V2.4 (2.3)


Made it so that conveyor belts can be placed anywhere regardless of colliders. Placing structures already ignores belt colliders, so it makes sense that placing belts should ignore structure colliders.

Fixed a crash with the mining rig.

I think I am more or less satisfied with the game. Most of the common bugs should be fixed at this point, and I don't plan on adding more features. I will give it a little time to see if any more bugs pop up, and if all is well, towards the end of the month I will release the source files.


v2.4

Ok so this is embarrassing but I forgot to add the overlap triggers for inventory and crafting for when placing the belts, so it caused a dupe glitch. I also tested building things with the new collider rules and I decided to revert the changes to the belt placement to how they were in v2.1 and earlier for inventory structures. You can still place inventory structures on top of belts, but not belts on top of inventory structures. Belts can freely be placed overlapping non-inventory structures like the funnels and the logic gates.

I also swapped the language lines for the splitter modes. Now it says the correct mode when placing the splitter.

I fixed a capitalization mistake in the description of the silo. If you are using en.lang, you can simply delete it and the game will generate a new correct one upon startup.

Files

gain_factory_reloaded_ver2.4.zip 7.6 MB
Jun 10, 2024
gain_factory_reloaded_ver2.3.zip 7.6 MB
Jun 09, 2024

Get Gain Factory Reloaded

Comments

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Yo the hitbox of Beatrice is a little small, it makes it so the sprite gets covered up by the calorie count text / food images, Would you mind lengthening it a bit?

(+1)

for some reason, whenever I put a conveyor belt in my crafting slot, it also places one on the ground behind it.

(+1)

The conveyor belts now ignore crafting stations, prioritizing placement on the ground, and, you can duplicate them by placing one in your character's crafting slot

Can I use save from 2.1 to 2.3?