Now I am curious about 2 things
1. is there any possibility for modding support in the future
2. will there away to add something like a map or some other way to make it harder for a player to lose something in the world.
I dusted off my itch account for this comment
This is one of the best games in the weight gaming scene fr
it feels polished and i can always pick it up for an hour or two
the automation solutions you can come up with is amazing
the controls are a bit clunky at first, but it's easy to get used to
great game, keep up the good work!!
There is a small guide at the bottom of the game description here on itch for the cheat stuff. I also put out a small guide on some setups for automation on weightgaming.
So, played the game quite a bit and, I've faced a few problems.
1, I can't really seem to find a filtering method for how many items should go in a machine at a time. (Like, lets say, I want 2 items of something and 1 item of something instead of filling the 6 slots with everything and pray it makes out the 2 to 1 recipe)
2, I can't find any electric counterpart to the furnace and having to refill it constantly with fuel is tedious. Self fueling builds are also borderline impossible without something to time the fuel.
If I missed out something, do lets me know please!
1) You need to use logic gates. The way I used it is as follows:
It's slightly complicated, but if we for example take the fuel, I place the first gate, and make it read the fuel amount on the panel. The second gate is really close to only let one fuel at a time, and is reading the state of the first gate with the other panel, so that when the first one is closed, the second one is open and vise versa. For the ingredients it's basically the same, but instead of fuel level, you make it check if there's output. For something simpler you can actually check example images above, as provided by the creator of the game.

2) I've never had any problems with energy because I have this setup that always keeps my energies levels at an all high:

and if you need energy anywhere, just put a pylon or a substation there, and it should be good.
Hopefully this helps!
There are setups that help with these problems. I made a post on weightgaming that compiles a few of the most useful setups. It includes a setup for getting an exact amount of ingredients into a crafter, and 2 setups for keeping ovens fueled. Here is a link: https://forum.weightgaming.com/t/gain-factory-weight-gain-factory-builder/34726/...
The idea is to use logic gates to detect when the structure outputs the items and only then input the correct amount of items, but the post I linked explains it better.
Edit: hellwraiz beat me to the punch on answering, their setup is good too!
No problem, it's good you figured it out!
The logic gates are either open or closed, and their state inverts when they detect an item at their source coordinates. You can manually invert the logic gate by control right clicking it, and you can set its source coords by control left clicking on a point while placing it. The logic gate can also read the state of an inspector panel, which works like a logic gate, except it detects properties of objects.
really interesting game. i like it but i do hope in next updates funnels would update so if you press the button like shift when placing it close to object it would stick to object automatically, because i am really tired from situations where i put it 1 pixel too far and it dont work anymore, same with belts, sometimes it just dont work with funnels and you need to try connect them again, and again, until they would perfectly match, pixel to pixel. that is tiresome. also, i want to ask for some ingame help about logic gates. maybe some screenshots with examples of their work step by step or something like this. I dont know if other people had problem with them but it was really not easy for me to understand what they are doing after i read their description in the manual and the goddess dont know anything about them, so i had to go and read the forum to understand a little. Thanks for the game, i enjoyed it and i am gonna play again
Hi, thank you for playing. When it comes to automatic aligning of structures, you can hold space while placing to place a structure next to another structure if your mouse is over the other structure's hitbox. I hope to make this more robust in the future, but even in its current state, it should be of help.
When it comes to item descriptions, I get that it isn't always the most clear how things work. I should probably rework a few of the descriptions to make the mechanics easier to learn.
I've been considering electric furnaces, but it would have to be late game stuff, probably the last machine you make, but I still haven't decided on the specifics, or if I'll actually add them. I have been worried that they would be too overpowered or that they would make the regular ovens fully obsolete.
i can also suggest upgrade version of logic gates, because even if i indersood how they work and finally set everything up, they can still let go 2 items from conveyer belts somehow if it on normal speed. I think everything could be much easier if there would combination like shift+right mouse at set gate that set it to let go only 1/2/3/how conveyer goes items per opening so it would be much easier to set automation. It is really extremely needful item imho because it is extremely not intuitive process to set it with just logic gates even if you read description. forum and saw some pictures of preset factory
Have you had 2 items go through the gate on a normal speed conveyor? If so, that is something that I'll have to fix. I think the logic gate itself works fine, but it is the case that some setups are pretty difficult to figure out (especially for the oven where fuel is an ingredient). I'll see what I can do to make automation easier to understand in the future.
Yes, so the logic gates have a source (set by control left clicking on a position), and when there is an item at the source position, it opens. It can also detect the state of the inspector panel which in turn can detect most other things. You can invert the logic gate by control right clicking it after it has been placed.
still cant fix my nuclear fuel factory. i just dont understand whats wrong. The down conveyer is set to open when fuel is crafted, logic gate is set, speed is default. It should only let 1 glowy parcelain through, but no. It is from 1 to 2 per opening of gate. And 90% of times it is 2 items per opening. This is why i think logic gates should be linked to how many items they let go instead of control it with speed.
I think you do understand the gates, I think you were just having some trouble with the output count of the recipe.
So the fuel pellet recipe outputs 2 and not 1, that means that the gate will be open long enough for 2 items of porcelain to go through at that belt speed. You can fix this by making the output belt twice as fast, or by making a splitter setup at the output belt, so that the gate detects half the number of items.
I would also advise you to make the output belt longer, so that you don't get weird timings and stuff. If the funnel is trying to place items where the gate is detecting, it could result in the belt only detecting "half" the item, meaning that it doesn't detect the item's full passage, and it could result in the gate staying open less than it should.
i ve tried that, get rid of funnels, set new conveyer, made conveyer x2 speed ( i ve tried that before, but with funnel) and... it still sometimes messes up because logic gate let 2 glowy things through. I have no idea how, but this is really uncomfortable. But it definetely works better now, now it takes more time for it to completely stop working.
It's good you got it to work.
I tried to replicate your setup, and it seems to work without a splitter as well:

Both of the gates are taking the same point on the output belt as source. The output belt is at 2x speed, the porcelain belt is at 1x speed and the starch belt is at 3x speed. I ran the setup for 100 recipes, and it didn't seem to jam for me.
Btw, congratulations on automating nuclear fuel!
From what I have tested when playing, and even before I released the game, the logic gate was pretty solid. The code is simple and it's probably not what is causing the problem. If you want to, you can send me the save data (either upload it here if it works, or on discord), that way I can look around and see what the problem is could be.
You can also add me on discord, that way I can help you easier. Discord: kittykillerkuriosity
The waffles are supposed to have priority over the biscuits, so it's not supposed to become a biscuit if you put too much chocolate. I messed up on this one and the priority is wrong in the oven, but it's not impossible to craft waffles. To make it work, you'll have to use butter for fuel instead of chocolate.
I'll fix this in the next version.
First I wanna say this is an absolutely addicting and satisfying game all on its own, the fetish content is just the whipped cream and cherry ontop. The art style is super cute too!
I actually never played a factory style game before so this has been a huge learning experience too.
I'd have a few QOL suggestions I think might be great to see though:
I'm happy to hear
I get what you mean when it comes to the horizontal/vertical locking, and I think it would be useful.
When it comes to the font, I do agree that it's not the easiest to read. I can't draw the font on a smaller scale than the pixels of the game unless I change how a lot of things work, but I have been looking at changing the font so that it's more readable at least.
I have been working on making the game a lot more polished and convenient to play for the next update, so a lot of these things should be fixed.
You select a position before placing the gate by control left clicking, and then as long as there is an item at that position, the gate will stay open. You can control right click the gate after it has been placed to invert it. This means that it will be open for as long as there isn't an item at the target position. The gate can also detect the state of the inspector panel, and the inspector panel changes state based on what it is observing.
Yeah...that's... Nope, I'm in the dark, too. This is pretty much how it's described in the game. I still don't get how they work. If you could dumb it down a few notches (or provide a visual guide?) that might help.
I have no idea what the "logic" behind these things is (I never was good with computers) so it's even more confusing when you introduce the inspector panels. All I understand is that they show a value (like how much of something, such as fuel, is in a certain place), but that's it.
Here is a little guide on how to use the logic gates:
Hold the logic gate

Set its source by control right clicking

Place the logic gate

You can view its source coords by hovering over the logic gate

The gate stays open for as long as there is an item at source


Inspector panels can be used alongside the logic gates, as they can detect information about structures and react to it. You can have a panel detect if there is an item inside the press, and a gate that detects if the panel has detected something.


I hope this helps
There will probably be an electrical furnace either in the next update or shortly after via mods (as the developer has stated they'll probably release the source code for the game).
But going back to the issue you're having there is a way to make it work (it's a little complicated). I will probably show the blueprint of how to do it shortly.
You can probably make a system that detects backlog at the funnel or belt leading into the chest, but I don't think there is a way to use the inspector panel to detect if the chest is full. In the next update, there will be a way to configure the inspector panel, so then you will be able to set its threshold to the capacity of the chest and detect fullness in that way. For now, fullness has to be detected indirectly.
You could probably have a logic gate detect if there are items on the input belt and start some sort of timer contraption, then if the items haven't been cleared out by the end of the timer, it means that the chest is full.
so, i developed automated caramel mass but every so often the fuel doesn't get added in time or something and i have no idea what the problem is, i've had similar issues with similar machine's and was wondering if it was a screen loading issue or something? since it only ever seems to happen when they're out of frame (the automated banana-toast on frame can also have a similar issue)
edit: just realize it's not obvious but the screen next to the iron chest is linked to the furnace, which is linked to all the gate's used by the setup not that it's all that important
I have wanted to add support for translations of the game, and I think it would be a good thing. I myself don't know russian or ukrainian, so I wouldn't be able to translate the game myself, but I think I definitely should make a system where people can make translations for it. I can't promise anything yet tho, but I have been considering it.
If you want to play ASAP, I'm pretty sure you can reassign a key on your keyboard to bind to 'S'. I found this tutorial if you're on Windows 11. But honestly it'd probably be better if you just got a new keyboard I couldn't imagine how annoying it'd be to type something and have to autocorrect everything because I couldn't use 'S' lol.
Hi im having troubles finding out how to use inspector panels and gates to automate recipies in the different crafting stations and was wondering if it is possible to get quick guide for dummies. My main problem with panels is that I dont get how I set them to a struckture because all I get is a questionmark
Inspector panels are really useful for furnaces.
With inspector panels, you are able to detect if a furnace is out of fuel. This is useful because you can have a logic gate 'connected' to the inspector panel that can allow for fuel (such as chocolate fossil) to be inserted into the furnace. I really haven't found any other uses for the inspector panel.
Logic gates are one of the most useful items in the game.
The majority of my earlier designs use logic gates. I used them to detect when an object is created from any machine and allowed for its crafting items to be inserted into the machine. Just make sure that you do not run out of a crafting item, as if you do it could potentially ruin your whole setup. I suggest over-producing items for all your setups, and any overflow just destroy it with a trash can.
Please let me know if you have any questions with what I said (or anything else). I want to write a guide for this game after the update gets released, as this game is honestly an 11/10 but I know some people are not familiar with factory games so any feedback will be appreciated.
A sterling engine has 6 items for its recipe. You can view the other items with the brown up arrow next to the furnace in the crafting book.
EDIT: I felt like I was missing something and I was. Sorry I thought you didn't know that you could 'scroll' through the items (it looks like you already did). Hope you found out what was wrong. I've seen some people experience the same issue but I'm not too sure if it's a game bug or user error.
I wasn't gonna add an electric furnace that turned smelting into just another crafting process. The benefit to the arc furnace is that it doesn't consume fuel, so for recipes that use fuel as an ingredient it simplifies the setup. If you have an automatic graphene setup, it can supply a large number of furnaces. The speed boost also makes it so that fewer furnaces need to be set up.
I wanted the arc furnace to be a late game thing that is useful once you set it up, but that takes some effort to get running. I didn't want the arc furnace to simply replace the oven.
You need to blow up honeycomb using a nuke to turn it into graphene. Nukes can't be automated using the press but they can be automated using rockets and silos.
The cryo generator need a logic component at its source to be active. You can put a logic switch where its orange arrow is and click on the switch to turn it on.
I will look into it. Until then, feel free to edit game_data_.ini inside the game files (%localappdata%/gain_factory_reloaded_). You can set game_complete_ to 1 to unlock the second goddess. You can also set the value of unlocked_panties_ 3 to unlock both panty styles, 2 for only the bee panties, and 1 for only the cowgirl panties. Same goes for the other unlock values.
I don't have any control over the layout as far as I know. The game engine does it automatically. If you want to do texture edits I would advise you do wait until I release the source files for the game. Then you will be able to edit the individual sprites and use the engine to export the texture pages automatically.
I will provide more information about all this once I release the files.
Yeah there are a few things that aren't in the language file. For those things you can edit the UI texture page to translate or just leave them untranslated. I probably should just add them to the language tho.
The photocards were going to be a kind of achievement system where you unlocked bonus artwork basically, but I never got around to implementing it.
this game hurts my brain in a good way.
I noticed you got rid of most wall options, or did they just get moved to another item instead of just the raw resources? Aniway, i think it would be nice to be able to make floors of some sort, they could increase movement speed while used, or not, even just as a visual they'd be great
autosave's set me up moments before a crash, though it interests me how it happened. From what I can tell, at the end of where the chocolate was funneling, where it's transferring both to the left and right at the same time, the moment it started to transfer to the left, the game crashed. I'm not sure if it's the offset position of the miner, the floaty hand I'm using to carry over the choco, the fact I have two overlapping funnel points, or what, but I think the issue has to do with that location. Eh, might be completely wrong, to. Who knows.
I haven't designed reloaded to be able to load old saves, so it wouldn't be possible to just load it.
It is possible to convert the save, but it involves editing the savefile and replacing all the sprite and object IDs with the ones from reloaded, as well as replacing all the integer item IDs with the new string IDs, and also adding the missing variables to all the structures. It is probably possible to write a script for that, but other than that, if you try to load an old save into reloaded, it would probably crash.
For autosorting from a belt, you can line up some filter funnels on the side with filters for the desired items and make a pretty robust sorting system it that way. The funnels will pick the items off the belt when they move past, kinda like an ice water stream and hoppers in minecraft sorting systems.
The other funnels are like the filter funnel. The splitter divides the items into two lanes (either exactly evenly, or where there is space), and the long distance funnel is just a very long funnel but without a filter.
i have idea for big, content update - decorative update
first, some small ideas as recipe book sorting, tags (food, drink, eatable, material, buildable, machine and etc)
and floors (Mamode's idea)
and now about main update - paints
now you can find 5 types of paint geysers - red, yellow, blue, white, black
(that can be mined by hand or by "milking" it by GCB)
and now you can mix them in mixer (or inv.)
(you can make orange, green and purple with only RYB, dark and light variants if added W or B, and gray with W+B)
(so there is 21 type of paint)
and now by clicking RMB at any building with paint in hand it will paint it
and may by it will have 1 nutr.
but while I was writing this I thought of something else - terraforming
like now nuke that touching ore deposit hitbox destroy it after exploding
and now you can craft your own deposites (white chocolate+black honey+plutonium+3 of selected ore/paint/flower pots(for oasises))
i know that this ideas can be hard to implement in game, or they may not be suitable for the game, but these are just ideas I wanted to offer you
i have something to say, so i hope i'm not in shadowban (if anyone see this told me pls)
1 - someyimes game looses fps, and when this happens, sistems that work with logic item gates and different speed conveyors become messed up, so if it works on timing, i think you must reprogram it so that it will calculate how many items to pass given the speeds of the target belt and the gate belt, and not just time
2 - add the quantity of the product to the recipe (resepie (x2))
3 - make that you can see descriptions of not crafted items
4 - recipe book sorting (yes, again, i realy don't like when things like that aren't sorted)
I'm no expert here, but I believe the drop on fps is items on belts (in fact I had a very long belt that was so full of items it crashed my game) so ideally optimizing belts would solve that issue
edit: An I idea I've had to help remedy logistically issues is to let Inspector Panels filter what item they can see in an inventory in the same manner as Filter Funnels
You can already kinda sort the recipe book. If you click the empty heart box above the item descriptions, it adds the item to the favourites. Then you can click the heart button above the item list to view only favourites. The order in which you favourite items determines the order in which they are displayed.
When it comes to the fps thing. The game doesn't skip frames, but instead slows down when lagging, so I wouldn't have expected the lag to affect the logic. If you experience that the lag affects how the simulation unfolds, I would recommend that you try to reduce lag. Tigorahan is right that items on belts cause lag, so it is best to use long distance funnels or hands for transportation.
Not sure if you would prefer new comments here or in a new topic, but:
Is it possible to make it so when you are placing floating hands, ctrl+click only places the input/output for the floating hands and does not interact with the buildings you click? It seems ctrl+click is increasing the storage limit on chests, though it doesn't seem like ctrl+right click decreases it.
Additionally, it seems like there's a minor dialogue bug when you talk to girls about their body, the engineer says "or a jug of tea..." instead of something more appropriate

You can set the source of the yeast bomb by control left clicking somewhere in the world. Then you can place the yeast bomb next to the tungsten vein and when you place an item at the source of the yeast bomb, it explodes. You can think of the source as a trigger point for the bomb. The bomb reacts to items and to other logic components at the trigger point.
Yeah you hold the bomb in your hand while setting the source, and then after you've set the source, you place the bomb as a structure by right clicking. All structures that require a source or a target work like this, so things like the logic gates. The bomb can also be put inside the press to automatically detonate it.
I don't have the capacity at the moment to make a full tutorial of the game, but if someone wants to take that task upon themselves, go for it.
Clockwork Wrenches basically limit the amount of items that go into a machine. They're useful for items that have similar crafting recipes to other items so that you don't put in too many items.
It's kind of hard to explain but basically they aren't used in any crafting recipe which makes them somewhat useful (but I usually just insert silicon rock because 99% of the food crafting recipes don't use them)
Alright so it's pretty complicated and it's definitely late game, so if you have any questions feel free to ask.
I still haven't played that much and need to figure out this setup more.
How to get milk?
More detailed, if I talk to a fresh cowgirl, I can get heart value 4, but undressing bra needs 6. Are the missing two supposed to be a favorite food and favorite drink? I've checked their favorite food but those food require milk as ingredient, which is not available before getting first milk. Favorite drink is somehow better, since quite a fraction of cowgirls want berry juice, which do not need any milky part.
In some older version, things were easier - there are more cowgirls whose favorite food do not have milk as ingredient.
Or this still exist in new version, but just my bad RNG?
Edit: it seems that there is another way - feed A LOT nutrient and gain their body part. But I don't know about the details.
Why does the nuclear reactor constantly consume the fuel?
Stirling engine consumes fuel only when it generates electricity into the power network; when the network is "full" (in another word, the number on a substation reaches some "cap"), stirling engine will not consume fuel and does not generate more electricity.
However, nuclear reactor does not work in this way. Whether the network is "full" or not, nuclear reactor always consumes fuel, even if it is neither producing plutonium nor generating electricity.
Alternative solution:
Use Substation, then use Panel to read its number and set threshold, then use Logic gate to block fuel into Nuclear reactor when electricity level is high.
The long distance funnel became much better in the new version than old version!
Combining those, sometimes one long distance funnel might be even better than (2 normal funnel + several belt) when it transfer items between containers.
But long distance funnel might have a bug:
When placing it, the output part has volume check (it should not overlay with other volumed structures), but the input part does not. You can put the input part inside a container, and the long distance funnel will take an item out to the output. (Placing the input part right connecting to the container can also transfer the item out, but here is a possibility to overlay the input part and the container.)
Is it a supposed feature to do so? Or really a bug?
And a small problem: when I try to put a long funnel, its output point follow the mouse cursor. When everything is zooming in, I cannot see the input point; if zooming out, input point is visible but everything is small and I cannot set things precisely.
This thing also apply on belts, but not so severe.
How does it select recipe when multiple are available?
For instance, if we put 2 Glass + 2 Rock + 2 Metal into an Assembler, they are possible to synthesize Transistor (2 Glass + 1 Rock + 1 Metal) or Oven (2 Rock + 2 Metal). In fact this will lead to Oven; if the output were already taken with some Transistor, it just synthesize nothing.
There is a priority system in the recipes, so there is never a point where the ingredients required to craft something will craft something else that only takes a subset of those ingredients, as long as you put only the right amount of ingredients into the crafter. The issue with the transistor recipe making an oven comes from that the oven has higher priority, which is an issue when you put 2 rock and 2 metal into it, but if you only put one rock and one metal into the crafter, it crafts the transistor as normal.
Aiight, so I'm having some frame issues and I'm not sure where they're coming from. I have an AMD Ryzen 5 3600 6-Core CPU (3.6Ghz), 16GB of RAM and an AMD Radeon RX5700 graphics card. With GFR, Cookie Clicker, Discord, Firefox, and Spotify running, I'm hitting 14% CPU, 51% memory, and 0% disk usage.
I haven't done anything too intensive yet. One sterling engine, two ovens, about 6 mining rigs and about maybe 100 -150 conveyor belts. (Unfortunately, the spawn place for the goddess was a bit of a ways away from where a good sector of resources are, hence the number of conveyor belts.) Only thing that's really automated are the mining rigs. The rigs (3?) on the chocolate feed into themselves, a stone, and a metal rig. Think I have one last chocolate rig feeding directly into itself and the sterling engine.
I had the conveyors on the highest speed for a bit but then brought them all the way back down to the slowest to see if having all of them going quick was the issue. No luck.
Moving and crafting is bogged down, but after a few quick glances through the chat, I didn't immediately see anyone mention this issue. Sounds like they've gotten pretty far, too. I'm not sure if there's something wrong with what I'm doing either in-game or otherwise. Any advice would be much appreciated.
Haven't rebooted yet, so hey, could always be that.
You need to automate nuke production, so you need to automate nuclear fuel. The reactors produce more plutonium if they run at a higher temperature. Then you can use the rocket silo to automatically place down rockets, which will inherit the source and target coords from the silo. Then you just load the rockets up with nukes and fuel and have them fire on a timer or something. You will need to also automate rockets, so your nuke setup needs to produce enough graphene to run itself.
Some food (with nonzero nutrition) are less nutrient than its ingredients:
That is counterintuitive because we need one more step to synthesize them but get lower nutrition. I don't know whether those are intended or buggy.
Gain Factory Reloaded is more or less finished (except for bugfixes), and I probably won't make any more content updates to it. GMS2 is kinda limiting, the code I wrote for Gain Factory is not so good to work with, and making npc and player sprites has been absolute hell lol. If I should make more Gain Factory, I want to rework the entire thing from the ground up.
Depending on where life takes me in the coming year, an option is to start development on this rework and have a proper steam release, or it could be I want to make a entirely new game, or it could be that I end up making nothing under kittykiller and instead work on completely different projects.
So basically, Gain Factory Reloaded is done, it may be that I make more games in the future, but nothing for certain.
Honestly wherever life takes you I will 100% support your future work even if that means we don't get to see any more NSFW content and/or continuation of Gain Factory. I just wanted to ask because Gain Factory Reloaded kind of came out of the blue (not a complaint it was a really good update all around) and sometimes I check on here to see if there's been any updates. In the chance you do create Gain Factory 2 I would really like to see a blueprint feature because that's the only thing I think is missing from Gain Factory Reloaded, but if life works out differently that's great too.
If you do plan on releasing any games on Steam I 100% intend to buy them even if they aren't Gain Factory related.
I gave up. This game broke me. Thank you for Cheats tho. My favorite is space goddess Because breast expansion and also because it is dynamic.
Still no idea how to activate bees or how to automate cowmilk, I just overfed all 3 with Ultimate food + bonus from main character expansions. Would be cool if future games have shrinking or giantess stuff Or food that specifically target particular place including like hair, a , for example, cow with microscopic everything else except giant hair and belly and butt. Or for example, superhero notion of shrinking ie smaller > better, for example a goddess asks to shrink her, in order for her abilities to grow stronger (but ofc she will also get fatter as she gets smaller, no two ways about it hahaha)