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FOUNDRY News

Hotfix #2 is now Live!



Hello everyone!

We have a new Hotfix coming your way.

Read all about what is included here:
  • Fix for not properly displaying item action hotkeys in localized languages
  • Fixed a desync that could occur when connecting to a server that had power strained fluid consuming buildings
  • Fixed error that could occur when displaying mod comparison frame
  • Fixed dedicated servers not pausing when noone is connected
  • Fixed issue that could prevent you from connecting to a server with high ping
  • Fixed an error that could occur trying to delete an invalid save file
  • Fixed an error that could occur when using the jetpack
  • Fixed an issue that could occur connecting to dedicated servers
  • Fixed a bug displaying text on maximized screen panels
  • Fixed an error that could occur when playing the game in polish
  • Updated localization
  • Loading screen now displays different Foundry tips!

Thank you and have a nice day!

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New Hotfix is live!



Hello everyone!

We have released a hotfix since the release of Update 2: Galactic Commerce that was released yesterday, May 6th.

Read the full list of fixes below:
  • Updated Russian voice lines
  • Fixed an error that could cause foundry to get stuck on a black screen on launch(if you still have this happen to you, please check your antivirus settings and please let us know which antivirus you use so we can add Foundry to their list of exemptions)
  • Fixed an error that could occur when clicking buttons during galaxy generation
  • Fixed a hang that could occur if you built a loop out of your conveyors
  • Fixed issue where certain planets could be generated with no demands
  • Fix for character color change not working
  • Fixed an issue where the company rank requirements wasn't being properly set when using the spanish(latin american) localization
  • Fixed an error that would prevent you from deleting a legacy_update_1 save file if you first tried to load it
  • Fixed an error that could occur if you clicked to delete a file and then clicked to load a file without closing the delete popup
  • Fixed error that could occur when disabling desync debug data
  • Fixed desync that could occur when bulk demolishing objects
  • Removed company rank requirement for Science Pack 2
  • Fixed desync that could occur when unlocking ships
  • Fixed save files that have planets with no competitors assigned to them

Thank you and have a nice day!

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Update 2: Galactic Commerce is LIVE!


[h2]Hello Founders! [/h2]

Update 2: Galactic Commerce is now live!
This update brings robot production and trading to the forefront of FOUNDRY and challenges you to build bigger and better than ever before, all while mastering the complexities of interstellar trade.

Watch the trailer here:

[previewyoutube][/previewyoutube]


Patch notes:

[h2]Features:[/h2]

DevBlog #78 | Foundry Fridays: Update 2 Infos & Pipe System Rework

Hello everyone!

This is the final dev blog before we release Update 2 “Galactic Commerce” next Tuesday at 14:00 CEST. In this blog I’ll be covering a couple different things related to the update, before I have one more surprise feature at the end of the episode.

[h3]Dev Stream on Monday[/h3]
On Monday at 18:00 CEST (9AM PT) we’ll be going live on Twitch (Paradox Interactive Channel) and on YouTube (Foundry Channel) to show off various features of the update and to answer your questions. Jump by and let’s have a chat!

[h3]Update Preview Video Part 2 from SpectrumDad[/h3]
This week we have released the second part of our update preview series, made in cooperation with SpectrumDad. This one covers robots, commerce, lava caves and the R&D lab.

[previewyoutube][/previewyoutube]
In case you missed it, you can check out part one here.

[h3]The Legacy Version Steam Branch[/h3]
With the new update you will have to restart a new save as too many things have changed to keep the saves compatible. However we do not want to strip you of the ability to keep playing or revisiting your old saves since we know how many of you spent hundreds of hours on a single save.

For this we have introduced the Legacy Version Steam Branch: It allows you to go back to the old FOUNDRY version, which then allows you to keep loading and playing old saves. For details on how it works we have prepared a post on our Steam forum, which can be found here.

[h3]Barreled Olumite[/h3]
In the previous blogs I have covered the galactic market, which allows you to buy and sell items. While that lowers the profit margin of your robots, it does offer an interesting new angle to resource acquisition. Having a shortage of resources? Quickly buy some from the market. Want to skip mining entirely? Expensive, but an option.

However the market only supports solid items, and therefore it didn’t cover one of the most requested things: An infinite Olumite source. To finally address this we have added Olumite barrelling, which allows you to put Olumite into barrels, which are solid items. Later you can empty the barrel to convert it back to its liquid state. For this we have introduced a new machine, the Barrel Filler.


We also have added a bit of additional gameplay around it with things like having empty barrels as an item you need to manage. Re-use them or recycle them back into Xenoferrite Plates. (Or burn them to dust in the Incinerator?) Empty barrels will now be needed for a handful of crafting recipes and things like Portable Fuel will now leave you with the empty barrel after using it at a generator.

[h3]Pipe System Rework[/h3]
And here’s the final surprise for the update: A fully reworked pipe system. We (and the community) were unhappy with the way our pipe system worked since quite some time. Simple questions about throughput could barely be answered without writing paragraphs. What was well intentioned by making it the most realistic it could be, ultimately mostly caused inconveniences.

So we decided to fully redo it and here’s how it works now: The way you build pipes and connect them to machines hasn’t changed, it all looks the same. But instead of pipes holding content individually we now combine them into pipe networks. Each network can only hold a single type of liquid, which makes fluid mixing and mistakes less likely to occur. The capacity of a network depends on the amount of pipes and tanks connected.


Each pipe network has a throughput limit of 36.000l per minute (potentially subject to change, depending on feedback), which is individually tracked for inputs and outputs. That means every second you can add 600l and also remove 600l from the network.

Distance between machines doesn’t matter anymore, however there is a new mechanic we called “network complexity”. Each connected pipe (or tank) adds to the complexity number of a pipe network, and once you have exceeded its limit you’ll only get 10% of the original throughput. It’s not immediately broken, but a pretty severe reduction. To solve this, you need to use pumps to break your networks apart into smaller segments. Pumps will pump the network’s content to another network, but they have the lowest priority compared to all other machines, which means in case of constraints the closest networks will be supplied.


From our initial testing the system works very well and most importantly is easy to understand and monitor. You can now analyze your segments with the tablet, see the screenshot below.


The provided information and history about what happened in the past minute should help a lot when planning pipe systems and it should finally make it understandable without unclear and hidden limitations. Another positive side effect is that this system is significantly cheaper to simulate and therefore will increase performance in your factories.

And finally, pipelines: The game still features the previously existing pipelines, which are like pipes, but a lot larger. They work exactly the same, but they offer a ten times higher throughput limit, which can be very useful. For example you can pump multiple throughput-constrained pipes into a pipeline on one end, have the pipeline go for a very long distance and then split it back up into smaller pipes at the destination. The throughput limit of the regular pipes is pretty generous and probably enough for most bases, but if you want to go big pipelines maybe the solution for various design layouts. For example you could have a central pipeline that spans your factory, which has smaller pipes branch off wherever needed.

I’d also like to mention that we still plan to further improve the experience of dragging pipes. That wasn’t in scope for this release, but it is still on our list. However we did improve belt dragging by quite a bit, if you want to find out more, click here.



And this concludes today's FOUNDRY Friday. Thanks for reading and thanks for sticking with us as we’ve been working on this Update. Everyone on our team worked really hard for the past ten months to get this out to you and we are excited to see your responses. We hope you’ll enjoy it!

See you in two weeks,
-mrmcd



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DevBlog #77 | Foundry Fridays: Update 2 Release Date & More Previews

Hello everyone!

Let’s start with the big news right away for those who haven’t heard of it yet. The upcoming commerce update has a release date, and it’s already pretty soon: May 6th 2025. Save the date!

If you’re curious about more details regarding the update, I recommend taking a look at the past four dev blogs which were called the “Commerce Update Preview” series:

[h3]Update Preview Video Part 1 from SpectrumDad[/h3]
We have worked with SpectrumDad to create a two part preview/tutorial video series about the upcoming commerce update. Part one of the video covers the basics and is now available on YouTube:

[previewyoutube][/previewyoutube]Special thanks to SpectrumDad for making those!

[h3]R&D Lab[/h3]
Let’s keep going with showing off more new and upcoming features. The research & development lab, in short R&D Lab, is a buildable upgrade for your space station which allows you to increase your robot production proficiency by analyzing the robots you produce. It allows you to gain experience points per robot type for each robot you produce. Each robot has a corresponding level and gaining one will reward you with a “Tech Point”.


You can probably guess where this is going, it’s basically a light version of a skill tree per robot. You can spend your tech points on three different robot improvements. You can increase their quality and therefore their sales price, you can decrease the amount of resources needed to produce them or you can make them lighter (which can be useful to fit more robots into your cargo ships). We would like to add more improvements over time, but it’s actually pretty challenging to come up with those, let us know in case you have some ideas!

There are also some minor auxiliary features like focus research which allows you to focus on certain robots to increase their XP gain or to spend Firmarlite on increasing the base XP gain per produced robot.


To keep the balancing stable the unlocked benefits aren’t massively influential but they are clearly noticeable and feel rewarding. Our goal with this feature is to boost long-term motivation and provide immersiveness. It's only logical you would get better at making robots over time, right?

We don’t know yet, but I personally feel like this could be an interesting mechanic for other goods as well and not just robots.

[h3]UI Visuals Overhaul[/h3]
As a surprise change we have been overhauling major parts of how our UI looks. It is something that has been on our list since a while but we never really found the time to do until now. The upcoming update will feature a new and more polished look for various parts of the UI, most importantly the general frames and frame headers, buttons, scroll views, drop downs and sliders.


The elements mentioned above are the most prominent ones and that is why we have focused on them. Those changes already give the game’s interface a very different aesthetic, but we might do a pass on other elements too in the future.


Overall we’re very happy with the improvements, it makes the game look more professional and clean. We hope you’ll enjoy the changes. In case you wonder, this is mostly a visual change and doesn’t change the layout of most frames - which is something we’ll ultimately might be looking at as well.


As always, let us know what you think, we’re always eager to hear your feedback. Ideally in the Steam comments or on our Discord.

See you next time,
-mrmcd



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