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Update 0.1.7.0 - Expanded NPE, Orbital Market, Custom Difficulties, and more!

Update 0.1.7.0 is here! Several new features and many quality of life changes are included.

[h3]Expanded Tutorial and New Player Experience[/h3]
The tutorial has been greatly expanded to include strategy tips, such as buying empty land to house your sprawling factory, basic vehicle automation, infolinks usage, some of the more common structure options, and much more. Not only that, the early game tech tree has been made easier and simpler to traverse (faster research, easier recipes, some techs like Warehouses start already researched now), to allow new players to more quickly jump into things.

[h3]Custom Difficulty Settings[/h3]
Want to keep the economy, but ditch the enemies? Now you can, with your own custom difficulty settings! A number of controls can be altered at game start, including enemies on/off, weather, rent/maintenance multipliers, enemy start times, indestructibility, and more.

[h3]Orbital Market[/h3]
There's a new AI Faction, the Low Orbit Mercantile Guild, which buys off any lucrative commodities you deliver to it. This adds an alternative way to make money instead of doing missions. However, prices fluctuate based on many factors, including when they last launched a rocket off world, demand off world, and how recently you've been flooding the market with commodities.

[h3]Rejection Cooldowns[/h3]
If you reject a mission now, all AI Factions will no longer offer the same kind of mission for a long time. Does not apply to missions they've already called you about. If you're the sort of player who rejects most of the missions, this option can vastly reduce the number of popups you get.

[h3]Buying Already Occupied Land[/h3]
Feds or Settlers bought the land you had planned to take? Now you can buy it off them. However, it comes at a steep price, and the price increases the longer you wait. After you buy their land, they'll relocate to another plot nearby.

[h3]Intermediate Caching Buffers[/h3]
Similar to the Intermediate Storage Buffer, the new Intermediate Caching Buffer structure adds storage space to intermediate producers it's adjacent to. However, this version is larger, caches 5 times the recipes, but is more expensive and higher up the tech tree. With this, you can really exploit the power of pull logistics.

[h3]Faction AI Changes[/h3]
Enemies are more aware of spawn camping now. AI Factions will sell off their units if they find they have too many. Enemies will now call you and demand tribute before their first attack, as a first warning system. All friendly Factions now allow you to relocate their Trading Post if they have one.

[h3]And Much More[/h3]
Many more smaller UI changes, tweaks, bug fixes, performance improvements, and the like.




[h3]Full Patch Notes[/h3]
New Player Experience
- Tutorial expanded to cover buying empty land for your factory, growing your factory to increase throughput, infolinks usage, factories, prefabricators, returning rentals, limiting production amounts, bulk storage, flood filling, and some basic vehicle automation.
- Much of the existing tutorial messages rewritten for clarity.
- Start of the game technologies are vastly easier to research. This allows new players to rapidly jump into the game much quicker. Also speeds up the tutorial a lot.
- Warehouses start the game already researched, and manufacturing them early for storage is added to the tutorial as well.
- Early factions have a specific, easy trade request if the tutorial is active.
- The first 2 missions in the tutorial are set and can no longer be declined.
- Tutorial no longer is made from popups. Instead the messages appear on the righthand side of the screen next to missions.
Gameplay
- You can optionally customize difficulty settings when starting a new game.
- Intermediate Caching Buffer - New structure, similar to the Intermediate Storage Buffer, but 5x as effective. Mid-game technology.
- Exploding air units no longer inflict collateral damage on ground units/structures and vice versa. If an aircraft blows up over your factory, it won't affect your factory at all.
- Orbital Warships fire KKVs (Kinetic Kill Vehicles) now rather than Missiles. Much faster and deadlier.
- Cargo Rockets have much more space, and can pickup/dropoff faster.
- Non-combat spacecrafts no longer auto-set pickup point.
- Increased Vacuum Maglev's acceleration slightly. Makes them more competitive with Accelerator Maglevs.
- Pollution Scrubber consumption rate is halved so productivity lasts twice as long.
- Tweaked recipes - Producing concrete is faster. Billboard recipe tweaked. Warehouse is easier to build.
AI
- Low Orbit Mercantile Guild - New AI Faction which buys off many commodities from you. Alternative way to make money instead of the missions, although you won't get rewards this way. Prices fluctuate based on how much you sell to them, and based on demand factors off world. Every so often, they will launch rockets to deliver off world what you sell them, which affects prices.
- If you reject a mission, no company will make a similar request for a long time.
- You can now buy off land from the feds and the settlers, however, you must pay a price equal to the total value of all structures on that land. They will resettle elsewhere. Only allowed if they are not hostile to you.
- Enemies now evacuate and relocate if you buy land close to their base, to prevent easy spawn camping.
- Warfare factions now have spawning caps on how many units they will produce, and will never spawn enormous amounts (and existing save files with these issues will be automatically fixed in this version).
- Factions will cull units if they have too many for any reason.
- Enemies no longer suffer shock when you buy their land.
- Enemies explicitly call you and demand tribute right before their first attack to give you a chance to pay them off immediately.
- Enemies land on areas further out than previously.
- Feds appears sooner in the tutorial to give you an alternative mission choice.
- Conflux market doesn't appear until after tutorial is finished. They also come earlier in general.
- Enemies will not activate until tutorial is finished.
- Very late game pirates don't spawn nearly as large of a horde.
- Conflux Market (and Mercantile Guild) allow you to relocate their Trading Post if you want to.
- Air units use the third dimension better to avoid collisions, especially when delivering cargo.
UI
- The mission reward buttons have an small button for opening infolinks on what that reward does if you mouse over them.
- Some Infolinks info expanded upon. Some have been clarified.
- Calls can be dismissed with the escape key instead of enter.
- Opening infolinks from the tech tree opens up infolinks on top of the tech tree (so it remains after you close infolinks).
- 'Repair' costs renamed to 'Maintenance' costs.
- 'Maglev Overpass' renamed to 'Vehicle Overpass.'
- Light attached to the mouse cursor brighter and larger. Helps for seeing things better at night.
- Settlers Faction Logo darkened to be visible on screens.
- Conflux and Protectorate factions have visible borders now.
- Overflow Destination icon changed, and is now visible on storage screens.
Bugs/Crashes/Other
- Save Games from this version on will now store the game version that they were saved with. Can now observe these versions in the Save/Load screen.
- Bug fix - Building Breakers no longer do 'long-range' attacks on tubes.
- Bug fix - Building Breakers no longer drop rubble everywhere when they break down maglevs.
- Bug fix - Unable to relocate tubes in certain cases fixed.
- Bug fix - Upgraders affected structure lists are corrected.
- Bug fix - Orbital bombardment missile flight paths fixed.
- Bug fix - Can right-click open infolinks on selected unit.
- Bug fix - Unusable spacecraft buttons removed.
- Bug fix - Spacecrafts setting invalid orders.
- Bug fix - Zoom-to button on extermination missions zoom to the next target you need to eliminate.
- Bug fix - If rent is zero, will print this correctly in money ui and ledger.
- Bug fix - Fixed delay between maintenance costs and it showing up in money ui.
- Bug fix - Main base cargo spacecraft no longer has maintenance costs.
- Bug fix - Screens appearing behind holograms.
- Bug fix - Enemies can still attack your walls/gates even if you make non-combat structures indestructible.
- Crash fix - Crash when trying to escort with a spacecraft.
- Crash fix - Exit crash fixed.
- Performance - Rendering performance improved for very large monitor sizes.
- Performance - No longer will enemy factions spawn unlimited amounts of units and kill the framerate.
- New command line argument "MaxLoadThreads:#" for limiting how many threads are used to load a game. On Linux, defaults to 8 loading threads max to prevent Linux OOM-kill errors.
- Memory - RAM used when loading a large save file vastly reduced.

Hotfix 0.1.6.5

0.1.6.5 (3/24/2022)
- Game continues rendering and ticking even if window loses focus.
- Buy Land button only shows up where the mouse hovers. Much cleaner UI, and no longer a performance problem.
- Buy Land button informs of the current land's owner if applicable.
- Quartz can now be directly converted into Land Reclamation (adds an easy resource sink for quartz).
- Pirate units have a spawn cap now.
- Bug fix - Minimap and resource view fog-of-war color different from default color.
- Bug fix - Multiple unit spawnings no longer spawn on top of each other.
- Bug fix - Building tubes into corners works again.
- Bug fix - Sorting House interactions with Overflow Destination corrected.
- Bug fix - Large Sorting House can be upgraded same as regular Sorting House.
- Bug fix - Bad strings fixed.
- Performance - Vastly improved performance of factories with thousands of colliding resources in-flight in tubes.
- Performance - Sprawling tube setup render performance improved.
- Performance - Pirate vehicle perf improved some.
- Performance - Building placement time reduced in late game.

Hotfix 0.1.6.2

0.1.6.2 (3/17/2022)
- Fullscreen no longer minimizes when moving to a secondary monitor.
- New option to disable edge scrolling in preferences.
- Infolinks shows fuel power density and powerplant burn time.
- Power UI now shows a new pie chart, to separate power requested and power consumed (identical if you have enough, different if you are underpowered).
- Liquid propellant power density increased.
- Substations now default to having lower power priority than everything else (still can be overrided as high priority though).
- Bug fix - Camera controls and edge scrolling sensitivity fixed on certain configurations.
- Bug fix - Corrected maglev routing in rare cases where there are hundreds of resources blocked at a junction.
- Bug fix - Some invalid strings corrected.
- Bug fix - View overlays corrected, especially underground view.
- Bug fix - Powerline connection ui shows up in all cases.
- Bug fix - Recipes no longer wrap when too long.
- Performance - Buy land mode render speed improved. No longer renders far off ui.
- Performance - Resource floaters render speed improved.

Update 0.1.6.1 - Storage Buffers, Overflow Destinations, Duplication, and more!

Update 0.1.6.1 has dropped! Several new features and numerous small quality of life changes are in this one.

[h3]Storage Buffers[/h3]
With pull logistics, there can be a significant time gap between when a good is placed and when it is received. This can lead to factories not running as fast as they could be. Enter Storage Buffers. These, when attached to a producer, allow that producer to store an additional copy of whatever recipe they are working on. And if that's not enough, you can keep attaching more! These come in two flavors, a cheap, small version for intermediate producers like Smelters, and a larger, more expensive version for endpoints like the Prefabricator or the Research Lab.

[h3]Overflow Destinations[/h3]
Inevitably, you will encounter situations when goods get stuck in your tubes. Now, any storage can be marked as an overflow destination, which means any goods that are stuck and have nowhere to go, now go to any overflow destination it can reach.

[h3]Pass-through Logistics[/h3]
On the same note, endpoint structures such as Prefabricators and Research Labs, now have pass-through logistics. If there is ever a resource that they can't use at the moment blocking an input tube, they will pass it along. Just attach an outgoing tube and the resources will pass through.

[h3]Stashing Goods[/h3]
And as a last resort, if you still have unwanted goods stuck inside a storage or a cargo truck, you can stash them. This immediately sends all of these resources to your Headquarters, assuming your HQ has space.

[h3]Duplication[/h3]
You can now duplicate entire sections of your factory, assuming you have the resources (money for down payments or stored structures) to do so. You can also duplicate settings between similar structures.

[h3]Waypoints and Patrols[/h3]
You can set waypoints for vehicles using shift+right-click. Useful for exploration units when you just want to just fire-and-forget. For combat vehicles, you can toggle patrol mode, which has that vehicle cycle through all the set waypoints. Additionally, when in patrol mode, after gathering ammo, combat units will return to their patrol.

[h3]Disable Specific Recipe[/h3]
Any producer with multiple recipes can now have specific recipes disabled. Unchecking a recipe will stop the producer from requesting the inputs for that recipe.

[h3]Disable Tube Auto-Connect[/h3]
Some players don't like that the tubes auto-connect to the nearest structure, especially if their factory is built very close together. This can now be disabled in Preferences.

[h3]Difficulty Changes[/h3]
Some players have found late game to be too easy. Many late game recipes and prices have been tweaked as a result.

[h3]And Much More[/h3]
Many more smaller changes, tweaks, bug fixes, and the like.



[h3]Full Patch Notes[/h3]
Gameplay
- Intermediate Storage Buffer - New structure which attaches to the side of a producer. Increases the number of inputs and outputs a producer can store. Only for intermediate producers (smelters, factories, etc.) and powerplants.
- Endpoint Storage Buffer - Same as Intermediate Storage Buffer, but more expensive, and only for endpoint producers (Research Lab, Prefabricator, etc.).
- Overflow Destination - New option for warehouses which indicates that warehouse will accept only goods which are otherwise stuck in tubes upstream.
- Stashing Goods - Any goods stored in a structure or vehicle can be Stashed, which immediately sends them to your headquarters, as long as there is enough space there. Useful for clearing out unintentional blockages, or cargo vehicle leftovers.
- Headquarters have 200 storage space now, gives much more room for stashing goods.
- Pass-through Logistics - Endpoint producers and research labs with goods they don't want stuck in an incoming tube, can simply pass through their goods out any exit tubes that would want them. This allows blockages to be drained away easily.
- Reduced the default output storage multiplier to 1.
- Vehicle Waypoints - Can shift-right-click to add pathing nodes when moving units.
- Vehicle Patrols - Combat units now have the ability to patrol along waypoints you set.
- Combat units with a set patrol return to original patrol after gathering ammo, even with only a single patrol node.
- Vaporizer stacks are much faster now.
- Tweaked recipes: Thermocouple, Electronic Warfare Device, Sperrylite, Platinum, Armor Piercing Munitions, Grenade, Heavy Ordnance, Hospital, High Explosive, Rocket Engine, Medical Device, Missile, Rocket Pod, Laser Turret, Gunship, Cargo Quadcopter, Scrapper Quadcopter, Building Breaker, Cargo Rocket, Missile Crawler.
- Late-game rebalanced to be more difficult, to have less easy money. Selling weapons/ammo late game is no longer as overly lucrative as before.
UI
- Duplicate Group Tool - Allows you to duplicate groups of structures, within financial or storage constraints.
- Duplicate Settings Tool - Allows you to copy settings across similar structures, such as between warehouses, producers, research labs, or tubes.
- Disable Specific Recipe - Whenever you have a choice between multiple recipes (at a producer or research lab), you can now disable any single recipes of your choice.
- Disable Auto-Connect - New preferences option which allows you to prevent newly placed tubes from auto-connecting to nearby structures.
- Auto-deliver Ammo - Option for turrets exposed, and can now be disabled. Note: turrets saved with legacy saves will have this with option off, but any turrets built later will start with this option on.
- Filter dummy goods max limit increased to 50.
- Filter UI now allows you to select all currently available filters.
- Selecting mining units show resource view.
- Placing units show the same view mode that would appear when the unit is selected.
- Building turrets shows the range before placing them.
- Headquarters no longer opens rentals page, instead it's solely to show what items are stashed inside.
- Infolinks has more verbose descriptions of items.
- Made various buttons and UI elements bigger.
- Tech tree UI is a little more spread out for clarity.
Bugs/Crashes/Other
- Fixed 3-way traffic jams with quadcopters.
- Fixed demand sometimes being incorrect when canceling research or production.
- Fixed inputs being consumed from multiple recipes at the same time when only one recipe's inputs should be consumed.
- Fixed Conflux Market double charging for sale items.
- Fixed AI build requests sometimes overlapping existing structures and soft-locking missions.
- Fixed terrain sometimes disappearing when mining.
- Fixed warehouses not updating their requests immediately after their options are tweaked.
- Fixed tube placement bugs.
- Rare crash fix on selecting enemy structures.
- Crash fix placing maglev tubes in certain orientations.
- Localization fixes.
- Minor UI performance improvements.
- Some minor tube performance improvements, especially with very large and complex tube graphs.

Hotfix 0.1.5.14

0.1.5.14 (3/5/2022)
- Unit AI - Cargo units no longer cause traffic jams each other when trying to go for the same storage at the same time.
- Added ability to disable clouds in options.
- Smallest font increased in size (helps with non-english languages).
- Loc string fixes.
- Bug fix - Air cargo units not always landing low enough to pick up cargo fixed.
- Bug fix - Power line occasional connectivity issues.
- Bug fix - Maglev tube occasional coloring issues.
- Bug fix - Real Estate faction doesn't buy land in Sandbox Mode (counted as an enemy in this way). Requires a new save for this to take effect.