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Major Update 0.8.0.0 Released!

Update 0.8.0.0 is out! The new Population Dynamics adds a new game mechanic, the largest such gameplay change since MegaFactory Titan has entered early access!
Older saves will work with the new mechanics, however, you will need to rearrange and rework parts of your factory to do so.

[h2]Population Dynamics[/h2]
People are no longer solely the domain of the AI. Now, as a player, you too need to manage your own population! In order to run your factory, you will need to build habitats, hire workers, pay their wages, and supply them with food, potable water, oxygen, and medicine, and also make sure they remain happy. You start the game with several days of necessities, but once those run out, you will need to start producing them yourself at your factory, or buy them from other factions. You can also hire workers off of other factions, but be careful -- this can cause other factions to be drained of people, and they will demand less trade from you as a result.

[h2]Pollution Dynamics[/h2]
Pollution dynamics have been expanded greatly. Pollution now negatively affects most production facilities in the game. Pollution also reduces the happiness of your workers, and can cause them to leave your factory if you don't address it. In addition to previous pollution removal buildings, there is now an early pollution scrubbing augmentation you can install directly into your structures. Visually, polluting now leaves huge black clouds lingering all over your factory.

[h2]Interface Theme Overhaul[/h2]
The main interface has been overhauled, with changes made to nearly aspect of the interface.
The default color scheme has been redone as well, and now there is support for many different color schemes.
The infolinks have been completely redone to be much clearer and easier to navigate. A lot of extraneous / useless information has been removed from it. The info is much more compact, and infolinks can now be searched.
A ton of changes have been made to make the UI better suited for players with smaller monitor resolutions, with more compact interfaces in a lot of places.

[h2]Difficulty Rebalancing[/h2]
Normal difficulty has been made less difficult financially. Crises are now less devastating on Normal and Easy mode.
There are more ways to deal with the meteors, as certain defenses which work well against storms now work well against meteors.
Certain Crises, such as meteors, now show you a countdown timer of when they will arrive. This gives you enough time to prepare defenses.
Crises are less frequent in general.
You can also change the difficulty mid-way through the game. If you are in custom mode, you can edit the individual variables as well.

[h2]Performance and Memory[/h2]
Vulkan now uses significantly less memory during the game, especially for players who explore a lot. There is now better performance in general when lots of mining is occurring. Load times have been improved. Large save files use less memory as well.

[h2]Quality of Life[/h2]
Graphical improvements for lower resolution monitors, such as improvements to jagged bloom effects, and ugly SSAO artifacts.
Mission success or failure messages go away after a few seconds if you ignore them.
The ledger shows a pie chart of your expenses so you can quickly tell what is costing the most money at a glance.
All tutorials and loading screen tips are now readable in Infolinks.
And a huge amount of small tweaks and UX fixes.





Full Changelist
0.8.0.0
Gameplay
- Production structures, extractor structures, large powerplants, certain upgraders, radar, research labs, cloud seeders, vaporizer stacks, and most population-related structures now all need workers to function.
- Habitats now can have population assigned to them, which allows them to send out workers to nearby structures.
- You can hire workers from most of the allied factions. This will pull away population from that faction, reducing their trade demands.
- You can lay off any of your unassigned workers.
- Workers cost a flat daily wage (except for the Cult faction).
- Population needs food, potable water, oxygen, and medicine. If they don't get what they need, they will become unhappy, and if too unhappy, they will leave. In the case of missing oxygen, they will immediately leave.
- Oxygen, when consumed, converts into Carbon Dioxide, which must be passed back into Oxygen Gardens (or Farms) to convert it back into Oxygen.
- Potable Water converts into Waste Water once consumed, which must be passed back into Water Treatment Plants to be cleaned.
- You can purchase necessities from some of the allied factions, if they have any in stock.
- Population becomes unhappy when there is no power in their habitats, but they still function just as well.
- Population becomes happier if they don't have any work to do.
- Luxury habitats reduce unhappiness modifiers.
- Comm Towers, Office Parks, and Hospitals increase the happiness of nearby habitats.
- Happiness of population drifts towards the mean over time in the absence of external factors.
- In new games, you will get a fixed amount of population and several days worth of necessities to start with. In older saves, you will get these as well.
- Pollution reduces the working speed of most production facilities in the game.
- Pollution reduces the happiness of habitats.
- Pollution Scrubbers help reduce inefficiency caused by too much pollution.
- New Scrubber Augmentation for installing into your structures, which reduces pollution generated.
- Farms and Habitats now can take augmentations.
- Most population-related structures are now in the tech tree and must be researched.
- You can change the difficulty while in game. Easy, Normal, and Hard can be switched between. Sandbox can not. Custom difficulty allows you to tweak some of the individual variables of the difficulty, but not all of them.
- Difficulty - Normal difficulty has reduced costs. All difficulties have reduced crisis intensity by default.
- Crises are less frequent in general.
- Meteors can now also have their damage reduced slightly by using Stabilizer Floors and Mass Dampers.
- Underground structures are also resistant to meteors by default.
- Different Crises have differing warning times now. Meteors, in particular, have a very long lead time, to give you plenty of time to set up turrets.
- Selling trophies is no longer a way to get near-infinite money. The price of trophies now falls off the more you sell. They still can net you a lot of money in the short term, but in the long term, it stops being a viable way to support your factory.
- You can only stash items from structures, not from vehicles now.
- You can't destroy your main base while there are items inside of it now.
Graphics
- Large pollution clouds now hang around your factory if you pollute too much.
- Dust clouds don't move as fast in the wind.
- Tweaked fog to look nicer, especially in the minimap view.
- Fog has greater variety of color, and is more noticeable.
- Minimap view exploration cutoff is smoother.
- Tweaked pollution/temperature/tides/geothermal overlays to look nicer.
- Improved SSAO to be crisper and less noticeable.
- Reduced bloom jaggies on lower resolution screens.
- Toned down the brightness of certain glowing structures.
- Added floor lights to farms and oxygen gardens.
- Tweaked smoke particles.
- Tweaked a number of other structure models.
UI
- Default color scheme redone.
- Several new color schemes to choose from.
- The infolinks have been completely redone to be much clearer and easier to navigate.
- Infolinks subsections has a search bar.
- Extraneous info removed from many infolinks sections.
- Certain Crises now show you a countdown timer of when they will arrive. This gives you enough time to prepare defenses.
- UI is more compact in size, better suited for smaller monitor resolutions.
- In the Missions Board, requests are grayed out if you already have a prior request from the same faction.
- Below your money display is now a population display, which tells you your total population, assigned population, if any habitats have errors (such as lacking in oxygen), and a button to lay off your workers.
- Habitat UI now shows you a breakdown of where your people are working.
- Mission success messages now go away after a few seconds if you don't open them up.
- Explorer notifications are usually sent to the bottom corner of the screen now. These notifications only appear in the middle of the screen if that explorer is selected.
- Inefficiency due to pollution is now shown in the "Bonuses and Penalties" panel of all producers.
- High Priority setting now applies to worker usage as well as power consumption.
- Land buying UI made more compact, with improved clarity of options.
- Loading screen reports load progress better.
- Ledger shows a pie chart of daily expenses.
- "Sell Only" structures build button removed, replaced with "Population" structures button at the bottom of the screen, also rearranged.
- New overhead floating error that appears when a location has no workers that can work there.
- In the tech tree, nodes will stay filled when researched fully.
- Tutorials and loading screen tips are now readable in Infolinks.
- Items are now sorted better across all readouts in the game, in infolinks, in the action bar, etc.
- In Infolinks, some goods (like necessities) will show you where they can be purchased at.
- Added a new tutorial for population dynamics.
- Tons more small changes made to all the UI across the game, too many to list.
Performance / Memory
- Performance - Improved load times for large save files.
- Performance - Better performance when lots of mining is occurring.
- Performance - Made improvements to UI performance.
- Memory - Significantly better memory usage in general, especially with large save files.
- Memory - Vastly better memory usage when mining or altering terrain.
Other
- Bug fix - Floors no longer report a repair cost because they don't cost anything to repair.
- Bug fix - Fixed UI badges not showing up.
- Bug fix - Fixed thumbnails showing blackness in parts.
- Bug fix - Fixed goods classifications being sometimes incorrect.
- Bug fix - Fixed glowing models sometimes causing black spots.
- Bug fix - Fixed window size resetting whenever you change options.
- Bug fix - Fixed changing themes not resetting all of the UI.
- Bug fix - Fixed a major bug where the stores wouldn't sell autocannon rounds in a meteor storm.
- Bug fix - Fixed a shadows bug where far away shadows at dusk and dawn were not getting rendered.
- Bug fix - Floating icons in game fade out properly when far away or when the mouse moves close to them.
- Bug fix - Fixed bug where mining vehicles would freeze up when their pickup vehicle was near, even if they had nothing to give their pickup vehicle.
​​- Bug fix - Fixed vehicles going to the wrong spot after finishing a job.
- Bug fix - Fixed tutorial not triggering properly in some cases.
- Crash fix - Crashes when exploring or buying maps fixed.
- Crash fix - A number of general out of memory crashes in Vulkan fixed.
- Crash fix - Rare crash when mouse cursor moves outside the window.

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.