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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!



Patch Notes 1.78: Achievements!



74 Achievements have been added to the game! They are earned by performing a variety of tasks, some simple (start towns in various biomes, craft a certain number of items) to the very difficult (earn 100% Market Fulfillment after unlocking all items, reach level 50 towns in all biomes). Almost all of them are based on stats that were already being tracked, so players with games in progress won't need to re-do work or start a new save file.

No forced reset of progress will occur, so if you want to earn everything from scratch you would need to start a new save file. (If people need a way to reset achievements, let me know and I can add it)

Achievement localization will be added shortly.

Other fixes / changes / improvements:

  • Added new upgrade: Fishing Boat Effectiveness. Increases the harvesting boost provided by Fishing Boats (River biome only)
  • Skill Gain is now affected by productivity multipliers, so producing 2x the items per recipe will now also earn 2x the skill XP.
  • Added Upgrade shortcut button to each row on the Buildings panel
  • Can dismiss pop-up Upgrades panel by clicking anywhere on background outside of panel
  • Fixed bug: completed upgrades would show their level as 1 higher than the maximum level
  • Fixed game crashing when using very large numbers
  • Main game menu no longer pauses game, it was the only menu to do that and it was confusing / inconsistent
  • Fixed non-localized description for Omnistone Research Speed upgrade
  • Fixed Omnistone Fishery Productivity showing up in non-River biomes
  • Fixed ‘Capacity’ showing up on Harvesting panel when it was redundant
  • Fixed missing reward description when completing OmniTemple Productivity
  • Added tooltip to House that indicates they also increase demand for items at Markets

Patch Notes 1.77

[h2]OmniCoins & OmniUpgrades[/h2]
  • Omnistones are no longer used directly for upgrades, because rapidly increasing costs led to extreme demand for Omnistone Storage. Instead, Omnistones can be sold at the Specialty Goods Market in exchange for OmniCoins.
  • OmniCoins act like a currency and do not have a storage limit.
  • Omni upgrades are all unlimited (previously were limited to 10 levels)
  • Added unlimited Omni upgrades for productivity (for all production / cultivation / prospecting buildings), capacity (for all Markets), and research speed
  • Added omni speed and productivity upgrades for Study, Laboratory, Mage Tower, and Omni Temple
  • Added infinite research to boost Omni Temple productivity (items produced per recipe)
  • Added OmniCoin cash register quests & upgrades


[h2]Market Specialties[/h2]
  • Added new Global Perk: “Specialization”. This costs 4 Quest Coins and allows you to select one item per town as the Town’s ‘Specialty’. Items assigned as a Specialty sell for double coin value and has double max demand (does not affect amount required for fulfillment score).
  • A market item can only be the specialty of a single town.
  • Specialization perk unlocks three additional perks: Specialization Count, Specialization Value, and Specialization Demand. These perks increase: 1) The number of items that a town can assign as a Specialty, 2) the multiplier on coin value that Specialty items receive, and 3) the multiplier on bonus demand that Specialty items receive


[h2]Misc Balance Changes & Improvements[/h2]
  • Added game 'Victory' condition, which is to reach town level 50 in any of your towns. The reward is 1000 Quest Coins. This quest is made visible after reaching level 10 in the Magic biome. It is currently prohibitively difficult to reach, but more upgrades will be added in the future to make it more reasonably achievable. Eventually, completing this quest will also unlock new game modifiers to add new gameplay variation on subsequent playthroughs.
  • Modified Town & Global perk costs & effects. Generally the cost growth for each has been made less steep, and the effects are lessened accordingly and use more round numbers. Town & Global Perks also have a max level.
  • In cases where the cost for currently purchased levels increased, towns will be given bonus Prestige Points to match the new cost. This should avoid negative values of Perk Points.
  • Crafting section headers have a shortcut ‘Upgrade’ button that shows a popup Upgrades menu, filtered to only applicable upgrades for the building
  • Right-clicking on an item icon also brings up recipes that use the selected item as an ingredient
  • To prevent rapid changes in auto-assigned capacity, the maximum amount of capacity reduced per simulation tick is 5. If a recipe is assessed for auto-assignment and no changes are needed, it enters a 5 tick cooldown before it is assessed again. (If auto-assignment does trigger a change, there is no cooldown before it is assessed again)
  • Added Coin XP upgrades: each coin type (including Omni Coins) have 10 levels of upgrades that increase the XP value of related Market items
  • Added quests to unlock Coin XP upgrades (involves reaching level 20 in Mountain / Desert / Jungle / Snow / Magic)
  • Added ‘Magic Biome Level 10’ milestone quest
  • Increased button hitboxes for easier clicking
  • Cultivation and Prospecting panels show the harvested items in the filtered inventory panel as well as the natural resources & other inputs


[h2]Bug Fixes[/h2]
Fixed cursor being blocked by “” icons on inventory bars, interfering with tooltip behavior
Fixed missing Japanese characters
Fixed missing description of infinite Mana Reactor Productivity research
Fixed bug: research durations would not update immediately when Research Speed perk changed, if there were no schools assigned to the recipe
Fixed bug: Shift or Control buttons (that increase Build or Remove building multiple) could be used to remove buildings that were assigned to recipe production capacity, resulting in negative production capacity

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)

Patch Notes 1.75

  • Fixed longstanding bug/balance issue where production would be capped by inventory space, even if the items could be consumed immediately. This often resulted in flickering inventory counts & displays when production greatly exceeded capacity as the items alternated between completely full (which caused zero production) and completely empty (which then caused max production). To fix this, bonus ‘virtual’ inventory capacity was added based on the demand for an item.
  • Added new Upgrades: Skill Effect Strength for Propspecting, Harvesting, and Crafting. Each level increases boost provided by skill levels by 20%. Unlocked after Skill Gain Speed Level 2 is purchased, and each require a certain amount of total Skill XP in the respective categories.
  • Upgrades panel now displays locked and completed upgrades. They are grouped according to availability, like the Research panel.
  • Upgrade labels will now show a tooltip when hovered, including description and applicable requirements (like how Research looks)
  • UI Background changes colors with biome & other small formatting changes to background panels
  • Updated localization
  • Tooltip shows ‘surplus’ or ‘deficit’ text to help add context to overall rate change number
  • Production detail tooltip shows inventory bar in the correct color to indicate surplus / deficit
  • Text tooltips for upgrades (e.g. in Quest rewards) display a description for the upgrade
  • If an item is a limiting ingredient, it shows its current count at 0 even if some are left over at end of simulation tick, as it is functionally empty. If an item is a limiting output, its currently count is shown at max even if there is some spare capacity at end of simulation tick as it is functionally full. This prevents a confusing display caused by the order of processing of recipes.
  • Auto-assign will only remove production capacity from an input-starved recipe if the production of that input is truly zero. If the input is being produced but consumed by a higher-priority recipe, it should still have production capacity assigned. Otherwise this could result in oscillation of production capacity assignment (inputs are available due to storage, are used up, then recipe deactivates, then storage builds up again and recipe activates)
  • Fixed bug: building costs were not getting updated when removing buildings
  • Fixed bug: Tooltips for potential quest rewards were displaying reward upgrade levels as 1 less than the correct level
  • Fixed bug: Accepted rewards that unlocked upgrades were not showing the associated upgrade level that was unlocked
  • Fixed Biome tooltips getting cut off at lower edge of screen
  • Market fulfillment meters are wider to avoid text overlap
  • Fixed bug: Quest Rewards would not show up in the ‘Claimed’ list if the reward wasn’t yet available in the current biome (e.g. unlocking a recipe for a building that hasn’t been researched yet in current biome)


Update: Hotfix 1.75f was applied 27 May, fixes issue where the 'flickering' inventory would still occur for natural resources. They were still getting capped to their literal maximum value during the resource regeneration phase, ignoring the virtual capacity they were given to handle high levels of consumption.