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 - contact@rockpapershotgun.com (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.

(more…)

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!
Production Line : Car factory simulation - cliffski


Hi everyone! A quick update before we add swedish translation and translations for the new in-game playerguide. Hope you like these fixes and improvements to the game:

[version 1.67]
1) [Bug] Fixed building zone unlock costs all being zero.
2) [GUI] Conveyor placement now cancels if it would make the player bankrupt
3) [GUI] Changed R&D screen to ensure connections to items not currently on screen are still visible to avoid confusion.
4) [Feature] Added a new in-game player guide (F1 or ? button) to explain game to new players. Also launchable from the main menu.



5) [GUI] Some extra tutorial windows have been added to explain demolishing items and the canceling of the resource conveyor placement tool.
6) [Bug] Fixed display-only bug where the component cost of vehicles with some options (like red leather seats) was miscalculated on the car design screen.
7) [Feature] new icon at top right of a slots window allows you to reposition that slot at no cost.



8) [GUI] New button with a car icon on the features window lets you re-launch the post-research screen to assign features to designs.



9) [GFX] The rear window is now applied visually to the vehicle when the other windows are fitted now, instead of when the windscreen gets fitter.
10) [Feature] Camera controls can be remapped using a new option on the options screen.


Hope you like these changes. We have now raised the price to $24.99, as we get closer towards the release out of early access. We also plan to add a few more remappable keys, and maybe improve some aspoects of the GUI before release, please vote on the priorities from within the game.
Thanks for your support, it is much appreciated!
BTW the latest developer video blog showing off some of these features can be found here:

https://youtu.be/JpK6Egzs148

Cheers
Production Line : Car factory simulation - cliffski


Hi everyone. This new update marks us declaring that the game is now BETA. That means we are not planning any more major new features pre-release (although we are very likely to continue updating the game post-release).
This also means we will be shifting direction more towards bug fixes, tweaks and improvements to stuff like the tutorial.

PLUS WE ARE PLANNING ON RAISING THE PRICE. (We cannot do this until 12th Feb, which is when it will go to $24.95).

Here are the changes in the new version released today:

version[1.66]
1) [Bug] Fixed some graphical glitches with overhead conveyors appearing behind things they were in front of, and vice versa.
2) [Feature] Added new 'world events' to the game which start in the late game and affect prices / demand / features etc.



3) [GUI] Research queue names are now cropped to elipsis (...) rather than word wrapped, which caused issues in German.
4) [Feature] cars now open their hood/bonnet (or trunk/boot for sports cars) to have engines worked on.



5) [Bug] Fixed some mixing or badly translated text in various locations.
6) [Bug] Doubled memory pool for routes to prevent this error: "Too many Path Objects requested!"
7) [Bug] You can no longer change the floor texture of floors 'outside' the factory zones.
8) [Content] Potential, unbuilt export slots now show a shuttered slot rather than just a gap.
9) [Content] New researchable 'type 2' resource importer speeds up resource importing by 20% (also stacks with general speed upgrade research).
10) [Bug] Fixed rare crash bug on launching the production manager screen.
11) [Content] Lots more wall texture options!



12) [Content] New wall-clocks for sales dept, world map for shipping department and animated CNC milling machine for engine block manufacture slot.





Hope you like these new changes. Don't forget to tell your friends who may be thinking of getting the game that the price goes up soon!
If you have any feedback on this update please let me know. Like I say, we are mostly looking to tweak, balance and improve the tutorial at this point.

Thanks to everyone who continue to support the game, it is much appreciated, this game would not be as good as it is without the supportive community here and on our website, reddit etc.
BTW our latest developer video blog is here:

https://youtu.be/1ckjeT2fJaQ

Production Line : Car factory simulation - cliffski


Hi all. I just made the unstable build the new default build, with a bunch of improvements. Here are the changes:

1) [GUI] Some improvements to the interface for the map editor.



2) [GUI] Component efficiency window now displays a dash '-' for production in cases where there is no option to produce a resource locally.
3) [Feature] You can now click and drag to edit the wall graphics just like floor tiles in the cosmetic editing feature now.



4) [Balance] Tweaked difficulty slightly easier by adjusting a number of parameters, especially relating to competition and AI research.
5) [Bug] Fixed a few places in the GUI where resource icons like the paint-tin were drawn wrong.
6) [Bug] Fixed a bunch of z-order bugs that drew things weirdly in the factory.



7) [Bug] Fixed occasionally corrupt text on repay loan button.
8) [Bug] Fixed bug where load game screen is stil open if you use the load icons instead of double clicking.
9) [GUI] Changed market screen height so it never obscures the speed buttons.
10) [GUI] Changed production schedule UI so it never spills off the screen bottom on really low res monitors.
11) [Bug] Fixed bug where some robots would not animate at the right times.
12) [Feature] Cars now go up and down on platforms when getting wheels,tyres fitted etc.



13) [GUI] New stats window in the efficiency screen now shows more factory-wide data.





Hope you like these. I do plan to (at last!) start working on world events soon That will include stuff like regulatory changes affecting seatbelts & airbags, increased demand for electric & hybrid vehicles (or changes to resource prices due to global events) and so on...
...