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Major Update 0.7.0.0 Released!

Update 0.7.0.0 is here! The difficulty has been rebalanced to be generally easier, especially on 'Normal' difficulty. A number of quality of life changes have been added. New gameplay content has been added too.

[h3]Difficulty Rebalanced[/h3]
Normal difficulty has been made less difficult financially.
'Rebuild Area' mode which allows you to rebuild all structures and vehicles in a large area all at once.
Your destroyed vehicles leave behind wreckage which can be rebuilt, and rebuilt vehicles remember all of their settings prior to destruction.
A greater abundance of structures gives the players more options to make money, which makes the early game easier to survive.
Anti-Meteor Turrets are now cheaper, have longer range, and have very low maintenance costs.
Conflux Market faction has a much bigger stock of items to sell you for Crises.
Most cargo transports have more automation filters.
Type I Titanquakes are less devastating.

[h3]Spacecraft Logistics[/h3]
There are now multiple cargo spacecraft of varying sizes and speeds, each requiring different technologies, each using different fuels.
You can now automate your cargo spacecraft. After manually choosing their pickup and dropoff launchpads, you can turn on automation for them, which will make them indefinitely deliver between those launchpads.
Launchpads and Spaceports both function the same. Spacecraft are now built at Shipyards, stored in your inventory, and then deployed as you would deploy any vehicle.
The Orbital Exchange faction is now a spacecraft-focused faction. They start with 5 Suborbital Cargo Spacecraft and 5 Launchpads at game start, which lets them immediately spread out their factory and outposts across vast distances.

[h3]Maglev Intersections[/h3]
Sorting Houses have been replaced with Intersections, which allow goods to pass through without losing velocity. Intersections also allow multiple goods to attempt to pass through all at once, if possible. Goods entering an intersection have a free-for-all with all other goods entering in an attempt to get through, and can possibly achieve a much greater throughput than sorting houses or junctions could ever do, though entries and exits now need to be carefully planned for Intersections to achieve good results. They come in 2x2 through 5x5 variants.

[h3]More Structure Variants[/h3]
Factories, Smelters, Forges, Refineries, and Extruders have been split into Small and Large variants. The larger variants take up more space, are more costly, but have more augmentation slots. The Mega producer variants now instead have an additional recipe input cache built in as well.

[h3]Half-Automation[/h3]
Cargo vehicles now have two new 'half-automation' modes.
The first new mode allows automatically gathering from all automation-enabled structures and delivering them to a manually set spot. This is useful, for example, for supplying a research lab with everything it needs with a dedicated truck or two.
The second new mode allows gathering from a manually set spot for automatic distribution to your automation-enabled structures. This is useful, for example, for distributing a wide variety of goods from your headquarters, or from a foreign trading post.

[h3]Quality of Life[/h3]
Chasms can be filled in with Land Reclamation now.
When building/placing/relocating/duplicating/etc. and you have an error, your tooltip will give you a detailed popup of why you are having trouble. When building anything that comes in multiples, the tooltip will let you know how many you are placing, and how many you have left.
Missions will describe if and how their bonuses are retracted based on player behavior.
Vehicles and Structures now show a readout of bonuses and penalties that are currently being applied to them by upgraders, augmentations, floors, or other means.
Building Breakers never waste resources. If they run out of space, excess resources are dropped onto the ground in a small cache which can be picked up later by your trucks.
Building Breakers now have a mode to always drop resources on the ground.




Full Changelist
0.7.0.0
Gameplay
- Normal difficulty has been made less difficult financially.
- Cargo Rocket has been replaced with Suborbital Cargo Rocket, Orbital Cargo Rocket, and Heavy Cargo Rocket. Each operates on different scales, speeds, and requires different techs.
- You can now send spacecraft to storage like you would any other vehicle. Spacecraft can only be stored if they have landed on your launchpads.
- Spacecraft now follow the same rules as vehicle creation/production. When built, they are sent to your inventory, and you must deploy them to a launchpad or your HQ.
- New Shipyard structure, only for building spacecraft, no longer for loading or holding spacecraft. The Spaceport now functions as a large Launchpad only.
- Spacecraft can now be rewards for missions.
- You can now automate your cargo spacecraft. After manually choosing their pickup and dropoff launchpads, you can turn on automation for them, which will make them indefinitely deliver between those launchpads.
- The Orbital Exchange faction, instead of being maglev focused, now starts with 5 Suborbital Cargo Spacecraft and several Launchpads at game start, which lets them immediately spread out their factory across multiple locations due to this powerful logistic capacity.
- Novametrics is now maglev focused, in addition to its research bonus.
- Because The Orbital Exchange is now a more complex faction, it is no longer a demo faction. Instead, Mining Emirates is enabled in the demo instead.
- Sorting Houses have been replaced with Intersections, which allow goods to pass through without losing velocity, assuming no curving. Intersections also allow multiple goods to attempt to pass through all at once, if possible. They come in four different sizes now: Mini, Small, Large, Mega. Intersections do not interface with Maglev Catapults.
- Factory, Smelter, Forge, Refinery, and Extruder split into Small and Large variants. Large variants now just have more augmentation space than the small variants, but have higher maintenance costs and take up more space.
- Mega producer variants now have more augmentation space, plus an additional input recipe cache, rather than a power bonus.
- Some tubes, especially higher in the tech tree, are resistant to storms and quakes.
- Underground structures tend to be strong to storms and weak to quakes.
- Tall structures, especially stackable structures, are now weak to storms.
- Many other structures now have varying strengths and weaknesses to storms and quakes.
- Various other faction tweaks and rebalancing.
- You can now fill in chasms with land reclamation.
- Underground structures can no longer gain bonuses from floors.
- Vaporizer Stacks can now have upgraded input buffer sizes.
- The heaviest cargo transport options at game start and later in the game now supports much more filters, up to 5 unaugmented. Medium cargo transports have 3 filters by default. Lighter cargo options remain limited to 1 filter count, but are much faster.
- Building Breakers, if they have no space in their inventory, will simply drop a cache of resources in the location where they destroyed the structure.
- The player's Building Breakers will never leave behind wreckage. They will directly and fully flatten structures to the ground, so they don't have to break down structures twice.
- Anti-Meteor Turrets are cheaper, and have slightly longer range. They also now have very low maintenance costs by default, since they are rarely active.
- Mini Storages store slightly more.
- Powerlines have reduced maintenance costs.
- When your vehicles are destroyed, they leave behind wreckage which can be rebuilt, and rebuilt vehicles remember all of their previous settings.
- Rebuilder Drone now has a chance to rebuild structures without requiring a replacement structure. This can be especially valuable when rebuilding your vehicles.
AI
- Half-Automation - You can now set cargo vehicles to have half-automation. They can either automatically gather from structures and deliver to a manually set spot, or they can pickup from a manually set spot and automatically distribute to your structures..
- Building Breakers auto-dropoff only at your warehouses. They will no longer consider allied trading posts.
- Building Breakers now have a mode to always drop resources on the ground, rather than collect resources in their inventory.
- Conflux Market faction has a much bigger stock of items to sell you for Crises.
UI
- New 'Rebuild Area' mode which allows you to rebuild all structures in a large area all at once.
- When building or placing things, your tooltip will show you what errors you have before you even attempt to place/build.
- Multi-build mode tooltips now tell you how many items you will place and how many you have left in storage.
- General improvements to build/place/relocate/duplicate/install/etc. modes.
- Better error messages for all build/place/etc. modes.
- When other factions fulfill their trade requests via other factions, they now leave behind an "expired mission" in the job board to let you know why it's gone.
- New 'Select' button for any units delivering to a storage building.
- Tooltip for chasms now.
- Missions will now specify if the bonus will go away if you research the technology before starting the mission.
- Infolinks sections made clearer.
- Vehicles and Structures now show a readout of bonuses and penalties that are currently being applied to them by upgraders, augmentations, floors, or other means.
- Upgrader UI now shows a more explicit description of what the upgrader does to adjacent structures.
- Added a tutorial for using the 'Rebuild Area' tool.
- Added a loading screen tip for the 'Rebuild Area' tool.
Other
- Some models tweaked.
- String tweaks.
- Bug fix - Fixed particles and other FX being rendered underneath the fog.
- Bug fix - Fixed being able to shoot down enemy warships in space with simple anti-air missiles.
- Bug fix - Fixed wreckage UI showing options that should only appear for undamaged structures.
- Bug fix - Fixed wreckage name changing based on properties prior to destruction.
- Bug fix - Fixed Rebuild button sticking around after rebuilding.
- Bug fix - Fixed producers of different types not copying across their outputs when they could.
- Bug fix - Fixed being able to deploy units on top of each other if the game was paused.
- Bug fix - Tubes were not throwing errors when diagonally entering an intersection.
- Bug fix - Fixed some strings missing in infolinks.
- Bug fix - Fixed some near zero maintenance costs.
- Bug fix - Fixed wreckage costing maintenance.
- Bug fix - Invalid icons for weather showing up.
- Bug fix - Wreckage of other factions are no longer controlled by that faction. This allows you to clear out the wreckage of your allies, and not have to attack the wreckage of your enemies to wipe them out.
- Bug fix - Infinite tube/wall farming glitch via duplication fixed.
- Bug fix - Filter augmentation not working.
- Bug fix - Fixed a rare edge case where an AI faction would have land that fits everything except its main base, and decide that it doesn't need any more land then, and then never build its main base.
- Crash fix - You can no longer zoom into meteors, causing a crash.
- Crash fix - Fixed rebuilding via the dropdown menu crashing sometimes.
- Crash fix - Crash when area demolishing storages without a main base to store goods to.
- Crash fix - Crash when hovering over destroyed entities.
- Crash fix - Crash with certain tube layouts.

Hotfix 0.6.0.6

0.6.0.6 (9/27/2023)
- Bug fix - Getting stuck, caught in an infinite loop if certain missions expire.
- Bug fix - Shift-click queued orders fixed.
- Bug fix - Trucks sometimes refusing to deliver trash when ordered to complete a trash mission.
- Bug fix - Trading posts and allied bases sometimes accepting raw garbage rather than giving it out.
- Crash fix - Destroying your vehicle before you have a main base.
- Crash fix - Crash when sending trucks on trash missions.

Hotfix 0.6.0.4

0.6.0.4 (9/24/2023)
- Area for delivering units to a player's trading post has been expanded, clearing up possible traffic jams.
- Pirate AI base interaction improved.
- Bug fix - Cargo quadcopter picking up from mining vehicles were broken.
- Bug fix - Allied AI trucks were not delivering at settlements, causing starvation, among other problems.
- Bug fix - AI was not delivering their trash properly, causing trash contracts to not work.
- Bug fix - Pickup filter sometimes incorrect with combat vehicles.
- Bug fix - Allied vehicles getting stuck on your land.
- Bug fix - Impassability not getting refreshed when land is purchased.
- Bug fix - Allied units getting destroyed by land purchases sometimes.
- Bug fix - Cargo speeder exhaust fx being offset improperly.
- Bug fix - Enemy units always deselect when moving into unexplored terrain, not just when the game is unpaused.
- Crash fix - Crash sometimes when using gun rovers.
- Crash fix - Selling a vehicle to a faction when it is on your land.

Hotfix 0.6.0.2

0.6.0.2 (9/19/2023)
- Fixed save files sometimes being corrupted when placing floors. Save files corrupted in this way (saved with 0.6.0.x and then wouldn't load) will now be loadable, but previously placed floors may be missing.
- Bug fix - Miners sometimes blocking each other's paths.
- Bug fix - Vehicles getting stuck sometimes when there are many other vehicles near the destination.
- Bug fix - AI factions were not spawning when the "No Enemies" option was on.
- Bug fix - Fixed redundant error messages.
- Stats UI shows custom difficulty details in the tooltip.

Major Update 0.6.0.0 Released!

Update 0.6.0.0 is here! It's one of the biggest updates to MegaFactory Titan. Core gameplay systems have changed, giving players a much greater choice in how they pursue the challenges. Additionally, a huge number of Quality of Life changes have gone into effect.

[h3]Graphics Improvements[/h3]
The lighting model has been improved, with much better specular highlights on the hydrocarbon lakes, the ice, the mountains, and everything in general. Sand is now more realistic-looking and granular. Beaches now have erosion. Ore veins now have a slight gleam. Metal sands glitter. Snow and ice caps shine in the sun.
All structure screens are replaced with holographic screens that always face the camera, no matter how you orient it. Screens also better show the entire contents of warehouses if there are many different kinds of goods within.

[h3]Job Board[/h3]
The mission system has been so heavily reworked such that the entire game balance has changed, making the game somewhat easier, but also giving the players more choice in how they play. Jobs are no longer thrust upon you by the other factions. Instead, factions post a wide variety of jobs to a bulletin board which you can browse at your leisure. As a result, only a select few missions will give you a bonus you can choose, while the rest simply give money. Missions now always fail completely if their time limit runs out, but now you have more freedom to choose when to start their timer, so you can prepare. Missions on the job board are also fulfilled by other factions over time, so don't delay too long to pick a mission!

[h3]Vehicle Automation Overhaul[/h3]
A huge number of improvements have been made to the automated vehicle AI. Vehicles can now squeeze past each other in narrow mountain passes or bridges, and no longer get stuck on other vehicles. Cargo vehicles no longer race other cargo vehicles to make deliveries. Mining vehicles freeze up when a cargo vehicle is near them so it is easier for them to drop off their goods. All vehicles now produce more error messages if things go wrong, and show more in-depth details into their current automation state.
Additionally, cargo vehicles and mining vehicles now have a small number of available filters which must be set in order to automate them. They can't deliver/mine outside of their filters, but larger vehicles have more filters. Manual deliveries and trade missions do not require filtering, but filters can be used if desired.
Cargo vehicles that finish trade requests will return to your headquarters.

[h3]Automated Mining[/h3]
You can now set a mining vehicle to automatically mine a certain resource, and they will search your entire owned land to mine for that resource (starting with the nearest). Bigger mining vehicles can filter multiple resources at a time, smaller ones can only filter a single resource.
Mining vehicles now better interop with cargo transports, which vastly improves the efficiency of using cargo transports directly with mining vehicles.

[h3]Flooring[/h3]
You can now build floors underneath your factory, which affect structures built on top of them, and vehicles that move over them. Floors may give defensive bonuses against Titanquakes and storms, or increase land vehicle speed, or boost maglev acceleration, or more! Floors can be deleted with the demolish area mode.

[h3]Structure Augmentation[/h3]
You can now install augmentations to certain structures, such as producers, endpoints, and turrets. Several new structure-specific augmentations have been added, such as for improving power usage, adding cache space, etc. Mega Producers now have the bonus of having more aug slots, while mini producers have none.

[h3]Quality of Life[/h3]
Sorting Houses now push out multiple resources at a time. Sorting Houses and Junctions will also push resources out on suboptimal exit routes if all optimal exit routes are currently blocked.
Sorting Houses will never decide to loop between themselves anymore.
When a structure is destroyed and rebuilt, it will remember the settings it had prior to its destruction.
Selecting an automated cargo vehicle will show all possible pickup and dropoff spots, alongside the current pickup and dropoff spot.
Better error messages for all structures and vehicles have been added.
You can now install augmentations directly from the bottom action bar, just like building structures or deploying vehicles. You can also install augmentations from trading posts now too. No need to gather them and drop them off in a friendly warehouse first.
You can destroy filled warehouses, and their contents will simply be stashed in your headquarters.
Storages, cargo transports, and mining vehicles that filter exactly one resource auto-rename themselves to specify that resource.
You now get two starter packages for storages, allowing you to start with both large and small storages. You can also choose to get underground storages at game start, which allow greater storage at the cost of reduced vehicle interoperability.
Easy mode made even easier.
And a huge number of other smaller QoL tweaks, bug fixes, and crash fixes.





Full Changelist
0.6.0.0 (9/15/2023)
Gameplay
- Job board. Faction jobs are all posted to the missions board, rather than factions constantly sending messages at you to do their jobs. Most missions don't have bonuses now. Only a select few do, and they will be marked appropriately in the missions board.
- Significantly increased variety of missions each faction might give you, since all are listed in the bulletin board.
- Missions always fail if the timer runs out, on all difficulty levels. However, because you get them from the job board, you now can prepare accordingly before starting each mission's timer.
- Missions from the job board now get fulfilled over time every day by other factions, so you can't wait indefinitely before picking a mission.
- New Underground Warehouses and Underground Storehouses available at game start. These structures store more than their normal counterparts, and can take more damage, but vehicles load and unload to/from them extremely slowly.
- Storage starter packages now come in two variants, large and small, so you can have a balanced variety of starting storages.
- Existing storages tweaked/rebalanced.
- Floors - You can now build floors over the ground. Stability Floors makes every structure built on top of them highly resistant to Titanquakes and Storms. Smooth Floors increase the speed of any land vehicle moving atop them. Heat Exchanger Floors reduce the waste heat of any structure built atop them. Insulated Floors reduce power usage slightly. Magnetic Floors boost the acceleration of maglevs above them.
- Filters are limited on cargo and mining vehicles now. You can only apply a few filters at a time, which varies by vehicle type. Smaller cargo vehicles have fewer allowed filters.
- Cargo vehicles now need at least one filter to automate deliveries. Manual deliveries do not require filters, but they still can be used.
- Augmentations can be installed on certain structures now too, including Producers, most Endpoints, and Turrets. The starting Mega Producers have 2 slots, the default Producer has 1, and the Mini Producers have none.
- Mega Producer and Mini Producer have reduced advantages/disadvantages, and instead are given more/less augmentation slots.
- New Cache Augmentation for producers, allowing them to store more input and output recipes.
- New Catalyst Augmentation for faster production or research.
- New Insulation Augmentation for reducing power on producers, researchers, and waste disposal.
- New Filter Augmentation for increasing number of filters on your cargo vehicles.
- You can now deconstruct warehouses, but you will need space in your HQ to store their contents if you do so.
​​- When a structure is destroyed and later rebuilt, it remembers its settings from before it was destroyed.
- Cargo vehicles attributes tweaked.
- Factions tweaked/rebalanced. Terrene Legacy now has a bonus to automation filters, other bonuses of factions have been juggled around somewhat. Various starting structure counts tweaked.
- Crisis warning time increased some.
- Sorting Houses and Junctions, if the optimal exit path is temporarily blocked, will push goods out of any suboptimal exit paths rather than temporarily locking up.
- Sorting Houses will push out multiple goods at a time.
- Easy mode made even easier.
AI
- Vehicles now squeeze past each other in narrow mountain passes and corridors.
- Automated cargo vehicles now have a checklist of suppliers and demanders, and will make sure to hit every supplier or demander once, ensuring no storage is starved of resources, or no provider gets overwhelmed with resources.
- Cargo vehicles will no longer race other cargo vehicles to be first to pick up supplies. Instead, they will evenly distribute amongst supply sources, and if there are not enough, simply wait.
- Mining vehicles "freeze up" whenever cargo vehicles try to unload them. This prevents cargo vehicles from chasing them while they work, and vastly improves the efficiency of pairing cargo vehicles with miners.
- You can set auto-mining filters on your mining vehicles, which tells them what resources to search for after they've completed their current orders. They will search your entire owned land.
- When your cargo vehicles finish a mission, if they have nothing else to do, they will automatically return to your headquarters.
- Many more minor improvements to cargo vehicle AI.
- When accepting a trash mission, it will auto-accept the 'take trash' option of that faction.
- Factions build their trading posts further away from their "city-center" to avoid traffic jams when trying to deliver vehicles to their trading post.
- Faction population dynamics tweaked.
UI
- You can now quickly install augmentations via the bottom menu actions, similar to building structures or placing vehicles.
- You can install augmentations from any structure you control, or directly from trading posts.
- Install Augmentation dropdown tells you how many you have in stock across all structures or trading posts.
- Mining vehicles will auto-rename based on what they are currently mining.
- Cargo vehicles with exactly one filtered resource will auto-rename themselves based on that resource.
- Storages that filter exactly one resource auto-rename themselves to specify that resource.
- Automated vehicles show their automation state to explain why they are doing what they are doing.
- Missions on the job board have additional explanations on how to complete them. For instance, power missions will tell you that you need to buy nearby land to feed them power.
- Reorganized the quick actions to mirror the standard actions menu.
- Delete area mode now deletes floors you've placed (and recovers them).
- Quick Locator and Stats buttons added to top middle ui.
- Call UI replaced with various buttons for interacting with factions in different ways, including the jobs board, as well as quick info on current missions at the job board.
- New button added to top right ui for quickly opening a store of any faction.
- Better error messages. On vehicles, they warn if another vehicle has already taken their job before they could finish. On producers, they warn if an output tube has been blocked for a short while.
- Tweaked the error and warning flashing to be less annoying.
- Selecting a single cargo transport will now show a hovering icon above ALL possible dropoff and pickup spots in your territory, though these will be grayed out compared to its current pickup and dropoff spot. Very useful for catching mistakes like accidentally forgetting to set an automation setting on a warehouse.
- Improved invalid placement error tiles to be less intrusive when building things.
- Improved powerline placement visualizer to be less intrusive.
- Clearing miner automation clears dropoff spots.
- You will get a notification whenever you clear a vehicle's automation by assigning it a move destination via right-click.
- Manually moving a mining vehicle will clear its mining target automation as well as its dropoff automation, and it will send you a notification when you do so.
- Starting a cargo mission disables filters for the duration of that vehicle's mission.
- Messages which mention or suggest you visit a faction's store now give you a button to immediately do so if you'd like.
- Clearly highlight mining areas when selecting a mining vehicle.
- Destinations UI for automated vehicles now shows how full destinations are.
- If you have no stored structures/units/augs of a type, its relevant quick action button will be grayed out and pushed after actions you have stored.
- Tweaked colors on alternate view modes to better highlight terrain features.
- Mission reward choice UI now shows how much of a reward you currently have stored.
Graphics
- Lighting model improved. Specular highlights are more physically correct. Specular highlights bloom now.
- Ore veins glitter in the sunlight slightly.
- Hydrocarbon lakes gleam like actual liquid now.
- Beaches are eroded and more detailed now.
- Beach texture reworked to look sandy and gritty.
- Metallic sand glitters more than regular sand.
- Snow gleams like actual snow in sunlight. Ice as well.
- More general terrain graphics improvements.
- The sun follows a different path in the sky now.
- More ambient light in shadowed areas.
- Most building screens replaced with floating hologram screens. These screens now always face your camera, so you can rotate your camera and still see what everything is doing.
- Several structure and vehicle models updated.
Other
- Many strings updated.
- Tweaked the volume of certain ambient sounds.
- Bug fix - Fixed flickering "output blocked" icon.
- Bug fix - Fixed bugs with repair trade requests.
- Bug fix - Trash burner now only takes max of 1 item at a time, won't request more.
- Bug fix - Inability to switch trade missions on a truck once another's already active.
- Bug fix - Fixed automated trucks getting stuck from time to time and needing to be reset.
- Bug fix - Removed ability to bind one key to multiple keybindings.
- Bug fix - Exploit which allowed duplication of resources fixed.
- Bug fix - Vehicles refusing to do trade missions on occasion unless close to source.
- Bug fix - Factions properly demand all production structures, including alternatives.
- Bug fix - Overhead floater icons being buried fix.
- Bug fix - Fixed particle wind being out of sync with actual wind patterns.
- Bug fix - Cargo quadcopters can now correctly gather resources from mining vehicles deep inside strip mines.
- Bug fix - Duplicate structure no longer can place a new structure atop itself.
- Bug fix - Building Breakers no longer complain that there is nothing at pickup spot.
- Bug fix - Vehicles gathering the wrong thing to take on a mission fixed, happened if trading post destination wanted multiple things.
- Bug fix - Vehicles spinning wheels in place.
- Bug fix - Mining vehicles sometimes prioritizing far off spots when there are fine spots nearby.
- Bug fix - Cargo vehicle distance priority was reversed incorrectly.
- Bug fix - Text on buttons sometimes missing or incorrectly placed, especially with variable screen scaling.
- Bug fix - Production Power Bonus was incorrectly not affecting research labs.
- Bug fix - Resource floaters not going away after they've been fully mined away.
- Crash fix - Rare tutorial crash fix.
- Crash fix - Rare storms-related crash fix.
- Crash fix - AI Faction Trading Post placement related crash fix.
- Crash fix - Rare tube-related crash.
- Crash fix - Crash on selecting certain wreckages.
- Crash fix - Rare crash deleting and replacing tubes with sorting houses.
- Crash fix - Crash when relocating ruins.