First I wanna say this is an absolutely addicting and satisfying game all on its own, the fetish content is just the whipped cream and cherry ontop. The art style is super cute too!
I actually never played a factory style game before so this has been a huge learning experience too.
I'd have a few QOL suggestions I think might be great to see though:
Being able to see the operational range of machines, like the gentle care robot or the radius of the hovering hand, would be super helpful
Make building transparency toggleable, rather than a press and hold button.
Make building transparency affect transmitter pylons and the goddess.
Toggle the visibility of collision boxes (or whatever the blue boundary boxes for buildings/the player/NPCs are)
Hard to really communicate what I mean but: Ability to lock the horizontal/vertical pixel placement, IE: When placing a building, hold H to lock the horizontal position so you can only move up or down, or hold V to lock the vertical position, so you can only move left or right. Basically something to help with more precisely placing buildings pixel-perfect.
If not giving the option to have cowgirls follow you off the bat, at least give an option to shoo them or have them respawn near the goddess (have had wandering cowgirls interrupt me or get stuck way too often, lmao)
My biggest one: A more readable font. I know the font used fits with the pixel art style, but it can be a little fatiguing to read.
I get what you mean when it comes to the horizontal/vertical locking, and I think it would be useful.
When it comes to the font, I do agree that it's not the easiest to read. I can't draw the font on a smaller scale than the pixels of the game unless I change how a lot of things work, but I have been looking at changing the font so that it's more readable at least.
I have been working on making the game a lot more polished and convenient to play for the next update, so a lot of these things should be fixed.
How do you use chocolate as an ingredient in oven recipes without the oven just eating it for fuel? I've been trying to make banana waffles and I can't seem to do it without the chocolate disappearing mid-cook, and if I put multiple chocolates in I get biscuits instead.
The waffles are supposed to have priority over the biscuits, so it's not supposed to become a biscuit if you put too much chocolate. I messed up on this one and the priority is wrong in the oven, but it's not impossible to craft waffles. To make it work, you'll have to use butter for fuel instead of chocolate.
still cant fix my nuclear fuel factory. i just dont understand whats wrong. The down conveyer is set to open when fuel is crafted, logic gate is set, speed is default. It should only let 1 glowy parcelain through, but no. It is from 1 to 2 per opening of gate. And 90% of times it is 2 items per opening. This is why i think logic gates should be linked to how many items they let go instead of control it with speed.
I think you do understand the gates, I think you were just having some trouble with the output count of the recipe.
So the fuel pellet recipe outputs 2 and not 1, that means that the gate will be open long enough for 2 items of porcelain to go through at that belt speed. You can fix this by making the output belt twice as fast, or by making a splitter setup at the output belt, so that the gate detects half the number of items.
I would also advise you to make the output belt longer, so that you don't get weird timings and stuff. If the funnel is trying to place items where the gate is detecting, it could result in the belt only detecting "half" the item, meaning that it doesn't detect the item's full passage, and it could result in the gate staying open less than it should.
i ve tried that, get rid of funnels, set new conveyer, made conveyer x2 speed ( i ve tried that before, but with funnel) and... it still sometimes messes up because logic gate let 2 glowy things through. I have no idea how, but this is really uncomfortable. But it definetely works better now, now it takes more time for it to completely stop working.
splitter version. Partially worked i think. Now there goes only 1 glow. but 2 starch instead of 3. UPDATED. I set speed to green(x4) and it started working as was planned. I have no idea why.
I tried to replicate your setup, and it seems to work without a splitter as well:
Both of the gates are taking the same point on the output belt as source. The output belt is at 2x speed, the porcelain belt is at 1x speed and the starch belt is at 3x speed. I ran the setup for 100 recipes, and it didn't seem to jam for me.
Updated2. Sometimes autocraft still fails. I just looked and craft isnt going, there is no glowy glazed parcelain in press. Which means that in one moment logic gate bugged and everything turned off.
From what I have tested when playing, and even before I released the game, the logic gate was pretty solid. The code is simple and it's probably not what is causing the problem. If you want to, you can send me the save data (either upload it here if it works, or on discord), that way I can look around and see what the problem is could be.
You can also add me on discord, that way I can help you easier. Discord: kittykillerkuriosity
Yes, so the logic gates have a source (set by control left clicking on a position), and when there is an item at the source position, it opens. It can also detect the state of the inspector panel which in turn can detect most other things. You can invert the logic gate by control right clicking it after it has been placed.
really interesting game. i like it but i do hope in next updates funnels would update so if you press the button like shift when placing it close to object it would stick to object automatically, because i am really tired from situations where i put it 1 pixel too far and it dont work anymore, same with belts, sometimes it just dont work with funnels and you need to try connect them again, and again, until they would perfectly match, pixel to pixel. that is tiresome. also, i want to ask for some ingame help about logic gates. maybe some screenshots with examples of their work step by step or something like this. I dont know if other people had problem with them but it was really not easy for me to understand what they are doing after i read their description in the manual and the goddess dont know anything about them, so i had to go and read the forum to understand a little. Thanks for the game, i enjoyed it and i am gonna play again
Hi, thank you for playing. When it comes to automatic aligning of structures, you can hold space while placing to place a structure next to another structure if your mouse is over the other structure's hitbox. I hope to make this more robust in the future, but even in its current state, it should be of help.
When it comes to item descriptions, I get that it isn't always the most clear how things work. I should probably rework a few of the descriptions to make the mechanics easier to learn.
I've been considering electric furnaces, but it would have to be late game stuff, probably the last machine you make, but I still haven't decided on the specifics, or if I'll actually add them. I have been worried that they would be too overpowered or that they would make the regular ovens fully obsolete.
i can also suggest upgrade version of logic gates, because even if i indersood how they work and finally set everything up, they can still let go 2 items from conveyer belts somehow if it on normal speed. I think everything could be much easier if there would combination like shift+right mouse at set gate that set it to let go only 1/2/3/how conveyer goes items per opening so it would be much easier to set automation. It is really extremely needful item imho because it is extremely not intuitive process to set it with just logic gates even if you read description. forum and saw some pictures of preset factory
Have you had 2 items go through the gate on a normal speed conveyor? If so, that is something that I'll have to fix. I think the logic gate itself works fine, but it is the case that some setups are pretty difficult to figure out (especially for the oven where fuel is an ingredient). I'll see what I can do to make automation easier to understand in the future.
So, played the game quite a bit and, I've faced a few problems.
1, I can't really seem to find a filtering method for how many items should go in a machine at a time. (Like, lets say, I want 2 items of something and 1 item of something instead of filling the 6 slots with everything and pray it makes out the 2 to 1 recipe)
2, I can't find any electric counterpart to the furnace and having to refill it constantly with fuel is tedious. Self fueling builds are also borderline impossible without something to time the fuel.
If I missed out something, do lets me know please!
1) You need to use logic gates. The way I used it is as follows:
It's slightly complicated, but if we for example take the fuel, I place the first gate, and make it read the fuel amount on the panel. The second gate is really close to only let one fuel at a time, and is reading the state of the first gate with the other panel, so that when the first one is closed, the second one is open and vise versa. For the ingredients it's basically the same, but instead of fuel level, you make it check if there's output. For something simpler you can actually check example images above, as provided by the creator of the game.
2) I've never had any problems with energy because I have this setup that always keeps my energies levels at an all high:
and if you need energy anywhere, just put a pylon or a substation there, and it should be good.
There are setups that help with these problems. I made a post on weightgaming that compiles a few of the most useful setups. It includes a setup for getting an exact amount of ingredients into a crafter, and 2 setups for keeping ovens fueled. Here is a link: https://forum.weightgaming.com/t/gain-factory-weight-gain-factory-builder/34726/...
The idea is to use logic gates to detect when the structure outputs the items and only then input the correct amount of items, but the post I linked explains it better.
Edit: hellwraiz beat me to the punch on answering, their setup is good too!
The logic gates are either open or closed, and their state inverts when they detect an item at their source coordinates. You can manually invert the logic gate by control right clicking it, and you can set its source coords by control left clicking on a point while placing it. The logic gate can also read the state of an inspector panel, which works like a logic gate, except it detects properties of objects.
The number of items required for a recipe is always 6 or less. The recipe book can be a bit confusing on that, when you scroll with the arrows on the "made from" section, it actually scrolls 1 to the side and not an entire row.
There is a small guide at the bottom of the game description here on itch for the cheat stuff. I also put out a small guide on some setups for automation on weightgaming.
I can't even play; I click "start game," I select a save file, click "play," then when the selected save file says "Pick Goddess," clicking on either goddess deletes the save.
Correction: clicking the goddess on the right deletes the save.
You can mine it from scrap metal veins by holding right click or with a mining rig (you can look at the fifth picture in the description of the game to see what they look like).
You can modify a few things by editing the texture page and savefile, but I haven't figured out how to make full on mod support, though it would be something I would want to do.
It isn't impossible to add a map, but it is not my first priority.
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).
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.
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)
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.
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.
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
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.
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.
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.
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.
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
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?
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.
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.
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?
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.
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.
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.
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
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.
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.
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.
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
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.
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.
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.
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Fatorio
First I wanna say this is an absolutely addicting and satisfying game all on its own, the fetish content is just the whipped cream and cherry ontop. The art style is super cute too!
I actually never played a factory style game before so this has been a huge learning experience too.
I'd have a few QOL suggestions I think might be great to see though:
I'm happy to hear
I get what you mean when it comes to the horizontal/vertical locking, and I think it would be useful.
When it comes to the font, I do agree that it's not the easiest to read. I can't draw the font on a smaller scale than the pixels of the game unless I change how a lot of things work, but I have been looking at changing the font so that it's more readable at least.
I have been working on making the game a lot more polished and convenient to play for the next update, so a lot of these things should be fixed.
How do you use chocolate as an ingredient in oven recipes without the oven just eating it for fuel? I've been trying to make banana waffles and I can't seem to do it without the chocolate disappearing mid-cook, and if I put multiple chocolates in I get biscuits instead.
The waffles are supposed to have priority over the biscuits, so it's not supposed to become a biscuit if you put too much chocolate. I messed up on this one and the priority is wrong in the oven, but it's not impossible to craft waffles. To make it work, you'll have to use butter for fuel instead of chocolate.
I'll fix this in the next version.
Will an android version be available?
I'm not planning on making an android version
Will it have any updates?
Yes, I'm currently working on it.
still cant fix my nuclear fuel factory. i just dont understand whats wrong. The down conveyer is set to open when fuel is crafted, logic gate is set, speed is default. It should only let 1 glowy parcelain through, but no. It is from 1 to 2 per opening of gate. And 90% of times it is 2 items per opening. This is why i think logic gates should be linked to how many items they let go instead of control it with speed.
here
I think you do understand the gates, I think you were just having some trouble with the output count of the recipe.
So the fuel pellet recipe outputs 2 and not 1, that means that the gate will be open long enough for 2 items of porcelain to go through at that belt speed. You can fix this by making the output belt twice as fast, or by making a splitter setup at the output belt, so that the gate detects half the number of items.
I would also advise you to make the output belt longer, so that you don't get weird timings and stuff. If the funnel is trying to place items where the gate is detecting, it could result in the belt only detecting "half" the item, meaning that it doesn't detect the item's full passage, and it could result in the gate staying open less than it should.
i ve tried that, get rid of funnels, set new conveyer, made conveyer x2 speed ( i ve tried that before, but with funnel) and... it still sometimes messes up because logic gate let 2 glowy things through. I have no idea how, but this is really uncomfortable. But it definetely works better now, now it takes more time for it to completely stop working.
splitter version. Partially worked i think. Now there goes only 1 glow. but 2 starch instead of 3. UPDATED. I set speed to green(x4) and it started working as was planned. I have no idea why.
It's good you got it to work.
I tried to replicate your setup, and it seems to work without a splitter as well:
Both of the gates are taking the same point on the output belt as source. The output belt is at 2x speed, the porcelain belt is at 1x speed and the starch belt is at 3x speed. I ran the setup for 100 recipes, and it didn't seem to jam for me.
Btw, congratulations on automating nuclear fuel!
Updated2. Sometimes autocraft still fails. I just looked and craft isnt going, there is no glowy glazed parcelain in press. Which means that in one moment logic gate bugged and everything turned off.
From what I have tested when playing, and even before I released the game, the logic gate was pretty solid. The code is simple and it's probably not what is causing the problem. If you want to, you can send me the save data (either upload it here if it works, or on discord), that way I can look around and see what the problem is could be.
You can also add me on discord, that way I can help you easier. Discord: kittykillerkuriosity
ok i will send file to you if that would happen again.
ok im having fun but i cant figure out the logic gates could someone help me?
Yes, so the logic gates have a source (set by control left clicking on a position), and when there is an item at the source position, it opens. It can also detect the state of the inspector panel which in turn can detect most other things. You can invert the logic gate by control right clicking it after it has been placed.
Still come back to this game every now and then and pour hours into it, looking forward to the next update!
That is cool to hear!
really interesting game. i like it but i do hope in next updates funnels would update so if you press the button like shift when placing it close to object it would stick to object automatically, because i am really tired from situations where i put it 1 pixel too far and it dont work anymore, same with belts, sometimes it just dont work with funnels and you need to try connect them again, and again, until they would perfectly match, pixel to pixel. that is tiresome. also, i want to ask for some ingame help about logic gates. maybe some screenshots with examples of their work step by step or something like this. I dont know if other people had problem with them but it was really not easy for me to understand what they are doing after i read their description in the manual and the goddess dont know anything about them, so i had to go and read the forum to understand a little. Thanks for the game, i enjoyed it and i am gonna play again
Hi, thank you for playing. When it comes to automatic aligning of structures, you can hold space while placing to place a structure next to another structure if your mouse is over the other structure's hitbox. I hope to make this more robust in the future, but even in its current state, it should be of help.
When it comes to item descriptions, I get that it isn't always the most clear how things work. I should probably rework a few of the descriptions to make the mechanics easier to learn.
thanks, i l try that. Will we have energy furnaces in next updates?
I've been considering electric furnaces, but it would have to be late game stuff, probably the last machine you make, but I still haven't decided on the specifics, or if I'll actually add them. I have been worried that they would be too overpowered or that they would make the regular ovens fully obsolete.
i can also suggest upgrade version of logic gates, because even if i indersood how they work and finally set everything up, they can still let go 2 items from conveyer belts somehow if it on normal speed. I think everything could be much easier if there would combination like shift+right mouse at set gate that set it to let go only 1/2/3/how conveyer goes items per opening so it would be much easier to set automation. It is really extremely needful item imho because it is extremely not intuitive process to set it with just logic gates even if you read description. forum and saw some pictures of preset factory
Have you had 2 items go through the gate on a normal speed conveyor? If so, that is something that I'll have to fix. I think the logic gate itself works fine, but it is the case that some setups are pretty difficult to figure out (especially for the oven where fuel is an ingredient). I'll see what I can do to make automation easier to understand in the future.
So, played the game quite a bit and, I've faced a few problems.
1, I can't really seem to find a filtering method for how many items should go in a machine at a time. (Like, lets say, I want 2 items of something and 1 item of something instead of filling the 6 slots with everything and pray it makes out the 2 to 1 recipe)
2, I can't find any electric counterpart to the furnace and having to refill it constantly with fuel is tedious. Self fueling builds are also borderline impossible without something to time the fuel.
If I missed out something, do lets me know please!
1) You need to use logic gates. The way I used it is as follows:
It's slightly complicated, but if we for example take the fuel, I place the first gate, and make it read the fuel amount on the panel. The second gate is really close to only let one fuel at a time, and is reading the state of the first gate with the other panel, so that when the first one is closed, the second one is open and vise versa. For the ingredients it's basically the same, but instead of fuel level, you make it check if there's output. For something simpler you can actually check example images above, as provided by the creator of the game.
2) I've never had any problems with energy because I have this setup that always keeps my energies levels at an all high:
and if you need energy anywhere, just put a pylon or a substation there, and it should be good.
Hopefully this helps!
There are setups that help with these problems. I made a post on weightgaming that compiles a few of the most useful setups. It includes a setup for getting an exact amount of ingredients into a crafter, and 2 setups for keeping ovens fueled. Here is a link: https://forum.weightgaming.com/t/gain-factory-weight-gain-factory-builder/34726/...
The idea is to use logic gates to detect when the structure outputs the items and only then input the correct amount of items, but the post I linked explains it better.
Edit: hellwraiz beat me to the punch on answering, their setup is good too!
That sounds interesting! I still have to figure out how to use logic gates.
And, thank you for the help. Did found a work around the regents aligning problem but it's considerably more tedious than what I've been shown above.
No problem, it's good you figured it out!
The logic gates are either open or closed, and their state inverts when they detect an item at their source coordinates. You can manually invert the logic gate by control right clicking it, and you can set its source coords by control left clicking on a point while placing it. The logic gate can also read the state of an inspector panel, which works like a logic gate, except it detects properties of objects.
how do i craft the bigger stuff my Creation only maxes out like at 6 items
The number of items required for a recipe is always 6 or less. The recipe book can be a bit confusing on that, when you scroll with the arrows on the "made from" section, it actually scrolls 1 to the side and not an entire row.
cheat menu not working am i doing something wrong never mind i figured it out but is there a guide to this
There is a small guide at the bottom of the game description here on itch for the cheat stuff. I also put out a small guide on some setups for automation on weightgaming.
I can't even play; I click "start game," I select a save file, click "play," then when the selected save file says "Pick Goddess," clicking on either goddess deletes the save.
Correction: clicking the goddess on the right deletes the save.
The goddess on the right is unlocked when the game is completed with the goddess on the left
It looks so cute and i want to play it but i cant run around such a huge empty map at 0.02 mph all day
game is dead?, or just update is to big
I'm still working on it, studies are getting in the way, but progress is still being made
ok, thanks
how do i produce fuel for the machines like the industrial oven
You can either mine fossil chocolate or produce butter in the milk refinery.
thanks
I dusted off my itch account for this comment
This is one of the best games in the weight gaming scene fr
it feels polished and i can always pick it up for an hour or two
the automation solutions you can come up with is amazing
the controls are a bit clunky at first, but it's easy to get used to
great game, keep up the good work!!
Thank you, it means a lot!
where can I find Scrape metal?
You can mine it from scrap metal veins by holding right click or with a mining rig (you can look at the fifth picture in the description of the game to see what they look like).
I wish the breasts could be MUCH bigger. :'(
Great game otherwise! :D
Thank you!
Now I am curious about 2 things
1. is there any possibility for modding support in the future
2. will there away to add something like a map or some other way to make it harder for a player to lose something in the world.
You can modify a few things by editing the texture page and savefile, but I haven't figured out how to make full on mod support, though it would be something I would want to do.
It isn't impossible to add a map, but it is not my first priority.
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).
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.
Understood. Not as direct an approach as I'd hoped, but that'll definitely help out, thanks!
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)
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.
by the way, about getting stuck - that was the idea
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
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.
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.
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.
Will there be a mining drill upgrade that uses electricity?
I don't plan on adding an electric drill
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!
all this game needs is UI like satisfaction (input time/output time) & click to walk and it will be perfect
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.
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...
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
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?
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.
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.
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?
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.
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.
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.
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
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.
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.
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.
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
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.
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.