Version 0.6.0
is another major release of Factor Y
with many great aditions and large performance improvements.
Note that savegames of previous versions are not supported in 0.6.0
. If you’d like to continue working on your factory, please stick to 0.5.5
.
I also updated nearly all external dependencies. Please let me know if you encounter any bugs related to audio or rendering.
Performance Improvements
I spent a lot of time greatly improving the simulation performance of Factor Y
.
Depending on your hardware and the layout of your factory you might see gains of up to 5-10x
.
-
Individual planets are now simulated in parallel by splitting them into
100x100
tile sized regions that are simulated simultaneously if possible. Depending on the number of your CPU’s cores you’ll notice a huge performance improvement due to that. -
The energy values (production, usage, storage) are now computed only once while ticking the simulation. Previously they were computed up to 3 times in addition to the simulation tick.
-
Running research now has close to no impact on the performance. Previously this triggered another pass of looking at every
Structure
placed. -
The ‘category overview’ you see once you zoom out is now also generated in parallel.
Charts
Factor Y
now keeps track of all your production and placement counts plus all the energy values and stores them in the savegame.
This data is then used to populate multiple charts of the following ranges:
-
Last two seconds
with the precision of atick
-
Last minute
with the precision oftwo seconds
-
Last hour
with the precision of aminute
-
All time
with the precision of anhour
You can find the new charts in the InfoBox
by either hovering individual bars in the Production and Placement Stats
view or your energy values at the bottom left of the screen.
Below an image showing the production chart of Gear
. The top-left corner shows the MIN - MAX
range within the time frame or just the value if they’re equal.
Item Stacking
It’s now possible to create Stacks
of Items
. A Gear Stack
for example constains 5 Gear
.
It’s also possible to create ‘double’ Stacks
which effectively contain 25
of the stacked Item
.
With this feature you can greatly improve the throughput of your factory.
Since many Structures
such as the Assembler
can’t operate with Stacks
it’s also necessary to be able to unstack Stacks
.
For this the following Structures
were introduced:
-
Stacker
can turn any5 Items
into aStack
of thatItem
-
Stacker Mk2
can also stack already (once) stackedItems
to create a ‘double’Stack
-
Unstacker
can turnItem Stacks
back into regularItems
Gear
-> [Stacker]
-> Stack Gear
-> [Stacker Mk2]
-> Double Stack Gear
Double Stack Gear
-> [Unstacker]
-> Stack Gear
-> [Unstacker]
-> Gear
You can unlock those by researching the newly introduced technologies.
Right now you can transport Stacks
via Arms
and Belts
, store them in inventories and even burn them.
You can produce them in Modules
and feed them into Sinks
but can’t have Sources
spawn them.
Especially Sources
I’d like to support in the future. I didn’t implement it for them since it’s currently not possible to have a Stack
cursor to set the spawned Item
. I might also change where they’re accepted in the future.
Below an image showing both the Stacker
and Unstacker
in action.
A Stacker
can be fed by up to 5
Belts
, the Item Stack
can then be grabbed via Arms
. An Unstacker
can be fed via a single Belt
to then spread the unstacked output across up to 3
Belts
.
Counter Structure
This release gives you the new Counter
Structure
. Per default it just counts the number of Items
ever placed into it.
If you set a limit to it, it will start rejecting Items
once its count reached that limit.
When planning Modules
it can be very useful to fine tune the flow of Items
.
Below an image of the new Counter
containing an Arm
. It so far accepted 12
Items
and has its limit set to 15
.
Planet Improvements
Planets now have individual cloud and atmosphere colors. I also slightly improved clouds in general, such that small planets don’t have very large clouds.
Module Improvements
Modules
now have randomly picked, individual background colors to make it more easy to tell them apart.
I also removed the requirement for Modules
to have unique names.
Fullscreen
Factor Y
now runs in ‘borderless windowed’ mode. You can switch back to the windowed mode via the render settings.
Due to this change I also added a new Exit Game
button and made it possible to exit Factor Y
via ESC
.
Burner Power Improvements
It’s now possible to use upgrades between different Burner Power
Mk
tiers.
I also reworked the model to have a larger Mk
indicator and improved the fire animation.
UI Improvements
It’s now possible to show the InfoBox
in the top right corner again. Use TAB
or the render setting to cycle through the display modes.
I also tweaked the Savegame View's
margins to cause less overlap with notifications.
Removal Of Selection Rotation
I found a critical bug when using the ‘rotate selected’ feature while testing this version. For now I decided to remove the feature entirely and will hopefully bring back a bug-free version of it in the future.
Other, Minor Improvements
-
Selections are now started by left-click-dragging without the need to use the
Shift
key. Just make sure you have an empty cursor. - ‘Limit’ is better described within the game
-
Cargo Ships
were renamed to use theMk1
,Mk2
,...
naming convention - Improvements to text formatting in general
-
The
Show Recipe
setting has been removed, recipes will now always be rendered -
I reordered
Items
andStructures
in theOverlay
to keep the same order when switching betweenItem
andStructure
mode -
Camera movement now consideres how quickly your game runs and should have the same speed regardless of current
FPS
-
The
Research
view isn’t closed anymore when starting a new research -
Animations now stop if a
Structure
is turned off or outside ofInfluence
range -
Animation speeds are now affected by the
Planner's
tick speed
Balancing
There have been some changes regarding balancing of the game:
-
Smelt Speed
has been decreased -
The speed of
Lab
has been halved -
Influence
is now also required for energy production -
You now start with one
Lab
in the inventory