Final Factory

Patch notes

1.0 Builds 10, 11 and 12

Hotfixes and Faster Big Saves

Fixes

  • Linux: the game no longer freezes when you switch back to it in full screen
  • You can deconstruct your own buildings under the fog of war again, from the map and up close
  • Holding a copied mining outpost blueprint no longer drops the frame rate (13 fps to 56 fps on our test save)
  • The upgrade tool swaps a Mining Station and an Advanced Mining Station both ways, and the swapped station keeps mining
  • A building's circuit settings now come with it through copy, cut, paste and blueprints
  • Recipe tooltips show their "24 x Name" counts again in Japanese, Korean, Chinese, Russian and Ukrainian
  • Japanese, Korean and Chinese: the docked hub's tab names no longer show as empty boxes, and one-line labels no longer show blank
  • A window you drag over a building's other windows lies on top of them again instead of pushing them away

Improvements

  • Steam Deck (native Linux): the on-screen keyboard now keeps capital letters
  • Multiplayer: placing a Mining or Research Station now picks the same asteroid for its bots on every player's game
  • Enemy camps far from anything of yours now sleep: they pause spawning and refilling until something of yours comes within one map chunk, and Guardian swarm ships idling at their station sleep too
  • Enemy camps that cannot build a Leech Spawner pick their spawners as they did before Build 9 again
  • Ancient Portals: pin your favourite portals to the top of the Select Portal list and drag them into the order you want
  • The Save panel gets the same Saves/Autosaves tabs and name filter as the Load panel
  • Missing ingredient counts in recipe tooltips are a lighter, bold red that is easier to read
  • Faster frames in big factories: about 8 fps more from a HUD badge that redrew too often, and Dyson shells, belts, parked fleets and ship movement all cost less each frame
1.0 Build 9

Leech Takeover, Gatling Upgrades and Faster Frames

Improvements

  • The Urso Leech now fights: it takes over one of your fleet ships for up to 10 seconds, and that ship fights for the Urso until the time runs out or the Leech dies
  • Camps can grow a Leech Spawner once your global signal reaches 600, and it hatches Leech guards
  • The Urso Leech also steals items riding on connectors and Inserter Bot loads, not only Cargo Barges
  • Ten Gatling Turret damage researches, 10% each, and a new Advanced Gatling Rounds ammo with twice the damage. The turret fires it first and falls back to Gatling Rounds
  • The Railgun gets a Connector Inventory like the Gatling Turret's: connectors fill three slots and slugs move on into the chamber
  • Power Distributors placed in older builds now get today's max power and heat limit when the save loads
  • The factory alarm chime plays a quarter as often. The first chime still sounds right away
  • Comets sweep a narrower cone, so a Comet Catcher standing beside another catcher's lane is out of their path
  • Faster frames: the main camera draws the sky and selection itself, the game runs without its internal debug checks (about 10% more fps in a big factory), ship push-apart skips parked ships, and many HUD panels stop working while they're hidden
  • On Mac the game paces its own frame cap, for about 40% more fps in a big factory

Fixes

  • When a Build 8 save loads, a craft queue whose items changed is cleared instead of coming back as other items
1.0 Build 8

Crash Fix for the Urso Leech

Fixes

  • The game no longer crashes when an Urso Leech is near a fight. A hit close to a Leech made it try to fire a weapon it does not have; Leeches now never fight, as intended, including in saves from Build 7
  • The Laser Turret's five damage researches now raise its damage, 15% each
  • Newly generated asteroids, planets and outposts get their rotation the same way on Mac and on Windows, removing one way a Mac and a Windows player in the same multiplayer game could see the world differently

Improvements

  • Ships, bots, enemies and cargo that are well out of view are no longer smoothed between game ticks, which saves CPU in big games; they are smoothed again before they come into view
1.0 Build 7

The Blueprint Projector and Faster Quiet Saves

New

  • The Blueprint Projector, a new building: give it a blueprint and it lays that blueprint's ghosts out beside itself for your Construction Bots to build. Once the finished station or fleet has flown clear of its area, it projects the next one, so it can keep a station or ship factory going on its own
  • Enemy raids now bring an Urso Leech along once your factory runs Cargo Barges and its signal is high enough. Leeches rob barges and fly the loot home; the fighting ships in each raid are the same as before

Fixes

  • The player ship no longer jitters when you play at a capped frame rate
  • Gatling Rounds now stack to 300, and the Gatling Turret fires from its Ammo slot; its Connector Inventory slots take anything and pass rounds on to the Ammo slot

Improvements

  • Big saves no longer slow down once all enemies are gone; idle fleet ships rest again instead of costing a lot of work every game tick
  • Big fights spend much less time working out where each newly built ship should go, and less time tidying up ships that left, so frames hold up better with many ships in play
  • Decorative spinners on structures stop turning while they are well out of view, which saves CPU in big bases
1.0 Builds 5 and 6

Bots Come Home and Comet Catchers Stay Put

Fixes

  • Supply Bots and Construction Bots that some older saves left drifting off into space now fly back home to their towers after you load the save
  • Cancelling a deconstruction no longer leaves its Construction Bot drifting away; it heads home instead
  • A comet's danger zone now ends 225 units down its lane instead of about 246, so older bases with Comet Catchers facing each other no longer lose catchers to the comets after loading

Improvements

  • Part of the combat collision work now runs on every CPU core instead of one, and moving items cost a little less work each game tick, so frames are a little quicker in big factories
  • Big fights spend much less time working out where each newly built ship should go, so frames hold up better with many ships in play
  • The building hover card no longer rebuilds its layout every frame, which saves a little CPU while you point at buildings
1.0 Build 4

A Small Speed-Up

Improvements

  • Part of the combat collision work now runs on every CPU core instead of one, so each game tick waits on it less. Frames are a little quicker when no fight is on; big fights play the same
1.0 Build 3

The Warden, Oracle Reveals and Faster Fights

New

  • Warden: a small, fragile repair ship for your fleet. It spends Repair Packs to mend your most damaged ship. Unlocked by the Repair Packs research
  • Every Oracle sells Reveal Nearest Oracle for 3 Lumin Orbs, once per Oracle: the camera flies to the nearest Oracle nobody has found and reveals it
  • Oracles sell upgrades in tiers: the one nearest your start sells a few, farther ones sell more
  • The Oracle has a new animated map icon
  • Every structure gets its map and minimap icon automatically, coloured by its type, modded structures too
  • The Mining Station window has a Low-ore warning switch to turn a silenced warning back on

Improvements

  • Combat has a new collision and line-of-sight system. Fights should play the same; tell us if ships, shots or targeting act oddly
  • Big fights and big factories run faster
  • The game caps itself at 30 fps while its window is unfocused or minimised
  • Low quality turns off sun shadows
  • Enemies near you wake up from a little farther away
  • Wandering enemies steer round each other
  • The Ancient Guardian stays in the fight between targets, and gives up the chase once you get far enough from its home
  • From the zoomed-out map you can't place ghosts or blueprints on uncharted ground, and box tools only pick up structures you can see
  • A refused build on the zoomed-out map shows its reason in the HUD
  • Open windows draw over the bottom HUD and the Station controls instead of under them
  • Requests from the Player Fleet panel get first pick of a Ship Yard's ships
  • Pasting a very large blueprint in multiplayer stalls the host for much less time
  • Tutorial cards wait for the previous card to leave before they show
  • Item counts past 999 read like 1.2k instead of being cut off

Fixes

  • The Ancient Portal's burst shows its sphere and shock wave again
1.0 Build 2

Steadier Multiplayer and Smoother Big Factories

Improvements

  • Big factories run a little smoother: spinning fans and rotors cost less every frame

Fixes

  • A hosted multiplayer game no longer loses its connection and ends when a lot happens at once, like pasting big blueprints in a busy factory
1.0 Build 1

Gatling Turret, Map Control and Faster Big Factories

New

  • Gatling Turret: an early rapid-fire gun tower, researched right after the start. It needs no power, only Gatling Rounds
  • From the zoomed-out map you can select and use your own structures anywhere you've explored
  • The Railgun's hit is a shockwave of burning fragments now, not a yellow circle
  • Warning alerts in Settings have one row per alert: Both, Icon, Sound or Off
  • Editing a map marker lets you switch it between private and shared

Improvements

  • Big factories run faster, with smoother frames and closer to full game speed
  • Enemy camps raid your factory even with no player near, and camps around a big factory share one raid rate
  • Your own ship's shots and mining laser stay audible when you zoom out
  • A mobile station waiting for its landing zone to clear no longer burns fuel
  • The low ore warning only shows when a mining station can still take ore, and a right click silences it for that asteroid for good
  • Organic Compounds is listed under Raw Resources
  • Clearer tooltips for the Tesla and Singularity Cargo Artifacts
  • A station's Signal tab breaks signal down into generated, dampened and net, with tooltips

Fixes

  • Hide Fleet is each player's own setting, and a client joining no longer hides the host's fleet
  • Removed the exploration trail markers, which could crash the game. The start, Terra World and Oracle markers stay
  • An older save no longer flashes the Luminae objective as complete
  • Save New Blueprint no longer shows through other windows
  • Belt items on a station no longer stay hidden after it lands
  • A multiplayer game that goes out of step because of a mod names the mods running
  • A restart into a save that's gone now says so
  • The Mods menu no longer lists a mod twice after a refresh
  • The Day Man and Night Man achievements count Advanced Solar Panels too
1.0 Build 0

The 1.0 Open Beta

The 1.0 update is here for testing. Everything below is on by default, no launch options needed.

New

  • Circuits: research Circuits, attach a Circuit Module to a station, and a Circuit tab on its crafters, connectors, solar panels and inserters switches them on and off from conditions you set
  • Personal logistics: a Logistics tab beside Crafting lets you request items with a minimum and maximum and send unwanted items away through 10 trash slots. Construction Towers' Supply Bots within 25 tiles bring and take them
  • Repair Packs: craft them, then hold left click on a damaged building for a second to heal it. Construction Bots repair with packs from network storage too
  • Ancient Guardians drop Luminae Archive Shards when they die. One unlocks Dyson Spheres, two unlock Singularity Navigation and the Dark Star Gate
  • The Luminae intro: a narrated scene the first time you activate an obelisk or an Ancient Portal, with the camera turning to the Oracle when it is named, and no Oracle is revealed at the start of a new game
  • Enemy camps can build Urso Cannons, which charge a purple orb for 3 seconds and fire it at your ships and buildings with a splash
  • New models for the Inserter Bots and the three Assemblers, a new look for the Ancient Guardian with gold shots and red lightning, and new icons to match
  • Mining Stations glow and spark in their gear holes while they mine
  • No more Early Access notice on the title screen

Good to know

  • Saves made in the open beta can't be opened in the current release. Copy a save before you open it here if you want to keep playing it there
  • Open beta players and players on the current release can't join each other's games
  • Mods made for the previous version won't load until their author updates them for 1.0
  • Any old save you load here gets the 1.0 content