3D Printer Manager
Steam News 9 February 20263mo ago

Update/fixes #3

Hi, Few things before the monolithic update log... THANKS FOR PLAYING! I see some of you have completed the game, that's awesome! :D Secondly.. I'm going to move to smaller updates as these are hard to manage and keep t…

Update log

Full 3D Printer Manager update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

5 fixes3 additions3 changes5 removals
  • Gameplay
  • Balance
  • Fixes
  • Events
removedWorkers no longer assign every printer to a single order, only the amount required.
addedWorkers count already printing printers toward order fulfillment before starting new ones.
addedAdded a worker setup guide that shows after hiring your first worker (if you have workers already you will see this on boot).
addedAdded "All Prints" round-robin option so workers cycle through small/medium/large prints to build a stockpile.
changedManual spool swaps now set a cooldown so workers don't immediately override them.
fixedFixed maths in order completion notifications (e.g. $51.959999 $51.96).

Hi, Few things before the monolithic update log... THANKS FOR PLAYING! I see some of you have completed the game, that's awesome! :D Secondly.. I'm going to move to smaller updates as these are hard to manage and keep track of. Thirdly, thanks guys for all the notes in discussions, it has helped me prioritise what is important.

Changelog

Workers preemptively buy replacement spools while a print is still running.

Workers no longer assign every printer to a single order, only the amount required.

Workers count already printing printers toward order fulfillment before starting new ones.

Added a worker setup guide that shows after hiring your first worker (if you have workers already you will see this on boot).

Added "All Prints" round-robin option so workers cycle through small/medium/large prints to build a stockpile.

Manual spool swaps now set a cooldown so workers don't immediately override them.

Reputation stats text now mentions that selling prints in the shop also increases rep.

Fixed maths in order completion notifications (e.g. $51.959999 $51.96).

"Maximum Capacity" achievement now dynamically checks all owned slots instead of hardcoded 48.

Fixed double money subtraction when workers auto-buy spools, cost was deducted inline AND again at end of loop.

Selling a printer now returns its loaded spool to inventory instead of losing it.

Order earnings now correctly count toward totalEarnings milestones.

Worker salary can no longer push money below zero

Random events correction over room bonuses

Printer damage fixes during random events

Completed prints now match to the correct order.

Repair All now uses per-type pricing (10% of printer cost) instead of flat $25 for every printer.

Reputation maths fixes

Disabled or unassigned workers no longer incur salary, salary is only charged for active workers.

TPU orders now appear at reputation 60 (was 50) to match TPU filament availability.

Repair no longer repairs idle printers

Workers now benefit from the Supplier Sale event discount when auto-buying spools.

Inventory sell price now includes quality upgrade bonus to match actual sell value. Thought I fixed that last update, but didn't push the code.

Printer Status stats grid fixed

Disabled printer buying when slots are full - It didn't go through, but it the dialogue for purchasing was showing.

Hotfix coming for the below, I overcomplicated things. Workers will use up all filament, and it will be possible to start a print without enough filament on the spool to complete it.

Workers now use up spools completely by falling back to smaller prints before swapping, unless on an order. Spools with under 8g remaining (too little for any print, even with max efficiency) are auto-trashed on swap instead of cluttering inventory. I hope I explained this one correctly...

Source

Steam News / 9 February 2026

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