v0.5.70 - Supply Rack Updates, Machine Improvements, and More
[p]Hi everyone, š[/p][p]Thank you very much for all the feedback, reports, and suggestions you shared after the last update. We truly appreciate the time you take to explain issues and share your factory setups, because it helps us prioritize what matters most in real gameplay.[/p][p]This week, our focus is on improving the quality of life of existing production systems and fixing several core behaviors that can affect experience during longer sessions, especially for players with larger factories and heavier save data.[/p][p]We also want to acknowledge the current performance and optimization concerns. Performance improvements are actively being worked on by the team, and we have already started building stronger test cases based on the reports some of you sent about FPS drops and heavy box or item density areas. While the optimization work is still ongoing, this update includes several incremental improvements, and we will continue to ship performance-related updates step by step as they are ready.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. Production Assistant Maintenance Rule Update[/h3][p]We reviewed community feedback and observed that when players own many machines, Production Assistants often spend too much time doing maintenance and not enough time on other tasks.[/p][p]To improve this, Production Assistants will now only start doing maintenance automatically when a machine drops below 25% condition.
Previously, the threshold was below 80%, which caused them to maintain too frequently. This was especially noticeable when machines were set to faster speeds, since machine condition decreases faster at higher speed.[/p][carousel]![]()
[/carousel][hr][/hr][h3]2. Supply Rack Behavior and Information Update[/h3][p]We made several incremental improvements to Supply Rack behavior based on community feedback:[/p]
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[/carousel][hr][/hr][h3]4. New Commodity State: āNormalā (Raw)[/h3][p]We added a new commodity state option: Normal (raw / unprocessed).[/p][p]Based on community playstyles, many players wanted the ability to instruct employees to place commodities that have not been processed at all. With this update, Normal becomes an additional option, so you can better control which commodity state is allowed to enter machines such as the Starter Machine or Filter Machine, and also racks.[/p][p]Important note about state selection behavior:[/p]![]()
[/carousel][hr][/hr][h3]5. Box Carrier: Bulk Dispose Boxes[/h3][p]Box Carrier can now be used to dispose multiple carried boxes at once.[/p][p]This makes it easier to clean up and discard large amounts of boxes quickly, using Box Carrier as a disposal tool instead of handling boxes one by one.[/p][carousel]![]()
[/carousel][hr][/hr][h2]Improvements[/h2]
Previously, the threshold was below 80%, which caused them to maintain too frequently. This was especially noticeable when machines were set to faster speeds, since machine condition decreases faster at higher speed.[/p][carousel]
- [p]Supply Rack now has an additional display showing how many boxes are stored in that rack. This is separate information from the contents of each individual box.[/p][p]
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- [p]Added new filters: Any Label, Any Packaging, and Any Commodity.[/p]
- [p]The previous Any Commodity option has been changed to Any Supplies, meaning the rack can accept any supply type (commodity, packaging, or label).[/p][p]
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- [p]Added a Box Size filter, allowing you to restrict which box sizes are allowed on a rack.[/p][p]
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- [p]Supply Rack and Cold Storage Rack now start with their configuration set to āNoneā when purchased, so you can define the intended setup first before employees begin placing items.[/p]
- [p]The Cold Storage Rack you receive at the beginning of the game will still default to Any Product Menu, but any newly purchased racks will start as None.[/p]
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- [p]Improved employee placement logic so employees prefer racks that are specific before using racks set to Any. Previously, Any racks could be prioritized over specific racks.[/p]
- [p]Employees still do not evaluate distance to racks yet. This is already noted for future improvements.[/p]
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- [p]Updated Supply Rack collider size so it matches the actual 3D shape and reduces overlap issues with walls or other racks. The old size is not correct so when you try to change layout after this update the new rule will need to comply.[/p][carousel]
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- [p]In this update, we also update how the game reads and filters commodity states. Items will carry multiple states across the processing chain (for example: Sliced + Washed + Dried). Because of this, you may need to adjust your machine/rack state selections to match the states shown on your boxes. Before this update if you only ticked one state for example Dried, it will also filter combined state with Dried on it. This new update those condition cannot be performed anymore and you need to have check the same state as the condition you need.[/p]
- [p]Normal will always be ticked automatically when you select any processed state (Sliced / Washed / Dried). This is intended behavior and helps keep the state logic consistent across the system.[/p]
- [p]Added clearer information on how Loading Operators handle pickup from the Box Packer Machine at the output area.[/p]
- [p]Added a visible indicator on Box Packer Machines showing the current output box size: Small / Medium / Large.[/p][p]
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- [p]The selected Box Size in the Supply purchase menu is now saved as the last selected state, so it persists after loading the game.[/p][p]
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- [p]Improved the sidewalk and curb in front of the Vendor Truck garage exit to prevent the truck from clipping or hitting it when leaving.[/p][p]
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- [p]Updated the Credits screen with a āView Moreā hint and added mouse wheel scrolling support.[/p]
- [p]Adjusted box rotation when it comes out of the Box Packer so the label faces the player.[/p][p]
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- [p]Added an info popup when switching or disconnecting a Steam account, warning about possible Cloud Save progress changes that may look like lost progress.[/p]
- [p]Updated the underline color indicator for Vendor Truck items to show whether a product is eligible for the Popular bonus or not in the post sales popup.[/p][p]
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- [p]Improved the handling of ānot enough balanceā information when adding items or supplies to the cart.[/p]
- [p]Added clearer information for Supply Behavior Limited, explaining that when the limit reaches 0, supplying stops and the player must manually increase the limit again to resume production.[/p][p]
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- [p]Fixed a case where the tutorial could remain stuck even when the player was already at a high level. This was caused by skipped tutorial steps that were not automatically recognized as completed. With this update, stuck tutorial states will now be auto-completed when detected, and affected players will be recognized as complete after loading the game.[/p]
- [p]Fixed Cold Storage display not updating item counts when items were stocked into machines while the player remained stationary inside the Cold Storage area.[/p]
- [p]Fixed mouse scroll not working in some menu pages when the cursor was hovering over buttons or text.[/p]
- [p]Fixed starting position after loading not relocating correctly when blocked by objects other than machines (such as racks, box generators, or trash bins).[/p]
- [p]Potential fixed for case where a machine could randomly become marked as ābeing processedā by employees, but no employee would actually go there, causing the state to get stuck.[/p]
- [p]Potential fixed for case where a box could randomly become marked as ābeing processedā by employees, but no employee would actually interact with it, causing the state to get stuck.[/p]
- [p]Fixed a situation where loading a large save could cause machines or boxes to become unprocessable or unpickable by employees.[/p]
- [p]Fixed the Camera Sensitivity setting display not reflecting the real stored value when the Settings menu was first opened.[/p]
- [p]Fixed incorrect speed indicator direction on the mirrored version of the Pouch Packaging Machine.[/p][p]
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- [p]Improved machine information and visuals[/p]
- [p]Render optimizations when there are many items[/p]
- [p]Updated environment layout with a larger factory area[/p]
- [p]Additional UX and UI improvements[/p]
- [p]A cost sink system through operational costs, to improve long term economy balance[/p]
- [p]Employee support for Vendor Truck workflows, so the feature can scale better without becoming too manual[/p]
- [p]A new system to better support food variants, so menu expansion can grow in a cleaner and more scalable way[/p]