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Check out this indie fusion of Terraria and Satisfactory




cool indie experiment in making a 2D sandbox automation game released late last month with AutoForge, where you as a little magically-powered robot must explore and expand your network of machinery and mining equipment to build a factory that will let you figure out your mysterious origins. As you explore, fragments of ancient technology let you upgrade your abilities and combat prowess to take on ever-greater challenges...
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Emergency Patch (v0.2.9)

I just pushed an emergency patch after discovering that an issue was introduced in patch v0.2.7. This issue resulted in worlds generated with it to not have proper resource distribution outside of the starting regions.

This is a major issue as mid to late game will encounter serious challenges with resource management. If you generated a world with either patch 0.2.7 or 0.2.8 and intend to play long term on it then I encourage you to create a new world. The best way to tell if your world is affected is by checking if the saves directory containing your world files is named with the format {name}_{number} such as Example_34233. This only is for worlds created before v0.2.9. Any worlds on or after v0.2.9 will have that same format but not be affected.

I'm extremely sorry about this. I do my best to test things but unfortunately with rapid fire patches like I have been doing issues will slip through the crack due to lack of proper QA time. I will try to do better especially when it comes to world generation.

Again I apology and ask for your understanding!

Patch notes for April 5th

Another day of work with some nice crash fixes and many other improvements!

[h2]Critical Issues[/h2]
  • Resolved a crash on game load
  • Resolved crash when loading a save with a very specific number of saved entities in the world


[h2]Resolved Issues[/h2]
  • Resolved issue where item would be destroyed if picked up from a chest and then a toolbar item is activated
  • Resolved issue where recovery cube could be interacted with repeatedly
  • Resolved issue with tiles near resource nodes having a large quantity
  • Resolved issue with some plants not consuming the required fluid: Bonsab, Vessel Cactus, Eldor Tree, and Cedo Tree
  • Resolved issue with being able to replace blocks from outside of interaction range
  • Resolved an issue with Lava Forge potentially getting into a broken state when running out of lava


[h2]Balance Changes[/h2]
  • Increased default inventory space from 20 to 30


[h2]General Improvements[/h2]
  • Reverted change: "Rotating items will now always prioritize rotating the grabbed item over something targeted". This needs more consideration and I'm listening to feedback.
  • Progression technologies now list dependencies on its tooltip
  • Pump is now placed with the fluid outputs corresponding to the visuals
  • Foliage is now disturbed when changing nearby tiles such as vines breaking under placed scaffolding
  • Unexplored areas lit up by Ancient Technologies no longer show up on map
  • Reduced Miasma Wellspring interaction area
  • Structures that use fluids and are placed with pipette will now be created with the correct visuals

Hotfix for April 4th Patch

There was an issue with the settings being used properly. For those that played the patch 0.2.7 immediately you may need to delete your settings.json file for them to work properly. My apologies and thank you for your understanding!

Patch notes for April 4th

After a few days of work I'm happy to bring the largest patch yet. This is a hefty one with some juicy changes. Thank you everyone for your patience and amazingly positive support. These patches will continue so be sure to keep an eye out for them!

NOTE: Settings file was unfortunately reset but shouldn't be again in the future. Sorry!

[h2]Graphics/Settings Overhaul[/h2]
The following are changes related to graphic settings.
  • Fullscreen (Borderless) is now a toggle option
  • While in windowed mode the game can now be freely resized
  • UI now automatically scaled based off of resolution
  • "Framerate Limit" is now an option under Graphics
  • "UI Scaling" is now an option under Accessibility
  • "Text Scaling" is now an option under Accessibility. This is a WIP and large text doesn't always fit nicely yet.
  • "Pause in Background" is now and option under General
  • "Mute in Background" is now an option under Audio


[h2]Critical Issues[/h2]
  • Resolved issue with saving not working after deleting a world and creating a new one with the same name
  • Resolved crash on startup that some players would run into
  • Resolved an issue with monster invasions occurring more often than they should
  • Resolved issue with bypasses getting into a completely broken state
  • Resolved issue with fluid system incorrectly reusing networks causing a myriad of problems
  • Resolved issue with Plant Support getting into a broken state related to power changes and growth times


[h2]Additional Issues[/h2]
  • Resolved issue with game not rendering properly after a resolution change and still in the settings
  • Resolved issue with Research UI not displaying correctly after resolution change
  • Resolved issue with healthbar on HUD not resizing properly on resolution change
  • Resolved font visual issue that would occur after changing resolution repeatedly
  • Resolved an issue with monster invasions UI warning not being cleared after a load
  • Resolved an issue with some structures becoming "broken" from monster attacks
  • Resolved issue with using automatic harvest method
  • Fixed issue with plant supports allowing seeds to be taken out of them
  • Fixed multiple issues with Quartz "plant"
  • Fixed typo in Adamantite Ore description
  • Add missing text for locale key in Foldery UI
  • Resolved issue with Power Relay tutorial requiring very specific ordering


[h2]Balance Changes[/h2]
  • Void Matter is now temporarily craftable (will be removed later in development once we add more content to acquire them)
  • Worlds are now generated with many more Ancient Tech, several more Mana Conduits and other POIs (Point of Interests)
  • Another small wood deposit will now appear near the starting region
  • Improved starting regions resource distribution
  • Unprovoked monster invasions will no longer overlap with Mana Conduit infusion invasions
  • Reworked balancing for second tier of matter. They require less materials craft but recipes require more
  • Added in several missing prerequisites for technologies
  • Balanced Vessel Cactus harvest methods
  • Reduced Solbloom sawblade harvest method yield
  • Biomass II is now a biofuel


[h2]Other Changes[/h2]
  • Save files now use the world name and seed
  • Rotating items will now always prioritize rotating the grabbed item over something targeted
  • Toolbar now swaps grabbed item with the existing toolbar item
  • Significantly increased performance when power network grid is being shown
  • Foldery now has a technological item slot (requires existing folderies to be replaced)
  • Power Transmitter now plays running animation and has a light source
  • Improved icons for several items
  • Improved audio output from multiple foldery