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Patch Notes 1.81

[h2]Glassmaking[/h2]

Players are now able to produce Quartz, and turn it into Glass. Glass can be sold at the Hardware Store, and eventually can be used to make Solar Panels - a unique building in the Desert Biome that produces lots of Power. More uses for Glass are planned for the future.

First, complete the new 'Quartz' research. This unlocks the ability to refine Quartz from basic Stone at the Stone Mason:



Then you can research Glassmaking, which unlocks the ability to make Glass Panes at the Forge:



Once you unlock the Desert Biome, you can much more easily harvest Quartz directly from Sand (which is a new unique resource at the Desert)



Glass becomes very useful in the Desert, because it has a new unique Solar Panel building. Solar Panels passively produce Power, which will be very helpful until higher tech sources of Power become available.



Power Lines are a new Building that unlocks the ability to trade Power between towns. This option is listed on the Trading panel.



Copper Wire is another new item that made from Copper Ingots at the Machine Shop. It's used in Solar Panels, Power Lines, and also replaces Copper Ingot ingredient of Batteries.



[h2]Water Rebalance[/h2]

  • Well is now a Cultivation building, so it can be assigned production capacity instead of just passively generating water.
  • Well Effectiveness Upgrades apply to the new Well cultivation recipe
  • Wells are by default assigned max capacity based on number of wells


[h2]New Fishing Options[/h2]
  • Added new item: Fishing Net. Used in a new harvest recipe in the Fishing boat that is more productive than regular fishing. Produced at the Workshop after researching Fishing Net. Only available in the River biome. Not tradeable or sellable.
  • Added new item: Enchanted Fishing Net. Used in a new harvest recipe in the Fishing boat that is more productive than regular fishing or regular Fishing Nets. Produced at the Enchanter after researching Enchanted Fishing Nets. Only available in the River biome. Not tradeable or sellable.



[h2]Misc Balance Changes[/h2]
  • Removed Tree Regeneration bonus for Plains Biome
  • Removed requirement to build X houses for quests that unlock Market Consumption upgrades
  • Each biome additionally has a Market Demand modifier for a certain market type. This aligns with and stacks with the unique Market Demand perk for each town.
  • Natural Resources regen rate scales with Land, not Town Level (so regen rates will be much higher)


[h2]Misc Changes & Fixes[/h2]
  • Improved scrolling performance
  • Fixed natural resource “Gold Ore Deposit” showing with label “Gold Ore” which causes confusion between the natural resource and the harvested ore item
  • Fixed incorrect color formatting for recipe rate tooltip when output is ‘Full’
  • Unique Buildings are listed in Biome Tooltips
  • Added new icon for Bakery and Quarry
  • Changed color of Gem Mine icon
  • World panel now shows icons for each biome modifier, with a tooltip when hovering
  • When Solar Panel or Water Wheel is selected in Buildings panel, shows Power in the filtered Inventory Panel
  • Trading Post is now in ‘Trading’ section of the Buildings panel (instead of Markets), so it fits alongside new Power Line trading building
  • Trading Rows show ‘Off’ label and a red circle-with-slash icon when trading is turned off, to lessen confusion when no trading is occurring
  • Renamed “Silver Ore Deposit” research to “Gem Mine” since that’s the more relevant item that is unlocked from it
  • Fixed bug: Trading Details window would fail to show up when hovering over a Trading recipe row in some situations
  • World button flashes more visibly when it's first unlocked