Factory Town cover
Factory Town screenshot
Genre: Simulator, Strategy, Indie

Factory Town

1.8 Patch Notes

Balance Changes



  • Machine Shops can recycle Iron Plates into Nails and/or Steam Pipes
  • Steam Pipe recipe uses 1 fuel instead of 2, 3 work units instead of 4, but only produces 1 pipe instead of 2. This is so it can more evenly be recycled from Iron Plates.


Bug Fixes



  • When moving a rail car, the cursor will no longer attempt to attach to current children of the moved rail car. This allows for greater precision when moving rail cars, and also avoids a crash caused by attaching a train of rail cars to its own end.
  • Fixed inconsistent Crop Yield calculations
  • Fixed inconsistent Priority Sorter behavior if items entered the priority block via a right-angle turn
  • Fixed bugs resulting from moving Walls/Fences, resulting in unpredictable behavior


1.7 Patch Notes

Improvements to Worker Overview panel:




  • Worker Overview panel can now be filtered per-building. Whenever a building is selected, it'll only display workers targeting the selected building.
  • Most recent Pickup & Dropoff behaviors are shown in Worker Overview panel, not just active task
  • Current behavior’s icons are highlighted in Worker Overview panel. Will keep showing current behavior if worker waiting at building to pick up or drop off, instead of just displaying 'sleep' icon
  • Worker Overview panel will update icons if behavior changed while panel was open


Campaign Changes



  • Fixed Industrial Tome 3 being unsellable in Campaign 5
  • Campaign 4 starting tech level increased from 3 to 4
  • Campaign 5 starting tech level increased from 4 to 5
  • Campaign 6 starting tech level increased from 4 to 6
  • Campaign 7 starting tech level increased from 5 to 7
  • Campaign 6 starts the player out with more conveyor belt & rail resources
  • Campaign 6 victory conditions now require simply producing the required spellbooks, not necessarily selling them


Misc Improvements




  • Workers attempting to pick up an item, that is missing from the source building, will show that item above their heads instead of the generic 'pick up item' icon
  • If a map fails to load, error is displayed and player can exit back to main menu, instead of causing system hang
  • Updated font on Build menu
  • Added icon for Item Filter panel
  • Perspective removed on Underground views to better line up buildings and pipe connector locations


    Bug Fixes


  • No longer can plant trees and crops on incompatible terrain (rock and sand), which was resulting in Zero Yield and unharvestable crops
  • Fully-grown resources with zero inventory, as well as growing resources with zero yield, may have been created inadvertently due to above bug and will be removed during map load.
  • When changing recipes, Buildings could get into a state where they would produce recipes without having sufficient ingredients, and would constantly produce items without consuming anything
  • OmniPlanters would not display their regrowth status (Hotfix 1.7.4)

1.6 Patch Notes


  • Fixed pipe connectors failing intermittently if they were built vertically over an underground pipe connector
  • “Quick Access” button replaced with “Remove Block” button on bottom-left button grid
  • Changed icon of “Remove Block”
  • Fixed ability to bypass research requirements by using Enter to submit a selection on the Build menu
  • Fixed bug: Log Bridges were not calculating navigation height correctly, resulting in workers clipping through them
  • Improved visibility of numbers on Computational blocks, especially on underground layers
  • Fixed Logistics & Computational blocks being invisible on the Mining layer
  • Fixed bug: OmniPlanters were not highlightable or selectable
  • Updated Localization

1.5 Patch Notes


  • Fixed Medical Wrap not being sellable in Campaign Map 5
  • Added ‘Next Campaign’ button to main menu if you completed a campaign but then chose the ‘Keep Playing’ option
  • Fixed bug: Highlights when placing base were not accurately representing potential town borders based on road & market connections
  • Improved readability of Chinese font
  • Fixed header of Campaign Select and Controls menus not being localized
  • Fixed missing localization of “PlayerActionStatus” to “Status”
  • Fixed obsolete UI displayed in Campaign 6 starting school

Steam Awards

Hello everyone and thanks for the amazing launch week! It's great to see all the new players, and I'll keep working to add as many of the improvement suggestions & bug fixes as I can.

The Steam Autumn sale is currently running and they have a "Steam Awards" event where you can vote for your favorite games in a number of different categories.

If you feel like nominating Factory Town for something, I'd suggest the "Sit Back and Relax" award. The top nominated games in each category are then shown to players during the Winter Sale so they can be voted on. Would be fun to see Factory Town in the mix : )

Cheers,

Erik

1.4 Patch Notes


  • When Zoom In / Zoom Out is mapped to a key instead of scroll view, it will now zoom gradually instead of instantly to maximum value
  • Added option to invert X and Y axis of camera in Options / Interface
  • Fixed erratic ‘path filter’ UI icon when building chutes / pipes
  • Added “More” button on most entities that opens up new list of actions, letting you delete an object just from mouse clicks
  • Workers do a better job of trying to find alternate positions to load or unload at a building, if their initial position is blocked by another worker
  • Updated Localization for Simplified Chinese

1.3 Patch Notes


  • Fixed bug: changing Master Volume would not immediately update Ambient Audio volume
  • Fixed bug: Remedy could not be sold in Campaign 3 even though it could be produced
  • The Delete command now works when moving items
  • Fixed bug: trying to load a Scenario or Start Map in the Create Custom Map screen would result in loading screen that doesn’t disappear
  • Removed ‘No Valid Output’ alert when chute enters a building through its front center attachment point.
  • Added “Incompatible with Chute” alert when a Grabber over a Chute is filtered for an item that can’t be transported on a Chute
  • Fixed bug: Pipe Connectors placed underground on existing pipes would not automatically configure an Access Type, so items would default to skip it entirely
  • Potentially fixed bug where crops would sometimes stop growing

1.2 Patch Notes


  • Fixed workers not discarding held items when issued a new task that is incompatible with the held item
  • Workers that are waiting at a source building because there’s no item to pick up, or waiting at a destination building because there’s no space to drop off, will have a special alert status. This status shows up as an icon above their head, and also will be shown in their status panel when you select them (which you can click on to get more detail about the issue). These status are also shown in the Workers panel (K) to differentiate them from workers that truly have no behavior assigned.
  • Workers that are unable to find a path to a destination will have a special alert status.
  • Fixed missing localization of the ‘confirm file deletion’ message

1.1 Patch Notes


  • “Drop Off” option is shown on destination target buildings when worker is delivering everything from a source
  • Fixed typo in tutorial
  • Updated Traditional Chinese localization
  • Fixed bug: some packaged items would have incorrect labels
  • Fixed missing localization for Railroad Control build category

Factory Town 1.0 release!

Happy to announce that after several years in Early Access, Factory Town has now reached its 1.0 release!

It's been quite a journey getting to this point, with tons of work going into the addition of buildings, items, recipes, menus, tutorials, campaign maps, trains, pipes, filters, path layout tools, Steam Workshop features, custom game editing, decorative blocks, and optimizations. The process also included building out (and sometimes reworking multiple times) core gameplay systems like town centers, markets, happiness, house levels, research progression, computational blocks, and map generation. And of course, lots and lots of bug fixes along the way : ) But I finally feel that the game has reached a level of completeness, stability, and replayability to be considered a full release.

So what does the 1.0 label mean for the game going forward? Well, there's a big list of features and miscellaneous improvements that were lower priority but that I still want to add. And with a game as complex as this one, I'm sure there will still be rebalancing to be done as I continue to gather feedback. So the plan is actually to keep working on this game full-time for the foreseeable future, which I'm able to do thanks to all the players who have supported the game so far.

As a solo developer, having feedback from the community has been extremely valuable to me. So I'd like to give a huge thank you to everyone that took the time to post their feedback to the Steam forums or the Discord and help me work though a lot of tough design issues. The community around this game is very helpful and constructive and I'm extremely grateful for that : )

See you again at 1.1!

Erik