Factory update 0.1


Where to start, Base tick rate has increesed from 50hz (50 times/second) to 60hz, and the maximum item transfer speed for belts is set to 1200 items/min but it could go a bit higher. 
The logistic system is at good place to leave it for a bit and shift the focus on temporary models and landscape


 Logistics system updates:

  • For starters the belts are visible and curve
  • Belt are spline based with auto support placing
  • Belts now have their own Tick event
  • Items displayed on the belt are just visual representations of where on the spline the item is
  • They snap to the closest port like in Satisfactory
  • Support for different speeds for belt transfers.
  • Ports are mainly the same as before just some extra data is being transferred

Logic and the "tree" has been redone enabling me to create more types of buildings that have "special" workings like the SINK building that just deletes items. The "Tree" is just a term i will be using to replace mentioning the big multi level inheritance for buildings and will change in future updates so I will not be sharing the current structure of it. 
The "Tree" has enabled the use of categories and subcategories that i used to group buildings together and create a all new Build Menu (a copy of Satisfactory).  Works for now and a bit better then pressing number keys to guess where something is.

DECONSTRUCTION MODE

  • A new player state has been added called Deconstruction mode
  • When in this mode looking at an object it will change color and display the items refunded and its current inventory. 
  • Entered by pressing F key
  • Crosshair change to single to the player state change.

ORE PURITY AND BEGINNINGS OF A OVERCLOOCK SYSTEM

Added information to the Ore patch about its purity and material so the miner is auto setup to start mining. 

Ore patch purity affects mining speed : 

  • Impure 0.5 modifier
  • Normal : 1 modifier
  • Pure : 20 modifier (for testing and till i setup mark2/3 machines) but it will be 1.5-2 modifier

Using the UI improvements, by reusing the refund items UI elements build cost and number of that item currently in the player inventory is displayer adding extra information to the player.

No new improvements to the Building mode has been made that affects the player, apart from some extra data and information handling in the background like getting Ore patch type and other information a bit more on it later.


NEW BUILDING MODELS AND THE REST

With the logistics systems in a good enough place to leave them not worrying about it braking,  I started replacing spheres and cubes with custom temporary models, currently only the smelter and miner are changed + scale of the furnace still not 100% locked in. Belts also need a size change and how meshes are represented visually impacto performance a bit to much as can be seen on the end of the video (15:04 time if you with to skip it)

And for last DEBUG OPTIONS 

  • Editor debug console logs for belt item transfer in real-time, 
  • NoCost build option -F2
  • Toggle Belt Visuals -F3 
  • Add 5fps limit 144fps then resets to 5fps -F4
  • Uncapped FPS -F5

There is probably a LOT of things i missed/didnt mention. A lot of time has passed and i 

Files

Factory Update 0.1 19.8.2025.zip 36 MB
35 days ago

Get Factory Prototype

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