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Patch Notes 1.79: Harvesting Rework

Hello! In this update, several changes were made to Harvesting for provide better balance & to support some future plans.

Instead of directly requiring Workers, Harvesting tasks now need Harvesting Huts to be created:



This allows Harvesting to work just like every other crafting recipe in the game: create the necessary building, then assign production capacity.



There are additional harvesting buildings as well: The Crop Harvester, Sawblade Truck, Fishing Boat, and Harvester Drill are now dedicated Harvesting buildings with their own harvesting recipes, skills, and upgrades. (Previously they were 'Support' buildings and provided passive boosts, but I wanted to give players better control over which resources these special vehicles were gathering.) These vehicles are often more powerful than the Harvester Hut, but do cost Power to run. (except the Fishing boat, obviously)

Each of these buildings & vehicles have their own set of upgrades, allowing them to produce huge amounts of goods.

The Fishing Boat is the only building that can gather Fish. It is exclusively available in the River biome, and no longer requires additional research.

Legacy maps were automatically given Harvester Huts based on how much harvesting capacity they had. But some manual adjustments may be necessary in your towns to assign harvesting recipes to these new buildings.

Since Workers are no longer required for harvesting, instead they are often required to construct a building (just like how Land works):



Land calculations were changed as well. New calculations work as follows: Default starting land (25) is added to the value from the 'More Starting Land' perk plus any bonuses from 'Exploration' upgrade. Then, multipliers are applied from Town Level, Land Capacity town perk, and the parent Biome. This has the effect of making Exploration and Starting Land scale along with town level. The value of Exploration upgrade was decreased downward since it doesn’t need additional scaling.

If you hover your cursor over the 'Land' icon within your town, you'll now get a detailed tooltip explaining how land is calculated:



That's a lot of adjustments, and it was difficult to ensure that towns at all levels were affected equally. It is likely that your towns will be better off than before, but if any players have large sudden deficits in their production, let me know and I'll see if some fixes can be made to automatically balance legacy saves.

A bunch of other quality-of-life features & balance changes were made:

  • Added text search on Research and Upgrades panel
  • Added ‘Claim All’ button on Research panel
  • Added Omni speed upgrades for: Fire Shrine, Water Shrine, Earth Shrine, Air Shrine, Furnace, Water Pump, Steam Boiler, and Steam Power Generator
  • Added omni upgrades for storage buildings
  • Crop Harvesting Speed and Mineral Harvesting Speed have been merged into a single perk, "Harvesting Speed". This allows the perk to apply to all harvesting recipes which may not be crops or ores, like Fish & Water. For older save files, whichever of the previous two perks was higher is what was assigned to the new perk, and perk points of the unused one were refunded.
  • Inventory panel shows smarter grouping by recipe “Input” or “Output”, and selecting a building on the Buildings panel will display and group “Input” needed to make the building, “Output” for items produced by the building, and “Storage” for items stored by the building
  • Production Tooltip Inventory section can be expanded / collapsed to show storage details
  • Lumber Mill and Stone Mason have much slower growth in non-coin construction costs, because otherwise they were self-limiting
  • Added new Building: Floating Islands. Unique to Magic Biome. Adds 20 bonus land to the town for each building created (does not multiply with other land upgrades or perks).
  • Resource max capacity is calculated based on land, not town level. (Thus any land gains directly translate into additional resource capacity). New values will generally be higher than before.


And some smaller bug fixes:

  • Renamed ‘Prestige Points’ to ‘Town Perk Points’
  • Added new icon for Exploration upgrade
  • Fixed Simplified Chinese font using wrong glyphs for various characters
  • Added more Japanese characters
  • Tooltips for unique buildings indicate that they are unique to a specific biome
  • Allowed bigger numbers before overflowing to display ‘infinity’
  • Upgrades that affect individual harvesting / cultivation / prospecting recipes are shown in the parent buildings’ upgrades popup panel
  • Fixed bug: Input supply ratio and Output capacity ratio would display as zero if the recipe was not actually limited by input or output
  • Hotfix 1.79q: fixed upgrades displaying wrong costs when switching maps or biomes
  • Hotfix 1.79r: fixed German localization that was temporarily broken
  • Hotfix 1.79s: legacy save files that would load with negative land or negative workers based on the balance changes above are granted bonus land or workers to make up for the deficit


Again, let me know if any of these changes negatively affected your maps and I'll see if I can fix it from my end. Thanks!