For the past few weeks I've been working on a big new addition to Factory Town - Campaign Maps!
There will eventually be 8 custom-built maps (this update will ship with 2) that each come with a few starter buildings & resources, and have specific victory conditions that must be met before the next level is unlocked.
Many players, including myself, have wanted this game to have more clearly defined goals for a while and I think this will help deliver on that idea. These campaign maps will also be more carefully balanced than the randomly-generated maps in terms of resource placement, and have some interesting restrictions (like no terraforming) that will really challenge players to come up with creative transportation solutions.
Included in this version is a new editor menu that lets you set custom victory conditions to your liking. And in fact, all of the campaign maps will be built using in-game editor tools, so it should give you a good idea of what is possible with them!
Of course, sandbox mode and advanced custom maps will still be available as always.
There is currently a version up on the beta branch with just 1 campaign map, and hope to release the full update in the next week or two.
- When a Train hits an Agent Trigger or an Inventory Sensor, only the Engine of the train will trigger an evaluation - other cars in the train do not trigger sensor output. The evaluation will be performed on the entire train’s contents - So an inventory sensor will count the total number of matching items in the trains’ inventory. - If a logistic or computational block has a Signal Tag filter, will now evaluate to False if the triggering agent does not have any Signal Tag property. (Previously, Minecarts would always evaluate to True, since they don’t have any signal tag) - Fixed bug: going from the launch menu to Help / Tips and then hitting the ‘Close’ X button left the player with no UI - Fixed bug: ‘Idle Workers’ alert was not always displaying / hiding when it should - Fixed bug: Void Building icon would disappear in the Data Overlay view if it processed an item - Fixed bug: Could move a structure over an incompatible worker unit, causing that worker unit to disappear - Fixed bug: pipe Axis buttons in bottom-right were not clickable and tooltip flickering rapidly - Fixed bug: cursor placement validity was not being recalculated based on a worker moving into / out of the placement area - Fixed bug: required support structures created during Building placement were not checking for blockage by worker units, and could overwrite them - Multi-item deliveries to Markets are now distributed more evenly among houses - Fixed bug: Infinite Markets were not instantly consuming all items from a multi-item delivery, resulting in excess inventory being held at the Market - Fixed performance issue when moving cursor or camera while a building with a large inventory was selected
- Fixed bug: workers would sometimes stop in their tracks if trying to pathfind in very busy spaces - Fixed bug: solo pipe paths were not always selectable - Fixed bug: Item Filter selection panel would sometimes get stuck showing only pre-filtered results (e.g. only shows Fluids, etc) - Fixed bug: right-click to move camera would sometimes be ignored when hovering over a world object
- Added several in-game tutorial maps, accessed from ‘Help’ / ‘Tutorial Maps’ for Rails, Logistics, Mana Power, Pipes, Markets, and Chutes. - Added ‘Item Generator’ building for Creative mode - will endlessly produce an item matching the building’s Item Filter - Added ‘Worker’ filter to Agent Trigger, which, if set, is an additional condition that is evaluated when determining output value - Added ‘If Block’ computational block. This will pass on its value (default = 1) only if it receives a True (i.e. nonzero) message - Added new decorative structure: Message Board. These are editable like Sign Posts but can display longer messages, and the text doesn’t show up when you activate the Data Overlay (default: F) - Added additional navigation in Help menu - you can click on referenced Buildings, Items, etc. to jump to that item - Removed alternate right-click behavior for terraforming commands - now moves camera, consistent with other actions. TAB will switch between the related tools instead. - Computational blocks can now be rotated - Added Help menu to main launch menu - Help menu shows ‘sellable’ data for items - Fixed bug: In-game Help function was not always jumping directly to the correct item in the guide - Disabled achievements and stats in creative mode - Fixed bug: Context Commands menu was showing LMB icon as ‘Issue Command’ action when it should show RMB - Fixed bug: some modal menu were allowing mouse cursor through to world layer, and wouldn’t dismiss when clicked outside the panel - Improved display of highlighted / selected item labels, and sign post labels - Fixed bug: closely-packed items on belts would often ignore Pushers’ primary direction - Autosave now saves as “[current filename]_Autosave” instead of just “_Autosave”, which had made it too likely that autosaves were overwritten - Fixed bug: object alert icons would sometimes appear in the sky if the object was very far behind the camera
- Greatly increased per-item capacity of base (up from 2K to 10K at max level) - Base and House inventories have no limit on the number of types of items it can hold (i.e. creates new inventory slots when new items delivered) - When deleted items are refunded to the player, they are deposited even if that item is already at maximum capacity (so players won’t lose resources) - Removed Population cost for Steam Locomotive - Fixed bug: Chute and Pipe items had unnecessary latency when restarting movement after being blocked - Fixed bug: Obsolete water input inventory slots would continue to pull in nearby water and automatically output it - Fixed bug: ‘No Pipe’ alert would not be dismissed if pipe was connected using the 2D underground layer - Fixed bug: Select ‘auto-manage recipes’ would in some cases not take effect - Fixed bug: Selecting single recipe while ‘auto-manage recipes’ setting was on would sometimes cause recipe select to not function properly - Fixed bug: Biome Selection menu was not displaying multiple selections
- Fixed bug: Items being produced on Chutes might stop moving and get stuck, if being produced by a mine set to ‘auto-manage recipes’ and an item source was removed and mine output was previously full - Fixed bug: Moving, and then deleting an Agent Trigger would create instability at previous location - When item is missing physical texture, it now shows an 'alert' sprite instead of a random one - Fixed bug: Rotational Power was transmissable through omnipipes and conveyor belts. Behavior updated so that it transfers directly to building or rail in front of it, but can not be carried through pipes or belts. - Fixed bug: Some building & block alerts were blocking cursor input - 'Incompatible Path Outlet'now calculated for all item / path combinations, and will not be shown if a valid path outlet does exist on the building - Water Shrine recipe changed from 2 Water Mana -> 1 Water to 1 Water Mana -> 4 Water - Fixed bug: Alternate Cursor icons were flickering - Fixed bug: “Hold Until Empty / Full” flags not loading on map reload, or being copied / pasted
- When building Pipes above-ground or using the Block Select tool, the player can now choose which 3D axis is active. Previously this relied on the current camera angle, which was very confusing. Now, there is a set of buttons in the lower right showing the active editing plane, and the player can cycle through with the TAB button. The display of this 3D selection plane has been improved as well. - A building in Creative mode will always be created with a worker, regardless of population max - New Video Preference: Outline Effect (default is on). The effect has always been there, but now it can be disabled. - New Structure: Fuel Loader, which will only load Water and Coal into Steam Engines. Will not load anything into solo minecarts, or train cargo. (For now, Rail Loader can still be used to load fuel into Train Engines) - Fixed bug: cancelling the move tool by switching to another tool via hotkey (e.g. Pipette) would cause the cursor to get stuck with the moved object - Fixed bug: moving groups of buildings would sometimes result in certain blocks missing their ‘obstructed’ flag, allowing invalid building placement - Fixed some object tooltips getting stuck on cursor if menus opened while tooltip active - Alternat build action, when available, is shown on right-hand side of screen. Can switch between these with the TAB key - Fixed some delays between when items were received into main player inventory and when affordability was updated in the UI
- Fixed bug: Item Filter on Steam Locomotive would prevent the engine from loading fuel - Fixed bug: items were being loaded onto trains regardless of item filters. New behavior is that minecart filters take priority when loading its own items, if the minecart filter is blank, it uses the Train Engine’s filter - Fixed bug: buildings created with no workers (if was previously at population maximum) were not flagged as inactive, and were able to produce goods - Fixed bug: When changing number of assigned workers, the worker number icon was not updating immediately
- Mana Reactor only consumes 8 mana power instead of 10, as it did not have enough capacity to consistently hold 10 units of power - Fixed Rail Loader placing items in Trains’ inventory
Hotfix .150a: Fixed Mana Transmitters failing to output they were loaded from an older version in the 'Output Full' state