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Factory Town Idle News

Patch Notes 1.91

Hello! This is probably the biggest update yet to Factory Town Idle, and it brings a huge set of changes intended to make the whole experience more pleasant to explore and navigate. Some menus have been arranged into different places, so there may be some adjustment for players used to the old version - but hopefully the quality-of-life improvements added in this version outweigh these temporary issues.

[h2]Combined production panel[/h2]

The biggest change is that all the tabs where items are produced, traded, and sold are combined into one single scrollable menu. Having to constantly change tabs was a drag, and this way an entire production chain from cultivation, harvesting, crafting, markets, and trading can be seen at once.

In this sample screenshot, you can see that the big center panel contains many different sections, each of which can be collapsed or expanded by clicking on the header row. (Control-clicking a header will collapse or expand all similar headers.)



Obviously, combining all these buildings & recipes into a single large list could potentially make finding stuff harder. So I invested a lot of time in adding new ways to search & filter the list so you can easily get to the information you need.

One of the most useful things is that if you click on an item, the panel will filter to all recipes that involve that item. For example, this is what you'd see in a early town where you click on Planks. Note that you can see all recipes in the Lumber Mill and Workshop that produce or use Planks, as well as the General Store where you can sell them. This kind of combined view was not possible when everything was kept in separate tabs:



Alternatively, you can click on any building label and the panel will display just recipes for that building. The example below is what you would see when you click on 'General Store':



This row of buttons on the top of the screen provides one-click filters that replicate the behavior of the old tabs - These buttons will instantly apply a filter for all Harvesting, Cultivation, Prospecting, Market, etc. Trading recipes.



Also, there is a text search bar that will return results from any tab that match the text you entered:



Even with all these filtering options, it's likely that panels will be full of recipes that need to be scrolled. So I added this UI trick where the headers for building or trading categories will be pinned to the top of the scroll view until its contents are fully scrolled off the top of the list. This is especially useful when viewing trading recipes, where you want to scroll far down but still be able to access the Trading Post header to build new posts:



The old panels for Research, Upgrades, and Buildings didn't really fit with the rest of the crafting/selling/trading recipes. They are now located as separate pop-up panels that you can access from the Town Status region. This region also contains info on available land, workers, perk points, and market satisfaction.


In practice you probably won't need the separate Buildings panel very much, because the most useful information related to building construction is now displayed in this pop-up window when you hover on a building header:



The quests panel has been resized and moved to the left, underneath Town Status. Completed quests will automatically sort to the top of the panel. And you can still get a full-size list of quests by clicking on the Quests' panel header.



The inventory panel is still on the left-hand side, although it has been changed to a two-column format to reduce the amount you need to scroll:



Notifications about research and construction completions can be viewed at the far bottom-left, and clicking the button will open a dedicated notification panel that tracks notifications for the current town:



I wanted to make Town Level-Ups feel more rewarding & meaningful. So now when a town gains enough XP to reach a new level, you can click on the XP progress bar (beneath the town name) to collect the rewards for reaching a new level. These rewards now include Land, regular coins, Quest Coins, as well as Town Perk points (instead of being earned on a continual basis). You'll be presented with a reward screen like this:



As for the Clickables menu: It's been removed, because now *every* recipe is clickable. Just click the button with the green crafting arrow and the game will craft the recipe, assuming you have enough inputs & output space. The amount crafted is still affected by the Click Power global perk.



And some further changes:

[h2]Misc Improvements[/h2]
  • Added new Global Perk: Market Sell speed (so that construction of new markets is no longer the bottleneck)
  • New Building: Caravan. Permanently unlocked after building certain amount of Trading Posts. Is an early stage building that boosts trading speed and should be useful for getting new towns started with imports.
  • Added hotkey navigation for panels
  • ESC key closes top menu or resets active panel filters
  • Fixed some icon blurriness
  • Changed several icons
  • Quests that check for building counts will check counts across all towns, not just the active one
  • Can use Control + Left and Right arrow keys, or mouse forward/back buttons, to cycle between active towns
  • Upgrade button on building section headers will flash if an upgrade is currently available and affordable for that building
  • Can click and hold on building header add / remove buttons to trigger multiple add / remove actions without many clicks
  • Harvesting recipes are labeled based on the item produced, not the resource harvested
  • Notification sound and text appears when quest ready to claim
  • Notifications stay on screen for longer
  • Highlight image around buttons is re-used for better performance (fewer image objects need to be created)
  • Slight animation applied to highlight image when fading out



[h2]Balance Changes[/h2]
The addition of Time tokens was a good way to add rewards for idle time in a way that didn’t punish active time, was flexible and avoided delays caused by trying to run tons of catch-up calculations on launch. However they wound up being too powerful, and allowed players to breeze through large sections of the game, causing them to miss the fun & challenge of minmaxing recipes and upgrades. So, many changes have been made to make the progression feel more even, without changing the nature of Time Tokens.

  • Town Perk Points are now earned as rewards from from leveling up towns, not on a continual basis from earning XP. Existing counts of Town Perk Points are unaffected.
  • Leveling up towns also earns quest coins
  • XP can be earned from harvesting, crafting, and cultivating items. This change was mode so that early towns can level up easier, that towns don’t suffer a penalty for exporting, and that overall there’s less of a dependence on market throughput.
  • All XP level requirements have increased greatly, so that this new automatic source of XP doesn’t cause all leveling to become trivial.
  • Creating buildings and completing research no longer earns XP, as it was a trivial amount anyways
  • Magic Biome is now unlocked by a single Quest to level up Desert and Snow biomes, instead of requiring two different quests.
  • Mountains biome has 2x productivity for all Machine Shop recipes
  • Increased strength of Natural Resource Regeneration perks
  • Reduced strength of early levels of harvesting speed perks (since Town Perk Points are available much sooner)
  • Increased cost and duration of many research recipes and upgrades
  • Lowered strength of Sell Value perk
  • Lowered strength of Max Time Tokens perk for early levels, while keeping the same strength for higher levels. Otherwise, early game players could fast-forwards through most of the early game.
  • Lowered XP value for high-end crafting & market recipes
  • Increased cost of many early levels of town perks, since they are now available from the first town level (if this would result in negative perk balance, extra perk points are granted until balance is zero)
  • Increased strength of Goods Consumption Boost perk, so that players aren’t as constrained by market demand as long as they’re able to produce a lot of items
  • Automatic production capacity assignment unlocked at Plains level 10 instead of 11
  • World panel unlocks at Plains level 15 instead of Plains level 12
  • Several upgrades for Production Capacity now require Blue Coins instead of Red Coins, so there is something to use Blue Coins for as soon as they’re available
  • Increased cost and effect of Market Consumption upgrades



[h2]Bug Fixes[/h2]
  • Fixed issue where rapidly switching increment delta while clicking could result in removing buildings that were in use, causing negative production capacity
  • Tooltips for hovering Auto-assign, Trade Mode, and Production Limit buttons would be missing in some cases
  • Tooltip and popup window offsets were calculated incorrectly when canvas scaled due to resolution that was not 16:9
  • Dragging modal panel borders when resolution is not 16:9 was causing menu to change its anchored position on screen
  • Was greatly undercounting the stat for “Sell X items at Y market” requirements, causing various quests to take longer than necessary


[h2]Additional Hotfixes 1.91p, 1.91q, 1.91r[/h2]
  • Fixed missing tooltip on top-right main game menu button
  • Fixed costs for buildings missing ingredients when switching towns while an increment multiple was active
  • Fixed the Power trading recipe missing from Power Lines in Trading Panel
  • Fixed trading post 'trade mode' showing as default 'Export' even when a value was specified



Whew! I hope you like these changes, if you run into any particular issues please let me know and I'll do my best to fix them up.

Hoping to launch into 1.0 early next year, so the game is getting close to being ready! Thanks for everybody that provided feedback so far, it has been a huge help in finding the right path for the game.

UI Overhaul coming soon - available currently on beta branch



Hello! It's been a while since the last update because I've been very busy on what is basically a full rework of the game's UI, which you can see above. There's still some bugs to work out, but if you're interested in getting an early look and providing feedback you can try it out on the beta branch:

  • Find Factory Town Idle in your Steam Library
  • Right click on it and choose 'Properties'
  • Navigate to the 'Betas' tab
  • Select 'beta' or 'NONE' to switch between branches


Save files are compatible between full and beta branches, and you can switch back anytime you like, but some balance changes were made in this version and it has the chance of instability, so if you want to protect your main file you may want to start a new town for beta tests.

A little background: I felt that the old UI required quite a lot of clicking between tabs, and wasn't flexible enough to provide some really important quality-of-life features like viewing the full production chain for an item or recipe, or global text search. Whenever I tried out a brand new file I found the first ten minutes involved a lot of hunting around between tabs, which didn't feel like a great new player experience.

So I felt the solution was to create one central panel that could display all recipes: Harvesting, Production, Cultivation, Prospecting, Markets, and Trading. This allows players to apply a filters via item selection or text that can show any of those recipes in a single panel, so you can identify bottlenecks much faster.

Here's some key features of this change:

  • There are buttons at the top that let you change the filter to just 'Harvesting' or 'Markets', as a convenience that mimics the old tab buttons. But the key is you're no longer forced to view things in separate category groups.
  • Top-level Building categories (Harvesting, Cultivation, Trading etc) can also be expanded or collapsed like other section headers
  • As you scroll downward, the headers for the top-most section will remain on screen until that section has been fully scrolled off the top - making it easier to access the parent building's settings for the recipes you are looking at
  • Clicking an item icon will immediately apply a filter that shows all recipes that use that item as an input or an output
  • Town data has been compacted to fit in the top left, so the full vertical scroll area can be used for the main recipe panel.
  • The Clickables panel is gone, but instead every recipe is clickable (just click on the big green arrow on any recipe)
  • The Quests panel was taking up a lot of space, so it now fits neatly in the left panel.
  • The inventory panel is still visible all the time.
  • Buildings, Research, and Upgrades have individual pop-up panels and can be accessed via hotkey.
  • There are new windows that can show a big list of quests and recent notifications.
  • Hovering over the building add or remove buttons will show the current ingredients required, so it's easier to discover why a building construction is slowed


It's a lot of changes, but I tried my best to keep it as similar as possible to the old layout while providing all the quality-of-life improvements. Again, would be great to get a bunch of feedback on it while it's on the beta branch so if you are interested in helping out please give it a try!

If you are on Discord, it's my preferred place to collect feedback & chat about changes:

https://discord.gg/t3KXHD3scF

Specifically, there's a #beta-branch channel where I post beta patch notes and collect details from beta testers.

Thanks for playing and hope to have this on the main branch in the next week or so!

Patch Notes 1.90

[h2]New Features / Improvements[/h2]
  • New Building: Rail Depot. Increases global trading storage capacity. Has an upgrade to increase its effect
  • 8 New Biome-specific perks that boost the sell speed of whichever market type has boosted demand in that biome (e.g. Plains has perk to boost sell speed of Gourmet Foods store)
  • Average fulfillment per-market is displayed on each market section header
  • Added button on top of menu that changes the baseline delta when you click on an add or remove button. The modifier keys (Shift and Control) will multiply their effect on top of this baseline.
  • Tooltip for Trading Post allows expanding the ‘Inventory’ section to show which buildings contribute to its max capacity
  • Steam Train and Packager moved into “Trading” building categories, as that more closely aligns with their function
  • Changed happiness / fulfillment icons as previous ones were blurry


[h2]Balance Changes[/h2]
  • Wonders (University, Observatory, etc) now have a maximum capacity per-town. This limit increases with town level. It starts at 5 Wonders per town once they are unlocked at level 35, and gradually increases into the hundreds and eventually becomes unlimited once the town reaches level 50. This is to prevent them becoming incredibly powerful as soon as they are unlocked. Players that have built more than the maximum will not have any buildings automatically removed; however, they will be unable to build new ones until their maximum is increased above their current count.
  • Increased baseline time to construct a Wonder from 1 hour to 10 hours (though in practice this is reduced greatly by perks)
  • Increased starting cost of all Wonders
  • Lowered the land bonus per Observatory from 5% to 2%
  • F3 Speedup mode starts at 2x, then 5x, before reaching 10x


[h2]Bug Fixes[/h2]
  • Cost icons with zero inventory, zero production, and zero demand were appearing in plain white text instead of red text, which was confusing when auto-assign did not assign any production to them
  • Selecting a currency to display its tooltip, and then closing the tooltip, would not de-select the currency. This caused a subsequent failure to pin the tooltip the next time that currency was selected
  • Clickables were not updating their skill meters
  • Auto-claimed research would trigger an exclamation point alert on the research tab
  • Trading Post categories with specified settings to not be paused (displayed as a play icon) were getting incorrectly restored as paused when loading file

Patch Notes 1.89

[h2]Eight Wonders of the World![/h2]



Eight new buildings have been added. Each of these are unique to a specific biome, and their bonus effect is applied globally.

  • University (Plains): Lowers Upgrade costs
  • Monastery (Forest): Lowers Research costs
  • Harbor (River): Increases Trading speed
  • Observatory (Mountains): Increases available Lane
  • Pyramid (Jungle): Lowers building costs
  • Grand Bazaar (Desert): Raises market sell speeds
  • Treasure Vault (Snow): Raises market sell values
  • Obelisk (Magic): Increases XP multiplier


These are endgame buildings (available in a biome once it reaches level 35) and are very expensive, but their effect is powerful (and again, applies to all towns) and can greatly speed up the progress at this stage.

[h2]Research Auto-Claim[/h2]

This is a new setting that can be assigned to Research recipes. When active on a research, the moment it reaches 100% progress its reward will be automatically claimed and the research will be restarted (if applicable). It can be activated on all research, or overridden on specific research.

Rewards for any research that were automatically claimed do not show up in pop-up windows. Instead they will appear a temporary notification at the top of the menu.

Auto-Claim is an endgame feature unlocked based on a new Quest that appears once you can build the Omnitemple. Building an Omnitemple completes the quest and opens up Auto-Claim button for all research in all towns.


[h2]Misc Improvements & Additions[/h2]
  • New Town Perk: "Remove Biome Penalties". This perk has 5 levels, each level of this perk reduces all negative effects of the town’s biome by 20% (At the last level of this perk, all negative effects of a biome are removed). This is unlocked for a town once it reaches level 30.
  • New Town Perk: "Extra Quest Coins". Each level of this Perk gives you additional Quest Coins you can spend on Global perks. It's unlocked for a town once it reaches level 40.
  • Time Tokens panel will stop flashing if you click on it, even if you don’t spend any tokens
  • Can click on a biome modifier icon in the World panel to get a descriptive tooltip of that modifier
  • TAB key opens the World panel for easier Town / Biome switching
  • Clicking a research requirement or research reward in the detailed tooltip panel will navigate to and highlight that research (If research panel open)



[h2]Balance Changes[/h2]
  • Removed shovel and pickaxe inputs from Prospecting recipes (was creating too much complexity and self-reinforcing bottlenecks)
  • Quest to build a Gourmet Foods store now displays after the player unlocks Refined Sugar
  • Silver Ingot and Gold Ingot moved to Hardware Store instead of Jewelry Store, as they could be unlocked before Jewelry Research (and thus had nowhere to be sold). Players will be granted additional Hardware Stores if this would cause their available sell capacity to be negative.
  • Increased crafting count targets for many recipe unlock quests
  • Increased cost of many research recipes
  • Removed Gear cost from Machine Shop
  • New towns in other biomes now additionally start with a Quarry, a Farm, and a Forester
  • Lowered exponential growth of Trading Post Storage Capacity upgrade
  • Increased upgrade requirements for each level of Upgrade Efficiency and Construction Efficiency
  • Added 5 more levels to Forge Proficiency upgrade
  • Swapped requirements for Market Consumption Boost and Market Capacity upgrades - now, Consumption Boost upgrades require a set number of items sold and Capacity upgrades require a certain number of buildings built. This avoids the odd setup where demand is low, so no more buildings are built, which prevents unlocking of upgrades that boost demand
  • Upgrade for Trading Post Production Capacity increased from 4 to 10 levels, but only adds 2 additional capacity per level instead of 3
  • All other Production Capacity upgrades changed requirements from having Skill levels to having certain multiples of 10 buildings, and added a 5th level
  • Moved Cheese from the Animal Products trading category to Gourmet, to align better with its production building (Gourmet Kitchen) and similar items
  • Research that have item prerequisites are unlocked if the item is available in any town (since the items could be imported)


[h2]Bug Fixes[/h2]
  • Prospecting tab would show up as ‘new’ when switching from biome without the tab available into one with the tab available
  • Detailed tooltips were appearing too far to the right
  • Some reward items were using a tooltip for Time Tokens
  • Tooltips missing from most Market Construction Cost upgrades
  • Fish Clickable was linked with Fishing Net, not the regular fishing recipe, so it would not unlock at the right time or update its skill correctly
  • Biomes were not showing as rewards up in Quests’ reward sections
  • Clicking on global inventory bars in Trading panel would not pin the panel
  • Auto-assign had too long of a cooldown before correcting over- or under-assignments of production capacity
  • Fixed bug: Some upgrades not appearing in unlock rewards of completed research


Hotfix 1.89m:
- Fixed tooltip on Jungle Temple displaying the wrong bonus ratio.
- Lowered Plains University and Forest Monastery applied bonus to match their description

Patch Notes 1.88

[h2]Balance Changes / Improvements[/h2]
  • Can now press Turbo Mode (F3) or Turbo Max (F4) multiple times to increase the fast-forward speed, up to 50,000x. (The speed scales up faster in Turbo Max.) To reduce processing latency at very fast speeds (> 100x), the simulation step size is increased. This means simulation calculations may be less accurate, but that shouldn’t be have a meaningful impact on progression.
  • When changing time modes or time multipliers via hotkeys, a message will appear at the bottom of the screen indicating the speed-up multiplier.
  • The Time Management panel now has a label indicating the current game speed multiplier.
  • A message is shown to player if they run out of Time Tokens while in Turbo Mode (which activates normal playback speed), or if they try to activate Turbo Mode without any Time Tokens available



[h2]Bug Fixes[/h2]
  • Scroll position would intermittently reset when viewing production detail tooltips
  • Could temporarily activate Turbo Mode via Time Management panel buttons even with zero Time Tokens