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Patch Notes 1.76

[h2]New Feature: Production Limits[/h2]
Often you may not want to have a recipe produce its maximum amount - maybe you are preserving resources for another recipe, or you're trying to maximize market fulfillment scores without oversupplying.

Now you can set production limits for an individual recipe. The default is 'no limit', but you can choose a 'per second' limit with a specified rate, or limit it based on current demand. In the screenshot below, Planks has been limited to 10 per second.


To access this configuration panel, click on the production rate section of the individual recipe bar.

A few notes on this feature:
  • The per-second rate is a hard cap, the recipe will not produce more than this rate no matter how much production capacity is assigned or upgrades applied.
  • The production limit will be the reference point for the production capacity ratio that is displayed on the recipe. So if you have a per-second rate limit of 10 per second, and you're only able to produce 5 per second, the displayed ratio will be 50%. Or, if you have assigned production capacity that could produce 20 per second, the displayed ratio will be 200%.
  • The Auto-assign function will attempt to balance production capacity so it is as close 100% as possible (without going under)
  • Limiting based on demand basically means that storage will not increase
  • The 'demand' limit for markets will limit sales to the baseline requested fulfillment for the item. It will not attempt to oversupply that item for bonus coins / xp as is normally possible with some upgrades.
  • You can specify production limits per building (on the crafting, cultivation, and prospecting panels) or per panel (on the harvesting and trading panel). Individual recipes can then be set to "Inherit" which will make them choose the parent setting, otherwise their local setting will override the parent setting.
  • Production limits are not available on Research of Buildings panel.


[h2]Trading improvements[/h2]

Because of the new Production Limits feature, auto-balance is now possible on the Trading panel. If using auto-assign here, you'll often want to set the production limits to a specific per-second rate or to meet demand. This helps you preserve resources for the local town so you don't export too much.

There's also a new option to set trading mode to "none" instead of forcing the player to choose export or import. This will prevent Auto-Assign from trying to place production capacity on those recipes. For new files going forward, 'None' will be the default option for most recipes, whereas unique resources will be assigned to Import or Export by default based on whether they can be produced in the local biome. But legacy files will keep their previous settings of import or export and will need to be manually changed if that's the desired setting.



Additionally, there is a new section near the top for "Unique Resources (Import)" to conveniently display the most commonly traded items that do not belong to the local biome.

[h2]Other changes[/h2]

  • Holding down mouse button will auto-click. Notably works on the Clickables menu as well as the +/- buttons that change production capacity.
  • Fixed bug: recipes with zero production or consumption had a blank space in the ‘Contribution %’ column on production tooltip instead of the dash character
  • Fixed bug: some recipes would alternate quickly between ‘surplus’ and ‘deficit’ mode. This happened when were limited by one ingredient, but had another ingredient that was still requesting inputs as if the recipe was running at 100%. This created false shortages of inputs that would alternate between surplus and deficits as the shortages limited production and then fixed themselves as storage built up.
  • Tooltip text for rate production details will use a highlight color if limited by input availability or output capacity
  • Percentages that are less than 1 but more than 0 will show up as “< 1%” instead of “0%”
  • Tooltip text for research production rate shows time to completion instead of units per second, because that is almost always too small to display
  • Natural resource water is now called “Water Springs” to differentiate it from the usable item Water
  • Tooltip text updates when simulation does
  • Fixed ‘actual production speed’ tooltip not taking into account production modifiers for primary output
  • Imports no longer count towards item production stats
  • The Production and Consumption tooltip panel will show relevant recipes even if no production capacity assigned (excluding construction or research, as that would cause too many irrelevant rows to be displayed)
  • Cultivation and Prospecting recipes show their output rates
  • Market rows show items sold per second
  • Removed irrelevant refresh rate from Resolution options
  • Target frame rate is now 40 fps to lower GPU usage



(Hotfix 1.76j: Fixed duplicate or incorrect records from appearing in production tooltip panel after saving & reloading)
(Hotfix 1.76k: Fixed missing rows in production / consumption tooltip panel)