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A topic by kittykiller kuriosity created 64 days ago Views: 411 Replies: 21
Viewing posts 1 to 10
Developer (1 edit)

You can post your suggestions for the game here. It could be useful. I give no guarantee that I will implement them.

(+1)

after conweyor plasing update i find out that logic gate's hitbox has 2 zones -"base" and "door"  and that you can plase it with owerlaping door, but can't plase anything in gate's door, so i think game need better hitbox visualization, with orange parts

  1. gate's "door" have orange hitbox
  2. funels show item taking zone and plasing target (like CGR or bee)
  3. CGRs and bees targets are orange now

so now we have blue physical hitbox, and orange working hitbox

Developer (2 edits)

It would probably make sense to separate the hitboxes for structures into a passive blue hitbox and an active orange hitbox, and I do think that it is a good idea, as it would make it more clear to the player how and where structures interact with things. For now tho, when it comes to the gates, if you want to place stuff overlapping their door hitbox, you can open the gate temporarily by inverting it, then place the structure, after which you can close the gate again.

(+1)

Markers

from 2 chocolates you can craft a marker, it can be plased anywhere and will be usefull for marking targets/sourses

(also can have multiple variants)

(1 edit) (+1)

Some recipes require temperature ranges that are 5 wide, but the temperature setting on the Inspector panel only lets you adjust in denominations of 10, so lining them up can be pretty awkward. Is there a way that could be rectified, like making the recipe temperature ranges bigger or more centered on temps divisible by 10? Like, maybe this one could be +5 to -5 so you can aim for 0.

Edit: Also, apparently the threshold for the cooler is treated the same way irrespective of whether you're looking at inventory, product, or temperature, so I can't use the Inspector do any logic based off of how many items are inside it since the threshold goes up and down by 10 while it can only hold 6 items.

Developer(+2)

That last thing is an oversight which I'll fix. When it comes to lining up the temperature, you can use the > setting instead of >=, so then the cryo generator is only active if its above 0 and it never drops below 0.

(+1)

add and gate, L.G.+L.G.+ scrap, have target and sourse, can be negated, and may by can change modes before plasing (and, or, mb xor)

Nand, or, xor examples, and i know that it in higer res. but this is just example

Developer

It is possible to make logic gates using logic gates. Here is an example of a nand gate, where c = a nand b. 

I do get that a specialized logic gate object would be useful tho, and I probably should have added it.

so gate can't see items under gate doors?, or it's something else?

Developer

Yes, so the gates react to gates as well as items, so the orange gate sees that the red/blue gates are closed and reacts to that (and stays open because it's inverted), and then when red and blue are open, the orange gate no longer sees them and instead sees the item underneath (which it reacts to by closing since items always give a true signal and the gate is inverted).

Wait, you can place logic gates over top of each other? I thought the collision didn't allow it.

Developer (1 edit) (+1)

The yellow part of the logic gate doesn't have collision detection when placing the gate, so you can place it over anything. Open logic gates also don't have collision where the yellow part would have been, so you can place things overlapping that.

can we have a cross-section funnel? It would make organizing belts so much easier since it'd let a horizontal belt go through a vertical belt and vice-versa without causing a clog.

long funnels can be crossed 

3.1 : long funnel - underground funnel (i allready did that in ua0.8)

Rename "gfr comments" into "old comments", and add new "gfr comments/questions"

(1 edit)

Does clockwork wrench do something? If no i think it can be useful to use it to change building's source/target 

  • Shift+lmb to select object(s) (if you add orange hitboxes, selected machines will have it)
  • Shift+rmb to deselect object(s) 
  • Shift+rmb on ground to deselect all
  • Ctrl +lmb/rmb to set source/target 
  • "G" will also work 

I think it will make it allot more useful (if it already does something, you can add selection wand or something)

(+1)

what about a personal chest and blueprints? the personal chest would help with early game as you wouldn't have to leave items everywhere but the personal storage couldn't retrieve items. right now the biggest time sink for me is building because of how  the game is made, i like the jankyness but a blueprint maker would be nice. maybe one way you could do it is have a item that saves the configuration of the buildings, could pair nicely with the personal storage chest.

Yeah I honestly gotta admit that having blueprints you can create and place down would be a game changer. I think the only annoying part of Gain Factory is when I'm making a huge farm and I have to place every part individually over and over, but I don't know what engine it's running on so I honestly don't know if it's even possible to do this.

Developer(+1)

I haven't done blueprints because it would be very hard to do with the current code. Blueprints would be very good to have, and definitely possible, but it would take a lot to make it work.

 Olá meu nome é Kevyn e tenho basicamente seis meses de prática com programação.

 Eu divirto-me em programar e compartilho maior parte do meu tempo divertindo-me com isto, tenho alguma prática com linguagens, e gosto de decifrar os blocos, se precisarem de uma mão para administrações que possam levar mais tempo e dedicação da atenção!

 Entre em contato comigo como desejar.

Yeah that makes total sense - especially since this game is free.