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Uh, oh: It's treating moving selection as a copy. When cancelled, the selection stayed on the grid, non-selectable and disabled. Did it at the start, soft locking me. It also allows me to build on it. When selected and stashed, only the new elements are affected.

Regarding the flipping, I mentioned it in addition to rotation. They complement each other. I forgot to mention the flipping also rotates the components 180 degrees if they are aligned with the coordinate they are flipping. Maybe that's what caused a misunderstanding (if any).

I can sort of understand the frustration with Factorio. The simplification you made is ok, even close to perfection. My posture about Factorio and similar games is that it's a logistics game, rather that a true "factory" game. The difference lies in logistics bothering mostly about connecting outputs to inputs and storing solutions. Factory games, on the other hand is about selecting and mounting the processes from input to output for any given product. Metallurgy is a perfect IRL example: There are multiple ways to process iron ore into steel. And also many ways to make pipes: molding, extruding, soldering, etc.

Uhm, regarding the copy function, after the first paste, it doesn't check again if you have the available nodes (will use whatever you have in stock, though), leading to a duplication glitch.

Belt mode can't be canceled with right click/ESC button, nor selection mode. Have to click on another module to exit the mode. Using the E key as toggle would also be a good idea.

On any query, the older info is shown first, then updated, when the order should be the other way around.

When clicking outside the building area, open space, resource nodes or a belt, the info window is briefly shown then closed. Belts and modules use different info windows, opening and closing in pairs.

The info window once opened is fixed to the screen and not on the module position, so when moving the camera, it doesn't update it's position.

What I meant with flipping, is like using the mirror image (is like a rotation, but using a different plane, in 3D). For example: on an horizontal flip, suppose the selection area is between x1 and x2, given a module on x, the flipped position is x2 - (x - x1). Use the analog with Y coords for the vertical flip (the actual names may be inverted).

As for the blueprints, just save the data of the copy function (module type, rotation, relative position to the start of the selection). Since you now store the last copy used, how about adding the paste function?

I recommend looking at Factorio for the blueprint and flipping (It's over engineered though).

thanks for notifying me on the bugs, didn't do a full check after uploading the new version. all the issues should be fixed now.

i think i understand what you mean with the flipping, but the rotation is still important to decide where the input/output of the machine will end up

the blueprints are going to be a bit more complicated than that since my code's a bit whacky for it.

i actually don't really like factorio personally. it's too stressful for me, that also played into my design choices for this game

Love the game!! Here's some feedback:

I noticed the modules won't output if the bell is not aligned. Was this intentional?

Would also love to have belt splitters, mergers and bridges, for the full experience.

Would it be possible to have blueprints? Also would like the copy function to be used multiple times in a row.

Regarding the area expand, could I have more control on the new rows and columns to insert? It gets bothersome to realign everything to a corner on each upgrade (using selection and moving, obviously).

Would be nice to use rotate and stash directly. Oh, and a flip horizontal/vertical for selections. As complexity grows, the buildings stop being symmetrical, so rotate stops helping.

woah thanks for the feedback!

facilities only push output onto belts that are aligned, never really thought about giving the option of pushing output onto misaligned belts but that could be interesting.

as for splitters, mergers and bridges, i've thought about implementing those but settled for having 'soft splitting' belts for now. you can split belts by placing perpendicular belts next to one you want to split the throughput of.

blueprints im not planning would probably take a lot of effort for me to make but i'll probably add that at some point. the copy function makes more sense to be repeatable and was a quick fix so i already added that.

i'd never thought about adding control to the area expansion! that's a good idea.

you can rotate directly during quick move and i didn't realise you couldn't stash during it. i'll look into that since i'm pretty sure it's supposed to be possible.

i'm not sure what you mean with rotation in regard to symmetry though?

anyway, thanks again for playing and commenting!