Grilled Cheese

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Chunie

@chunie.bsky.social

498 Following53.8k Followers

Furry artist. 18+ NSFW. patreon.com/chunie subscribestar.adult/chunie

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@chunie.bsky.socialOct 8, 2026, 8:19 AM

I haven't had a chance to build this in a proper playthrough until just now, but it's actually super fun. Just tweaking blocks and pumps for maximum efficiency is a game all by itself.

@chunie.bsky.socialOct 4, 2026, 3:58 PM

The previous system where you would use pumps to directly bring steam into the building was inflexible and hard to explain, and not really what you would expect from a game like this, so it had to go.

@chunie.bsky.socialOct 4, 2026, 3:55 PM

I completely revamped the steam power mechanics. Steam going through the turbine now increases its speed, and materials coming the other way slow it down. Steam also now turns back into water after traveling a certain distance, so you have to figure out how not to jam the system.

@chunie.bsky.socialOct 3, 2026, 3:35 PM

So at the start of the simulation tick, I add the particles to the main simulation, but mark them as changed so they don't move. Other pixels and the rest of the game can interact with them, and at the end of the tick I take them back out and do their simulation separately.

@chunie.bsky.socialOct 3, 2026, 3:34 PM

I took some inspiration from this repo I found recently, because it implements a bunch of fun stuff: github.com/PieKing1215/...

In particular, the realization that not everything has to be in the main falling sand simulation, but that I can put things in and out temporarily as needed.

@chunie.bsky.socialOct 3, 2026, 1:06 PM

The tank already had a sort of gliding interaction due to how it placed materials in the world, but that was rather unintentional. There is now a new particle system for terrain that allows pixels to fly around with velocity, which makes the shooting possible!

@chunie.bsky.socialOct 3, 2026, 1:02 PM

New mechanic for the fluid tank. It's a jetpack!

@chunie.bsky.socialOct 2, 2026, 4:53 PM

I added a secret to the game. One is enough, I think.

@chunie.bsky.socialSep 30, 2026, 4:49 PM

The player is a mouse, so it makes sense that everything else is bigger.

@chunie.bsky.socialSep 30, 2026, 4:49 PM

Here you can see the actual simulation pixel size. Noita simulates an area of 512x512x4 around the player at once, which is the same size as the entire map of this game.

@chunie.bsky.socialSep 30, 2026, 3:50 PM

Yeah, pretty much. I might have already paid for the 1024 size with 768 internally anyway. Even on the CPU it's better, because I can make faster lookups with bit shifting (which I already do for chunks).

@chunie.bsky.socialSep 30, 2026, 3:39 PM

As much as I'd like to have a variable map size or even a dynamically loading huge world, I don't think that's in the cards anytime soon. Maybe some day.

@chunie.bsky.socialSep 30, 2026, 3:37 PM

I'm increasing the map size from 768 to 1024. 768 is a bad size for textures, and it would be nice to have a little more room to breathe. All I have to do now is change all the little magic numbers that assume a 768 size.

@douand0.bsky.socialSep 28, 2026, 11:45 AMReposted by @chunie.bsky.social

@chunie.bsky.socialSep 27, 2026, 6:39 AM

Now, the building checks if the material has room in the destination, then sets up a transfer packet with its own timer internally. If that is finished, the actual transfer happens. The animation is then just based on that packet, without any actual projectile movement.

@chunie.bsky.socialSep 27, 2026, 6:35 AM

Previously you put put a material into a stash, and it would transfer instantly to the end, then start the internal cooldown and play the pipe animation after the fact. That was sort of okay when the pipes were opaque, but if you can see what's in them it just looks bad.

@chunie.bsky.socialSep 27, 2026, 6:33 AM

You can now properly see materials going through pipes, rather than it being faked (it's only half-fake). If a transfer is cancelled in the middle for some reason, you even see them coming back.

@chunie.bsky.socialSep 25, 2026, 7:24 AM

Not at the moment, but I might add them.

@chunie.bsky.socialSep 25, 2026, 7:18 AM

Lightning rod.

@chunie.bsky.socialSep 25, 2026, 4:48 AM

Added parry.

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Version devBuilt at: 2026-10-11 02:37:10 EDT