Hello! I figured if you liked Factory Town Idle, you'd be interested in the sequel I'm working on for the original game. It's called Factory Town 2: Paradise, and in this game you are building up a tropical island village and feeding a sentient volcano with trains, conveyor belts
Hello! I figured if you liked Factory Town Idle, you'd be interested in the sequel I'm working on for the original game.
It's called Factory Town 2: Paradise, and in this game you are building up a tropical island village and feeding a sentient volcano with trains, conveyor belts and catapults.
The Steam Next Fest is happening now, so I built a free demo you can try out. If you like it, give it a wishlist and you'll be notified when it launches in about a month!
- Added button to on home page to minimize credits, version notes, feedback, and other misc buttons. This minimization preference is preserved between game sessions. - Included button in this collapsible section that links to store page for Factory Town 2 For those interested, I'
- Added button to on home page to minimize credits, version notes, feedback, and other misc buttons. This minimization preference is preserved between game sessions. - Included button in this collapsible section that links to store page for Factory Town 2
For those interested, I'm working on a sequel to the original Factory Town (the one that Factory Town Idle was spun off of). Here's the store page for the sequel so you can wishlist it if you want a notification when it's available:
Hello again! I've been secretly working hard on a true sequel to Factory Town. It takes place on a series of tropical islands, where you're building up a town at the foot of a giant (but friendly) volcano. There's more items, buildings, transportation gadgets, a day/night cycle,
Hello again! I've been secretly working hard on a true sequel to Factory Town. It takes place on a series of tropical islands, where you're building up a town at the foot of a giant (but friendly) volcano. There's more items, buildings, transportation gadgets, a day/night cycle, rotational power, electricity, flowing water & waterfalls, an optional controllable avatar, and lots more that will be developed & announced over the next several months.
Estimated launch date is loosely in late 2025, but definitely could get into 2026 based on how development goes. It now has a 'Coming Soon' page on Steam so you can wishlist it and get a notice whenever it releases!
- Fixed bug: Was able to assign production capacity (workers) to market recipes in excess of available capacity to borrow from other recipes, causing available production capacity to go negative
- Fixed bug: Was able to assign production capacity (workers) to market recipes in excess of available capacity to borrow from other recipes, causing available production capacity to go negative
Misc Improvements When all production capacity (workers) are assigned at a building, you can now hit the ‘+’ button to assign additional workers to that recipe. - they will be reassigned from other recipes at the same building. Some conditions must be met for worker reassignment:
Misc Improvements
When all production capacity (workers) are assigned at a building, you can now hit the ‘+’ button to assign additional workers to that recipe. - they will be reassigned from other recipes at the same building.
Some conditions must be met for worker reassignment: those recipes have more than one worker assigned and must be in ‘Auto-assign’ mode. If multiple recipes are available that meet those conditions, worker will be reassigned from the lowest priority recipe, and among those, it will reassign from the recipe with the highest surplus for its primary output item.
When the icon of a locally locked item is clicked on (e.g. in the Research panel) it will open up the guide for the item
A filter of “Increasing” or “Decreasing” on the Inventory panel will be preserved when switching towns
In the item activity tooltip, the Production “Potential” and “% Potential” values will now display the true max potential based on recipe speed and assigned production capacity.
Previously, this value would not take into account situations when more production capacity was assigned than the output capacity or rate limit could accommodate. This new behavior allows display of "% Potential" values > 100%, and the logic is consistent with the percentage shown on each recipe's output progress bar.
Item activity tooltip for “Consumption” now shows demand more accurately. If the item being examined is the limiting factor in its recipe, its demand is set as its full (unrealized) potential consumption for that recipe. In all other cases, Demand is calculated based on its actual consumption.
For example, if making Paper (water + wood), and the recipe would normally consume 10 wood / second and 10 / water second, but the recipe is slowed to 50% of its normal speed because of a lack of Water, then the demand for Water is 10 / second and is being supplied at 50% of its demand. The demand for Wood though should only be 5 / second, and it is being met at 100% of its actual demand. As Water supply increases, the Paper recipe will be able to run faster and the Wood demand will increase correspondingly.
Bug Fixes
The town perk 'Storage Boost' was only assessing ‘Local Consumption’ when deciding how much to increase storage by. This was causing it to ignore potentially large effects of exports, and thus storage was much too small to handle throughput. Now it calculates based on Active Demand and storage expands appropriately. This should resolve some unintended limits on production speed due to insufficient storage.
The bonus capacity given to items based on its consumption rate (to allow greater item throughput than storage would normally allow) was based only on local consumption, not exports. This was also causing unintended limits on production speed due to insufficient storage.
Misleading entry in tooltip for Power made it seem as if it was exclusive to the Desert biome
When ‘Extra Active’ game modifier active, player could still use hotkeys to trigger Turbo and Turbo Max mode. However, they would not function properly
Requirements for Quest “Produce Copper Wire” (that unlocks Power Line) was displaying an obsolete quest as a prerequisite. Now it shows the correct prerequisite quest of “Produce 50K Copper Ingot” which is necessary to make Copper Wire.
If game was quit while ‘Assign Worker’ buttons were highlighted during tutorial, and another game was loaded, they would remain stuck in highlighted state
Auto-Trade Improvements In this update, the Auto-Trade feature has been changed to give players better control of how their trades work, and in general to result in more stable behavior (less flip-flopping between import and export modes) 'Auto' trade mode is now split into 2 opt
Auto-Trade Improvements
In this update, the Auto-Trade feature has been changed to give players better control of how their trades work, and in general to result in more stable behavior (less flip-flopping between import and export modes)
'Auto' trade mode is now split into 2 options:
Local Balance: If there's a local deficit of the item, the recipe will Import. If there's a local surplus, it will Export. (This is closest to the current 'Auto' trade mode, so older trades in Auto mode will be migrated to use Local Balance)
Local Fill: If the local town has spare storage capacity for the item, the recipe will Import. Otherwise, it will Export.
Note that when these modes are using the fallback 'Export' mode, they will never export more than the local surplus of the item. This is because doing so would cause a local deficit, and thus force it to flip-flop back to Import mode.
Balance Changes
Added Omni upgrades for Well
Misc Improvements
Improved loading times for large files
Improved inventory filter when Trading recipe selected: now it shows the local inventory and the global trading post storage for the selected item. It can also do this regardless of the active trade mode (import, export, of Off)
When an item filter is applied to the main production list, the relevant trade recipe will be shown whether the trade is importing, exporting, or off.
Bug Fixes
When Unlimited Consumption modifier was on, Item production tooltip would always show zeros for item demand / supplied for its market consumption
Last frame’s item demand was not stored in save file, so recipes that targeted demand would not be immediately stable when loading a game
New Features New Game Modifier: Trading Tokens. In this mode, exporting an item earns 'Trading Tokens' based on the value of the item. Imports require spending these tokens. This system encourages towns to have a balanced import/export scheme. In this mode, there is no maximum st
New Features
New Game Modifier: Trading Tokens. In this mode, exporting an item earns 'Trading Tokens' based on the value of the item. Imports require spending these tokens. This system encourages towns to have a balanced import/export scheme. In this mode, there is no maximum storage limit within Trading Posts so that towns can always earn Trading Tokens. This modifier unlocks once the player has reached Town Level 25 at some point in any playthrough.
New Game Modifier: Default Auto-Assign. In this mode, the Auto-Assign feature is always available and is on by default for all buildings (except trading buildings). This modifier unlocks once the player has reached Town Level 25 at some point in any playthrough.
Balance Changes
Added ‘Continue’ button to main menu. (It appears after the player has loaded a save file in this version once, as that info must be stored first before the game knows which file to continue playing)
Game modifiers Easy Mode, Hard Mode, Mild Biomes and Extreme Biomes are now available by default instead of requiring game progress.
In Extreme Biomes mode, Magic Jewelry research is now exclusive to the Magic biome (not the Jungle Biome) because those items are made at the Enchanter (which is only in the Magic Biome).
Magic Potion recipe no longer requires Mana Transmitter research, because in Extreme Biomes mode, Magic Potions can only be made in the Forest biome's Medicine Hut but Mana Transmitter research is only available in the Magic biome.
Magic Medicine research now has Mana Power as an input, to guarantee the player has access to Mana Power which is required for making Magic Medicine items.
Quest that unlocks Steam Pipeline now also requires the player to produce a certain amount of Steam as well, otherwise the Steam Pipeline may be unlocked before Steam can be produced.
Trading recipes for Steam, Fire, Power, and Omnistones default to trade mode “Auto-Balance” instead of “Off”
World Panel icons are not hidden for unlocked biomes when game modifier Extreme Biomes or Mild Biomes is active
Bug Fixes
Tooltip for ‘Excluded’ buildings on World Panel was not localized
Turbo mode timer would occasionally flicker the counter up and down based on odd timing of accruing and spending time tokens
Game could not load files with a period character in the file name
Research and Upgrade buttons were available in the World panel before they were normally unlocked
Game Modifiers When creating a new game, you can now select multiple 'Game Modifiers' that can change the game progression in dramatic ways. Many of them require some game progress to unlock. Extra Idle / Extra Active: Changes construction & research speed to support more 'Ac
Game Modifiers
When creating a new game, you can now select multiple 'Game Modifiers' that can change the game progression in dramatic ways. Many of them require some game progress to unlock.
Extra Idle / Extra Active: Changes construction & research speed to support more 'Active' or 'Idle' playstyles. Extra Active mode speeds up construction and research, removes the ability to earn Time Tokens, and increases Click Power. Extra Idle mode increases construction and research times, but increases amount of idle time that can be accrued.
Easy Mode / Hard Mode: These change the rate of coin & XP gain, the strength of many perks, available Land, and natural resource regeneration.
Mild Biomes / Extreme Biomes: This setting will decrease or amplify differences between Biomes. Mild Biomes removes a lot of the penalties from different biomes, and Extreme Biomes adds a lot of additional differences and makes many buildings exclusive to one particular biome or another.
Permanent Perks: This modifier prevents you from lowering the assigned level of a Perk within a playthrough. So you must be extra thoughtful when assigning Perk Points!
Low Population: This modifier decreases the amount of Workers you get per House. This adds extra management challenge as you decide which are the most important buildings to staff.
Infinite Storage: In this modifier, all resources and items have no maximum capacity. All Storage buildings and upgrades are removed. Recipes will not naturally self-limit, since they can not reach saturation.
Infinite Land: Buildings no longer take up land, so you can expand faster.
Infinite Consumption: There is no limit to how much you can oversupply a Market. This allows you speed up progression quite a bit if you can keep your production running.
Feel free to mix & match these as you want! Let me know if you have ideas for additional modifiers.
Simplified Research Tech Tree
As the game was developed, new tech was added and removed quite a bit. As a result the tech tree that linked all the research together was a bit of a mess. Besides cleaning it up to make it easier to follow, I also needed to make sure that new restrictions on buildings in the 'Extreme Biomes' modifier didn't cause any necessary tech to get blocked.
The full details of all the changes are too numerous to mention, but the most important points are:
Most research that simply unlocked new recipes were converted to Quests (e.g. Reinforced Plank, Copper Wire, Paper, Quartz). Players that previously produced these items will have these new Quests automatically marked as 'complete'.
Basic Logic, Intermediate Logic, and Advanced Logic were removed. Related dependencies were merged into Study, Tech Lab, and various Tome researches.
Magic Construction has been merged into the Enchanting research.
Many cases where a research was required as a prerequisite instead simply requires access to the research's input items.
Unlimited save files
Instead of 5 slots to pick from, you can now have an unlimited number of save files.
When creating a new game you pick whatever file name you want.
When loading, you will see a list of all the files you've created. Files created in versions prior to this update will be called "slot1", "slot2", etc.
When in a game, you also have the option to "Save As" under a different file name.
You can right-click on a row in the file browser to view an option to delete the selected file.
Balance Changes
Infinite Research “Omnitemple Speed Boost” is now “Knowledge Speed Boost” and it boosts all Knowledge recipes by 25% per level (including Omnitemple recipes)
Capped all research and construction costs at 10^300, to avoid overflowing the data types used to store costs
Polished Stone is now made from Quartz instead of Refined Stone Brick
Quest that unlocks Polished Stone now requires Quartz production instead of Refined Stone Brick production
Quest for Berry Cake no longer unlocks until the player has access to Berries
Quartz recipe requires 8 Stone instead of 10 Stone
Misc Improvements
Added Brazilian Portuguese localization
Changed icons for knowledge tomes so the tiers are easier to tell apart
If a biome is locked, but its required quest is complete (but not claimed), clicking the “Create” button on the World panel will automatically mark the quest as complete
Unmet requirements with item / research tooltips will display highlighted in red
All tooltips on research ingredients will show the full tooltip guide for the item
Tooltip guide for Coins shows which stores produce the coin type
Menu that appears when right-clicking an item icon will show an Info button at the top that will open the tooltip guide for the item
Game menu dismisses automatically after ‘Save’ clicked
Tutorial pointer finger will no longer appear if the player has reached level 10 in any of their previous save files
More details about recipe speed / productivity modifiers are shown in the tooltip for recipe progress
Bug Fixes
"NaN" would appear in very large construction costs
Tooltip panel would occasionally show items in the wrong order
Skill gain was being undercounted during Fast-forward (turbo) mode
Recipe speed modifiers were not being counted when calculating skill gain
Skills will now gain as many levels as they need to during a single simulation tick, rather than being limited to one level up per simulatio tick
Removed redundant building requirements from harvesting / farming recipes
Fixed tooltips for Harvesting buildings showing excess line listings for each item harvested
No reward was displayed when completing research “Ether Bonus: Earth Power” or any research that boosted cultivation / prospecting
Item icons in tooltip guide would not always show the items’s name in a text tooltip when hovered
IndexOutOfArrayBounds error was possible when returning to the main menu after launching with music turned off
(Hotfix 1.3.0h) Fixed German localization missing many terms
(Hotfix 1.3.0i) Fixed new natural resources appearing with "NaN" quantity when unlocking during gameplay
Fixed bug: Production detail tooltip for currencies would incorrectly sort 'Production' rows at the bottom of the list, below Consumption totals Fixed bug: Research panel would not consistently update its display of available production capacity Fixed bug: Item Consumption detail
Fixed bug: Production detail tooltip for currencies would incorrectly sort 'Production' rows at the bottom of the list, below Consumption totals
Fixed bug: Research panel would not consistently update its display of available production capacity
Fixed bug: Item Consumption detail tooltip would sometimes show “-100%” in the Contribution column when “100%” should be used
Research panel production capacity now appears like the other production capacity displays in the game, and allows right-click 'Remove All' behavior
Turbo Mode performance improvement Turbo (fast-forward) mode has been optimized to run smoothly at all speed multiples. It does this by running one full simulation step per frame, and then repeating the last recorded net gain/loss for each item multiple times, until it catches up
Turbo Mode performance improvement
Turbo (fast-forward) mode has been optimized to run smoothly at all speed multiples. It does this by running one full simulation step per frame, and then repeating the last recorded net gain/loss for each item multiple times, until it catches up with the targeted simulation time.
If a building or research is completed during these 'repeat' simulation steps, another full simulation step is triggered to calculate updated delta values (so you don't spend more than you need to on a building or research).
This process can occur multiple times in a single frame, which may be necessary if lots of buildings are completing in rapid succession. However if the game is unable to run enough full simulations within the limit for a single frame (1/60 of a second), it will save those simulation steps for the next frame, and so on. This can result in a difference between the target turbo rate and the actual number of simulation steps run, but it will not spend more time tokens on these steps than are actually used not will it cause the frame rate to suffer.
Production Tooltip Improvements
Production and Consumption are now grouped more clearly, and a ‘Total’ value is shown beneath each section.
The “Potential” and “% Potential” are now based on how much can be produced within the constraints of actual storage space. That is, if a recipe is running slowly due to storage being full for its output item, this will show as running at “100% potential”, instead of appearing as running at < 100%. A recipe will only show as running at < 100% potential if there are not enough inputs to run the recipe at full speed.
Can expand and collapse Production and Consumption groups in production tooltip panel
Can click on headers to sort production/consumption tooltip by Name, Contribution %, Potential, Actual, and % Potential contribution values
Misc Improvements
Save games now remember which building category tab was last visible, so it can be loaded when restarted
The expand / collapse state of headers on the Trading panel are shared between towns, making it easier to track specific items' status when switching towns using hotkeys (Ctrl+Left Arrow or Ctrl+Right Arrow)
Manual recipe production via click will potentially add to max demand per second for the purposes of increasing storage
Added more contrast on the background for each building’s available production capacity, to help differentiate it from the recipe’s production capacity
Booster Building Changes
Changes were made to the Booster buildings (Factory, Airship, Magic Boat) to include items that were not boosted by anything, and remove double boosts of some items. The new logic is:
'Factory' boosts Workshop, Tailor, Pasture, Machine Shop, Stone Mason, Lumber Mill, and Food mill.
'Magic Boat' boosts Medicine Hut, Bakery, and Gourmet Kitchen
'Airship' boosts Jeweler, Refinery, and Enchanter.
'Foundry' (new building) boosts production speed of Forge and Magic Forge buildings.
The effects of these changes are as follows:
Bread, Apple Juice, Pear Juice, and Berry Juice were boosted by both Factory and Magic Boat, now they are only boosted by the Magic Boat.
Tailor items were being boosted by both Factory and Airship, now they are only boosted by the Factory.
Pasture recipes were not boosted by anything, they are now boosted by the Factory.
Refinery and the Enchanter were not boosted by anything, they are now boosted by the Airship.
Glass was boosted by the Workshop, now it’s boosted by the Foundry.
All other Forge and Magic Forge items were not boosted by anything, now they are boosted by the Foundry.
Balance Changes
Changed cost growth curve for all Buildings. In general they cost more at lower counts, and much less at higher (100+) counts
Effect of upgrades for Steam Pipeline, Omni Pipeline, Power Line, Magma Pipeline, and Omni Pipeline are now exponential (they double their effect each level) instead of increasing the base effect by 50% each level. There are also 10 levels of each instead of 5. Each level requires more of the underlying building type to unlock the next upgrade type.
Infinite research “Goods Consumption Boost” (which increases max market supply rates) increased from 20% per level to 50% per level
Building construction times do not scale so high when you have hundreds / thousands of buildings
Increased thresholds at which Quarry construction requires advanced items like Steel and Refined Planks
Bug Fixes
Background tint of menu row items would occasionally have inconsistent colors
Production speed tooltip was showing ‘Baseline Speed’, but not any indicator if the recipe produces more than 1 unit of output per recipe. This was causing the displayed potential items/sec value to not match the displayed values when added up. A new line for ‘Productivity’ has been added that displays number if items per recipe loop that are produced.
Building cost would be shown in red if player could not currently afford the entire cost, which is not applicable since the cost is paid gradually
Inventory items would sometimes appear empty for a single frame when new construction started
Displayed costs in the pop-up construction details panel would sometimes not reflect the current increment multiple
Decreasing storage, and then increasing storage, was causing items to disappear and created possibility for goods production exploit
High-level towns (> 60) would have increasingly long load times
Balance Changes Reverted the ‘Dynamic Storage’ effect of Rail Depots. They were causing too much town instability due to sudden increase in storage. Rail Depots now provide a static boost of 10K to global storage capacity per building. The global perk “Global Trading Capacity” no
Balance Changes
Reverted the ‘Dynamic Storage’ effect of Rail Depots. They were causing too much town instability due to sudden increase in storage. Rail Depots now provide a static boost of 10K to global storage capacity per building.
The global perk “Global Trading Capacity” now has the dynamic storage effect that Rail Depots did in the previous version. Each level of this perk will now provide a bonus to all traded items’ global storage based on that items’ peak per-second demand. This also gives it consistent behavior with a similar Town Perk, and can be adjusted up or down as needed.
Since the Global Trading Capacity perk is now much stronger, the level of it was reduced to 1 for any players that had levels in it. Quest Coins are refunded for these levels. This allows players to more carefully increase their trading post storage without causing major production shortages.
Bug Fixes
Fixed label on Quest Coins button saying 'Perks' instead of the number of available quest coins
This should resolve any issues with overproduction causing resource shortages in previous patches. Another good solution to this is to set trading post recipe priorities to Low or Lowest, and you can also set Production Limits for trading recipes to 100%-200% of Demand so that towns will not export rapidly just to fill trading post storage.
If you are still struggling please let me know in the forums or on Discord and I will keep trying to find the right balance here!
Bug Fixes: Tooltip for trading post inventory details would not display correctly or at all Game would not relaunch in Steam if launched from .exe while Steam was closed, causing cloud saves to be inaccessible Locked button on World Panel buttons for locked biomes was not visible
Bug Fixes:
Tooltip for trading post inventory details would not display correctly or at all
Game would not relaunch in Steam if launched from .exe while Steam was closed, causing cloud saves to be inaccessible
Locked button on World Panel buttons for locked biomes was not visible
World Panel buttons for locked biomes would show land, workers, research, construction, and upgrade buttons
Label on the Time Tokens button would often show the label “Time Management” instead of the actual number of time tokens
Balance Changes Town Perk "Storage Boost" now adds storage to each item based on its max per-second demand (50% per level). This should improve how well storage scales for all items as the economy grows, and is intended especially to help replace the effects of the removed Omni S
Balance Changes
Town Perk "Storage Boost" now adds storage to each item based on its max per-second demand (50% per level). This should improve how well storage scales for all items as the economy grows, and is intended especially to help replace the effects of the removed Omni Storage upgrades.
If you are still having storage capacity issues after this update please let me know! Happy to make further adjustments.
Improvements Inventory panel will display a header displaying which filter is active, if any. This is for both recipe filters and the increasing/decreasing state filters When Inventory is filtered to show increasing or decreasing items, it will automatically refresh every second
Improvements
Inventory panel will display a header displaying which filter is active, if any. This is for both recipe filters and the increasing/decreasing state filters
When Inventory is filtered to show increasing or decreasing items, it will automatically refresh every second to keep up to date with production changes
World Panel buttons now include Land, Workers, Research, Upgrades, and Construction buttons. Right-clicking on Research or Upgrades buttons will automatically claim all research or upgrades that are available to claim
Can right-click on a building header’s production capacity display to show an option to “Remove All”, which clears all production capacity assigned to that building. It will also disable production Auto-Assign if it’s enabled for that building.
Can hover over the XP icon on the Town Status Panel (top-left, where the town name is shown) to get a tooltip showing XP earnings from all sources. Clicking on this icon will pin the tooltip and allow you to scroll the menu. The ‘Potential’ XP in this menu indicates the XP you would earn if you had enough inputs to meet the recipe’s demand. (For Markets, the recipe demand is always its maximum supply value.)
When Auto-Trade switches mode between Import and Export, and Auto-Assign is active on the recipe, the recipe will have all production capacity removed. This is to prevent wild swings in trade volumes
Notifications panel tracks notifications per-town, and switching towns will display that town’s notifications. Previously unviewed notifications will have a slight tint animation
Claiming All upgrades will now show a list of which upgrades were claimed
Removed behavior that production assignment increment automatically increases magnitude based on size of current production assignment value
When a Perk has no levels, its description will simply state the effect of the next level of the perk. It will no longer show the current effect, i.e., 0% boost
Added new Background Music track
Balance Changes
New Town Perk: Storage Boost. Each level adds a multiplier onto all item storage (including natural resources) within the town
Got rid of all Omni Storage boosts. Was too easy to unintentionally increase storage in an irreversible way using Claim All for upgrades. Functionality is replaced with the Storage Boost town perk
New Global Perk: Construction Efficiency. Each level reduces the amount of physical items required for construction, all the way down to zero. Currency requirements are unaffected. This perk requires that at least one town has reached level 40.
New Global Perk: Research Speed. Each level reduces research speed in all towns by a set amount. This addition is meant to help deal with exponentially growing durations of infinite research, and also help speed up development of towns in new biomes.
New Global Perk: Global Trading Capacity. Each level increases the globally-shared limit for trading post inventory
All Cultivation and Prospecting recipes are now available immediately as soon as the parent building & natural resource are unlocked. The related research (that was previously responsible for unlocking the recipe) still exists but now applies a 5x prospecting speed multiplier. The baseline speed has been reduced by 5x. This way there is less confusion about why a certain recipe is missing, and avoids the situation where a prospecting building might be empty of recipes. But it also maintains the importance of the related research.
Increased baseline cost for all Omni-upgrades by 100x. ('Upgrade Efficiency' upgrade was causing early levels of these upgrades to be extremely cheap)
All buildings have at least some coin cost, so there is still a cost when Construction Efficiency is at max level and all physical costs removed
Rail Depots now add 50% of an item’s peak per-second import demand to its trading post storage. This value is multiplied by the number of Rail Depots built globally. This allows trading post storage to scale dynamically with item demand.
Removed upgrades for Rail Depot capacity, as this could cause upgrades in one town to drastically affect other towns
Greatly reduced market demand for OmniPipes, as it is a very pricey item and was causing an imbalance
Changed calculations for XP earnings from recipes. Previous method was not taking into account recipes that produced more than 1 item (like advanced harvesting recipes), or productivity upgrades that increased the amounts produced by recipes.
Increased XP value of all crafting / harvesting / cultivation / prospecting recipes
Lowered power of “Town XP Multiplier: Yellow Coin” and similar upgrades since baseline XP values are now higher
World Perk “Specialization” now requires a Market to unlock
OmniTemple requires 10 Land instead of 1
Bug Fixes
Mana Power was not tradeable
Fixed bug failing to load large numeric values in save files which would cause the main launch menu ‘Play’ button to become unresponsive.
Claiming a research recipe that was also selected would preserve the selected recipe filter on the inventory panel with no obvious way to remove it
Notification Log would always show completed research as ‘level 1’
Fixed transparent background on Inventory popup panel
Construction Details panel would sometimes show non-localized text in header
Changing perks with right-click would not update perk description to match new value of perk
Description of “Town XP Boost” World Perk was stating that it 'increased XP for selling items' was incorrect, now it states that it increases XP from all sources
Happiness XP Bonus was not immediately recalculating its effect on non-Market recipes
Improvements: Added Italian language localization Changed ‘Scroll Up’ and ‘Scroll Down’ hotkeys from Q and E to A and Z, to prevent overlaps with existing menu hotkeys. In addition, the keys can be held down to scroll repeatedly. (Page Up and Page Down are also mapped to this fun
Improvements:
Added Italian language localization
Changed ‘Scroll Up’ and ‘Scroll Down’ hotkeys from Q and E to A and Z, to prevent overlaps with existing menu hotkeys. In addition, the keys can be held down to scroll repeatedly. (Page Up and Page Down are also mapped to this function.)
Balance Changes:
Resources are no longer added when their capacity expands, as it was possible to exploit by adding/removing associated perks
Removed slightly confusing quest requirements for higher levels of “Research Speed” upgrade. They were intended to prevent displaying these levels before the type of coin used to purchases these levels was available. But they were not formatted well and didn’t serve much purpose. Now all levels of this upgrade cost Yellow Coins and have no additional requirements besides completing certain amounts of research globally.
Bug Fixes:
Was possible to minimize the main Markets or Trading header, causing all rows to disappear without an obvious way to make them visible again
Game will respond to launch arg “-windowed” to launch in window mode instead of exclusive fullscreen (to fix issues where game would not display properly in exclusive fullscreen, causing in-game windowed mode option to be inaccessible)
Also added “-fullscreen” launch arg that sets to exclusive fullscreen
Added logic to help prevent ‘One Week’ and ‘One Month’ achievements from triggering early
Was able to click on locked Biome modifier icons to see the locked info
Water Wheel research was required on all recipes that use power, even though power can now be traded between towns. This was causing an odd situation where the Machine Shop or Mana Transmitter could be unlocked but no recipes were visible for them.
Changing towns (with ctrl+left or right arrow keys) while the Town Perks menu was open would not update that menu’s displayed town
Was able to exceed building limits (e.g. for biome-specific buildings that are capped based on town level) using the build-multiple commands
Hi again, I'm happy to announce that Factory Town Idle has graduated from Early Access and is now available as as full 1.0 release! A huge thanks to all the players who participated in the early Playtest and Early Access versions, and in particular those that offered all the extr
Hi again, I'm happy to announce that Factory Town Idle has graduated from Early Access and is now available as as full 1.0 release!
A huge thanks to all the players who participated in the early Playtest and Early Access versions, and in particular those that offered all the extremely valuable feedback & bug reports. I literally could not have gotten the game to this state without you!
If you don't already have the game, it now has a 30% launch discount and is part of Steam's Economy and Capitalism Fest that just started.
I have more updates planned post-launch, so keep those suggestions coming. Cheers!
Misc Improvements More details provided in Market Fulfillment tooltip, specifically including descriptive rows for things that modify oversupply rates Low market supply does not use sad face icons, to avoid implying a penalty Balance Changes Markets can be oversupplied even from
Misc Improvements
More details provided in Market Fulfillment tooltip, specifically including descriptive rows for things that modify oversupply rates
Low market supply does not use sad face icons, to avoid implying a penalty
Balance Changes
Markets can be oversupplied even from the start of the game (by 100%)
Lowerered Stone Mason research time
Lowered baseline demand for Wood, Stone, Stone Brick, and Plank
Further decreased effect of Land on resource regeneration rates (was too high and making Cultivation and Prospecting useless in early game)
Bug Fixes
Goods Consumption Boost upgrades were being applied to the baseline demand for an item, instead of just affecting oversupply
Player could specify a production limit for Market recipes that exceeded the max demand for that item
Cultivation production auto-assign could enter a cycle where it would be added and removed repeatedly
Water Spring was showing up twice in tooltip for Well
Hotfix 1.0.0a: Fixed low land amounts having negative impact on resource regeneration rates
Balance Changes Advanced levels of Research Speed upgrade, that require red, blue, and purple coins, now require that coin’s respective unlock quest to be completed first Stone Mason is now available in initial research set, and Quarry research is dependent on Stone Mason, instea
Balance Changes
Advanced levels of Research Speed upgrade, that require red, blue, and purple coins, now require that coin’s respective unlock quest to be completed first
Stone Mason is now available in initial research set, and Quarry research is dependent on Stone Mason, instead of vice versa. This is because Stone Bricks are needed very quickly but the Quarry is not
Reduced the multiplier that Land has on resource regeneration from .5x per land to .1x per land. Increased baseline resource regen rate for all resources (resource regen was scaling too fast)
Increased baseline harvest speed of Harvester Hut Wood from .25/sec to .4 / sec (Was difficult for early towns to keep up with increased market demand for wood)
Misc Improvements
Changed many icons & background images
If tutorial was instructing player to build a General Store, but no Workers were available, the tutorial pointer finger will point to the House instead of the General Store
Tutorial pointer finger will point to the Town Perks and/or the Global Perks buttons if the player has available perks to purchase and has not yet opened the panels
More detailed tooltips will be shown when hovering over production contribution details
Labels in production tooltip details will more specifically show the producing or consuming building, not just the panel (e.g. “Forester” instead of “Cultivation”)
Bug Fixes
Auto-assign production capacity on Cultivation and Prospecting recipes would ignore natural resource regen, resulting in excess amounts of production capacity assigned
Desert Well penalty was not being applied
Descriptions were missing for Steam Pipe, Power Line, Mana Pipe, Magma Pipe, and Omni Pipe speed upgrades