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
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
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 : )
Single-placed chutes will automatically create a Grabber if next to a building. This will not be performed if another path or building exists at the other endpoint, and the placement position is flat, as it is ambiguous which way the direction of travel should be
Fixed visible seams in water
Fixed ambient audio loading incorrect clip on first map launch
Directional arrows near buildings are no longer displayed when building chutes or belts - it is irrelevant now that buildings do not auto-output in their facing direction
Environmental audio will crossfade between clips when changing
AoE Radius is shown when placing or moving a Town Center
Can now remove an input binding in Controls by right-clicking on the item and hitting ‘Remove’
File 'Show' button is disabled for Steam Cloud saves as it is not possible to derive the parent directory
When building a filtered path (chutes, mana pipes, fluid pipes, etc) or a filtered worker (Minecarts, Tanker Car) an icon will be shown indicating the filter restriction. Clicking this icon will open a panel listing all items that can be transported by the path or worker.
Fixed clipping of items on belt ramps
Forge texture is slightly more orange to differentiate from Trading Post
Fixed tutorial counters of Wood or Planks decreasing and potentially going negative if player spent items while collecting them
Removed blurriness from several parts of UI text and buttons
Resized Hotbar to match other UI icon sizes
Performance improvements
Added Japanese localization
Fixed bug: Worker units would not Hold Until Full as instructed, when picking up from storage buildings
Fixed bug: was highlighting tiles near center of map when building an entity and a menu button was hovered over
Fixed bug: Completing Campaign 8 would show a “Next Campaign” option that would cause game to become unresponsive
Fixed some recipes missing from customize recipes list like Juices, Jams, and Knowledge Tomes
Updated models for kitchen, train station, forge, lumber mill, and food mill
Buildings no longer auto-output in facing direction. Grabbers are automatically added to legacy maps to replicate the old functionality (a production building facing a belt or chute with no other logistic block in its output location)
Prevented remapping of mouse left click (unless it’s for the Primary Action control)
Updated icon for Mine Shafts
Fixed bug: workers would sometimes perform their assigned tasks in the wrong order if they were trying to pick up an item that was still being produced
Upated render for physical log item
Made Idle Worker flag work more accurately
If a Market is part of a Town, the Town’s AoE radius will be shown whenever the Market is highlighted (to better indicate that the Market shares AoE with its Town)
Fixed shader errors on water and AoE highlights when viewing map in overhead mode
Belts & Chutes can now deposit into the center forward block of a building (previously this was reserved for automatic item output, which has been removed)
Fixed some cursor highlights not updating during cursor rotation
Fixed bug: Loading a Campaign 1 map after tutorial steps had been completed would not display victory conditions
- Fixed bug: issuing a “Deliver” or “Move” command to a worker (without a Pick Up action) would cause its inventory to clear - Launch screen is now a static map instead of constantly rotating - Simplified worker Pick Up and Drop Off targeting menus, but added button to expand the menus to show full size with all options - Added better loading transition screen