the crop into the inventory of the pot.

Thanks, i see it on screen shot, but don't know what is it.

(+1)

i found a small spelling mistake i didn't notice untill now. one of the texts says ''i don't really like to be botherded though'' but it should be ''bothered''

Yes, thank you, I'll fix that

(+1)

i like the game so far, but it has some quality of life problems that hinder the fun. to start, some simple tasks in the game are more tedious than they should be. picking up buildings requires clicking on them to destroy, and then another click, manually moving it to your inventory, and a final click to place it in the inventory. there should be an option to directly pick up buildings and automatically place them in the inventory, and the same goes for items placed on the ground. it would also he helpful if you could grab items from containers and automatically place them into the inventory. if you had to rebuild a part of your factory it could get very time consuming having to destroy the buildings and grab every little piece. one last little thing, if the conveyor size was the middle size by default it could save a lot of clicks since players will likely need something bigger than the smallest.

(1 edit)

I do agree that it takes a lot of clicking to clean up an area, and it would be good to have a way to move items directly into the inventory from a structure. In that case, I would add a way to move items from the ground to the inventory as well. For conveyors, I could change it so that the conveyor belt starts at the largest size , because I think most people use the largest size most often.

I'll see when I have time to make these changes. I do think that it would be better.

Edit: I ended up adding the stuff right away. V9.5 is out now.

(+1)

so, when you start a game i see theres a choise of which goddess to have. how do you pick that second one? or do you have to unlock her?

Yes, beating the game on the first goddess unlocks the second one (you can also edit the savefile and set game_complete_ to 1).

okay, thank you!

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