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Factory Town Idle News

Patch Notes 1.73

[h2]Navigation Options[/h2]
You can currently click on an icon to jump to its production, but often you'll want to navigate to the market or trading records for an item instead. So now, you can right-click on an item icon to bring up a menu of relevant navigation destinations:


[h2]Currency Production Tooltip[/h2]
Clicking on an inventory item shows you which recipes are producing or consuming the items. Currencies (the items shown on the top of the screen) now show this as well, with production grouped by market type:


[h2]New Add/Remove quick access buttons[/h2]
You can now added or remove Trading Posts and Schools directly from their respective panels:


[h2]New options for Build or Assign multiples[/h2]
Currently you can hold down the Ctrl key to assign production capacity in groups of 10. Now, you can also hold down Shift to assign in groups of 5, and holding down both will assign in groups of 50 (up to the maximum capacity available).

In addition, this option is now available when adding or removing buildings. The active multiple is shown on the buttons. The buildings will display the total cost for all the queued buildings. They can be removed or cancelled in bulk as well.




[h2]Misc Changes[/h2]
  • Added new background images that change with each biome
  • Fixed bug: very large numbers would sometimes have inaccurate counting
  • Improved performance
  • Reworded idle progress gain notification again
  • Added Russian localization and Cyrillic characters
  • Made highlight rectangle less blurry


Thanks everyone for the feedback & suggestions. As always if you're enjoying the game, a review on the Steam page is appreciated : )

Cheers,

Erik

Patch 1.72

  • Automatic Rebalance works on Harvesting and Research panel
  • Automatic Rebalance partially takes priority into account (higher priority recipes are assessed for needing space production capacity first)
  • Automatic Rebalance is now unlocked via quest (to reach town level 11), not research, so it is global and permanent. Save files that had completed the research will have the quest automatically set as complete
  • Automatic Rebalance can remove all production capacity if an input is completely empty or output is completely full (and not changing). It will also only add capacity to an inactive recipe if there is at least some input items & output space available.
  • Prioritization is now unlocked via quest (to reach town level 7), not research, so it is also global and permanent.
  • Actual output rate shown on Harvesting rows, not just productivity %
  • When Automatic Rebalance is specifically set to “Off” (is manually overriding parent building settings), the button shows as selected (blue) to better indicate it has a manual setting. A recipe that is inheriting Automatic Rebalance “On” from the parent building will still show the green rebalance icon, but the button will not show as selected. This should result in a more clear display: blue button always means there is a manual override setting.
  • Fixed bug: When adding a new building via the Crafting Menu, it could not be cancelled if the building was fully utilized
  • Improved CPU performance of AutoAssign function
  • Added infinite researches: Natural Resource Capacity and Goods Consumption
  • Recipe controls on research rows are automatically hidden when research ready to claim or completed.
  • ‘Research’ button is now inactive as it was duplicate functionality with the + button. Instead it always shows % complete, unless the research is ready to claim.
  • Fixed bug: loading a save file, and then quitting and starting a new town, would show a hidden menu behind the starting Clickables menu
  • Hid non-functional auto-assign button on Trading header (functionality will be added later)
  • Added option to set priority on harvesting recipes
  • Made pause functionality more obvious (has dedicated button on each row, instead of relying on click of the rate display region)
  • Can now perform panel-level pause on Harvesting, Research, Buildings, and Trading
  • Can specify a recipe to have an override priority of 'regular' when its inherited priority is not regular


Note from developer: Thanks everybody for playing and all the feedback! Will keep the updates coming. Don't forget there is an official Discord here where you can offer suggestions, report bugs, etc:

https://discord.gg/t3KXHD3scF

Thanks,

Erik

Patch 1.71

[h2]Automatic Production Balancing[/h2]

This new feature was added this support the players that want the game to be a more Idle experience. When active, it will automatically adjust the number of assigned recipes with the goal of reaching 100% efficiency.


In the screenshot above, the top recipe is flagged as "Automatically Assign". The amount of assigned capacity is automatically adjusted to reach 100% efficiency, so you don't need to hit the + or - buttons when demand changes or new buildings are created.


Here, the entire building is flagged to automatically rebalance. All recipes in this building will then automatically rebalance by default. You can override this setting on an individual recipe by clicking its rebalance button.

Note: This system replaces the older Automatic Assign functionality, which simply added all newly available production capacity to a single recipe. This function will only add capacity if needed, and can also remove excess capacity.

[h2]Convenient construction buttons[/h2]

You can now add or remove production buildings directly from the crafting / farming / prospecting panels.

[h2]New building: Chainsaw Truck[/h2]

This new support building will boost wood harvesting speed by 5% per unit. It can be boosted with various upgrades.

[h2]New building: Crop Harvester[/h2]

This new support building replaces the old 'Tractor', in that it boosts harvesting speed for all crops (food, cotton, herbs) by 5% per unit. (All previous Tractors are converted to Crop Harvesters)

[h2]Changed building: Tractor[/h2]

This is a new support building, but is a repurpose of the previous Tractor. It now boosts cultivation speed of all farm and forester crops by 5% per unit.

[h2]New building: Fishing Boat[/h2]

This new support building boosts fish harvesting speed by 5% per unit. It is only available in the River biome.

[h2]Misc Improvements[/h2]
  • Time requirements for infinite research also increase by 20% each level
  • Many Research recipes that unlocked Upgrades now directly apply the effect as soon as the research is completed (no need for additional upgrade button). This includes all the ‘Ether Bonus: Mana Power’ and similar Fire, Water, Earth, and Air ether bonuses, as well as Wood, Stone, and Grain processing.
  • Added research for Metal Processing Speed. Each level adds another 1x multiplier to speed
  • Tooltips for harvesting speed boosters indicate the item being harvested, not the natural resource
  • Removed Crop Harvesting Speed effect on Wood and Fish harvesting
  • Research that immediately applies an effect will show a popup telling you what that effect is when you complete the research
  • Improved display order of item icons in tooltips
  • Idle Progress is now displayed in terms of total earned time before the 25% value is applied. This makes it more clear that it matches the value of the Global Perk


[h2]Bug Fixes[/h2]
  • Fixed some missing Japanese characters
  • Fixed bug: ‘per second’ label on inventory bars was not updating when language changed
  • Fixed bug: trying to hit ‘+’ when no schools available was not showing the warning label flash in the header’s building count
  • Fixed bug: tooltips for all research & upgrades for “Ether Bonus: Mana Power” and similar elemental versions were indicating that it boosted Mana Crystal production, when it in fact boosts Mana Power production
  • Fixed bug: tooltip showing upgrade requirement would have blank icon
  • Fixed bug: obsolete ‘Depleted’ crystal items were showing up in tooltip for Crystalarium
  • Fixed bug: large negative numbers were not showing in abbreviated format, resulting in text overflow
  • Fixed bug: Wood Processing Speed was applying twice to Refined Plank
  • Fixed bug: users with system locales such as en_CA or fr_CA would not display any % symboles
  • Fixed bug: Time spans of 24 hours or more were displaying a value that truncated the days value
  • Fixed inventory fill bars and per-second rate labels sometimes having different colors, or having colors that didn’t match the current positive / negative change rates
  • Fixed bug: pause button was missing from Research panel header, causing some players to get stuck in state where all research was paused and unable to restart
  • Fixed bug: Air Shrine production speed was 5x slower than intended
  • Fixed bug: Button to remove a house was not immediately updated between valid / invalid states when workers changed on the Harvest panel

Patch 1.70

Lots of improvements and fixes in this one, including the ability to prioritize an entire building or menu panel at once, and boosts to trading and steam power.


[h2]Group & Menu Prioritization[/h2]
Once you unlock the Prioritization research, you're able to specify individual recipes as High or Low priority. This causes them to run before or after the rest of the recipes, so if inputs are scarce it helps make sure your more important recipes get the resources they need.

But, there's a lot of recipes! And often you'll always want ALL your Buildings or Research to be temporarily higher or lower than normal. So the solution was to add prioritization buttons to crafting groups and the Buildings, Trading, and Research panels. That setting will apply to all recipes in that group or panel, as long as the recipe doesn't have an individual priority specified.



In this screenshot, the Lumber Mill is assigned as high priority. All of its recipes by default will have the same priority. However, the bottom recipe is manually assigned to lower priority as an override.



Here, the entire research panel has been assigned a low priority.

[h2]Trading Improvements[/h2]
  • Changed “Packager” to “Factory” and it affects a different subset of items (now boosts production of: Clothing, Tech, Plant Products, and Construction materials. Notably excludes medical products). All previously built Packagers will turn into Factories.
  • New Packager building: Increases the amount that is traded with each trading recipe by .1 per building (effectively increasing speed)
  • Steam Trains apply their trading speed boost effect to all towns
  • Default trading boost per Steam Train reduced from 20% to 5%


[h2]Misc Additions & Improvements[/h2]
  • New series of upgrades that boost the speed of Steam Power Generators, along with a series of quests to unlock them
  • Added new upgrade: “Supermarket”. Doubles speed of selling at the Food Market. Unlocked with a quest to sell 10M items at the food market, which is displayed after the final Food Market Capacity upgrade is completed
  • Recipes no longer require their ingredients to be unlocked locally. This was preventing things like making Shoes in a town simply because it hadn’t leveled up Raw Beef skills enough to make Leather. Instead, all quests that unlock Recipes are now global (one-off) quests, and once they’re completed, the recipe is potentially available everywhere (it still needs access to the producing building and any other research related specifically to the recipe). Any legacy files will have these new global recipe quests marked as Completed as long as any of their towns had completed the older local recipe quest.
  • Quests that unlocked recipes changed from requiring certain Skill levels (which is very dependent on which town is currently active) to requiring global production counts.
  • Many new quests added so that advanced recipes unlock when their component ingredients have been globally produced enough times (instead of requiring their component ingredients to be unlocked locally). In legacy save files where these items have already been produced, the quest is automatically marked as complete. This affects: Cloak, Warm Coat, Cake, Shoe, Dragon Punch, and Copper Ring.
  • When a global quest has a research requirement, that requirement is considered met if the research has been completed in any town, not just the currently active town.


[h2]Bug Fixes[/h2]

  • Fixed bug: Ores were not applying their natural resource regeneration
  • Fixed bug: Biome description tooltip was getting cut off when many biome modifiers
  • Fixed bug: Text tooltip was getting cut off when it appeared near bottom of screen
  • Removed unnecessary Fishery modifier from Desert Biome
  • Fixed bug: was not clearing various perk reset & reward timers when creating new file
  • Fixed bug: Desert was not successfully applying the Well Effectiveness reduction
  • Fixed bug: The Shift-A hotkey combo to open admin commands panel was activating during normal text entry
  • Fixed some errors in Japanese localization (missing characters, blurry characters, bad translations)
  • Fixed many missing translations in Spanish localization
  • Fixed bug: Clicking Infinite research currency (Star Coins) on top header was navigating to Market panel instead of Omnitemple Crafting section
  • Fixed bug: Pausing an individual trading post recipe and then unpausing would no longer display the units per second display
  • Fixed bug: Pausing an individual research recipe would show the time remaining underneath the pause icon
  • Fixed bug: row labels for Trading, Prospecting, and Markets were not updating when language changed in-game

Patch 1.69

  • Fixed tooltips showing research unlocks or storage capacity for certain crops that are not possible in the current biome
  • Fixed bug: purchasing a Prospecting Productivity town perk wasn’t immediately updating the displayed output amounts for prospecting recipes
  • Rearranged Town Perk list so Cultivation Productivity and Prospecting Productivity are next to each other