Bug fixes, mainly I have: improved AI model to gpt 5.4 mini so it is a lil bit “smarter”, gave also better rules so it doesnt just build a house 100% glass with no door and no tools.
Bug fixes, mainly I have: improved AI model to gpt 5.4 mini so it is a lil bit “smarter”, gave also better rules so it doesnt just build a house 100% glass with no door and no tools.
nuclear reactor
(peak)
REACTOR PHYSICS: built a proper six-factor formula model (K_eff = ε·L_f·ρ·L_th·f·η), i have no idea what this means but i saw it in a doc from the USA department of nuclear power or smth. each factor maps to something the player actually controls: rods affect thermal utilization, coolant affects resonance escape + void coefficient, temperature gives Doppler feedback. K_eff > 1 = supercritical, K_eff < 1 = subcritical. this took like 6 iterations to calibrate and a lot of help from AI cause i dont know nuclear physics.
DELAYED NEUTRONS: power doesn’t change instantly when you move the rods.
THERMAL CHAIN: power heat core temp steam production steam pressure turbine electrical output. nothing happens instantly.
SCRAM & SAFETY: auto-SCRAM at temp ≥ 92%, pressure ≥ 95%, coolant ≤ 5%. meltdown at 98% with an 8s grace period. warning states at 75% temp, 70% pressure, 20% coolant. SCRAM drives rods to full insert at 0.3/s (~3s total).
the void coefficient is BWR-positive (whatever this means), lose coolant and reactivity spikes before the SCRAM catches it.
CONTROLS: SignalLever and SignalButton (more to come) now use the channel system. bidirectional sync, if the reactor changes a channel (SCRAM pushes rods), the lever position updates to match, or it will just break everything.
BUGS:lever was so sensitive you could SCRAM by breathing on it.
everyhing works but not that well
made installation easier for my bot
so heres whats happened since devlog 5:
the game has people in it now. kind of.
MULTIPLAYER (oh god): threw Mirror in and made everything server authoritative.
NETWORK PLAYER: movement runs on the server now. the client just sends “m holding W and shift and looking this way 30 times a second and the server does the actual math. sprint works, gravity works.
INTERACTION: pressing E shoots the ray on the server now, with a distance check so you cant magnet-fist ores from across the map.
HEALTH: health is a SyncVar with a hook so the bar updates everywhere, theres a kill plane and a respawn that resets the controller and velocity instead of leaving you glitching through the floor.
Bug fixes: everyone can see the same world now, which is a big one. same bugs as before, just now they happen in two windows at once
.
current issues: machines still arent really networked yet, NetworkMachine is just the base drill battery, smelter insides and conveyor stuff are still convinced the game is singleplayer. power grid is basically how much power we say we have instead of a real grid, remote players dont have a visible body, building mode is not networked.
whats next: machines actually syncing their insides (battery, smelter in/out), remote players getting real bodies and nametags, networking build mode, and probably the nuclear reactor. this game is starting to feel like a game you could play with a friend, which is either great or terrifying.
#Project: Core — Devlog #5
so heres whats happened since devlog 4:
turns out the smelter not working was just the inventory hiding things from it. Fixed tho.
found out buildItems was an empty list, so pressing the build key did absolutely nothing except make me feel stupid, istg it had stuff before also the placement key was set to 1 which was fighting with the hotbar, so its back to B.
~5 minutes of drilling. now it works until the battery dies. the UI also shows name + battery.
Everything works better now, still has the same bugs since the last time tho, less severe but still there.
-machine internal state (battery, smelter input/output) –isnt saved yet — position yes, battery no.
-building snap is still mid
-cables still dont have a real material
conveyors actually moving items visually, nuclear reactors (3.6 Roentgen), proper build UI instead of scroll wheel, and like the game itself.
this game is starting to seem like an indie solo game and not an ugly prefabs spam.
soo things since devlog 3:
we finally got electricity
theres now a whole eletric system folder with ports, wires, a diesel engine and a battery.
the diesel gen vibrates when its running (hu hum it is 48k triangles tho), ports light up when you look at them and you place actual cables by clicking port to port like a real electrician (no cap)
also you hold right click on a port to remove a cable (still scared to add a nuclear reactor with these physics but SOMEDAY).
Wires: the wire tool had like 30 compile errors because i was using the XOR operator (^) on gameobjects which apparently is not a thing in C# heheheh. then once it compiled the wires just didnt carry power at all. turns out the generator emits its value ONCE on startup before the wire even exists, and then never emits again because “nothing changed”. fixed it by pushing the value when the connection is made instead of waiting for a change. power flows now (i think).
Smelter: the smelter works! put stuff in, timer, different stuff comes out. integrates with conveyors so production chains exist now (theoreticaly)
drag and drop between inventory and smelter is still a gamble though. Performance patch: game was lagging near the diesel gen and battery. turns out vibrating a mesh with 19.2k vertices every single frame is expensive.
cached materials instead of making new ones every frame and stopped writing transform values that never change.
also found a real memory leak: wires were subscribing to ports and never unsubscribing, so every destroyed cable was eating the game forever.Bug fixes (the usual): wire tool now auto-creates its temp wire so you dont have to wire up the wire tool to use the wire tool, null checks on everything because apparently i hate myself.
current issues:inventory drag is still 50/50 (better odds than a lot of stuff) still two inventory systems coexisting (im scared that if i delete the old one everything will break so ill just make them get married) building snap is still mid. wires look janky and cables dont have a real material yet. whats next:conveyors actually moving items visually, nuclear reactors (the power system is real now so the threat of chernobyl is real), proper build UI instead of scroll wheel
making the drag and drop stop being a crying baby
every time i fix one thing two more break, but now the electricity works AND the smelter works so my factory is basically a machine of machines. still eating me alive but its loopable.
Project: Core — Devlog #3
(the “nothing works but also everything works” update)
so heres whats happened since devlog 2:
-Smelter :finally got a smelter working. You put resources in, it processes them, you get a different resource out. its on a timer and integrates with conveyors so you can actually start automating production chains now, the product doesnt really exist yet tho so… took way longer than it shouldve to make something that just… melts stuff too .
-Ore Deposits & Regeneration minerals are no longer infinite free real estate. ore deposits now have a set amount and the drill actually depletes them. BUT they regenerate over time so the factory doesnt just die. also made an ore spawner that respawns ores when they get collected so the map doesnt end up empty ( dont have a map yet tho 😭 )
-Inventory Rework (pain) this was the big one. went through like 3 different versions of the inventory system. right now it has: items (ItemSO), Slot UI with drag and dropHotbar (keys 1-9), Toggle with TAB key . honestly the drag and drop is still a bit buggy but it works. the old inventory manager is still there in the background because the save system depends on it and im not touching that yet (maybe never i might just hide the ugly UI and update the old inventory items with the old one)
Bug Fixes (the usual): drills spawning in the air instead of on the ground (TRIED fixing but didnt work), storage containers being clickable from across the map (added distance check), ghost buildings having memory leaks from duplicate materials (cached them). its actually starting to feel like a factory game tho :D
inventory drag is 50/50 on whether it decides to cooperate (Gamble 🤑)
still two inventory systems coexisting which is terrifying ( inventoryfobia)
building snap is still mid ( to be generous)
-conveyors actually moving items visually.
-power system (nuclear reactors incoming someday)
-proper build UI instead of scroll wheel
-getting the inventory to stop being a crying baby.
this project is eating me alive daily. every time i fix one thing two more break. but the gameplay loop is actually loopable now so thats something :D
Project: Core — Devlog #2
(The game finally remembers things.)
Since the last devlog, I’ve been focusing less on adding random features and more on building the systems that will actually make the game playable in the long run.
-Saving & Loading
One of the biggest additions is a proper save system.
The game now saves:
Player position
Player rotation
Inventory/resources
Machines
Closing the game no longer means starting from scratch, which is a huge step towards making the game feel like an actual factory game.
Added:
Splah Screen (unity provides it)
Main Menu
New Game
Continue (loads your save)
Quit button
The inventory system has been reworked and is now integrated with the save system.
Resources are properly stored and restored when loading a save, making progression persistent.
Mining Drill Improvements
The drill animation has been completely redone, and the models aswell:
Lowers into the ground.
Starts spinning after reaching the surface.
Continues drilling while slowly pushing deeper into the ground. (there is also another drill that is limited and another one ilimited)
It’s a small detail, but it makes the machine feel much more believable.
#General Improvements:
Lots of bug fixes. ( now there is only like 14 of them)
Cleaner project structure.
Better organization of scripts and gameobjects.
More preparation for future automation systems.
#Current Progress
Current gameplay looks something like this:
Collect resources, Build machines,Save your progress,Continue expanding your factory
The gameplay loop is slowly starting to feel complete, although there’s still a lot to add.
What’s Next?
turning this from a collection of systems into an actual game.
Planned features include:
-Resource deposits
-Power generation ( YES NUCLEAR REACTORS TOO 🔥)
-Factory progression
-Better UI ( at least try)
-Objectives, quotas and tutorial.
-More machines
The biggest challenge isn’t adding features anymore.
It’s making all the different systems work together without breaking everything else.
Every new feature somehow manages to create two new bugs, which is basically what i am programmed to do atp
Overall, I’m really happy with the progress.
I made the bot and it works, i tried finishing it ASAP so i could then lock in for my main project, a game, but it still works really well. it can mine, battle with mobs, follow and other stuff, since it is controlled by an ai and can be made to do something.
(The first devlog that actually counts)
I chose to make this game on unity.
What I’ve Done So Far:
Player Systems:
FPS Movement
Frst Person Camera
Sprinting
Footstep Sounds (running only because of bug)
Pause Menu (ESC)
Head Bob System (this was a huge pain)
Crosshair
Interaction:
Interaction System (E)
Center Raycast System (or whatever the name of this might be)
Resources:
Collectable Ores
Ore Spawner
Inventory Manager
Inventory UI (simple and ugly for now)
Building System:
Build Mode (B)
Building Rotation (R)
Scroll Wheel Building Selection ( only until i make a UI for it)
Ghost Buildings
Grid Placement System
Build Costs
Automation:
First Mining Drill
Automatic Resource Production
The player now has a fully functional FPS controller, which is a bit buggy rn but works.
Building is the most interactive and important part of the project so far, i made building simple while still feeling satisfying to do it.
Resources are now required to construct buildings, creating the first real gameplay loop and there is also a mining drill so we can start automating the process.
Current Issues & Bugs
Like every Unity project, there are a few problems that still need to be solved.
Overall, I think the project is progressing well, and the core gameplay loop is finally starting to come together.
(yes thats a house dont mind the quality, currently it doesnt snap well to other parts)
I am starting to hate this dumb bot, but oh well, ill try using my mc license for the bot so i can make the server online to see if the bot sees players… i think ill need to buy a new minecraft tho not sure 😭, i tried adding like 4 fallbacks to see if it would follow something, but it only detected itself and decided to follow itself, great idea, yep thats it, at least it says hi very efficiently and fast
I made the bot itself, instaleld the dependencies, like mineflayer and dotenv, tried running it, had problems with the node version so i needed to install a new version and then it ran! It still doesnt work much, just spawns and says the message that i programmed it to say (i was bored dont judge 😭) lol, oh also it has a weird bug that it crashes whenever it gets damage
Made a scene to set up building and character movement, I used a package for the Person Controller since it works very well, made some adjustements to it tho since it had a few bugs and unnecesary stuff.