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FOUNDRY News

DevBlog #56 | Foundry Fridays: More Content Previews

Hello everyone!

For today’s FOUNDRY Friday we continue to look into some of the smaller things we’re working on. We are also working on larger features, but it’s too early to talk about them. However at the end of the post I’ll share a work in progress screenshot of a larger new system and it’s for you to guess what it could be.


[h3]New Colorizeable Doors[/h3]
We have done a polishing pass on all three doors to make them look better. On top of that we have added color tool support so that they fit better together with the other decor pieces.


[h3]New Lights[/h3]
We have added two new lights. One is a smaller light pole, it becomes available after completing the first “Lights” research.


The second light is a late game light, which does not require power because of its in-built fuel rod and energy cells. It’s more expensive, but it’s great for lighting places that have no power available.


[h3]Art: Escalators + Liquid Cargo Ship[/h3]
In the past FOUNDRY Friday we have mentioned liquid cargo ships and faster escalators, and today we’re ready to share pictures of the finished models and textures.


[h3]What are we working on?[/h3]
Here is a picture of a new system that is work in progress and I’m not going to further comment on it. Feel free to speculate about it until we will reveal it soon - maybe on the next FOUNDRY Friday.


This wraps up today's post. I'm looking forward to reading your guesses about the mystery screenshot above.

Until next time,
- mrmcd

[h3]Check out the roadmap to find out about other planned features![/h3]

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Stay tuned for more news!

https://store.steampowered.com/app/983870/FOUNDRY/

Hotfix [2024-06-26]

Hello everyone,

New Hotfix out now:

Changes:
  • Cargo ships do no longer consume power while idling in queue. (Existing cargo ships will only be fixed after rebuilding the pad.)

Fixes:
  • Fixed a bug that caused some conveyor balancers to stop working after loading a game.
  • Fixed an issue causing coked ignium to not show up as a filterable element on the filtered loaders.
  • Reduced memory usage when autosaving which should fix some crashes that were occuring when autosaving on dedicated servers/steam decks.
  • Launching the dedicated server through the Steam client should no longer cause the main Foundry game to look like it's running.
  • Fixed a crash that could occur when toggling day/night using the camera tools when connected to a dedicated server.
  • Improved dedicated server save file transfer speed.


Have a nice day!

https://store.steampowered.com/app/983870/FOUNDRY/

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Listen to the Official FOUNDRY Soundtrack!


Hello everyone!

We are happy to share that you can now listen to FOUNDRY soundtrack not only in the game, but also on our Official YouTube channel!

Enjoy the chill beats of the game together with the beautiful landscapes and factories anywhere, anytime, and don't forget to tell us what you think:
[previewyoutube][/previewyoutube]

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DevBlog #55 | Foundry Fridays: Content Update Preview

Hello everyone!

Two weeks ago I asked you about your thoughts regarding making robot production more prominent and adding deeper commerce features. We received a lot of feedback and I want to thank everyone who contributed. We’ll further refine the plan based on the feedback to ensure the best possible path forward.
I’ll get back to you on that topic in the future, but for today it’s time to talk about a few other things we’re currently working on. We’ll start with one change that has already shipped two days ago, and the other things will become available in future updates - most likely with the first big content update.

[h2]Cargo Ship Changes[/h2]
Last Wednesday we shipped - pun intended - an update that changes how cargo ships behave. Instead of them waiting at their start pad until the target pad becomes empty, they now take off immediately once their take-off condition is met and queue in the sky at the target pad. On top of that we increased the speed of the cargo ships by 25%. Given that cargo ship throughput was one of the most called out issues, we wanted to ship this change as soon as possible. We’ll now evaluate feedback and if necessary make further improvements to the system.

[h2]Cargo Ships for Liquids[/h2]
I initially thought that pipelines are good enough (and realistic) for long distance liquid transportation, but due to heavy community requests we have decided to add tanker cargo ships that are able to transport liquids.

[h2]Ore Customization[/h2]
For future game starts you’ll be able to modify settings about the ores. There will be options to adjust the richness of ores (the amount of items per ore patch/vein) and the frequency (how many ore patches/veins will be spawned in the world). This will allow you to adjust the game experience to your liking. Gradually we will expand this customization system with other settings (an example could be the amount of lakes or mountains), but for now we’re sticking to ores and reservoirs.

[h2]Better Escalators[/h2]
Our current escalators are fun and they are useful to move a little bit faster while walking on them, but let’s be real about it, for fast travel they weren’t fully worth it compared to the jetpack and its speed upgrades. The intent was always to provide a tool to allow for locomotion infrastructure- and they need to move you at a useful speed for that to work. So we added two more tiers and made them fast, really fast. Looking forward to your reactions!

[h2]Balancing Improvements[/h2]
Some of you sat down with the calculator and correctly pointed out that advanced energy items (like fuel rods) aren’t as valuable as they should be. Therefore we’ll make it a priority to improve item fuel values for the next bigger update.
Besides that we continue to monitor other balancing values and may adjust numbers where needed.

[h2]FOV Improvements[/h2]
We were surprised at how many players chose to play at high field of view. Playing on a high FOV introduced a few issues with the visuals of the handheld items. We have improved how those are rendered and they should look better in future. This also allows for an even higher maximum FOV setting.


Thank you for reading, those are just a few things about what's coming for the next update and we’ll expand the list on future FOUNDRY Friday posts. As you can see many of those things are based on feedback, therefore our whole team would love to hear all sorts of suggestions about what you’d like to see added to the game.

See you next time,
- mrmcd

[h3]Check out the roadmap to find out about other planned features![/h3]

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Stay tuned for more news!

https://store.steampowered.com/app/983870/FOUNDRY/

June Hotifx [2024-06-12]


Hello everyone,

New month - new patch! Read the list of changes and fixes below:

Changes:
  • Increase cargo ship move and turn speed.
  • Made cargo ships queue in the sky instead of waiting for take off until the target pad is empty again.
Fixes:
  • Fixed a crash that could occur when an ore patch is fully depleted.
  • Fixed a crash that could occur when a pumpjack turned off.
  • Fixed a desync that could occur when using assembly line mergers.
  • Fixed an error that could occur if you enabled speech to text, shut down the game, disconnected your microphone and then launched the game again.
  • Fixed an error that could occur when using the plumbing tool.
  • Fixed a graphics issue that could occur where some things such as items on belts could start flickering on screen.
  • Fixed an issue where the dedicated server would not save the save file in the correct location if it was loading a save created in single player.
  • Improved frame rate for some factories that are cpu bound.


Have a nice day!

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