Production Line : Car factory simulation - cliffski

Hi everyone! A bunch of cool new improvements covering all areas of the game, here is the complete list:

1) [Bug] Fixed crash bug when using B hotkey twice with task picker closed.
2) [GUI] Improved component tab on efficiency screen shows more stats, in more sortable columns, with only one column now.

3) [GUI] Improved pie charts on expenses chart now highlight the top few component costs as different shades of red.

4) [Bug] Fixed missing LED headlights graphic for sports car.
5) [Bug] Fixed bug where the player was not credited a refund when unused resources were automatically refunded by a slot due to not being used over a long period.
6) [Bug] Fixed bug where the 'prefer local' option for resource importing seemed to work incorrectly.
7) [Balance] Slowed down the rate at which the perceived value of vehicle features change over time in response to competition. This should reduce price micro-management.
8) [Bug] Fixed bug where car designs that used white or red seats, but fewer of them due to body design were using too many and wrong seats.
9) [Bug] Fixed issue where in certain combinations, resources might be ordered badly by slots, notably the air suspension upgrade on fit undercarriage.
10) [GUI] Changed the vehicle design screen so that component cost was using the current purchase price of components, not just the games starting price for them.
11) [GUI] Improvements to map editor to allow placement of import/export on edge tiles, also blocks out and shows the 2 adjacent tiles next to export slots.

12) [Performance] Reduced lag on huge maps when placing new overhead conveyor routes.
13) [Bug] Moving a task-linked supply stockpile now retains its task link.
14) [Bug] The advice to research new body types now will not trigger if you are already researching your first body type.
15) [GUI] When placing a conveyor or the overhead conveyor, ESC key now cancels, as does right-click.
16) [GUI] When design is being researched (or along with normal research) an extra green progress bar appears by the research icon now.

17) [Bug] Fixed zoom limit on map editor with really big maps.
18) [GUI] Zoom in/out with the mouse wheel on the map editor now does zoom-to-cursor.
19) [Bug] When moving an existing slot, disabled upgrades are no longer removed and need re-buying.

Hope you like the changes. I have more improvements planned for the charting and reporting stuff. Some of that formatting could be improved. I also want a more elegant way of breaking down component import costs. Hopefully the game will have slightly less micro-managing of prices now, and for people on massive, slow custom maps, performance should have been boosted a *lot*.

Please let me know here if this update has introduced any new issues. The known 'problems' I am aware of are:
1) very occasionally cars are drawn with missing components after playing for a long time and slightly zoomed out.
2) very occasionally the screen will go mostly white for a period, which is fixed the minute you re-start the game. I still cant reproduce this yet.

Thanks for all your support in offering suggestions and advice to improve the game, and for continuing to support my little company :D
Production Line : Car factory simulation - cliffski much change...

[version 1.75]
1) [Balance] Some manufacturing slot research now requires the base fit slots to be researched and unlocked first now.
2) [Bug] The 'copy from slot' feature on supply stockpiles now takes into account that batteries are needed for fit fuel tanks if electric or hybrid cars are researched.
3) [Bug] The post-research screen now takes powertrain into account when suggesting which cars get a feature.
4) [GUI] There are now small up/down buttons on the vehicle design screen to adjust the price, which do the same job as the mousewheel.

5) [GUI] The discounts for the showroom have been moved into a tab on the market screen.

6) [Bug] Fixed bug where the setting for global factory resource importers persisted if you started a new game.
7) [Bug] Nappa, White & Red seat manufacture slots now do the correct thing and don't produce any standard seats.
8) [Bug] Fixed bug where placing then deleting conveyor belts in blueprint mode prevented new blueprints being placed in the same place.
9) [Balance] Defects now start fading in over ten hours rather than suddenly appearing at some point in the game.
10) [GUI] Added new button on the option screen to reset the status of advisors so you get all advice categories again.

11) [GUI] You can now infinitely expand all of the slot picker UI in blueprint mode so you can place down any blueprints ahead of researching them.
12) [GUI] The pop-up windows on the task-picker for resource importers now show how long each one takes to import an item, to more clearly show relative speeds.
13) [Bug] Supply stockpiles now also automatically stock combo-resources such as heated and folding wingmirrors, if all the sub-components are required for a linked slot.
14) [GUI] The pop-up label for the supply stockpiles now show the current linked slot type in brackets underneath if linked.
15) [Bug] Fixed bug where if loading or starting a second game, some visual elements like open top or sunroof or wheels did not show correctly.
16) [GUI] Market value of each car now shown in the vehicle design screen.

17) [GUI] Mouse wheel now scrolls correctly in the showroom vehicle features list.
18) [GUI] Renamed the 'insufficient resources' message, and also 'wrong bodystyle' and 'predictive stock control' so they all make more sense.
19) [GUI] Fixed layout of market analysis screen at 2560x1440 res.
20) [GUI] The 'new' text on recently researched slots on the slot picker now times out and disappears after being displayed for 30 seconds.
21) [GUI] Fixed font problem with the X character in company name.
22) [GUI] Map editor now highlights the potential placement tiles for importers and exporters in that mode to avoid confusion.
23) [Bug] Fixed bug where blueprints placed and then bought, then slots deleted could still prevent other blueprints being placed.
24) [GUI] The drop-down list in the production manager (for new car scheduling) is now sorted alphabetically.
25) [GUI] The demolish tool (drag-select to delete) now works on a 1 tile width/height area, previously was a minimum of 2.

Hope you like these changes. I am planning on improving the reporting of what components are costing you on the finance screen for the next update.
BTW the latest blog video can be found here:

Production Line : Car factory simulation - cliffski

Hi. This patch is a relatively small one, but there are some good changes ( i think ) in the balance tweaks that improve the late game and also make smart junctions a more viable option earlier on.
We also have 3 (rare) crash fixes.
Also i fiddled with the car price slider, which should be a lot more usable now.

[version 1.74]
1) [Bug] Fixed rare crash involving placing a blueprint for a slot on top of a starting-slot (like chassis assemble), then buying the blueprint.
2) [Bug] Fixed crash when loading a game with vehicles at any very extreme edge tiles.
3) [GUI] Improved usability of scroll wheel on car design price slider.
4) [Balance] New car designs get a sensible starting price when created due to research to prevent accidentally having zero priced cars.
5) [Balance] Increased purchase price of the shipping and paperwork slots by 30%
6) [Balance] Increased purchase price of the fit computer and fit electrical components slots by 80%
7) [Balance] Doubled the purchase price of the make electric powertrain and make electric motor slots.
8) [Balance] Doubled the production cost of the make steel sheets slot.
9) [Balance] Reduced the research cost of smart junctions by about 50%.
10) [Balance] Increased the research time for some types of wheels and seats (design types).
11) [Bug] Changed the export-rate for supply stockpiles so that they could not be overwhelmed, resulting in long invisible queues and an inability to send items out at a reasonable rate.
12) [Bug] Fixed crash bug under certain circumstances when deleting very busy resource importers.

Don't forget we have new DLC coming in just a few days!
Check it out:

..and also a video where I show off how that all works can be found here:

let me know if I've made any screw-ups with this update :D
Production Line : Car factory simulation - cliffski

Right...we have not had a list of changes this big for a while. Some good ones in here, I'm excited about changes to the price slider. I know its not perfect, but I think its way better. Plus the rapid shipping thing is cool. And yet more performance improvements (I'm determined to have it running silky smooth for you people with insane-size factories).

1) [GUI] The choose company logo window is now larger if space allows.
2) [GUI] Fixed some locations where numbers greater than 2 billion were still displayed wrongly.
3) [Bug] Fixed resource bug whereby with 'prefer local' setting, a slot could ignore nearby supply stockpiles and use importers instead if there was no local production in the factory or local items in the stockpile.
4) [Performance] Overhead resource items not drawn when very zoomed out or if frame rate is low and fairly zoomed out.
5) [Balance] Fitting the high performance powertrain now has a speed penalty to bring it more in line with other engine upgrades.
6) [Bug] FINALLY fixed that long standing graphical glitch where newly placed slots sometimes had 1 or 2 little decorative items that stopped a few pixels short of landing until you moved the camera.
7) [Bug] Fixed slight visual anomaly where a car might initially face the wrong way when waiting to be processed at a smart junction.
8) [GUI] Clicking the power gauge before power plants are researched will launch the research screen focused on powerplant research now.
9) [Feature] Added a new button at the top of the slot picker that toggles the display of blueprints on and off while the game is in the normal factory view mode.

10) [GUI] Clamped map scrolling so its impossible to scroll the whole world offscreen.
11) [GUI] Mod browser now shows red/green for disabled/enabled status on the left hand side.
12) [Bug] Fixed a few visual anomalies on the vehicle design screen previews with layers showing incorrectly.
13) [GUI] Basic car now hidden as a feature for smart junctions, but basic features like solid roof are now selectable.
14) [GUI] Smart junctions now show what mode they are in, and if feature mode, what feature(s) are being filtered when hovering mouse over them. Also support 2 features at a time.

15) [Balance] A series of balance changes to enable the manufacturing slots for seats,aircon,sunroofs,panoramic sunroofs and fuel tanks to produce multiple items in one go.
16) [Balance] Adjustments to improve competitiveness of some manufacturing slots such as chip production,arches,bumpers,brakes and heated wing mirrors & steering wheels.
17) [Content] Added new researchable rapid shipping slot which reduces shipping time by 25%.

18) [Feature] The game now saves the current mod list in save games and warns on load if a specific mod is not installed and enabled.
19) [Performance] Major speedup to path-finding to reduce lag after loading game or placing/changing resource conveyors.
20) [Bug] Fixed bug with global local setting for resource imports.
21) [Balance] Changed R&D so that smart junctions can be researched earlier and more quickly, whereas predictive stock control requires turbo charged conveyors.
22) [Bug] Fixed bug where the player has named multiple zones identically in a custom map, and therefore savedgames only unlock the first zone of that name (now all get unlocked).
23) [Bug] Doubled size of maximum objects and increased performance for assigning them to prevent random crash with super-huge factories.
24) [GUI] Improved the design of the vehicle price slider.

25) [GUI] Fixed UI issue where the width of the 'defects' tooltip for vehicles was too long in rare cases.

Hope you like the changes. if I have broken anything at all, please let me know!

Production Line : Car factory simulation - cliffski

Hey all! Any update with any crash fixes is getting prioritised for release, so here is another update. We have made a big performance increase that you wwill really notice if you have big maps or a very low spec PC. We also fixed some obscure crashes, and there are some nice UI tweaks too (I'm especially happy to finally get that click-production-schedule notice thing in there!).
Hope you like the changes :D

1) [Bug] Fixed crash when a supply stockpile window is open, and linked to a specific slot while research completes for an upgrade that would add new resources to that slot.
2) [Performance] Sped up calculation of maintenance effect overlay which *might* fix a crash bug for the maintenance facility.
3) [GUI] Added hotkeys for finance screen ('f'), Vehicle design ('v'),Research ('t'), Sales ('m'), Efficiency ('e'). All are remappable.

4) [Performance] Much faster route finding, which should boost performance during load and also when placing new slots or resource importers/conveyors.
5) [Bug] Fixed error where the token 'SHARE' was shown untranslated in one event pop-up window.
6) [Feature] A new button at the bottom of any slots 'imports' tab gives you access to a screen which lets you change the global import setting for all current & future imports.

7) [GUI] You can now move individual items up and down within a production schedule using new up and down buttons.

8) [GUI] You can now click directly on those pop-up notices at the start of a production line to go directly to the production manager screen for that slot.

9) [GUI] You can now click anywhere on a closed drop-down list to expand it.
10) [Bug] Fixed bug where saving a game and then re-opening the save game list shows two copies of the same game.

Hope you like the changes. More GUI tweaks and balance tweaks to come in the next few weeks. Plus maybe some cool new content... :D
If you like the game, PLEASE leave us a positive steam review, it is so appreciated when people do that and only takes a minute or two!
Production Line : Car factory simulation - cliffski

Hey everyone. This is mostly a bug fix update, but we also added in much requested sliders for both autosave frequency and camera panning speed to the options menu. Here is a complete changelist:

1) [GUI] Added sliders in options screen to adjust camera panning speed and autosave interval.

2) [Bug] Fixed some issues that allowed nonsensical combinations of some features such as pollen filters without aircon, or large batteries with a hybrid powertrain.
3) [Bug] Fixed crash bug when clicking on the notification message that a world event has recently ended.
4) [Bug] You can now no longer place down cosmetic items on walls on locked areas or in facings that cannot be seen.
5) [GUI] Changed the reporting of customers per hour on the market screen so it shows 'average' customers per hour, not the number for the previous hour.
6) [GUI] Changed the 'next slot not found' error so it reports the next unlocked slot, not ideal slot. Also fixed word-wrapping on those messages & partial car rendering.
7) [Bug] You can now move existing slots regardless of whether or not you could afford to buy a new slot of that type.
8) [GUI] Fix for display problems when any financial figure exceeded roughly 2 billion.
9) [Bug] Fixed crash when selecting the research button when clicking to see details of a rivals recent research.
10)[Bug] Fixed bug relating to deleting resource importers with items bound for a supply stockpile in the queue which could lead to supply stockpile problems later.
11) [Bug] Fixed crash bug when hovering mouse over details window for rivals research, closing it, then launching the features tab of the efficiency window.

We plan to revamp some of the pathfinding code before the next update which will lead (hopefully) to better performance on really large maps (especially custom ones with lots of extra importers). I also have plans to work on the following:
A button to toggle off all blueprints
A button to reset the advisors advice so you can see it again after toggling it off.
Allowing you to change the order of items in the production queue.

A big thankyou to everybody has been buying and reviewing the game. If you are enjoying it, and have not already done so, please leave us a positive steam review, its one of the best ways for us to get attention for the game!

Production Line : Car factory simulation - cliffski

Quite a small patch this time, just to address some items that came up now we have a larger playerbase hammering the game. Here are the changes.

1) [GUI] Word-wrapping works on the blueprint slot names now.

2) [Bug] Fixed bug where it was possible in some circumstances to skip specific slots on the line.
3) [Gfx] Tweaked the animation for polishing paintwork so its scales nicely with the progress of the slot.
4) [Bug] Fixed crash bug when trying to toggle off the upgrade for the maintenance facilities.
5) [GUI] You can now type non english (supported characterset) characters into text edit boxes like company/vehicle name.
6) [GUI] Added an explicit fullscreen button to the resolution picking screen under options to reduce confusion on how to enabled fullscreen.
7) [Sounds] Reduced volume of slot placement sounds.
8) [GUI] Added an extra line in the tooltips to show any applied discounts to the price on cars in the showroom.

9) [GUI] New statistic displayed on vehicle design window: 'in production' to show partly assembled cars of that type.

10) [Bug] Hopefully a fix for the rare 'too many path objects' crash.

We have a list of things we will be working on over the next week or two, including a fix for the financial totals screwing up if they go beyond 2 billion dollars, improvements to the UI to allow changing the order of car production, better explanations for which slot is missing next, and making camera pan speed configurable.

I'm also aware of a bug where music stops after a certain amount of time for some players, and that there is a crash bug relating to the maintenance facility for some players. I'll also be looking into making it easier to copy existing lines at some point, and looking into some code optimisations too.

Eventually we will get working on an expansion too :D

Production Line : Car factory simulation - (Alice O'Connor)

If a total walloper like Ian Tesla can run a car company, I’m sure we’ll all do just fine in Production Line, which left early access today. The latest from Positech Games will has us designing cars, researching advancements, and meticulously designing and optimising factory layouts to churn out cars and turn a profit. It’s very much the fine-tuning sort of manage-o-tycoon ’em up, a game for people who’ll agonise over which type of brakes to put in their new coup as much as a bottleneck meaning frames wait an extra seven seconds to have doors put on. Fun bonus: there are no legal consequences to posting tosh on Twitter while playing Production Line.


Production Line : Car factory simulation - Valve
Production Line : Car factory simulation is Now Available on Steam!

Production line is the new car factory management/simulation/tycoon game that pushes your organisational and entrepreneurship skills to the limit. Can you build the ultimate optimised, free-flowing car production line whilst beating the competition and still turn a profit?
Production Line : Car factory simulation - cliffski

Hi there! This is the last feature-update before we come out of Early Access. The next week is likely to just be bug fixing and usability/UI tweaks and fixes. Here is the list of new stuff:

[version 1.68]
1) [GUI] Changed vehicle renaming so it doesn't annoyingly add (1) to a duplicate name until you leave that screen, to prevent driving people MAD.
2) [GUI] Component prices on the finance screen can now be sorted up or down by either name or price.
3) [GUI] Added remappable shortcut key (B) to toggle blueprint mode.
4) [GUI] Redesigned layout of car design screen to accommodate longer languages.
5) [Feature] Added Swedish translation and improved others.

6) [Bug] Fixed bug when adding items to a supply stockpile where some categories would occasionally not be shown.
7) [GUI] Smart junctions now retain their list of designs when switching in/out of design mode, and also add new designs to the default list.
8) [Bug] Fixed crash bug when moving existing paint drying slots.
9) [Feature] You can now move supply stockpiles, and they keep their configuration when moved.
10) [Bug] Fixed bug where if you changed floor textures under office space, then moved existing office facilities, the default office floor texture was not re-set.
11) [Feature] Added researchable make electric motor and make electric powertrain slots.
12) [GUI] Canceling a slot or facility movement action snaps the item back to its old location.
13) [Feature] You now get a brand awareness boost of up to 20% automatically if you have high number of sales over the last four hours.
14) [Bug] Moved slots now remember their import preferences.
15) [Feature] Telling a supply stockpile to copy a specific task's requirements now links it, and it auto-updates to account for new research. Any manual change to the slot breaks the link.

16) [GUI] You can now place down conveyor belts as blueprints.

17) [GUI] The production schedules at the start of each line are now saved if you move that slot.
18) [GUI] Slight gradients on the vehicle design price slider now mark out the different price ranges.
19) [Content] Some new items have been added to various slots, to show gantrys, dashboards, shock absorbers, speedometers,automated platforms & scisssor lifts.

Hope you like the new stuff. feedback most welcome, as are bug reports, we really want a bug-free emergence from Early Access. Many thanks to all your support while the game was in EA. Suggestions for future updates also welcome. if you like the game and have not yet left a review, it is much appreciated!

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