Final Factory Revolution
Final Factory Being Reborn
Mobile Station Overview, Steam Deck Support, Reworked Tutorials and Much More
Hey guys, for those following, Final Factory is undergoing a revolution right now. We have made massive updates to the game to make it a more complete experience. Multiplayer was just released but that's only the beginning. Another major update is landing right now, with a lot more to come. Expect another big patch this weekend. See below for details and what's coming next!
Highlights
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Mobile Stations overview: press J (or Factory Information) to see every station's status, stops, cargo and automation, with jump-to buttons, search and a Landing Zones tab
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Reworked tutorials: new step order, narrator subtitles, steps that wait for the thing they ask for, and a card you can page back through
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Steam Deck: controller button prompts everywhere, Steam Input layouts, a tabbed full-screen hub for Inventory/Technology/Blueprints/Fleet/Map/Info, readable text at 1280x800 and a 0.80 UI scale
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New planet: the Gas Giant (ringed blue or plain brown) sometimes replaces a Terra World in newly explored space. Research drones earn 1.25x there
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Junction priorities, AND/OR stop conditions, Hull Lights and fair belt merging
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The host can load a save for everyone in multiplayer without anyone leaving
Logistics and Mobile Stations
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Requester Cargo Holds keep getting supplies until the request is filled, instead of stopping after one trip
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A stop's wait conditions can be joined with AND as well as OR, and item counts compare with <, ≤, =, ≠, ≥ or >. Rows show the current count and turn green when met
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Stations waiting at a busy landing zone line up in their own spots behind it. Hover a queued station to see its place in line
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Landing zones with the same name each face their own way. Turn one with R; ships still treat every zone of a name as one stop
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Landing zones are marked by a holo pad with an arrow showing where the station will face, and the pad never disappears
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A Move stop shows a waypoint in the world
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Click any building of a station at any range, even on the map, to use its station controls
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New Stay Separate switch on the Command Core: the station lands flush without joining what it touches
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Unbuilt ghosts on a mobile station fly and land with it, and bots build them where it lands
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Hold right-click on a landing zone to remove it from any distance
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Express Cargo Barges load and unload twice as fast as Fast ones
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Deconstruct Station asks before it starts
Factory
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Junctions can prioritize each side: click a side's arrow to set 1, 2 or 3
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Two full belts feeding one take turns instead of one side hogging it
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New Hull Light: a lamp that attaches like an armor block
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Colored lamps show their color in the middle, with a softer glow
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Batteries hold 24 kWh (96 kW charge, 120 kW discharge). Capacitors hold 25 Wh at up to 320 kW
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Deleting a connector or deconstructing storage no longer loses items: they go into an Inventory Box and your bots bring it home
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The upgrade tool can downgrade too, and upgraded buildings take their new tier's craft speed
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Placing, hovering or selecting a Comet Catcher shows its danger zone in red
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Ctrl+click on a crafter also takes its finished product from its connector slots
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Clicking a building you can't craft yet in the craft panel puts it in your hand as a blueprint ghost
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Blueprints: Duplicate makes the next version with the same title and description
Combat
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Enemies with straight shots aim ahead of your ship when you move
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Enemy weapons hit your ship 15% harder outside Haven and 30% harder far from the map centre. Your fleet and buildings take the same damage as before
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Your fleet keeps up through afterburner dashes and fights again as soon as it sees enemies
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A fleet ability short of ships shows a red have/need count
Interface
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Tech tree: cleaner connector lines, an amber frame on the selected tech, grey locked techs, smooth dragging, and Shift + mouse wheel pans it sideways
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Windows fade in, remember where you moved them, and Settings > Interface > Reset UI Layout puts them back
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The in-game Esc menu has Exit Game
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A more compact Station panel, and the Command Core panel docks at the left edge at full height so more stops show
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Hosting a game shows the connecting box the moment you press Play
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Display settings are regrouped, with a Max lamp lights slider
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The main menu shows the build number
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Help videos are gone from objectives, so the game is about 240 MB smaller
Steam Deck and Controllers
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Button prompts show the controller button you press: hotbar, abilities, hints, tutorial, tooltips and keybindings
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Official Steam Input layouts for the Deck and gamepads, and every command is a Steam Input action you can rebind
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Inventory, Technology, Blueprints, Factory info, Fleet, Map and Info open as tabs of one full-screen hub. L1/R1 switch tabs, B closes
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Readable text and panels that stay on screen at 1280x800, with a 0.80 UI scale
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Hold L4 to hide the panels and steer
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Steam's on-screen keyboard opens for every text field
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The game checks its saved screen size at launch, fixing the cropped, narrow picture some Decks had
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The Station Info box and hover card stay up beside a docked panel
Multiplayer
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Fixed desyncs on low frame rate hosts (like a Steam Deck) after deconstructing
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Fixed desyncs for players joining right after a building finished, or while the host held a blueprint
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A reconnecting player no longer sits at Synchronizing forever
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A host on a network that blocks the relay's UDP falls back to WebSocket instead of dropping to the menu
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A host whose connection dropped is told why
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Only the host can turn cheats on
Performance
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Windows and Mac prepare shaders on the title screen, so roaming and your first respawn stutter much less
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Far fewer log lines while exploring
Other Fixes
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Waiting in the menus for a couple of minutes no longer leaves the whole game without music
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Typing in a text field no longer moves your ship, and the mouse wheel over a list scrolls it
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Quick clicks in the quick craft panel no longer cancel your craft queue
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Command cores from some older saves no longer load turned around
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On Linux under Proton, the game no longer freezes on a dead relay connection
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Over 80 lines of translated text fixed across Japanese, Russian, Chinese, Korean, Ukrainian, German, French and Italian
Coming Next
Already done and waiting for the next build:
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Free Build mode crafts anything without resources, plus a new Instant Craft option in custom games
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Selecting a tech in the tech tree now lights up everything you still need to research all the way back, not just one step
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Copy and deconstruct show exactly what you've grabbed while you drag
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Mobile stations run smoother when you have a lot of them flying
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Pasted landing zones no longer shift a tile on the first landing
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Rejoining a multiplayer game no longer turns you into a new player
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Other players' build sounds play where they're building, not everywhere
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Narrator lines through the tutorial, more of them, and tighter writing
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A tidier Station Info box, and craft buttons that point you along with a moving orange outline instead of flashing yellow
In the works:
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A radial hotbar for Steam Deck and controllers: hold a button, flick to the slot, done
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Rail Gun: a long range gun with its own ammo and damage upgrades
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Construction bots that build from the closest tower, and your own bots building your stuff first
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Better map markers that scale with zoom
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Faster scrolling for long lists on Steam Deck
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A "Structures placed" stat in Factory Information
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Native Linux builds
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Better modding support
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Full logistics request
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More combat options
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More research
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Better UI
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More QOL
Thanks for all the reports and feedback. I am committing to making Final Factory a truly great indie Automation experience.
/Slims
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