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Human Factory Devlog 16/05/2021

Monday 10th: Got a lot to say about the new Resident Evil. It's pretty good but I would wait for sale if you're not sure. It's definitely Resident Evil 4 again which is great, but I don't know if that's enough. Anyway that, plus more Temtem, was my weekend. Starting today with some testing with some random fixes and building up my base. I'm embracing the Spaghetti as I work Drugs and Forest into my base. So far so good. I'm already seeing several ways to improve the base which will basically require a full rebuild of certain sections. While the clicking and dragging is good for most things, once everything starts getting connected up it's more difficult to do. That is par for the course for Factory games and why people enjoy them, but is very time consuming for me as a developer. It also gets quite tedious. With nearly everything running very smoothly, my task today is to finally be able to test and fix each building that currently exists in the game. Starting with the most complicated I think, is Buildings with multiple access points. So the Effigy can have up to 4 Humans using it. I had already done some of the work here before my break. Now it's very clear the next step is to separate 'Station.Entrance' into a list 'Station.Entrances'. When figuring out which entrance to move to, they will search for the index in the Entrances list that matches their position in the Occupier list. This is slightly more complicated for calculating paths before going, and I've kept it simple by making them calculate the route to the first access point. That means if they can access point 2 but not point 1, they will assume they cannot reach the Station. Maybe this is a bug, but I don't expect too many players to be annoyed about it because I doubt they will try to use 1 effigy between several rooms. Fair bit of setup to make that work. Lots of bugs when I pressed play due to little errors but with great satisfaction I can see it now works. This is a fairly big milestone. Chair tested and fixed. Need to add an animation so added that to my todo list. More random fixes here and there. Was a problem with the Box not triggering the previous transport when space is made. Took a while to figure out. Did some animation for sitting in a chair and eating in a chair and also figured out how the Couch will work. A few kinks here and there but we'll see how it goes. Tuesday 11th: Started by sorting out some issues with drugs and buffs. Simplified things like the duration and made the effects a bit more predictable and immediate. I can fine tune the effects of quality later, but for now it's simple addition: 25 potency + quality and 5 seconds for gas vent and food, double that for injections. Working through the remaining buildings and dealing with any bugs that come up. Couch ends up being more trouble in the end. I could use a list or store a second 'centre' so that we can track the sitter to spot they should sit. Or I could make a new animation that is a copy of sitting but with displaced movement. I think I'll go with the former since I think it's more robust in the long run. The annoying thing is I can't think of any other buildings this would be worth doing it for, so maybe I'll just add a temporary one. Finished work on the couch. May revisit it later as I couldn't find a way to make it a continuous building, so it looks a little weird if they keep using it. If I change it it will probably be by using like a 'recreation' slider. Wednesday 12th: Got a bit of testing and fixing done, very pleased with the progress in the game. Unfortunately I've developed a bit of a TemTem problem so I'm working on that. Thursday 13th: So besides a few very minor bugs I have listed, the only remaining machines are the Birthing Station, Milker, Nappomatic and Pacifier. There are some Magic machines but I am happy to lock them off until the next update. Also a bit of setup, such as updated thumbnails, once everything else is settled. Wrote out a revised roadmap. Always a good exercise and should come in handy with the imminent update. Started by making my 'immaculate conception' spell, which causes any Human to become pregnant with what would be a perfect clone of themselves and sets the pregnancy straight to 40. This will probably not make it in the main game but will remain a cheat for testing purposes. I had tested and fixed up the Birthing Station before my break, but I'm very pleased to see that it still works on first test except for the animation. The animation is tricky because my current code won't animate the Human towards the 'centre' of the machine if it didn't come in on a conveyor belt. It actually made me think about how awkward it is to have a machine that is both a conveyor machine and manual. Alternatively, I could switch off its manual functionality, and make it so the player would have to set that up themselves by setting up a Human Gate set to attract anyone who is at a certain level of Pregnancy. This gives the player more control, and fits into the philosophy of this being a game rather than a convenience simulator. Added Pregnancy as an option on the Human Filter. This meant adding the condition on the script 'checkhuman' and adding the button in the UI, that's all. Made Pregnancy count up rather than down. Made it so Birthing Station and Milker are no longer accessed manually by Humans. Players will have to set that functionality up using the Human Gate. Wow, all working. Very happy. Next up is the Milker. Again, removing the manual functionality. Then to add Milk as an option on Human Filters. However... Currently the stat is called 'Lactating Time' and it's, well I don't know why I did it like that. I think it was to make it easier to handle lactating post partem [Also so that they could always breastfeed a baby and Hunger would be subtracted instead... Too convoluted.]. I'm going to simplify this and make it just like Blood, with a counter ticking and an int called simply 'Milk'. This will go up while Pregnant and, if not harvested, will be usable for feeding Babies as a preference to other foods. Maybe I'll give them an extra Milk when the baby is born for post partem feeding. I'm thinking one pregnancy should yield about 3 Milk, with it being an expensive and powerful resource. This is why I spend so much time playing the game without using cheats to get through the content. It really helps me have a proper sense of understanding of the game and helps me make these kinds of decisions confidently. Changed 'LactatingTime' to 'MilkGrowCounter' and 'Milk'. From here, it's easy to track the compile errors to find all the instances where I will need to change the code. Now it works exactly like Blood but only when pregnant. Milk grows 1 every 29 seconds out of the 90 second pregnancy and another one on delivery. Added 'Milk' as an option to the Human Filter. Friday 14th: Went to see wedding venues. Stressful. Sunday 16th: Sorted a problem with Human animations on load. Went through my 'scan environment' code because I felt it was acting weirdly. Need more info so I'll examine as I play. Made popups for Power gains from the Fuel Burner. Clothes still appeared on the Human after being shaved. Fixed that and made sure hats are removed on headless Humans. Just had to call my new 'UpdateClothes' code. Switched off the keyboard interacting with some UI elements when it shouldn't. Will fix these as I find them. Added Milk to inspectable Human values. That's all the bugs I had on my list. Next is to play the game organically and thoroughly test these machines. Hopefully I can upload the next patch in the next couple of days.


[ 2021-05-24 16:14:22 CET ] [ Original post ]

Human Factory
Fire Cycle Games Developer
Fire Cycle Games Publisher
2020-11-02 Release
Game News Posts: 55
🎹🖱️Keyboard + Mouse
7 user reviews (7 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

[ 6040 ]

17.59$ (12%)
5.84$ (81%)
5.21$ (13%)
26.34$ (12%)
33.96$ (15%)
17.79$ (11%)
21.21$ (15%)
26.09$ (13%)
12.74$ (15%)
16.79$ (16%)
39.99$ (20%)
8.49$ (15%)
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8.59$ (14%)
29.71$ (15%)
10.78$ (17%)
4.19$ (16%)
4.14$ (17%)
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52.19$ (13%)
16.18$ (19%)
11.00$ (15%)
24.89$ (17%)
8.47$ (15%)
8.47$ (15%)
4.24$ (15%)
17.49$ (13%)
4.24$ (15%)
7.19$ (71%)
13.04$ (13%)
GAMERSGATE

[ 1237 ]

2.0$ (90%)
8.0$ (60%)
2.0$ (80%)
21.59$ (28%)
5.2$ (60%)
5.4$ (82%)
1.0$ (90%)
1.67$ (83%)
7.49$ (63%)
1.17$ (90%)
1.35$ (85%)
0.75$ (85%)
10.58$ (47%)
0.75$ (85%)
0.88$ (91%)
3.0$ (70%)
0.6$ (85%)
7.5$ (75%)
0.75$ (85%)
1.5$ (85%)
0.65$ (89%)
2.5$ (50%)
22.87$ (43%)
14.0$ (60%)
1.54$ (78%)
5.0$ (80%)
9.89$ (34%)
11.99$ (40%)
3.0$ (80%)
0.9$ (92%)

FANATICAL BUNDLES

Time left:

356408 days, 8 hours, 47 minutes


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22 days, 15 hours, 47 minutes


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HUMBLE BUNDLES

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3 days, 9 hours, 47 minutes

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