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<feed xmlns="http://www.w3.org/2005/Atom"><title>Final Factory patch notes</title><link href="https://final-factory.com/patch-notes/"/><link rel="self" href="https://final-factory.com/patch-notes/feed.xml"/><id>https://final-factory.com/patch-notes/</id><updated>2026-10-23T00:00:00Z</updated><entry><title>1.0 Builds 10, 11 and 12: Hotfixes and Faster Big Saves</title><link href="https://final-factory.com/patch-notes/1.0.0.12/"/><id>https://final-factory.com/patch-notes/1.0.0.12/</id><updated>2026-10-23T00:00:00Z</updated><summary>Dev build 12: hotfix: Linux focus freeze, deconstruct under fog, blueprint lag, Mining Station upgrade swap, circuit settings in blueprints, recipe counts in CJK and Cyrillic, far camps sleep, faster big saves</summary><content type="html">&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Linux: the game no longer freezes when you switch back to it in full screen&lt;/li&gt;&lt;li&gt;You can deconstruct your own buildings under the fog of war again, from the map and up close&lt;/li&gt;&lt;li&gt;Holding a copied mining outpost blueprint no longer drops the frame rate (13 fps to 56 fps on our test save)&lt;/li&gt;&lt;li&gt;The upgrade tool swaps a Mining Station and an Advanced Mining Station both ways, and the swapped station keeps mining&lt;/li&gt;&lt;li&gt;A building&amp;#x27;s circuit settings now come with it through copy, cut, paste and blueprints&lt;/li&gt;&lt;li&gt;Recipe tooltips show their &amp;quot;24 x Name&amp;quot; counts again in Japanese, Korean, Chinese, Russian and Ukrainian&lt;/li&gt;&lt;li&gt;Japanese, Korean and Chinese: the docked hub&amp;#x27;s tab names no longer show as empty boxes, and one-line labels no longer show blank&lt;/li&gt;&lt;li&gt;A window you drag over a building&amp;#x27;s other windows lies on top of them again instead of pushing them away&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Steam Deck (native Linux): the on-screen keyboard now keeps capital letters&lt;/li&gt;&lt;li&gt;Multiplayer: placing a Mining or Research Station now picks the same asteroid for its bots on every player&amp;#x27;s game&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;Enemy camps that cannot build a Leech Spawner pick their spawners as they did before Build 9 again&lt;/li&gt;&lt;li&gt;Ancient Portals: pin your favourite portals to the top of the Select Portal list and drag them into the order you want&lt;/li&gt;&lt;li&gt;The Save panel gets the same Saves/Autosaves tabs and name filter as the Load panel&lt;/li&gt;&lt;li&gt;Missing ingredient counts in recipe tooltips are a lighter, bold red that is easier to read&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>1.0 Build 9: Leech Takeover, Gatling Upgrades and Faster Frames</title><link href="https://final-factory.com/patch-notes/1.0.0.9/"/><id>https://final-factory.com/patch-notes/1.0.0.9/</id><updated>2026-10-22T00:00:00Z</updated><summary>Dev build 9: Leech ship takeover and Leech Spawner, Gatling damage researches and Advanced Gatling Rounds, Railgun connector slots, faster frames</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;Camps can grow a Leech Spawner once your global signal reaches 600, and it hatches Leech guards&lt;/li&gt;&lt;li&gt;The Urso Leech also steals items riding on connectors and Inserter Bot loads, not only Cargo Barges&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;The Railgun gets a Connector Inventory like the Gatling Turret&amp;#x27;s: connectors fill three slots and slugs move on into the chamber&lt;/li&gt;&lt;li&gt;Power Distributors placed in older builds now get today&amp;#x27;s max power and heat limit when the save loads&lt;/li&gt;&lt;li&gt;The factory alarm chime plays a quarter as often. The first chime still sounds right away&lt;/li&gt;&lt;li&gt;Comets sweep a narrower cone, so a Comet Catcher standing beside another catcher&amp;#x27;s lane is out of their path&lt;/li&gt;&lt;li&gt;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&amp;#x27;re hidden&lt;/li&gt;&lt;li&gt;On Mac the game paces its own frame cap, for about 40% more fps in a big factory&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;When a Build 8 save loads, a craft queue whose items changed is cleared instead of coming back as other items&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>1.0 Build 8: Crash Fix for the Urso Leech</title><link href="https://final-factory.com/patch-notes/1.0.0.8/"/><id>https://final-factory.com/patch-notes/1.0.0.8/</id><updated>2026-10-21T00:00:00Z</updated><summary>Dev build 8: fixes a crash when an Urso Leech is near a fight, Laser Turret damage researches now work, less CPU spent on moving things out of view</summary><content type="html">&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;The Laser Turret&amp;#x27;s five damage researches now raise its damage, 15% each&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;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&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>1.0 Build 7: The Blueprint Projector and Faster Quiet Saves</title><link href="https://final-factory.com/patch-notes/1.0.0.7/"/><id>https://final-factory.com/patch-notes/1.0.0.7/</id><updated>2026-10-21T00:00:00Z</updated><summary>Dev build 7: new Blueprint Projector building, big saves no longer slow down once all enemies are gone, smoother player ship at a capped frame rate</summary><content type="html">&lt;div class=&quot;sec s-new&quot;&gt;&lt;h4 class=&quot;s-new&quot;&gt;New&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;The Blueprint Projector, a new building: give it a blueprint and it lays that blueprint&amp;#x27;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&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;The player ship no longer jitters when you play at a capped frame rate&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;Decorative spinners on structures stop turning while they are well out of view, which saves CPU in big bases&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>1.0 Builds 5 and 6: Bots Come Home and Comet Catchers Stay Put</title><link href="https://final-factory.com/patch-notes/1.0.0.6/"/><id>https://final-factory.com/patch-notes/1.0.0.6/</id><updated>2026-10-21T00:00:00Z</updated><summary>Dev build 6: stray bots in older saves fly home, comet danger zone shorter so facing comet catchers survive, combat checks on every CPU core</summary><content type="html">&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;Cancelling a deconstruction no longer leaves its Construction Bot drifting away; it heads home instead&lt;/li&gt;&lt;li&gt;A comet&amp;#x27;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&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;The building hover card no longer rebuilds its layout every frame, which saves a little CPU while you point at buildings&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>1.0 Build 4: A Small Speed-Up</title><link href="https://final-factory.com/patch-notes/1.0.0.4/"/><id>https://final-factory.com/patch-notes/1.0.0.4/</id><updated>2026-10-20T00:00:00Z</updated><summary>Dev build 4: combat collision checks spread across every CPU core</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;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&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>1.0 Build 3: The Warden, Oracle Reveals and Faster Fights</title><link href="https://final-factory.com/patch-notes/1.0.0.3/"/><id>https://final-factory.com/patch-notes/1.0.0.3/</id><updated>2026-10-20T00:00:00Z</updated><summary>Dev build 3: Warden repair ship, Reveal Nearest Oracle, automatic map icons, faster fights, new combat collision system</summary><content type="html">&lt;div class=&quot;sec s-new&quot;&gt;&lt;h4 class=&quot;s-new&quot;&gt;New&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;Oracles sell upgrades in tiers: the one nearest your start sells a few, farther ones sell more&lt;/li&gt;&lt;li&gt;The Oracle has a new animated map icon&lt;/li&gt;&lt;li&gt;Every structure gets its map and minimap icon automatically, coloured by its type, modded structures too&lt;/li&gt;&lt;li&gt;The Mining Station window has a Low-ore warning switch to turn a silenced warning back on&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Combat has a new collision and line-of-sight system. Fights should play the same; tell us if ships, shots or targeting act oddly&lt;/li&gt;&lt;li&gt;Big fights and big factories run faster&lt;/li&gt;&lt;li&gt;The game caps itself at 30 fps while its window is unfocused or minimised&lt;/li&gt;&lt;li&gt;Low quality turns off sun shadows&lt;/li&gt;&lt;li&gt;Enemies near you wake up from a little farther away&lt;/li&gt;&lt;li&gt;Wandering enemies steer round each other&lt;/li&gt;&lt;li&gt;The Ancient Guardian stays in the fight between targets, and gives up the chase once you get far enough from its home&lt;/li&gt;&lt;li&gt;From the zoomed-out map you can&amp;#x27;t place ghosts or blueprints on uncharted ground, and box tools only pick up structures you can see&lt;/li&gt;&lt;li&gt;A refused build on the zoomed-out map shows its reason in the HUD&lt;/li&gt;&lt;li&gt;Open windows draw over the bottom HUD and the Station controls instead of under them&lt;/li&gt;&lt;li&gt;Requests from the Player Fleet panel get first pick of a Ship Yard&amp;#x27;s ships&lt;/li&gt;&lt;li&gt;Pasting a very large blueprint in multiplayer stalls the host for much less time&lt;/li&gt;&lt;li&gt;Tutorial cards wait for the previous card to leave before they show&lt;/li&gt;&lt;li&gt;Item counts past 999 read like 1.2k instead of being cut off&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;The Ancient Portal&amp;#x27;s burst shows its sphere and shock wave again&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>1.0 Build 2: Steadier Multiplayer and Smoother Big Factories</title><link href="https://final-factory.com/patch-notes/1.0.0.2/"/><id>https://final-factory.com/patch-notes/1.0.0.2/</id><updated>2026-10-19T00:00:00Z</updated><summary>Dev build 2: hosted multiplayer games no longer end when a lot happens at once, smoother frames in big factories</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Big factories run a little smoother: spinning fans and rotors cost less every frame&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;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&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>1.0 Build 1: Gatling Turret, Map Control and Faster Big Factories</title><link href="https://final-factory.com/patch-notes/1.0.0.1/"/><id>https://final-factory.com/patch-notes/1.0.0.1/</id><updated>2026-10-19T00:00:00Z</updated><summary>Dev build 1: Gatling Turret, act on structures from the map, faster big factories, Hide Fleet per player, 16 other changes</summary><content type="html">&lt;div class=&quot;sec s-new&quot;&gt;&lt;h4 class=&quot;s-new&quot;&gt;New&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Gatling Turret: an early rapid-fire gun tower, researched right after the start. It needs no power, only Gatling Rounds&lt;/li&gt;&lt;li&gt;From the zoomed-out map you can select and use your own structures anywhere you&amp;#x27;ve explored&lt;/li&gt;&lt;li&gt;The Railgun&amp;#x27;s hit is a shockwave of burning fragments now, not a yellow circle&lt;/li&gt;&lt;li&gt;Warning alerts in Settings have one row per alert: Both, Icon, Sound or Off&lt;/li&gt;&lt;li&gt;Editing a map marker lets you switch it between private and shared&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Big factories run faster, with smoother frames and closer to full game speed&lt;/li&gt;&lt;li&gt;Enemy camps raid your factory even with no player near, and camps around a big factory share one raid rate&lt;/li&gt;&lt;li&gt;Your own ship&amp;#x27;s shots and mining laser stay audible when you zoom out&lt;/li&gt;&lt;li&gt;A mobile station waiting for its landing zone to clear no longer burns fuel&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;Organic Compounds is listed under Raw Resources&lt;/li&gt;&lt;li&gt;Clearer tooltips for the Tesla and Singularity Cargo Artifacts&lt;/li&gt;&lt;li&gt;A station&amp;#x27;s Signal tab breaks signal down into generated, dampened and net, with tooltips&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Hide Fleet is each player&amp;#x27;s own setting, and a client joining no longer hides the host&amp;#x27;s fleet&lt;/li&gt;&lt;li&gt;Removed the exploration trail markers, which could crash the game. The start, Terra World and Oracle markers stay&lt;/li&gt;&lt;li&gt;An older save no longer flashes the Luminae objective as complete&lt;/li&gt;&lt;li&gt;Save New Blueprint no longer shows through other windows&lt;/li&gt;&lt;li&gt;Belt items on a station no longer stay hidden after it lands&lt;/li&gt;&lt;li&gt;A multiplayer game that goes out of step because of a mod names the mods running&lt;/li&gt;&lt;li&gt;A restart into a save that&amp;#x27;s gone now says so&lt;/li&gt;&lt;li&gt;The Mods menu no longer lists a mod twice after a refresh&lt;/li&gt;&lt;li&gt;The Day Man and Night Man achievements count Advanced Solar Panels too&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>1.0 Build 0: The 1.0 Open Beta</title><link href="https://final-factory.com/patch-notes/1.0.0.0/"/><id>https://final-factory.com/patch-notes/1.0.0.0/</id><updated>2026-10-17T00:00:00Z</updated><summary>1.0 open beta: circuits, personal logistics, repair packs, Luminae Archive Shards, the Urso Cannon, new models, the Luminae intro</summary><content type="html">&lt;div class=&quot;sec s-new&quot;&gt;&lt;h4 class=&quot;s-new&quot;&gt;New&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;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&amp;#x27; Supply Bots within 25 tiles bring and take them&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;Ancient Guardians drop Luminae Archive Shards when they die. One unlocks Dyson Spheres, two unlock Singularity Navigation and the Dark Star Gate&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;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&lt;/li&gt;&lt;li&gt;Mining Stations glow and spark in their gear holes while they mine&lt;/li&gt;&lt;li&gt;No more Early Access notice on the title screen&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-good&quot;&gt;&lt;h4 class=&quot;s-good&quot;&gt;Good to know&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Saves made in the open beta can&amp;#x27;t be opened in the current release. Copy a save before you open it here if you want to keep playing it there&lt;/li&gt;&lt;li&gt;Open beta players and players on the current release can&amp;#x27;t join each other&amp;#x27;s games&lt;/li&gt;&lt;li&gt;Mods made for the previous version won&amp;#x27;t load until their author updates them for 1.0&lt;/li&gt;&lt;li&gt;Any old save you load here gets the 1.0 content&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>Builds 109 and 110: Big Factories Run Faster, Glowing Radiators and Mods Per Save</title><link href="https://final-factory.com/patch-notes/0.50.0.110/"/><id>https://final-factory.com/patch-notes/0.50.0.110/</id><updated>2026-10-17T00:00:00Z</updated><summary>Dev build 110: big factories run about a third faster, radiators glow while they work, mods per save, 9 other changes</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Big factories run about a third faster. On one of our largest test saves a frame went from 137 ms to 92 ms, with the game playing out exactly as before&lt;/li&gt;&lt;li&gt;Radiators glow and fold out while they shed heat, and the Heat Exchanger&amp;#x27;s fins glow red-hot as it works&lt;/li&gt;&lt;li&gt;Each save remembers its mods. Loading a save made with other mods asks first, lets you switch mods and restart, and can recover a save whose mods are gone&lt;/li&gt;&lt;li&gt;The Command Core window has a flatter look and its own Add Stop button&lt;/li&gt;&lt;li&gt;When a station can&amp;#x27;t land, whatever blocks its landing spot is outlined in red while you hover it, and the alert names the station&lt;/li&gt;&lt;li&gt;The landing blocked alert tells you which key hides flying stations&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;F7 also hides the items riding on a flying station&amp;#x27;s belts&lt;/li&gt;&lt;li&gt;A flying station&amp;#x27;s belt items stay on its belts from the moment it sets off&lt;/li&gt;&lt;li&gt;A building destroyed in Haven&amp;#x27;s fog shows as gone instead of leaving a ghost behind&lt;/li&gt;&lt;li&gt;A belt connector marked for removal no longer takes items from the belt&lt;/li&gt;&lt;li&gt;Shift-clicking an item moves it once (after loading a save it could move twice)&lt;/li&gt;&lt;li&gt;Save New Blueprint no longer hides under the station controls when a station is selected&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>Build 108: Fog of War That Remembers, Super Enemies and a New Map Arrow</title><link href="https://final-factory.com/patch-notes/0.50.0.108/"/><id>https://final-factory.com/patch-notes/0.50.0.108/</id><updated>2026-10-16T00:00:00Z</updated><summary>Dev build 108: fog of war remembers explored ground, buildings in the fog show as last seen, super enemies in camps, new map arrow, 12 other changes</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;The fog of war remembers now. Ground you&amp;#x27;ve explored stays explored under a see-through blue fog: you can still see the map, but enemies out there stay hidden until you&amp;#x27;re close enough to see them. Haven stays clear, so enemies on explored ground there still show. Old saves get their explored map from where you&amp;#x27;ve been&lt;/li&gt;&lt;li&gt;Buildings under that fog show as you last saw them. If something happens to them while you&amp;#x27;re away, you&amp;#x27;ll find out when you go back&lt;/li&gt;&lt;li&gt;Enemy camps sometimes field super enemies: bigger, gold-trimmed ships with 50% more hitpoints and damage and triple the chance to drop an artifact. Hover one to see it&lt;/li&gt;&lt;li&gt;New arrow on the map pointing back to your ship, with the distance&lt;/li&gt;&lt;li&gt;Comets pulled in by a Comet Catcher look more like real comets and hit with a flash and a spray of debris&lt;/li&gt;&lt;li&gt;If a host loses the relay connection in multiplayer, the game saves before going back to the title screen&lt;/li&gt;&lt;li&gt;Esc goes back in the main menu&amp;#x27;s multiplayer windows with a keyboard&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Laser turret heads face what they&amp;#x27;re shooting on rotated turrets and turning stations&lt;/li&gt;&lt;li&gt;Enemy camps that couldn&amp;#x27;t finish building no longer put back the stations you destroy&lt;/li&gt;&lt;li&gt;A station that lands and takes off again right away keeps its belt items, instead of leaving boxes on the pad&lt;/li&gt;&lt;li&gt;A pasted station with transit on waits until it&amp;#x27;s fully built before it takes off&lt;/li&gt;&lt;li&gt;Land and Move keep working on a station after a comet takes out its Comet Catcher&lt;/li&gt;&lt;li&gt;&amp;quot;Copy details from...&amp;quot; keeps the blueprint&amp;#x27;s icon&lt;/li&gt;&lt;li&gt;The Light window&amp;#x27;s On/Off is a normal switch, not a bar across the window&lt;/li&gt;&lt;li&gt;Long save names in the Load list no longer draw over the other details&lt;/li&gt;&lt;li&gt;Retrying a bug report that didn&amp;#x27;t send reuses its save instead of making a new one each try&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>Build 107: Smooth Station Landings, Save Screenshots and a Faster Deck HUD</title><link href="https://final-factory.com/patch-notes/0.50.0.107/"/><id>https://final-factory.com/patch-notes/0.50.0.107/</id><updated>2026-10-15T00:00:00Z</updated><summary>Dev build 107: smooth station landings, save screenshots in the Load list, bots and barges work on flying stations, faster Deck HUD, 18 other changes</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Mobile stations land smoothly: they ease in, turn onto the pad on the way and touch down softly&lt;/li&gt;&lt;li&gt;A Move stop can have a heading, and the station turns to it on the way&lt;/li&gt;&lt;li&gt;Inserter Bots, Cargo Barges and Mass Drivers keep working on a flying station, if the whole link is on it&lt;/li&gt;&lt;li&gt;Cleaner Command Core stop list, in a slightly wider window&lt;/li&gt;&lt;li&gt;Saves show a screenshot in the Load list&lt;/li&gt;&lt;li&gt;New view option Hide Flying Stations (F7), so you can click what&amp;#x27;s under one&lt;/li&gt;&lt;li&gt;Hovering a station&amp;#x27;s bot or barge outlines the station and its other bots and barges&lt;/li&gt;&lt;li&gt;Station Cores and Logistics Bays get per side priority levels, like junctions&lt;/li&gt;&lt;li&gt;Set Destination hotkey (Y, or X on Steam Deck), and valid targets in range get a blue marker&lt;/li&gt;&lt;li&gt;Damage and destroyed alerts stay up longer, and hovering one lists what it&amp;#x27;s about&lt;/li&gt;&lt;li&gt;Alt view icons get a darker round backdrop, and one product buildings like Greenhouses show their output&lt;/li&gt;&lt;li&gt;The &amp;quot;Too far away&amp;quot; hint stays in one spot, and far stations&amp;#x27; Station Grid info opens&lt;/li&gt;&lt;li&gt;The Steam Deck HUD is a lot cheaper each frame, and the Technology window is ready right after loading&lt;/li&gt;&lt;li&gt;Comet Catchers&amp;#x27; danger zone starts right at the mouth, so you can&amp;#x27;t build right in front of one&lt;/li&gt;&lt;li&gt;Overdrivers heat their station again for each active building they overdrive.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;In multiplayer, other players&amp;#x27; ships explode the moment they die&lt;/li&gt;&lt;li&gt;No more hard-edged starfield squares past the fog when zoomed far out on the map&lt;/li&gt;&lt;li&gt;Fixed a crash when bots deconstructed a Requester Cargo Hold that Supply Bots were still filling&lt;/li&gt;&lt;li&gt;Ctrl+click transfers show one popup per item&lt;/li&gt;&lt;li&gt;A Cargo Barge riding a flying station takes its route arrows with it&lt;/li&gt;&lt;li&gt;&amp;quot;Copied&amp;quot; and &amp;quot;Pasted&amp;quot; text on the map scales with the map zoom&lt;/li&gt;&lt;li&gt;In-game bug reports with a long title now get through&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>Build 106: Desync Fixes, Flying Comet Catchers and a Faster Technology Window</title><link href="https://final-factory.com/patch-notes/0.50.0.106/"/><id>https://final-factory.com/patch-notes/0.50.0.106/</id><updated>2026-10-15T00:00:00Z</updated><summary>Dev build 106: two multiplayer desync fixes, catcher stations can fly, faster Technology window, quit autosaves, 16 other changes</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Stations with Comet Catchers or Comet Harvesters can fly. Lifting off cancels the incoming comet; catching resumes on landing&lt;/li&gt;&lt;li&gt;Single player keeps three Autosave Before Quit saves, written whenever you leave a game&lt;/li&gt;&lt;li&gt;The Load list has Saves and Autosaves tabs and a name filter, and autosave names say sp or mp&lt;/li&gt;&lt;li&gt;A building or connector marked for bot deconstruction stops working right away and counts as gone&lt;/li&gt;&lt;li&gt;Reopening the Technology window on a big save is much faster, and it costs far less while open&lt;/li&gt;&lt;li&gt;Big worlds with many fleets spend much less time each tick on fleet vision&lt;/li&gt;&lt;li&gt;Cargo barges have a glowing cyan trim so they stand out against buildings&lt;/li&gt;&lt;li&gt;Mods can say whether they work in multiplayer, and the Mods menu shows it&lt;/li&gt;&lt;li&gt;The logistics bay&amp;#x27;s barge port reads Loading Bay, on one line in every language&lt;/li&gt;&lt;li&gt;Tutorial steps show their explanation as a paragraph, and repeated lines are gone&lt;/li&gt;&lt;li&gt;The Filter item picker no longer offers bots, ships or enemy units&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;German and other long-language text fits its panels&lt;/li&gt;&lt;li&gt;Multiplayer: upgrading a Cargo Hold holding items to a Provider Cargo Hold no longer desyncs clients&lt;/li&gt;&lt;li&gt;Single player no longer freezes on Resynchronizing with the host after leaving a multiplayer game mid resync&lt;/li&gt;&lt;li&gt;Overdrivers no longer overheat their station while its assemblers work&lt;/li&gt;&lt;li&gt;The Trash slot no longer creates items after a failed trash&lt;/li&gt;&lt;li&gt;A dismissed warning no longer comes back with its alarm&lt;/li&gt;&lt;li&gt;Mod folders whose names differ only in capitals no longer stop every mod loading&lt;/li&gt;&lt;li&gt;Joining a host on another version says so again&lt;/li&gt;&lt;li&gt;A flying station stops on a waypoint that became a stop mid corner&lt;/li&gt;&lt;li&gt;The tutorial&amp;#x27;s orange highlight on the inventory&amp;#x27;s first column is no longer cut off&lt;/li&gt;&lt;li&gt;The Map Controls hint is centred under its buttons&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>Build 105: Lighter Mass Drivers, Multiplayer With Mods and a Tidier Station Bar</title><link href="https://final-factory.com/patch-notes/0.50.0.105/"/><id>https://final-factory.com/patch-notes/0.50.0.105/</id><updated>2026-10-14T00:00:00Z</updated><summary>Dev build 105: lighter mass driver animation, multiplayer with mods, station bar Hide and Show, Dyson bot crash fix, 7 other changes</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Mass driver animation takes a fraction of the time it did each tick&lt;/li&gt;&lt;li&gt;Less work each tick in big factories: inventory handling spreads across cores, hidden fleet ships cost nothing while they stay put, and a ship standing still scans for cosmic objects less often&lt;/li&gt;&lt;li&gt;The minimap redraws at most 0.7x your frame rate, still capped by Minimap FPS&lt;/li&gt;&lt;li&gt;Multiplayer with mods: everyone needs the same mods, and the game tells you which are missing, different or extra&lt;/li&gt;&lt;li&gt;The station action bar&amp;#x27;s panels toggle says Hide or Show, and Copy and Deconstruct stay usable while panels are hidden&lt;/li&gt;&lt;li&gt;The station action bar has more padding and a more see-through frame&lt;/li&gt;&lt;li&gt;The Razor shows in the Spawner Chest&amp;#x27;s Combat tab&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Drawing Dyson bots no longer runs out of room, which crashed the game&lt;/li&gt;&lt;li&gt;Holding a blueprint preview in multiplayer no longer knocks the game out of sync&lt;/li&gt;&lt;li&gt;Steam Deck: the Oracle list fills its window, the hover card shows the Oracle&amp;#x27;s description again, and heat and power icons sit in their own rows&lt;/li&gt;&lt;li&gt;Steam Deck: the Map tab&amp;#x27;s Add Marker and Toggle Signal buttons are centred, and controller button icons sit level with their text&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>Build 104: Railgun Fixes, Named Waypoints and Stations That Carry Their Bots</title><link href="https://final-factory.com/patch-notes/0.50.0.104/"/><id>https://final-factory.com/patch-notes/0.50.0.104/</id><updated>2026-10-13T00:00:00Z</updated><summary>Dev build 104: Railgun fixes and 20 u splash, named waypoints, stations carry their bots, Cutters and Razors hit buildings harder, 31 other changes</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Name a command core&amp;#x27;s Move waypoint and reuse it in other stops, like landing zones&lt;/li&gt;&lt;li&gt;Stations no longer stop at waypoints with no wait condition, slowing only for the turn&lt;/li&gt;&lt;li&gt;Mobile stations take their Inserter Bots and Cargo Barges with them&lt;/li&gt;&lt;li&gt;Stations in flight explore where they fly, revealing the map and its enemy camps&lt;/li&gt;&lt;li&gt;Railgun splash reaches 20 u (was 10 u), shown by an impact ring&lt;/li&gt;&lt;li&gt;Cutter lasers do 40% more damage to buildings, Razor missiles 30% more&lt;/li&gt;&lt;li&gt;Settings &amp;gt; Interface &amp;gt; Warning alerts turns each warning&amp;#x27;s icon and alarm on or off&lt;/li&gt;&lt;li&gt;The landing zone blocked alert joins the other warning icons, with its own sound&lt;/li&gt;&lt;li&gt;Ctrl+Shift+click trashes a stack, and the Trash slot keeps it until you trash something else&lt;/li&gt;&lt;li&gt;The hotbar has a translucent blue backdrop and slimmer key caps&lt;/li&gt;&lt;li&gt;The station Heat tab shows + Variable when variable heat producers are aboard&lt;/li&gt;&lt;li&gt;On Deck, the Inventory tab&amp;#x27;s panel hugs its windows&lt;/li&gt;&lt;li&gt;Tutorial tips that ask for a crafting tab show its icon&lt;/li&gt;&lt;li&gt;Big factories run faster&lt;/li&gt;&lt;li&gt;Windows open the frame after you click, without jumping&lt;/li&gt;&lt;li&gt;Mods load after their dependencies, newer Workshop copies replace old ones, and the Mods menu says where one failed&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Railguns no longer hold fire next to your own buildings, miss parked ships, or pass through what they hit&lt;/li&gt;&lt;li&gt;Joining a host who has the Esc menu open no longer shows Connection lost&lt;/li&gt;&lt;li&gt;Day Man unlocks once you pass 1000 placed solar panels&lt;/li&gt;&lt;li&gt;A copy of a copied station numbers from the original name: Bobby (Copy 2)&lt;/li&gt;&lt;li&gt;Struts and connectors can go under an inserter running across them&lt;/li&gt;&lt;li&gt;Closing the map keeps your copy, cut, deconstruct or upgrade tool&lt;/li&gt;&lt;li&gt;Technology Unlocked popup rows no longer overlap&lt;/li&gt;&lt;li&gt;Alerts clear when you exit to the menu or load a save&lt;/li&gt;&lt;li&gt;Loading a save keeps your selected research and its progress&lt;/li&gt;&lt;li&gt;An All techs unlocked save keeps its infinite tech levels and queue&lt;/li&gt;&lt;li&gt;Window headers no longer tuck under the top bar&lt;/li&gt;&lt;li&gt;Objective marker distances no longer show through windows&lt;/li&gt;&lt;li&gt;Building warning tooltips follow the tooltips off setting&lt;/li&gt;&lt;li&gt;Station Grid Information and Player Inventory always open in one place&lt;/li&gt;&lt;li&gt;A blueprint folder imported twice no longer updates the wrong copy&lt;/li&gt;&lt;li&gt;Blueprint details show the blueprint&amp;#x27;s picture when no icon was chosen&lt;/li&gt;&lt;li&gt;After a crash warming up shaders at launch (seen on NVIDIA), later launches skip that step&lt;/li&gt;&lt;li&gt;On Deck, rotating with E no longer jumps an open screen to the Inventory&lt;/li&gt;&lt;li&gt;On Deck, the reconnect notice shows the button icon instead of raw text&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>Builds 102 and 103: Living Blueprints, Private Map Markers and Faster Bot Fleets</title><link href="https://final-factory.com/patch-notes/0.50.0.103/"/><id>https://final-factory.com/patch-notes/0.50.0.103/</id><updated>2026-10-13T00:00:00Z</updated><summary>Dev build 103: Command Core Update blueprint switch, private map markers, armor block colours, faster Supply Bots, 25 other changes</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Command Core Update blueprint switch: building onto a station pasted from a blueprint updates it&lt;/li&gt;&lt;li&gt;Private map markers (only you see them) point the way and clear when you arrive; dying drops one at your wreck&lt;/li&gt;&lt;li&gt;A mobile station blocked from landing raises a HUD alert&lt;/li&gt;&lt;li&gt;Share or import a whole blueprint folder as one string&lt;/li&gt;&lt;li&gt;Armor blocks take their own colour: click to pick, Shift-click to copy, blueprints keep it&lt;/li&gt;&lt;li&gt;Five Reinforced Armor techs add 30% armor block hit points each&lt;/li&gt;&lt;li&gt;Supply Bots start their next trip where they unload, not at home, so they deliver far more&lt;/li&gt;&lt;li&gt;Spare Supply Bots also serve holds that already have a bot on the way&lt;/li&gt;&lt;li&gt;Big Supply Bot fleets cost far less: 5,000 no longer slow the game&lt;/li&gt;&lt;li&gt;Frames are about 8% faster in a big factory&lt;/li&gt;&lt;li&gt;Singularity Power Stations add enemy signal, more at higher output&lt;/li&gt;&lt;li&gt;At raised Crafting Costs, Biological Substrate and Organic Compounds scale output with cost&lt;/li&gt;&lt;li&gt;Windows open in place instead of jumping&lt;/li&gt;&lt;li&gt;Windows drag anywhere on screen, corners included&lt;/li&gt;&lt;li&gt;Panel keys open their panel on press, not release&lt;/li&gt;&lt;li&gt;The Technology screen reopens faster&lt;/li&gt;&lt;li&gt;The Esc menu runs at 60 fps instead of 20&lt;/li&gt;&lt;li&gt;Inventory Auto-Sort is a checkbox&lt;/li&gt;&lt;li&gt;Map player names stay readable zoomed out&lt;/li&gt;&lt;li&gt;Map Controls lose their header and box&lt;/li&gt;&lt;li&gt;A new game&amp;#x27;s ship fades in as the white hole collapses&lt;/li&gt;&lt;li&gt;Command Core Update blueprint switch (advanced controls): building onto a station pasted from a blueprint updates it&lt;/li&gt;&lt;li&gt;Share and import a whole blueprint folder as one string; Copy details from... shows folders&lt;/li&gt;&lt;li&gt;5,000 Supply Bots no longer slow the game&lt;/li&gt;&lt;li&gt;Singularity Power Stations add to the enemy signal, more as they make more power&lt;/li&gt;&lt;li&gt;Player names on the map stay readable when zoomed out&lt;/li&gt;&lt;li&gt;Your new-game ship fades in as the white hole collapses&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;A copied Command Core carries Enable Transit and Stay Separate too&lt;/li&gt;&lt;li&gt;Overdrivers heat only with power; burners and research only while working&lt;/li&gt;&lt;li&gt;An All techs unlocked save learns newer techs&lt;/li&gt;&lt;li&gt;Instant Craft deploys every ship in a batch&lt;/li&gt;&lt;li&gt;The Station Grid Information window stays where you drop it&lt;/li&gt;&lt;li&gt;Unexplored space stays black at full zoom-in&lt;/li&gt;&lt;li&gt;The minimap shows your ship while the map is open&lt;/li&gt;&lt;li&gt;Route arrow chevrons flow at one speed&lt;/li&gt;&lt;li&gt;An All techs unlocked save learns techs added since it was made&lt;/li&gt;&lt;li&gt;Route arrow chevrons flow at one speed, whatever the ship&amp;#x27;s&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>Build 101: Pasted Station Names and a Spawner Chest Power Switch</title><link href="https://final-factory.com/patch-notes/0.50.0.101/"/><id>https://final-factory.com/patch-notes/0.50.0.101/</id><updated>2026-10-12T00:00:00Z</updated><summary></summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;A pasted station keeps its exact name when no other station has it, else adds (Copy), (Copy 2) and so on&lt;/li&gt;&lt;li&gt;The Spawner Chest has a Generate power switch, for testing power setups in sandbox&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Thousands of station waypoints no longer freeze the game&lt;/li&gt;&lt;li&gt;The tech tree never leaves deeper techs out of its list, however many paths lead to them&lt;/li&gt;&lt;li&gt;Several rare simulation timing bugs are fixed&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>Build 100: Resizable Blueprints, Auto-Sort and a New Objective Marker</title><link href="https://final-factory.com/patch-notes/0.50.0.100/"/><id>https://final-factory.com/patch-notes/0.50.0.100/</id><updated>2026-10-12T00:00:00Z</updated><summary>Dev build 100: resizable Blueprints window, auto-sort switch, new objective marker, mixed enemy raids, one UserData folder, 22 other changes</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;The Blueprints window resizes and remembers its size and place&lt;/li&gt;&lt;li&gt;Inventory Sort is an auto-sort switch: turn it off to arrange by hand&lt;/li&gt;&lt;li&gt;Objective markers lock onto their target, or point to it from the screen edge with distance&lt;/li&gt;&lt;li&gt;Selecting a tech lights up what it unlocks; Research, Add to Queue and Stop show in its details and the tree&lt;/li&gt;&lt;li&gt;The craft queue groups the same item into one icon with a count&lt;/li&gt;&lt;li&gt;The Load screen and Factory Information show the difficulty preset&lt;/li&gt;&lt;li&gt;A moving station shows what cargo it burns as fuel, and how fast&lt;/li&gt;&lt;li&gt;A copied Command Core carries its station&amp;#x27;s name and route&lt;/li&gt;&lt;li&gt;Pasting a copied empty recipe clears a building&amp;#x27;s recipe&lt;/li&gt;&lt;li&gt;Laser Turret, Defense Platform and Exploration Center tooltips show range&lt;/li&gt;&lt;li&gt;Comet catcher zones show on hover or when held, not in Alt view&lt;/li&gt;&lt;li&gt;Enemy raids mix ship types and grow with your factory, up to 100 ships&lt;/li&gt;&lt;li&gt;New enemy camps keep clear of every part of a big factory&lt;/li&gt;&lt;li&gt;Your mining laser gets 2.5x the ore from iron asteroids&lt;/li&gt;&lt;li&gt;Saves, blueprints, hotbars and settings move to one UserData folder&lt;/li&gt;&lt;li&gt;The mouse wheel over the minimap and HUD zooms the world&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Belt items reach the middle of a corner before turning&lt;/li&gt;&lt;li&gt;The hand-mining bar stays up while you hold right click&lt;/li&gt;&lt;li&gt;The obelisk beam no longer ends in a flat cut at full zoom-out&lt;/li&gt;&lt;li&gt;Hovering a fast flying station&amp;#x27;s buildings no longer flickers&lt;/li&gt;&lt;li&gt;Copy, cut and deconstruct work while riding a station&lt;/li&gt;&lt;li&gt;A blueprint with a recipe shows only that recipe&amp;#x27;s slots&lt;/li&gt;&lt;li&gt;The +N item popup draws over your ship again&lt;/li&gt;&lt;li&gt;The Map Controls hint is back inside its blue box&lt;/li&gt;&lt;li&gt;A click started on a button no longer lands in the world&lt;/li&gt;&lt;li&gt;Cargo barge routes end only where a barge can dock&lt;/li&gt;&lt;li&gt;Bat and Knight Docks no longer link straight to a station, which could crash the game&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry><entry><title>Build 99: Victory Cinematic, Tutorial Polish and Enemy Camps That Come Back</title><link href="https://final-factory.com/patch-notes/0.50.0.99/"/><id>https://final-factory.com/patch-notes/0.50.0.99/</id><updated>2026-10-11T00:00:00Z</updated><summary>Dev build 99: victory cinematic, mine-iron tutorial step, enemy camps return, black hole pulls ships in again, Attack Frequency works, 14 other changes</summary><content type="html">&lt;div class=&quot;sec s-improvements&quot;&gt;&lt;h4 class=&quot;s-improvements&quot;&gt;Improvements&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;Your first Singularity Vessel to leave the Dark Star Gate gets a cinematic into the black hole with the narrator&amp;#x27;s finale, then the Victory panel&lt;/li&gt;&lt;li&gt;The tutorial has a new step to mine iron ore before you build the assembler, with an arrow on the nearest iron asteroid&lt;/li&gt;&lt;li&gt;Tutorial tips say to craft the solar panel and connector, then select them, and name the right crafting tab&lt;/li&gt;&lt;li&gt;A tutorial research step finishes once you close the Technology screen, so the next line doesn&amp;#x27;t play over it&lt;/li&gt;&lt;li&gt;Enemy camps come back in the regular game: new camps can settle near your factory over time. Explorer Mode never gets new camps&lt;/li&gt;&lt;li&gt;The Attack Frequency setting changes how often camps raid again: Relentless raids 2.5 times as often as Standard, Hardcore 3 times&lt;/li&gt;&lt;li&gt;Hover an unbuilt blueprint piece and press R to rotate it&lt;/li&gt;&lt;li&gt;A new Free Build game starts with an empty inventory&lt;/li&gt;&lt;li&gt;Construction bots bringing cargo to a full inventory follow you and say why they wait&lt;/li&gt;&lt;li&gt;In the demo, techs the demo doesn&amp;#x27;t include carry a padlock&lt;/li&gt;&lt;li&gt;Steam Deck: smoother frame rate in big factories, and the station controls sit left of the abilities&lt;/li&gt;&lt;li&gt;A player joining a co-op game starts at the same camera distance as a new game&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;sec s-fixes&quot;&gt;&lt;h4 class=&quot;s-fixes&quot;&gt;Fixes&lt;/h4&gt;&lt;ul&gt;&lt;li&gt;The black hole pulls in and destroys you and your fleet again&lt;/li&gt;&lt;li&gt;In co-op, hitting an enemy pulls the enemies around it onto the shooter for every player, even right after someone joins&lt;/li&gt;&lt;li&gt;Dragging a stop below the last one in a station&amp;#x27;s stop list moves it&lt;/li&gt;&lt;li&gt;A Land given to a station parked on the ground keeps its destination marker&lt;/li&gt;&lt;li&gt;Controller button icons in tutorial objectives keep their own colours&lt;/li&gt;&lt;li&gt;The Battery&amp;#x27;s yellow plug arrow no longer covers the model&lt;/li&gt;&lt;li&gt;The Objectives card shows over the Technology screen only during the tutorial&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;</content></entry></feed>
