THE MULTIPLAYER UPDATE
Hello engineers,
Playing Final Factory with friends has been my dream since before the game came out. Today that dream finally comes true.
It took a lot longer than I wanted. I've been through a lot in my life since Final Factory launched in EA, and there were times I wasn't sure this update would ever happen. What kept me going was this community.
You kept playing, kept reporting bugs, kept showing up in Discord, and a bunch of you spent the last week in the open beta breaking multiplayer in every way possible so I could fix it. I can't thank you enough.
This update is for you. Grab some friends and go build something ridiculous.
See you in the factory!
/Slims
Just a reminder: if you're enjoying Final Factory, steam reviews help a bunch!
Discord | Vote on features
Patch notes
This covers everything since 0.21.0.35, the last version on the default branch.
The short version
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Online co-op. Host a new game or one of your saves, and friends join through Steam. Everyone shares one factory.
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A new look for space. Black holes, stars, planets, neutron stars, Dyson spheres, explosions, engine flames and lighting are all redone.
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Batteries. A new building and tech, and stored power is now shown in kWh.
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Enemy camps reworked. Camps come with the world and get tougher the farther out you go. Attack waves are capped at 300 ships.
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A much bigger map. It zooms out five times farther and is sharp at any resolution.
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Old saves load. Enemy ships are cleared once on the first load. Camps stay.
Multiplayer
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Online co-op through Steam. Building, research, logistics, fleets and combat are shared by everyone in the game.
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To host: open Multiplayer on the main menu and host a new game or a saved game. Any single-player save can be hosted.
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Hosting a new game gives you every normal New Game option: mode, seed, tutorial, enemies and the rest.
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The host sets a game name, an optional password, and a player limit from 2 to 32 (default 4). We've only tested small groups so far.
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Games are public by default and show up in the lobby browser. Untick Public and only Steam friends and invites can join.
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To join: pick a game in the lobby browser, accept a Steam invite, or use Join Game on a friend in your Steam friends list.
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A joining screen shows what's happening, with a download bar for the world and a Cancel button.
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Leave and come back whenever you like. Your ship and inventory are parked and safe while you're away.
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Anyone can save, not only the host, and saving doesn't pause the others.
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Research is shared. Research rewards like fleet size apply to every player.
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Lumin Orbs: each orb anyone picks up gives every player one. You spend your own at the Oracle, and Oracle upgrades are yours alone.
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Chat with Enter. /help lists the commands, including whispers, /players and /color.
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Ping the map with G, or Ctrl+G for a danger ping. Map markers are shared.
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Other players have name tags, their own colour, and an outline you can see through buildings.
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The host can /kick, /ban and /unban.
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A player on a slow PC no longer holds everyone back. Their game catches up on its own.
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If your connection drops, the game tries to reconnect by itself. If your game drifts out of sync, it resyncs from the host.
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Opening a menu doesn't pause a multiplayer game.
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Achievements unlock only for the player who earned them.
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Mods are off in multiplayer for now. The game offers to disable them and restart.
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Everyone needs the same version of the game.
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Demo: the demo has multiplayer too. Demo players can only play with other demo players, and the demo's research limits still apply.
New content and features
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Battery (2x2) and the Power Storage tech, after Capacitors. A battery holds 5 kWh and keeps the factory running when generation falls short.
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Capacitors now hold real stored energy, shown in Wh and kWh. Laser turrets and mass drivers pay for each shot from it.
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Mass drivers on a weak grid take turns instead of all browning out. The power panel shows peak demand against what the grid can deliver.
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Enemy camps reworked. Camps are part of the world from the start: none near your starting area, stronger ones farther out. Cleared areas stay cleared. Camps soak up your factory's signal and spend it on attack waves.
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A separate Heat Damage warning. Map pins and arrows show only when a building is actually losing health.
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Shots in flight are saved and come back on load.
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A failed load takes you back to the main menu and tells you why.
Visual overhaul
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The black hole is drawn from scratch. It pulls from the edge you see and destroys at the black disc.
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New games open with a white hole.
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New stars with coronas, new planets with atmospheres and rings, and a new starfield.
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Neutron stars spin and bend the starlight around them.
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Dyson bots form a slowly turning shell, with the star glowing through the gaps.
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New death explosions, sized to the ship, with smoke that hangs around.
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New engine flames, rocket plumes and afterburner. New beams, shots, impacts and mining lasers.
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New comets with proper tails.
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New lighting. Glowing machines light the floor and their neighbours.
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The Knights' Guardian shield grows in and shrinks away instead of popping.
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Flying stations show a hover field.
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The map zooms out five times farther, draws at your screen's resolution, and has bigger icons and star icons.
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The minimap shows more of the world.
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Fog of war opens and closes smoothly.
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Ships, belts, arms and progress bars are drawn smoothly every frame.
Quality of life
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"Inventory full" tells you when crafting or mining has nowhere to go.
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Crafter tooltips show the real rate, with power, overdrive and bonuses counted.
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Cores, cargo holds and mass drivers show which side they output to first.
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Hovering a mass driver highlights its links.
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Ctrl+click on a belt also picks up the items at its ends.
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A blueprint's icon shows on the cursor while placing.
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Cargo barges are placed at the start of their route.
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When a loot or inventory transfer is refused, you see why.
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Only the newest research popup is shown.
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Station Move and Land answer the click straight away, with a marker on the target.
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You can board a flying station and put items into it.
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Belt items stay on the belts of a flying station.
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Items go round curved belts at an even pace.
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Idle fleets hold a formation instead of jostling.
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The exploration centre's range ring matches what it reveals.
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The Save and Load panels open fast with lots of saves.
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New descriptions for the power buildings. The power panel flags a grid wired in a loop.
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Bug report and diagnostics upload is on by default. You can turn it off in Settings, under Privacy.
Balance changes
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Enemy attack waves are capped at 300 ships, whatever your settings.
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Wave size follows your factory's signal: about 3 ships early on, 32 at 2,000 signal, 100 at the very top of the curve, before your attacker setting.
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The Ancient Guardian heals 3% of its health per minute.
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The black hole's pull starts closer in (300, was 400) and it destroys at the disc (86, was 200).
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Station Movement Programming now needs Planetary Science.
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The Afterburner starts with a full charge.
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Ships and turrets give up on a target they can't damage and pick another.
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Low power slows research bots instead of shrinking what they deliver.
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Enemy shots hit the nearest fleet ship in range, not the farthest.
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Lumin Orbs from obelisks appear within reach.
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Removing a frame that was never built no longer gives a free item.
Performance
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The game now simulates 16 times a second and draws smoothly in between, in single-player too. It keeps real time on PCs that can't hold 60 fps.
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Belts with items at rest cost far less (about 77% less belt time in our big test).
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Cheaper lighting and shaders, with a lighter Low quality setting.
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Less work each frame once your map is explored.
Notable fixes
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Bats and other fleet ships could sit idle and never fire until you used Frenzy.
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Idle fleet ships didn't wake up when enemies came close.
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After alt-tabbing you could be stuck unable to move, most often on a Steam Deck.
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Stop Inserters and Stop Construction Bots reset every time you loaded.
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A cargo hold with every slot disabled blocked its belt.
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Upgrading or pasting onto a cargo hold scrambled its disabled slots.
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The asteroid "low on resources" warning never cleared.
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Leaving a game with the map open gave a white screen in the next one.
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Q could pick up an enemy building as a blueprint.
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Crafting more than you could afford threw an error. It now queues what you can afford.
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Hovering a fleet ship with the mouse did nothing.
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The ride prompt picked the last vehicle in range instead of the nearest.
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Wandering enemies jittered when they bumped into each other.
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The selection panel could show the previous building's details.
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The craft queue spilled over two rows.
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Tutorial text said "silica asteroid" where it meant bauxite.
Known issues
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Multiplayer is new. Desyncs can still happen. The game resyncs you by itself, and if that fails twice you're dropped and can rejoin.
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We've tested small groups. Big lobbies are uncharted.
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No mods in multiplayer yet.
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Demo and full version players can't play together.
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Saving in multiplayer gives the player who saves a short hitch on a big base.
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If you get a desync, a report is saved. Sending it from the in-game bug reporter helps a lot.
Old saves
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Saves from 0.17 onward load, including everything from 0.21.
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Enemy ships and attack waves on their way are removed once on the first load. Camps, spawners and the Ancient Guardian stay, and camps rebuild their ships.
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Capacitor charge is converted to the new stored energy.
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Oracle levels above an upgrade's maximum are brought back to it, and the Lumin Orbs are refunded.
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Connector filters you opened up are kept as "All" so landing doesn't reset them.
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A save made in this version won't load in the old one. Keep a copy if you plan to go back.
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