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Human Factory Devlog 26/08/2020

Monday 17th: - Bug fixing. Testing and fixing as I build the new buildings into my base. First, discovering the issue with Clothing. For some reason, when I instantiate a TargetObject, not all of the parts of the Item component are transferred to the clone, namely the Clothes. I'd like to find a cleaner way to fix this, but for now I can just re-write any parts that aren't transferred. I think I fixed an issue where Items were appearing on load at the Fabricator's input. The problem which was effecting both things was that I didn't handle the Item Sources properly on Manual Fabricators. As a bonus, this fix has provided some optimization for the Human's side of checking if the machine has all the necessary ingredients to craft. Very rough and frustrating bug fixing session to get all of this working. Barely even managed to begin testing and fixing the new Buildings. But now the Human's clothes reflect the materials they're made from as intended. Experimented to increase mating by changing the minimum rapport from '10' to 'Quality / 2' and removing the bed requirement. It didn't work and it's because it's actually quite rare to find a match. I wonder if this is good this way, requiring the player to put a bit of thought into making the humans mate, or if it should happen more often naturally. I don't this is going to be an ongoing project. Getting a bit crazy thinking about all the possibilities. Tuesday 18th: Summary: - Forest and Drug Labs functional. - Updated the base in game to test all new features. Got the Forest working. Had to fix quite a few things. Applying the correct Container settings and fixing the way the Manual Fabricator does Clear Occupation. Built quite a big base using all the features. Not tested them all yet but the framework is there. Made myself a nice list of bug fixes and things to do next. The biggest roadblocks at the moment are: 1. Need a way to build pipes, conveyors and walls in a straight line by clicking and dragging. 2. In a big base, building something new causes the game to freeze for a bit as it reconnects all the transports and things. Need to optimize that. The game is pretty complex at this point. Getting all the necessary goods into the Drug Lab or Tailoring and out to the destination can get pretty crazy pretty quickly. This is partly the nature of Factory games. Essentially it's a bit like Autonauts in that there is a lot you CAN do and if you do it all it's a bit hardcore, but you don't need to. Build and test drug lab and vents. Wednesday 19th: Summary: - Lots of little bugs and fixes. As much as I was enjoying playing the game and sort of building the content as I go, it's already time to go back into the guts of the game. As stated yesterday, I have some optimizations to do and things to fix. I have a list with about 20 items big and small from this week's testing. Fixed bug on MaxProgress on Blood Drainer. Fixed bug on using the button to exit the Pause Panel. Fixed hair positions being slightly off 0 on instantiation. Added Build animation for Forest. Fixed bug when connecting container directly to another container. Fixed issue where multiple Delete tools would appear. Fixed bug where, if the first selected object is above the ground, the movement and copying is offset... In the case of Pipes, it is still offset by 0.5. Pipes currently exist on a separate axis to other objects, and I'm wondering if that's wise. If I change that, it will be a TON of work. Maybe for now it's best to fix the offset if the first object selected is tagged as 'Pipe'. After some experimentation, I think the best way to solve this will in fact be to change the root position of each pipe piece so it's more like the other objects. Until then, players can avoid this bug by not selecting the pipe first. At least the height thing is fixed. Stopped the player from doing certain things while Building (floors, pasting) is true. Added recipes to drug item descriptions. Sorted the Animator graph a bit to deal with some issues arising from culling. Got all the small things off the list. Now I have a list of big complicated things. This devlog isn't for complaining but damn it's hard to think in this heat. Tomorrow I will start fresh with the Connecting Transports code. Saturday 22nd: - Fixed/optimized the freeze when building in big base. Maly has had the week off and I'm a bit ahead of schedule so I took a couple days off. Taking it easy today as well. I have the stream in a couple of hours at 3pm and now I'm just trying to solve this puzzle of optimizing the 'ConnectTransports' script. Right now I'm doing something like this: Foreach Inpoint, Foreach Outpoint, if they are close then connect them. This is starting to overload the system because as I build more transports, it gets more and more crazy. Possible solutions: 1. Optimize the 'ConnectTransport' code using better practices. 2. Restructure the code so that the 'Connect' script is contained within the transport itself. Option 2 seems best, and I can use better practices as I go. I found a way to make it easier on the Transports, but it seems that's not the issue [the plot thickens]. The issue actually lies in the code I have on the WallHider for 'UpdateTransportFrames' to show the transport frames when a transport is going through them. I think I should move this into the 'Connect' function on the Transport. Seems my original ideas about what was slowing it down are wrong. I could easily have missed this, so I feel quite clever right now. What's slowing it down isn't the 'foreach(foreach)' thing, it seems the game can do 'getcomponent' 5000 - 200000 times without too much fuss. What is slowing me down is when I ask the components to perform a function. This could be that when you ask a function to happen, the 'foreach' script is asking the next one to do that function before the first one has finished, overloading the system. It could also be just that Unity doesn't like calling functions from different objects at the same time. So ironically my first idea for the fix, of having it 'transport' centred rather than 'foreach(foreach)', was incorrect. What was slowing me down were the instances where I essentially ask for many functions to happen at the same time. So the first thing is to undo the work I've done so far today (good old CTRL-Z). Managed to nearly completely kill the freeze when building. Now just trying to reduce it as much as possible with clean code. Killed the freeze entirely. Added a range check to the ConnectTransports script so that it will be nice and smooth no matter how big the player's base is.


[ 2020-08-26 15:59:50 CET ] [ Original post ]

Human Factory
Fire Cycle Games Developer
Fire Cycle Games Publisher
2020-11-02 Release
Game News Posts: 55
🎹🖱️Keyboard + Mouse
6 user reviews (6 reviews)
Public Linux Depots:
  • Human Factory Linux [257 M]
You are a great tentacled cosmic deity, drifting through the endless void. Space can be very boring at times. But every now and then you find something that can hold your attention for a few hours at least. This time, you found Earth.

Raise and feed Humans.

Build all the necessary items to make the Humans feel at home. Make sure they are fed and put to work. As you learn more about the Humans, you can learn to better accomodate them.


Process Human byproducts.

Human waste can be deconstructed into pure matter and used for building. Many parts can be used for cloning, allowing for potentially infinite expansion. Watch as they churn their own milk for you to sell.


Butcher the Humans

Take their skin, their flesh, their brains. Build ever more elaborate and beautiful factory lines. Remember, Human meat tastes best when cut from a living soul!

Trade with the other cosmic space deities. Analyze and gain new technologies. Become the greatest great one in the multiverse.


MINIMAL SETUP
  • Processor: 1.7+ GHz or betterMemory: 1 GB RAM
  • Memory: 1 GB RAM
  • Graphics: Radeon HD5450 or better; 256 MB or higher
  • Storage: 1 GB available space
GAMEBILLET

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