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Food Processing Simulator News

v0.5.25 - Supply Racks, Hand Forklift and More QoL Improvements

[p]Hi everyone, 😄[/p][p]This week, we focused on quality of life improvements for production flow and adding new tools that support different playstyles. The goal is to give you more direct control over speed, storage, and employee behavior, while making some systems easier to understand and manage in moment-to-moment gameplay.[/p][p][/p][p]Here are the main changes in this week update.[/p][h2]Main Updates[/h2][h3]1. Speed Control for Every Machine[/h3][p]We heard your requests to control machine speed more directly across the factory.[/p]
  • [p]All machines, including conveyors and utility machines, now support speed control.[/p]
  • [p]Unlike machines with monitors, you change the speed by hovering over the machine and pressing G (default keyboard).[/p]
  • [p]Current speed options are: Slow, Medium, and Fast, matching the main machine speeds.[/p]
  • [p]As of now you need to change speed one at a time for each machines, and there will be LED indicating the speed selection in each machine.[/p]
[p]This system also opens up room for future upgrades where higher speed tiers can be unlocked later in progression.[/p][p][/p][p][/p][hr][/hr][h3]2. New Supply Rack[/h3][p]Based on community requests and different playstyles, we added a new equipment type: Supply Rack.[/p][p]Supply Rack is designed primarily for supplies rather than finished products:[/p]
  • [p]It can be placed more flexibly in both Production Areas and Cold Storage.[/p]
  • [p]Unlike Cold Storage Racks, which focus on finished products, Supply Racks are meant for commodities, packaging, and labels.[/p]
  • [p]Racks still support configuration so employees can organize them according to your storage preferences.[/p]
[p]Key details:[/p]
  • [p]Each Supply Rack can be configured to focus on Commodity, Packaging, or Label.[/p]
  • [p]There are three different sizes, unlocked at different Tiers.[/p]
  • [p]Each rack has its own display showing the number of items stored in that rack only.[/p]
    • [p]We found this local rack based information fits better with how players spread supplies around the factory, rather than centralizing everything into one global stock UI.[/p]
  • [p]Production Assistants and Loading Operators now have an extra role in their priority list called Supply Rack Stocker.[/p]
    • [p]By default, Loading Operators gain this new priority slot, giving them three total priority slots.[/p]
  • [p]Production Assistants, which previously could not walk into Cold Storage, can now enter Cold Storage to reach Supply Racks placed there.[/p]
[carousel][/carousel][p][/p][carousel][/carousel][hr][/hr][h3]3. Hand Forklift[/h3][p]Many players asked to use some kind of forklift indoors. To address this, we developed a new equipment type: Hand Forklift.[/p]
  • [p]Hand Forklift lets the player lift and move pallets inside indoor areas and can also be used outdoors.[/p]
  • [p]It is currently player only equipment. Employees do not use it and do not have special behavior for it yet.[/p]
  • [p]This will be available to buy on Tier 12 alongside Forklift and Pallet, you can buy it from Menu -> Equipment.[/p]
[p]Alongside this:[/p]
  • [p]The process for taking pallets has been updated so it is less strict about exact positioning, making it easier to pick up pallets with both the normal forklift and Hand Forklift.[/p]
[p]This also opens design space for future features that may involve moving large quantities of goods in more specialized ways.[/p][p][/p][carousel][/carousel][hr][/hr][h3]4. Project Offer Update[/h3][p]We have adjusted how Project Offers are generated to better match how players are actually choosing and scheduling projects.[/p][p]After Tier 4:[/p]
  • [p]Previously, the chance per offer was 50 percent Quick Project and 50 percent Contract Project.[/p]
  • [p]Now it is 60 percent Quick Project and 40 percent Contract Project.[/p]
  • [p]The rule that each new day automatically generates 2 Project Offers remains the same:[/p]
    • [p]1 Quick Project[/p]
    • [p]1 Contract Project[/p]
[p]After unlocking Project Expansion 1 (Tier 15):[/p]
  • [p]The maximum number of stored Project Offers increases from 10 to 15.[/p]
  • [p]The number of automatically generated Project Offers per day increases from 2 to 4, with the following spread:[/p]
    • [p]1 Quick Project[/p]
    • [p]1 Contract Project[/p]
    • [p]2 Random, with a 70:30 ratio in favor of Quick Projects.[/p]
[p]We hope these changes make the daily decision of picking projects feel more satisfying and less restrictive.[/p][p][/p][hr][/hr][h3]5. Label Display Update[/h3][p]The Label Display on Product Labelling Machines has been improved for better clarity.[/p]
  • [p]The display will now continue to show the last product label used, even if the label stock has run out.[/p]
  • [p]It also shows how many labels remain inside the machine.[/p]
[p]This should make the machine’s state more transparent so you can see which label is intended for that machine and notice more easily when label stock has been depleted.[/p][p][/p][p][/p][hr][/hr][h3]6. Delivery Loader Assignment Panel[/h3][p]To give you more precise control over Loading Operator behavior and to avoid them all doing the same job in the same place, we added a Delivery Loader Assignment Panel.[/p]
  • [p]This panel is located near the doors of Loading Zone 1 and 2.[/p]
  • [p]It shows which Loading Operator is assigned to which Loading Zone and offers additional controls.[/p]
[p]The panel lets you:[/p]
  • [p]Choose which Loading Zone(s) each Loading Operator should handle.[/p]
    • [p]You can set one operator to focus on a single loading zone, or allow them to handle multiple zones.[/p]
    • [p]You can adjust this anytime to match the current project situation.[/p]
  • [p]Configure permission to use pallets and forklifts for each Loading Operator.[/p]
    • [p]You decide whether that operator is allowed to use a forklift and pallets for their delivery work.[/p]
    • [p]This permission was previously set on the forklift itself and has now been moved entirely into this panel. The old forklift side setting has been removed.[/p]
[p]With this system, you can distribute work more efficiently between loading zones or focus some operators more heavily than others. It also gives us a foundation for future improvements to Delivery and Loading Operator behavior.[/p][p][/p][p][/p][hr][/hr][p][/p][h2]Improvements[/h2][h3]1. Repack Machine Improvements[/h3][p]From community feedback and observing playstyles, we saw many players storing huge amounts of items inside machines, which could cause performance problems when repacking because all items would fall out at once.[/p][p]To address this:[/p]
  • [p]Repacking a machine still shows how many items are inside, but now:[/p]
    • [p]Any remaining commodities or finished products inside the machine are automatically sold and treated as waste.[/p]
    • [p]Unused labels and packaging are returned to you, up to a maximum of 999 per type. Anything above that is sold.[/p]
  • [p]Returned labels and packaging are automatically organized into boxes, based on the returned amounts, so the area around the machine does not become a mess.[/p]
[p]This should make repacking much cleaner for factories that accidentally stacked too many items inside a single machine.[/p][carousel][/carousel][hr][/hr][h3]2. Loading Zone Expansion Information Update[/h3][p]We found that many players did not know how to unlock additional Loading Zones for projects.[/p][p]To improve this:[/p]
  • [p]After reaching Tier 15, when the expansion becomes available, the selection screen for choosing a Loading Zone will show the two additional locked Loading Zones along with information on where to go to buy the expansion upgrade.[/p]
[p]The goal is to make it clearer that there is an expansion, where it is, and how to interact with the gate to unlock it.[/p][p][/p][hr][/hr][h3]3. Machine and Equipment Selling Information[/h3][p]Some players were not sure how to sell machines or equipment they no longer needed.[/p][p]We updated the purchase menu to explain:[/p]
  • [p]To resell a machine or equipment, it must first be repacked into a box.[/p]
  • [p]Once it is in box form, you can interact with it and press C (default keyboard) to sell it.[/p]
  • [p]The item will be sold immediately and the appropriate amount of money will be added to your balance.[/p]
[carousel][/carousel][hr][/hr][h3]4. Mouse Scroll Speed[/h3][p]With help from the community, we identified UI screens where mouse scrolling felt too slow, especially in the Project Menu.[/p]
  • [p]Scroll speed has been increased in these menus so browsing lists feels more responsive like the other menu.[/p]
[p][/p][hr][/hr][p][/p][h2]Bug Fixes[/h2]
  1. [p]Truck Submission Spam
    Fixed an issue where submitting to a truck could be detected multiple times if the player spammed the interaction, causing unintended behavior.[/p][p][/p]
  2. [p]Pickled Bell Pepper Model
    Fixed the Pickled Bell Pepper item showing the wrong model on conveyors and the labels, where it previously appeared as Pickled Cucumber.[/p]
  3. [p]Tomato Cucumber Salad Icon
    Fixed the Tomato Cucumber Salad item showing the wrong icon on the menu, where it previously appeared as Tomato Lettuce Salad.[/p]
  4. [p]Corrupted Save Blocking Main Menu
    Fixed an issue where corrupted save data could prevent the game from reaching the main menu correctly.[/p]
  5. [p]Gamepad Navigation in Employee Menu
    Fixed gamepad navigation in the Employee Menu so you can correctly move to and select the stats upgrade section.[/p]
[p][/p][hr][/hr][p][/p][p]As always, thank you very much for all the feedback, suggestions, and reports you have shared so far. They are a big part of how we shape Food Processing Simulator and understand what feels good or frustrating in real play.[/p][p]We are also working on several other updates in parallel. Please understand that we need to prioritize changes that are both feasible to implement and impactful for many players, but this does not mean that other ideas or suggestions are being ignored. Many of them are queued for future iterations as we continue to improve the game step by step.[/p][p]If you encounter any issues, bugs, or behavior that feels off, please let us know through the in game Bug Report Menu and/or the Steam Discussions. Every report helps us move closer to a smoother and more enjoyable experience for everyone.[/p][p][/p][p]See you in the next update! 🥗🚚[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.5.14 - Tier Expansion, Extra Loading Zone, and Rush Pickup

[p]Hi everyone, 😄[/p][p]Thank you again for all your support and time in Food Processing Simulator. The amount of feedback, screenshots, and detailed explanations you have been sharing during Early Access has been incredibly helpful.[/p][p]This update focuses on three big areas based on your feedbacks and suggestions:[/p]
  • [p]Expanding progression with a higher tier cap and new packaging machines[/p]
  • [p]Giving more control over projects and loading zones[/p]
  • [p]Making starter production and loading operators more predictable and configurable[/p]
[p]On top of that, we added several quality of life improvements and fixed a number of bugs that came from your reports.[/p][p]Here is what is included in this update.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. New Tier Limit, New Menus, and New Packaging Machines[/h3][p]Progression has been extended and packaging has become more complex and flexible. This will expand the journey for each player who already reach the limit Tier of the version before.[/p]
  • [p]The maximum Tier has been increased to 30.[/p]
  • [p]New bowl packaging machines are available in 3-in-1 and 2-in-1 variants.[/p]
  • [p]These machines are used for new multi-ingredient menus that require combining several ingredients into one packaged product.[/p]
[carousel][/carousel][p][/p][carousel][/carousel][p][/p][p]The new machines work as follows:[/p]
  • [p]Each 3-in-1 or 2-in-1 packaging machine requires multiple ingredients to be supplied into each input in the machine.[/p]
  • [p]The label and packaging combination will be rejected if the ingredients do not match the active menu that is assigned to that package labeling machine.[/p]
[carousel][/carousel][p]This means players need to pay closer attention to the full flow of their line, from Starter Machine through to packaging and labelling, to make sure all ingredients and labels match correctly.[/p][hr][/hr][h3]2. Invert Machines for Layout Flexibility[/h3][p]Many of you mentioned needing more ways to set up machines in different layouts, so this update adds new options to help you build the factory the way you want. You can now purchase inverted versions of certain machines to improve layout flexibility.[/p]
  • [p]These machines are visually mirrored, allowing you to flip input and output directions compared to the original versions.[/p]
  • [p]This gives more options when building compact or symmetrical lines, especially in tighter factory spaces.[/p]
[carousel][/carousel][hr][/hr][h3]3. Project and Loading Zone Expansion[/h3][p]We’ve heard your feedback about the Loading Zone limit when calling trucks. As we continue expanding the factory experience, we want to make sure you can take on more projects at once. After reaching a Tier 15, you can expand your factory’s Loading Zone capacity.[/p]
  • [p]The new gate can be unlocked to add additional Loading Zones. The gate located in the east side of the building.[/p]
  • [p]With more Loading Zones, you can have more active projects at the same time.[/p]
[p]There are several important changes that come with this:[/p]
  • [p]When you accept a project, you must now choose which Loading Zone will be used for that project.[/p]
  • [p]Employees still prioritize trucks based on arrival time, not based on which Loading Zone they are in.[/p]
  • [p]The Project UI now shows the Loading Zone number, so you can quickly see where each project will be delivered.[/p]
[p]This gives more control over how you distribute work between loading areas, while keeping truck priority logic simple.[/p][carousel][/carousel][p][/p][carousel][/carousel][hr][/hr][h3]4. Rush Pickup[/h3][p]If you can maintain strong production and have your products ready earlier than expected, you can ask the client to pick them up ahead of schedule, with a few tradeoffs to keep in mind. With the combined ideas and suggestion from the community, a new Rush Pickup feature has been added to Project management.[/p]
  • [p]Rush Pickup lets you contact the client to request an earlier pickup than the originally scheduled day.[/p]
  • [p]Because the client must change their plan and take on extra shelf-life and logistics risk, they will apply a reduction to your payment based on how many days earlier the pickup happens.[/p]
[p]This creates a tradeoff: you can clear space and complete projects earlier, but at the cost of lower income for that project.[/p][carousel][/carousel][hr][/hr][h3]5. Starter Machine Production Limit[/h3][p]We understand that having more control over production can really help you manage how Production Assistants support your workflow. That’s why Starter Machines now support production limit settings.[/p]
  • [p]After you choose the selected commodity for a Starter Machine, a new variable becomes available in Machine Settings that controls the production limit.[/p]
  • [p]By default the limit is Unlimited.[/p]
  • [p]You can change it to a specific number, for example 48 units.[/p]
[p]When a finite limit is set:[/p]
  • [p]A counter will decrease as items are produced.[/p]
  • [p]When the counter reaches 0, employees will stop supplying that Starter Machine.[/p]
  • [p]The machine will wait until you manually change the limit again.[/p]
[p]This helps prevent overproduction, especially when you only need a fixed amount of a particular item for a project.[/p]
[p]Note:[/p]
  • [p]Currently, the Production Assistant supplies boxes based on available stock and continues filling any boxes it has already provided. This can result in the total supplied amount exceeding the limit, but it will stop providing new boxes once the limit reaches 0.[/p]
[carousel][/carousel][p][/p][hr][/hr][h3]6. Improved Loading Operator Delivery Behavior[/h3][p]We’ve taken another step to refine how Loading Operators pick up and deliver boxes. Based on last week’s updates and your community feedback, we’ve made improvements to their delivery behavior.[/p][p]Box selection priorities now follow this order:[/p]
  1. [p]Lowest valid grade first[/p]
    • [p]Among boxes that meet the project’s grade requirement, Loading Operators prioritize the lowest valid grade.[/p]
    • [p]This helps consume lower-grade inventory earlier and keeps higher-grade stock available for future projects.[/p]
  2. [p]Closest box size to remaining target[/p]
    • [p]Next, they choose the box whose contents are closest to the remaining project target, reducing unnecessary overshooting with large boxes.[/p]
  3. [p]Location priority[/p]
    • [p]Priority is given to items inside Cold Storage in this order:[/p]
      • [p]Boxes outside racks but inside storage[/p]
      • [p]Then boxes inside racks[/p]
      • [p]Finally, boxes outside Cold Storage if needed[/p]
[p]Other improvements:[/p]
  • [p]Efficiency when pallets and forklifts are needed
    Delivery logic has been improved for projects that require using pallets and forklifts so that less time is wasted preparing or moving unnecessary boxes.[/p][carousel][/carousel]
  • [p]Pallet Generator Employee Settings
    A new setting has been added to the Pallet Generator that lets you define a minimum threshold before employees start using pallets.[/p]
    • [p]The default is more than 36 units (equivalent to 6 Small boxes).[/p]
    • [p]You can adjust this value to control when employees begin palletizing goods based on your storage condition and playstyle.[/p]
    [p][/p]
  • [p]Updated algorithm for returning excess boxes
    The logic that decides which excess boxes are returned from the truck has been updated so that the process is choosing the best box to returned.[/p]
[hr][/hr][h3]7. Moveable Supply Drop Area[/h3][p]We’ve heard your feedback about the Supply Drop Area location needing to be closer to the center of production. Since every player’s factory layout is different, we’ve updated it so the Supply Drop Area is now moveable, letting you place it wherever you need.[/p]
  • [p]You can reposition the Supply Drop Area according to your layout needs.[/p]
  • [p]Future supply purchases and new machines will appear at the newly selected location.[/p]
[p]This is especially helpful once your factory grows and the original drop location is no longer optimal.[/p][carousel][/carousel][hr][/hr][h3]8. Improvement on Cold Storage Display[/h3][p]The Cold Storage display has gained new tools to make stock browsing easier based on community feedback.[/p]
  • [p]Information now showing and calculating all product inside the cold storage including in the rack and in the cold storage floor.[/p]
  • [p]You can filter the display by:[/p]
    • [p]Name only, or[/p]
    • [p]Name with grade visible[/p]
  • [p]You can sort quantities in ascending or descending order.[/p]
[p]This makes it easier to quickly find specific products and see which items are running low or are overstocked.[/p][carousel][/carousel][hr][/hr][h3]9. Machine Screen Interaction Updates[/h3][p]Machine screens now offer more useful interactions and clearer information.[/p]
  • [p]Merge and Filter Machines now show the number of items inside them.[/p]
  • [p]The screens on Starter, Merge, and Filter Machines can be clicked to focus on viewing their item counts. So for player who can't see well with the little image information you can view them in more details.[/p]
  • [p]Item lists on screens have been updated to a list style with scrollable function, improving readability when there are multiple entries.[/p]
[carousel][/carousel][hr][/hr][h2]Improvements[/h2]
  1. [p]Active Project HUD UI
    Added an Active Project HUD element that you can show or hide as needed. This allows you to keep project goals visible during gameplay without opening menus.[/p][p][/p]
  2. [p]Updated Machine Appearances and Icons
    Several machines have received visual updates and new purchase icons to match the latest design in the game.[/p][p][/p]
  3. [p]Improved Idle Animations
    Idle animations for characters when they are doing nothing have been updated to look more natural.[/p]
  4. [p]Pallet Item Count Display
    When a pallet contains items, the total item count now appears above the pallet, making it easier to see how much stock is loaded without walking to a monitor.[/p][p][/p]
  5. [p]Extra Popup When Tutorial Ends
    Added an additional popup to clearly indicate when the tutorial phase is complete, so new players understand when they are fully free to experiment.[/p]
  6. [p]Flexible Save Option When Returning to Main Menu
    When going back to the main menu, you now choose whether to:[/p]
    • [p]Save progress to the Auto Save slot, or[/p]
    • [p]Return without saving
      This helps avoid accidental overwrites while still giving a quick way to save.[/p]
    [p][/p]
  7. [p]Repack Machine Information
    When repacking a machine, there is now a clearer indication of which items will fall out of the machine, so you can prepare before confirming the action.[/p]
[hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Cannot Close Filter or Splitter Settings After Moving Machines
    Fixed an issue where the settings window for Filter or Splitter Machines could not be closed after moving those machines.[/p]
  2. [p]Box Disappearing in Hand When Looking at Monitors
    Fixed a bug where a box could disappear from the player’s hand if they picked up a box and then looked at a machine monitor.[/p]
  3. [p]Building Machines on Top of the Supply Drop Area
    Fixed a condition where it was possible to place machines on top of the Supply Drop Area, which should not be allowed.[/p][p][/p]
  4. [p]Sold Box Generators Reappearing on Load
    Fixed an issue where Box Generators that had been sold would reappear when loading a save.[/p]
  5. [p]FOV Inconsistency on Monitors and Forklifts
    Fixed inconsistent Field of View values when looking at machine monitors or when driving the forklift so that FOV settings are now applied correctly.[/p]
[hr][/hr][p]We will continue to improve the game in future updates, especially around balancing-game economy, employee behaviors, supply management and more money generator or spending.[/p][p]If you notice any new issues with the updates, please let us know through the in-game report tools or on Steam Discussions. Your feedback is still the main driver for how we prioritize changes.[/p][p]Thank you again for playing Food Processing Simulator and helping us refine it step by step. See you in the next update! 🥗🚚[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.5.13 - Tier Expansion, Extra Loading Zone, and Rush Pickup

[p]Hi everyone, 😄[/p][p]Thank you again for all your support and time in Food Processing Simulator. The amount of feedback, screenshots, and detailed explanations you have been sharing during Early Access has been incredibly helpful.[/p][p]This update focuses on three big areas:[/p]
  • [p]Expanding progression with a higher tier cap and new packaging machines[/p]
  • [p]Giving more control over projects and loading zones[/p]
  • [p]Making starter production and loading operators more predictable and configurable[/p]
[p]On top of that, we added several quality of life improvements and fixed a number of bugs that came from your reports.[/p][p]Here is what is included in this update.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. New Tier Limit, New Menus, and New Packaging Machines[/h3][p]Progression has been extended and packaging has become more complex and flexible.[/p]
  • [p]The maximum Tier has been increased to 30.[/p]
  • [p]New bowl packaging machines are available in 3-in-1 and 2-in-1 variants.[/p]
  • [p]These machines are used for new multi-ingredient menus that require combining several ingredients into one packaged product.[/p]
[carousel][/carousel][p][/p][carousel][/carousel][p][/p][p]The new machines work as follows:[/p]
  • [p]Each 3-in-1 or 2-in-1 packaging machine requires multiple ingredients to be supplied into each input in the machine.[/p]
  • [p]The label and packaging combination will be rejected if the ingredients do not match the active menu that is assigned to that package labeling machine.[/p]
[carousel][/carousel][p]This means players need to pay closer attention to the full flow of their line, from Starter Machine through to packaging and labelling, to make sure all ingredients and labels match correctly.[/p][hr][/hr][h3]2. Invert Machines for Layout Flexibility[/h3][p]To help with factory layout, you can now purchase inverted versions of certain machines.[/p]
  • [p]These machines are visually mirrored, allowing you to flip input and output directions compared to the original versions.[/p]
  • [p]This gives more options when building compact or symmetrical lines, especially in tighter factory spaces.[/p]
[carousel][/carousel][hr][/hr][h3]3. Project and Loading Zone Expansion[/h3][p]After reaching a certain Tier, you can expand your factory’s Loading Zone capacity.[/p]
  • [p]The new gate can be unlocked to add additional Loading Zones.[/p]
  • [p]With more Loading Zones, you can have more active projects at the same time.[/p]
[p]There are several important changes that come with this:[/p]
  • [p]When you accept a project, you must now choose which Loading Zone will be used for that project.[/p]
  • [p]Employees still prioritize trucks based on arrival time, not based on which Loading Zone they are in.[/p]
  • [p]The Project UI now shows the Loading Zone number, so you can quickly see where each project will be delivered.[/p]
[p]This gives more control over how you distribute work between loading areas, while keeping truck priority logic simple.[/p][carousel][/carousel][p][/p][carousel][/carousel][hr][/hr][h3]4. Rush Pickup[/h3][p]A new Rush Pickup feature has been added to project management.[/p]
  • [p]Rush Pickup lets you contact the client to request an earlier pickup than the originally scheduled day.[/p]
  • [p]Because the client must change their plan and take on extra shelf-life and logistics risk, they will apply a reduction to your payment based on how many days earlier the pickup happens.[/p]
[p]This creates a tradeoff: you can clear space and complete projects earlier, but at the cost of lower income for that project.[/p][carousel][/carousel][hr][/hr][h3]5. Starter Machine Production Limit[/h3][p]Starter Machines now support production limit settings.[/p]
  • [p]After you choose the selected commodity for a Starter Machine, a new variable becomes available in Machine Settings that controls the production limit.[/p]
  • [p]By default the limit is Unlimited.[/p]
  • [p]You can change it to a specific number, for example 48 units.[/p]
[p]When a finite limit is set:[/p]
  • [p]A counter will decrease as items are produced.[/p]
  • [p]When the counter reaches 0, employees will stop supplying that Starter Machine.[/p]
  • [p]The machine will wait until you manually change the limit again.[/p]
[p]This helps prevent overproduction, especially when you only need a fixed amount of a particular item for a project.[/p][carousel][/carousel][p][/p][hr][/hr][h3]6. Improved Loading Operator Delivery Behavior[/h3][p]We have taken another step to refine how Loading Operators pick and deliver boxes.[/p][p]Box selection priorities now follow this order:[/p]
  1. [p]Lowest valid grade first[/p]
    • [p]Among boxes that meet the project’s grade requirement, Loading Operators prioritize the lowest valid grade.[/p]
    • [p]This helps consume lower-grade inventory earlier and keeps higher-grade stock available for future projects.[/p]
  2. [p]Closest box size to remaining target[/p]
    • [p]Next, they choose the box whose contents are closest to the remaining project target, reducing unnecessary overshooting with large boxes.[/p]
  3. [p]Location priority[/p]
    • [p]Priority is given to items inside Cold Storage in this order:[/p]
      • [p]Boxes outside racks but inside storage[/p]
      • [p]Then boxes inside racks[/p]
      • [p]Finally, boxes outside Cold Storage if needed[/p]
[p]Other improvements:[/p]
  • [p]Efficiency when pallets and forklifts are needed
    Delivery logic has been improved for projects that require using pallets and forklifts so that less time is wasted preparing or moving unnecessary boxes.[/p][carousel][/carousel]
  • [p]Pallet Generator Employee Settings
    A new setting has been added to the Pallet Generator that lets you define a minimum threshold before employees start using pallets.[/p]
    • [p]The default is more than 36 units (equivalent to 6 Small boxes).[/p]
    • [p]You can adjust this value to control when employees begin palletizing goods based on your storage condition and playstyle.[/p]
    [p][/p]
  • [p]Updated algorithm for returning excess boxes
    The logic that decides which excess boxes are returned from the truck has been updated so that the process is choosing the best box to returned.[/p]
[hr][/hr][h3]7. Moveable Supply Drop Area[/h3][p]The Supply Drop Area is now moveable.[/p]
  • [p]You can reposition the Supply Drop Area according to your layout needs.[/p]
  • [p]Future supply purchases and new machines will appear at the newly selected location.[/p]
[p]This is especially helpful once your factory grows and the original drop location is no longer optimal.[/p][carousel][/carousel][hr][/hr][h3]8. Filter and Sort on Cold Storage Display[/h3][p]The Cold Storage display has gained new tools to make stock browsing easier.[/p]
  • [p]You can filter the display by:[/p]
    • [p]Name only, or[/p]
    • [p]Name with grade visible[/p]
  • [p]You can sort quantities in ascending or descending order.[/p]
[p]This makes it easier to quickly find specific products and see which items are running low or are overstocked.[/p][carousel][/carousel][hr][/hr][h3]9. Machine Screen Interaction Updates[/h3][p]Machine screens now offer more useful interactions and clearer information.[/p]
  • [p]Merge and Filter Machines now show the number of items inside them.[/p]
  • [p]The screens on Starter, Merge, and Filter Machines can be clicked to focus on viewing their item counts.[/p]
  • [p]Item lists on screens have been updated to a grid style, improving readability when there are multiple entries.[/p]
[carousel][/carousel][hr][/hr][h2]Improvements[/h2]
  1. [p]Active Project HUD UI
    Added an Active Project HUD element that you can show or hide as needed. This allows you to keep project goals visible during gameplay without opening menus.[/p][p][/p]
  2. [p]Updated Machine Appearances and Icons
    Several machines have received visual updates and new purchase icons to match the latest design in the game.[/p][p][/p]
  3. [p]Improved Idle Animations
    Idle animations for characters when they are doing nothing have been updated to look more natural.[/p]
  4. [p]Pallet Item Count Display
    When a pallet contains items, the total item count now appears above the pallet, making it easier to see how much stock is loaded without walking to a monitor.[/p][p][/p]
  5. [p]Extra Popup When Tutorial Ends
    Added an additional popup to clearly indicate when the tutorial phase is complete, so new players understand when they are fully free to experiment.[/p]
  6. [p]Flexible Save Option When Returning to Main Menu
    When going back to the main menu, you now choose whether to:[/p]
    • [p]Save progress to the Auto Save slot, or[/p]
    • [p]Return without saving
      This helps avoid accidental overwrites while still giving a quick way to save.[/p]
    [p][/p]
  7. [p]Repack Machine Information
    When repacking a machine, there is now a clearer indication of which items will fall out of the machine, so you can prepare before confirming the action.[/p]
[hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Cannot Close Filter or Splitter Settings After Moving Machines
    Fixed an issue where the settings window for Filter or Splitter Machines could not be closed after moving those machines.[/p]
  2. [p]Box Disappearing in Hand When Looking at Monitors
    Fixed a bug where a box could disappear from the player’s hand if they picked up a box and then looked at a machine monitor.[/p]
  3. [p]Building Machines on Top of the Supply Drop Area
    Fixed a condition where it was possible to place machines on top of the Supply Drop Area, which should not be allowed.[/p][p][/p]
  4. [p]Sold Box Generators Reappearing on Load
    Fixed an issue where Box Generators that had been sold would reappear when loading a save.[/p]
  5. [p]FOV Inconsistency on Monitors and Forklifts
    Fixed inconsistent Field of View values when looking at machine monitors or when driving the forklift so that FOV settings are now applied correctly.[/p]
[hr][/hr][p]We will continue to improve the game in future updates, especially around balancing-game economy, employee behaviors, supply management and more money generator or spending.[/p][p]If you notice any new issues with the updates, please let us know through the in-game report tools or on Steam Discussions. Your feedback is still the main driver for how we prioritize changes.[/p][p]Thank you again for playing Food Processing Simulator and helping us refine it step by step. See you in the next update! 🥗🚚[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.5.02 - Box Packer Machines Upgrade, Employee Controls, and QoL Updates

[p]Hi everyone, Happy New Year 2026 😄[/p][p]Thank you so much for continuing to play Food Processing Simulator in Early Access. The enthusiasm from all of you has been amazing, from players who are optimizing every corner of their factories to creators and players who shared detailed feedback and videos.[/p][p]This main update focuses on three main things:[/p]
  • [p]Making packing and box management more flexible[/p]
  • [p]Giving you more control over employee behavior[/p]
  • [p]Improving how Cold Storage and Loading Operators handle your products[/p]
[p]We are still actively tuning behaviors and performance based on how you play. Some systems will need more iterations, but we want you to feel the improvements step by step as we ship each update.[/p][p]Here is what is included in this update.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. Box Packer Machine Update[/h3][p]We have expanded and refined the Box Packer system to support different output sizes more flexibly.[/p][p][/p]
  • [p]New Box Packer Machine types are now available: Medium and Large. You can buy them separately as upgrade to machine before and can be bought when you reach certain Tier.[/p]
  • [p]Each Box Packer Machine can be set to produce smaller box sizes than its own type:[/p]
    • [p]Box Packer Machine (Medium) can output Medium or Small boxes.[/p]
    • [p]Box Packer Machine (Large) can output Large, Medium, or Small boxes.[/p]
  • [p]Box sizes follow these standards:[/p]
    • [p]Small: 6 pcs per box[/p]
    • [p]Medium: 24 pcs per box[/p]
    • [p]Large: 48 pcs per box[/p]
[p][/p][p]You can change the output box size at any time through Machine Settings by interacting with the machine and pressing F (default keyboard). This lets you reuse the same machine in different setups as your factory grows.[/p]
[p]Note:[/p]
  • [p]Before moving or repack the machine, make sure the entire processing line has fully finished and nothing is running. Otherwise, items may spill out, or fall off the conveyor or machine.[/p]
[hr][/hr][h3]2. Box Commodity Generator Update[/h3][p]To match the new Box Packer options, we have also updated the Box Commodity Generator:[/p]
  • [p]You can now purchase Small, Medium, and Large Box Commodity Generators:[/p]
    • [p]Small: 6 pcs per box[/p]
    • [p]Medium: 24 pcs per box[/p]
    • [p]Large: 48 pcs per box[/p]
  • [p]Box Commodity Generators can now be moved and placed where you need them, so they are no longer locked near the initial supply area.[/p]
[p][/p][p]This should make it easier to design layouts where box generation happens closer to your actual production lines. Each Box Generator can be bought after reaching certain Tier.[/p][hr][/hr][h3]3. Other Machine Updates[/h3][p]Several machines have received quality of life improvements to give you better control and clearer feedback.[/p]
  • [p]Splitter Machine Output Control
    You can now configure the Splitter Machine to use only one output or both outputs. This helps you shape more complex pipelines and gives you the option to fully disable one branch if needed. Only checked outputs are used. If none, all items go to failed line.[/p][p][/p][p][/p]
  • [p]Employee Settings Information
    Each machine’s Employee Settings menu now includes clearer descriptions of what machine can do or settings will affect. This should make it easier to understand which variable affect which parts of your setup.[/p][carousel][/carousel]
  • [p]Tower Lights on Machines
    All machines now feature a Tower Light to show their current state at a glance:[/p]
    • [p]Only Green: machine is running normally[/p]
    • [p]Only Red: machine is stopped[/p]
    • [p]Blinking Orange: machine is in a special or problematic state. If Green also on means the problem is not making the machine stops, but if red also on that means the problem make the machine stopped. [/p][p]This helps you monitor your factory from a distance by just reading the light codes.[/p]
    [p][/p]
  • [p]Starter Machine Item Counter
    We added an item counter to the Starter Machine. You can now see how many items have been supplied and have not yet exited the machine, which makes tracking flow easier.[/p][p][/p]
  • [p]Expanded Interaction Area for Packaging and Labelling Machines
    You can now open Employee Settings by interacting with the body of the machine, not only the input area.[/p]
    • [p]The original interaction at the input area still works.[/p]
    • [p]New players can find the settings more easily, while experienced players keep their existing habits.[/p]
    [p][/p]
[hr][/hr][h3]4. Employee Management Update[/h3][p]Employee management has been expanded so you can fine tune who does what, and in which order.[/p]
  • [p]You can view and adjust priority assignments from the Employee Menu, using the gear icon.[/p]
  • [p]For each employee, you can:[/p]
    • [p]Reorder their task priorities[/p]
    • [p]Disable certain tasks completely
      This applies to both Production Assistants and Loading Operators.[/p]
[p]With this system, you can control behavior from two sides:[/p]
  • [p]From the machine (through machine settings)[/p]
  • [p]From the employee (through their task priorities)[/p]
[p]Production Assistant roles are now clearly split into three categories:[/p]
  • [p]Maintenance
    Keeps machines maintained so they do not stop unexpectedly.[/p]
  • [p]Label & Packaging Supplier
    Supplies labels and packaging to Labelling and Packaging machines, as long as the machine side is configured correctly.[/p]
  • [p]Commodity Supplier
    Supplies commodities to Starter Machines, again depending on the machine’s configuration.[/p]
[p][/p][p]Loading Operator roles are split into two categories:[/p]
  • [p]Delivery Project[/p]
    • [p]Delivers products according to the active project, including arranging boxes on pallets when project targets exceed 36 units.[/p]
    • [p]Uses the forklift to move pallets when needed.[/p]
    • [p]If forklift employee usage is disabled in the forklift settings, Loading Operators will not use it for deliveries.[/p]
  • [p]Cold Storage Handler[/p]
    • [p]Delivers boxes from machines to Cold Storage.[/p]
    • [p]Cleans up and organizes loose boxes outside Cold Storage or around the area, as long as a suitable rack is available.[/p]
[p][/p][p]This should give you much more control over how tasks are shared and prioritized across your staff.[/p][hr][/hr][h3]5. Loading Operator Behavior Overhaul[/h3][p]We have done a deeper pass on how Loading Operators behave, especially when working with pallets and deliveries.[/p][p]Delivery Project behavior:[/p]
  • [p]Pallet Delivery Area[/p][p]There is now a specific pallet delivery area that defines which pallets will be automatically filled by Loading Operators.[/p]
    • [p]Only pallets inside this area are handled for automatic delivery.[/p]
    • [p]Pallets outside this area are ignored by Loading Operators and are free to be used for any custom setup the player wants.[/p]
    • [p]As an extra note, product boxes left outside Cold Storage will be collected by a Loading Operator with Cold Storage Handler assignment and returned to Cold Storage so their grade does not drop when the day changes.[/p]
    [p][/p]
  • [p]Better Pallet Calculation for Forklift Deliveries[/p][p]Loading Operators now calculate how many items are on pallets in the pallet delivery area and on the pallet currently held by the forklift.[/p]
    • [p]They will not over prepare extra boxes when dealing with large deliveries (more than 36 boxes on a single pallet).[/p]
    • [p]Only pallets inside the delivery area and the active forklift pallet are counted toward the project target.[/p]
  • [p]Improved Pallet Priority[/p][p]When selecting which pallet to take next, Loading Operators now prioritize the pallet whose box count is closest to the remaining project target.[/p]
  • [p]Continuing Pallets Already on the Forklift[/p][p]If a pallet is already on a forklift, the Loading Operator that takes over will continue delivery with that pallet as long as it matches the current project target.[/p]
  • [p]Handling Full Destinations [/p][p]If a Loading Operator is already carrying a box and the destination is full, they no longer need to drop it on the ground. The box will be returned directly to a rack instead.[/p]
  • [p]Handling Pallet Inside Cold Storage[/p][p]Update behavior for Loading Operator that will not take box from the pallet inside cold storage area to move it into rack.[/p]
[p]This delivery behavior is still not perfect, and we will continue improving it. However, with the new settings and areas, we aim to give you more control so you can align behavior with your own playstyle. [/p]
[p]Note:[/p]
  • [p]For the current process for choosing Box Size for delivery the employee will choose the oldest box available. We are working to update this behavior so Loading Operator will choose the most efficient box to delivery.[/p]
[p]Cold Storage Handler behavior:[/p]
  • [p]Box Size Settings per Rack
    Cold Storage Racks now have additional settings in Employee Settings where you can define which Box Size (S / M / L) is desired for that rack. Loading Operators will follow this preference when placing boxes in Cold Storage.[/p][p][/p]
  • [p]Tidying Cold Storage
    Loading Operators will now help organize product boxes in Cold Storage that are not yet on a rack, as long as there is a suitable rack available.[/p]
    • [p]Stacks around the monitor or on the floor can be cleaned up this way.[/p]
    • [p]Boxes that are already on a rack will not be moved to other racks.[/p]
    [carousel][/carousel]
[hr][/hr][h3]6. Box Carrier Behavior Update[/h3][p]The Box Carrier has been made more efficient to use in daily operations:[/p]
  • [p]You can now pick up boxes directly from the ground while still holding the Box Carrier by pressing F (default keyboard).[/p]
  • [p]You can take and place boxes into Cold Storage Racks using the Box Carrier without putting it down first.[/p]
[p]This reduces unnecessary steps and makes Box Carrier a more powerful tool for manual logistics.[/p][p][/p][carousel][/carousel][hr][/hr][h2]Improvements[/h2]
  1. [p]Cold Storage Fallback Box Area[/p][p]Added a new Box Area in Cold Storage as a final fallback drop off spot for Loading Operators when no valid rack is available.[/p]
    • [p]This area is located under the monitor.[/p]
    • [p]Racks can no longer be placed on this exact spot to ensure the fallback area always remains usable.[/p]
    [p][/p]
  2. [p]Skip Item Movement Animation[/p][p]You can now skip item movement animations.[/p]
    • [p]A prompt to skip will appear after a few seconds, so you can fast forward if you do not want to watch the full animation.[/p]
    [p][/p]
  3. [p]Faster Trash Disposal for Box Contents[/p][p]Removed the animation of items going into the trash one by one when discarding commodities from a box into a Trash Bin. The process is now faster and less repetitive.[/p][p][/p]
  4. [p]Maximum FOV Increased to 120[/p][p]Increased the maximum Field of View from 90 to 120 for players using ultrawide monitors or who simply prefer a wider view.[/p]
  5. [p]Improved Manual Pallet Delivery with Forklift[/p][p]Refined the detection when the player delivers pallets manually with the forklift, making it easier to align and complete deliveries correctly.[/p]
  6. [p]Level Up and Unlock Tutorials[/p][p]When you level up and unlock new features, a short information or tutorial will now appear. A Tutorial menu is also available on the tablet so you can re read these explanations later.[/p][p][/p][carousel][/carousel]
  7. [p]Employee Status Info Update[/p][p]Completed several missing employee state indicators so that more work situations now show the correct status text above the employee’s head.[/p]
[hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Box Carrier Stuck[/p][p]Fixed an issue where the Box Carrier could get stuck in certain areas and could not be clicked to pick it up.[/p]
  2. [p]Filter Machine Blocking Conveyor Bridge[/p][p]Fixed an issue where the Filter Machine could be placed in a way that blocked the Conveyor Bridge.[/p]
  3. [p]Cold Storage Rack Marker[/p][p]Fixed the yellow rack area marker not appearing on the first 5 racks in Cold Storage.[/p]
  4. [p]Player Run SFX on Forklift[/p][p]Fixed a bug where the player’s running sound effect could still be heard while riding the forklift.[/p]
  5. [p]Box Carrier Repack Visual Glitch[/p][p]Fixed a visual issue where the Box Carrier would briefly disappear when being repacked.[/p]
  6. [p]Production Assistant Holding Stuck Box[/p][p]Fixed a condition where a Production Assistant could end up with a box stuck in their hand.[/p]
  7. [p]Loading Operator Taking Boxes from Player Pallet [/p][p]Fixed a behavior where a Loading Operator could take a box from a pallet that the player was currently moving.[/p]
  8. [p]Box Stacking on Same Rack Slot[/p][p]Fixed an issue where both the player and employees could place boxes on the exact same rack position, causing multiple boxes to stack in a single slot.[/p]
[hr][/hr][p]We know there are still many ideas and requests from the community that are not part of this update yet. That does not mean they are ignored, but some of them require more design, testing, or technical work before they are ready.[/p][p]Thank you again for helping us shape Food Processing Simulator through your feedback and playtime. If you notice new issues with the updated Box Packer system, employee priorities, Loading Operator behavior or any other aspect, please let us know through the in game report tools or on the Steam Discussions.[/p][p]We will keep improving the game step by step, and we hope these changes make your factories feel more controllable, more readable, and more satisfying to manage. 🥗🚚[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.4.18 - Equipment, Bigger Factory, and Cold Storage Expansion

[p]Hi everyone, 😄[/p][p]Thank you so much for the incredible support you’ve been giving Food Processing Simulator during Early Access. We really feel the enthusiasm from everyone who has bought the game, shared feedback, and taken the time to write detailed reports or suggestions.[/p][p]This weekly update continues our iterative approach: we’re focusing on improving day-to-day factory operations, giving you more control over logistics and storage, and responding directly to the pain points many of you have raised. Some of the larger requests (like deeper economy balancing and bigger late-game expansions) are still in development, but we want to keep shipping meaningful improvements every week.[/p][p]Here are the key changes in this new version.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. New Equipment Purchase Menu[/h3][p]A new Equipment purchase category has been added to support your factory layout, with several new items:[/p][p][/p]
  • [p]Trash Bin
    You can now buy additional Trash Bins and decide exactly how many you need in different areas of the factory. This should make it easier to keep workspaces clean without relying on a single bin.[/p]
  • [p]Box Carrier A new piece of equipment that helps you carry more boxes at once especially for indoors, available in two sizes:[/p]
    • [p]Up to 4 boxes[/p]
    • [p]Up to 8 boxes
      Box Carrier can be used for Commodity Boxes, Label Boxes, Packaging Boxes, Machine Boxes, and Equipment Boxes, making it much easier to move bulk supplies and machines around your factory.[/p]
  • [p]Cold Storage Rack
    New racks specifically for the Cold Storage Room, available in three sizes, from up to 16 boxes up to 48 boxes (depending on the model you choose). These help you neatly organize cold products and make better use of your limited cold storage space.[/p]
[carousel][/carousel][p]Each piece of equipment unlocks at different Tiers, so as your progression increases, more tools become available to support larger and more complex factories.[/p][hr][/hr][h3]2. Focus Product Setting for Cold Storage Racks[/h3][p]Cold Storage Racks now support a Focus Product configuration:[/p]
  • [p]Each rack can be assigned to focus on a specific product menu type.[/p]
  • [p]Employees will try to place boxes in racks according to the product type shown on that rack’s display, rather than placing items randomly.[/p]
[p]This helps keep Cold Storage organized and makes it easier to visually track where certain products are stored.[/p]
[p]Note:[/p]
  • [p]For players with existing saves, employees will not automatically re-organize any boxes that are already messy in racks or around the monitors.[/p]
  • [p]By default, all racks start configured as “Any Product Menu”, so you will need to set Focus Product manually if you want stricter organization.[/p]
[p][/p][carousel][/carousel][hr][/hr][h3]3. Expanded Starting Factory Area[/h3][p]Many players mentioned that the initial factory area felt too cramped, making it difficult to build a comfortable production pipeline early on.[/p][p][/p][p]So in this update:[/p]
  • [p]The starting factory area has been extended to roughly 50% longer.[/p]
  • [p]The starting position, supply area, and commodity box pickup area have been shifted to match the new layout.[/p]
[p]Note:[/p]
  • [p]For players with existing saves, we do not move your placed machines. Only the starting area and related factory surroundings are adjusted, so your existing production lines remain intact.[/p]
  • [p]Before moving the machine, make sure the entire processing line has fully finished and nothing is running. Otherwise, items may spill out, or fall off the conveyor.[/p]
[hr][/hr][h3]4. Cold Storage Expansion – Phase 1[/h3][p]We’ve also started expanding Cold Storage to better support growing factories:[/p]
  • [p]A new expansion area for Cold Storage can now be unlocked after reaching a certain Tier.[/p]
  • [p]By interacting with the additional door in the Cold Storage area, you can enlarge the room and place more Cold Storage Racks.[/p]
[p]This is Phase 1 of Cold Storage expansion. We understand that even more space will be needed at higher progression levels, and larger expansions are already in our backlog for future development. Thank you for your patience as we roll this out gradually.[/p][p][/p][carousel][/carousel][hr][/hr][h3]5. Additional Employees[/h3][p]We are introducing 3 new employees:[/p]
  • [p]2 Production Assistants[/p]
  • [p]1 Loading Operator[/p]
[p]We’re adding them gradually because having too many employees at once still raises some technical and performance concerns that we want to improve first. This step-by-step approach helps us monitor performance while still giving you more support options in your factory.[/p][p][/p][hr][/hr][h3]6. New Employee Stat: Supplying Speed (Production Assistant)[/h3][p]We’ve added a new stat for the Production Assistant role: Supplying Speed.[/p]
  • [p]This stat affects how quickly Production Assistants supply commodities, labels, and packaging to machines.[/p]
  • [p]It only appears on and affects Production Assistants, making their role feel more impactful as you upgrade or manage them.[/p]
[p][/p][hr][/hr][h3]7. Loading Operator Behavior Update[/h3][p]Based on your reports, we’ve refined the Loading Operator behavior to better match expectations around pallets and truck loading:[/p]
  • [p]Improved pallet filling checks
    Loading Operators now check pallet fill status more carefully to avoid overfilling or continuing to stack boxes unnecessarily.[/p]
  • [p]Better handling of extra boxes during truck deliveries
    When delivering to a truck, any excess boxes that don’t fit the current delivery conditions are now placed next to the truck instead of being lost in the process.
    These extra boxes will then be returned to Cold Storage by employees.[/p]
  • [p]Mixed grades on the same pallet (with constraints)
    Pallets can now hold boxes of the same product menu but with mixed grades, as long as the minimum grade requirement of the active project is still met.[/p]
[p][/p][p][/p][p]Other behavior issues, such as forklifts crossing into places they shouldn’t or interacting strangely with pallets, are still being worked on and will be addressed in future updates.[/p][hr][/hr][h2]Improvements & Fixes[/h2]
  1. [p]Employee Not Supplying Starter Machine[/p][p]Fixed an issue where employees sometimes did not automatically supply Starter Machines after they were set up under certain conditions.[/p][p][/p]
  2. [p]Loading Operator Not Filling Newest Truck Correctly[/p][p]Fixed a logic issue where the Loading Operator would not load the newest truck when items for the earlier truck were not yet available. Now, employees prioritize earlier trucks first, but if the required products are not available, they will switch priority to the next truck.[/p]
  3. [p]Tablet Exit Fix[/p][p]Fixed an issue where the tablet could not be closed from anywhere after accessing the Employee Menu while renaming or upgrading an employee.[/p]
  4. [p]Forklift Access Signage[/p][p]Added clear indicators at doorways to show that forklifts cannot enter indoor rooms. Forklifts and pallets are designed for use in outdoor or loading areas.[/p][p][/p]
  5. [p]Forklift Employee Settings[/p][p]Forklifts now have an Employee Settings menu. You can choose:[/p]
    • [p]Which employee is allowed to operate the forklift, or[/p]
    • [p]Disable employee use entirely so only the player can drive it.
      Interact with the forklift using F (default on keyboard) to open this menu.[/p]
    [p][/p][carousel][/carousel]
  6. [p]Forklift Taking More Than One Pallet[/p][p]Fixed a bug where forklifts could sometimes pick up more than one pallet at once.[/p]
  7. [p]Forklift Falling Out of the World[/p][p]Fixed an issue where the forklift could fall below the world. If this happens, it will now automatically return to its parking position when you load the game. In this update we choose to make the forklift back to its starting position after load game process.[/p]
  8. [p]Forklift Speed Increase[/p][p]Forklift movement speed has been increased, so forklift-based tasks feel faster and more efficient.[/p]
  9. [p]Bigger Doors to the Loading Zone[/p][p]Doors leading to the loading zone are now wider double doors, making it easier to move pallets and boxes through these areas.[/p][p][/p]
  10. [p]Machine Usage Descriptions for Splitter and Filter Machines[/p][p]Splitter and Filter Machines now show clearer descriptions of what they do inside the Machine Settings menu.[/p][p][/p]
  11. [p]Box Carrier & Pallet Direct Delivery[/p][p]Box Carriers and pallets carried by the player can now be used to deliver directly to the truck, including system that will reject boxes that do not match the truck’s active project requirements.[/p][p][/p]
  12. [p]Performance Improvements Around Box-Dense Areas[/p][p]Improved performance when moving or looking towards areas with many boxes, such as Cold Storage and Supply Area, especially when they are heavily stocked.[/p]
  13. [p]Double Force End Day[/p][p]Fixed a bug where players could trigger Force End Day twice.[/p]
  14. [p]Hover Information Disappearing Too Quickly[/p][p]Fixed an issue where tooltip information when hovering over objects could disappear too fast.[/p]
  15. [p]Overtuned Project EXP Rewards[/p][p]Fixed certain projects that granted too much EXP compared to others.[/p]
  16. [p]Translation Fixes[/p][p]Corrected translations in several areas, including:[/p]
    • [p]Machine settings menus[/p]
    • [p]Machine screen displays[/p]
    • [p]Truck information[/p]
  17. [p]Floating Box Visuals in Trucks[/p][p]Fixed an issue where boxes could appear to float inside the truck instead of resting correctly.[/p][p][/p]
  18. [p]Machine Jamming After Loading a Game[/p][p]Fixed a condition where some machines could become jammed or stop processing correctly after loading a save. If your save is already affected, please remove the jammed goods manually using a Commodity Box, then process them again.[/p]
  19. [p]Cold Storage Wall Collision[/p][p]Fixed a wall in the Cold Storage area that could be passed through.[/p]
[p]You can also check our Pinned Thread in the Discussion for more info regarding hot fix or minor update in the midweek: List of Latest Fixes and Updates Before Devlog[/p][hr][/hr][h2]What We’re Working on Next[/h2][p]Some of your most requested features and changes are still under active development, including:[/p]
  • [p]Recurring / operational costs to better balance income over time[/p]
  • [p]More than two concurrent projects[/p]
  • [p]Manage/control number of productions[/p]
  • [p]Employee pause / control options[/p]
  • [p]Larger Box Packer machines[/p]
  • [p]Additional forklift-related bug fixes (such as moving through walls), and more[/p]
  • [p]More Tier, product menus & project type to explore[/p]
[p]We’ve noted many other suggestions beyond this list as well. Not seeing something listed here does not mean it is ignored as it might be in a different queue or require more design and testing time. Likewise, anything mentioned here is not guaranteed to be completed immediately, but it is on our radar and being explored step by step.[/p][p][/p][p]We’ll continue to improve Food Processing Simulator in an iterative and incremental way, guided by how you actually play the game and your feedback.[/p][p]Thank you again for all your feedback, patience, and support during Early Access. If you encounter issues or have ideas to make the production flow smoother, please keep using the in-game report tools or Steam Discussions to let us know.[/p][p][/p][p]See you in the next update! 🥗🚚[/p][p][/p][p][dynamiclink][/dynamiclink][/p]