v2.6 (2.5)


Fixed bug where long distance funnel facing up would have a shorter hitbox than intended.

Fixed bug where long distance funnel would draw on top of the player sprite.

Made it so that long distance funnels can overlap each other. This will make it easier to have resource lines cross when constructing a machine, without the need for hovering hands.


v2.6:

Changed the nutrition value of the tiercake to what it was supposed to be. I forgot to change it back after using it for testing.

Files

gain_factory_reloaded_ver2.5.zip 7.6 MB
15 days ago

Get Gain Factory Reloaded

Comments

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is there a way to feed the 2nd goddess directly with the feeder or am i missing something?

You can use the feeder like normal. Does the feeder not work on the second goddess?

Maybe I was doing it wrong but I put the feeder facing her with the output going into her feed from the side. 

It could be that you haven't given it electricity, or that the goddess has a full inventory.

how do you use the yeast bomb? I cant make a logic thing without tungsten and cant get tungsten without the bomb

They activate from items as well.

thanks alot now I understand that, what also I dont understand is how do you please the goddess? I have fed her tons and tons of food and am stil at level 0

The goddess friendship equals to how far along she is in the growth sequence times 10. So if you're halfway there, the goddess will be at 5 friendship. The goddess grows also logarithmically, so it means that it takes a lot more to get her from 4 to 5 friendship than it takes to get her from 3 to 4 friendship.

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I'm sorry I dont understand, do I need to feed her special food? I've made a contraption which feeds her canstantly fully automated but she is stil at level 0

(mashed sweet potato which was easy to automate)

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The value on the x axis is how much you've fed her, the value on the y axis is how far along she is (the value that is shown as % on the save slot in the main menu), y * 10 = current friendship.  She needs like 125000 nutrition to get her to the first friendship level, so you probably haven't fed her enough. To speed up the process, you can level your character up and it will give the goddess a bonus for certain types of food depending on which body parts you have leveled up. I would also recommend that you use higher nutrition foods.

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Damn, didn't knew you where still working on it. I thought you have given up on the game, because there was too much to to fix and do, but it's good to see you back :)

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I've been noticing the game always starts running smooth but I think as I build more belts it begins to chug and slow down a lot. My PC is a pretty decent VR-ready one so I don't think specs are a problem. I find I can't really get into any late game stuff before everything starts grinding to a snail's pace. It's been an issue since before this patch too. 

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Yeah, the problem is that the game has too much to calculate every frame if you have a large factory, and good gpu doesn't help with that. The solution is for me to have programmed it better, but apart from that, a solution that you can try is to minimize items on belts in the world. You can use long funnels, hovering hands, and rockets for long distance item transport instead of belts.

If it still lags, then you can reduce the number of crafters with items in their inventories. Different crafters also take different lengths of time to process if they have items in their inventory. The time depends on the number of recipes they can perform, with the assembler having the most recipes and the barrel having the fewest.

Usually minimizing items on belts does the trick tho. I hope this helps.

I'll give that a shot!

i am not an expert here, but as i know, video card can be used for many not complex calculations like this

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It is probably possible to make item movement on belts parallel, but other components aren't so simple to parallelize so issues could arise from the interactions between the objects in the world. This can be fixed by computing all items at the same time before anything else each frame. It is also possible to make parts of the code run in parallel, like the collision detection function for the items, and the code inside crafters that checks their inventory against the recipe array. The problem is that the functions in gms2 aren't programmed to run on the gpu, and I don't think gms2 has an option to make my own code that runs on the gpu (apart from the shaders), so I would have to make my own engine for that. 

If I was to write my own engine, I would probably try to have all the objects in the world compute in parallel in relation to the same world state (and not in order, updating the world one object at a time like how gms2 computes it), which would open up the possibility of running a lot of it on the gpu, but I think I would have to program everything in the game in a very different way, and I don't have much experience actually writing gpu programs anyway (my experience is limited to the colour replacing frag shaders that the cowgirls use to render). I also don't know how well object oriented stuff works with the gpu.

You are right that parallelization would be good for running a game like this, but I am not experienced enough to make it happen sadly.

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Thanks for continuing to polish the game, it's really coming into its own. Pardon me if this has been asked, but do you have any plans to add music before concluding development?

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I really wanted to add both music and more sound effects, as it is really cool to hear the factory operate, and more sound effects would be very cool. I am not very good at sound design, but I'll maybe add a few more sound effects. When it comes to music, I am not sure what kind of music would fit in this game, and every time I've tried to write something, it has turned out a little too heavy. I feel maybe a soft industrial rock vibe with flavour of dating sim music would fit the game, but all my experience is in writing metal. I do want to give it another shot tho.

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Thanks for the response! I don't want to add any pressure or anything but this would definitely feel a lot more like a finished product with even just music, let alone sfx for more machines.