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Steam News13 June 202616d ago

Patch Notes 111

Added Flywheel. Stores 200 rotational energy, and rotates faster based on how much is stored Fixed bug: could store non-physical items like rotational energy or steam inside Markets and Stockpiles Fixed bug: could chang

Full notes

Full Factory Town 2: Paradise update

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What changed

8 fixes2 additions2 changes1 removal
  • Gameplay
  • Store
  • Fixes
  • UI and audio
addedAdded Flywheel. Stores 200 rotational energy, and rotates faster based on how much is stored
fixedFixed bug: could store non-physical items like rotational energy or steam inside Markets and Stockpiles
fixedFixed bug: could change the filter on a storage building to ‘None’, which would allow overriding of the physical item filter limitation
fixedFixed bug: workers would retrieve a random nearby item if you assigned them to a Market or storage building that had no active item filters
changedChanged icon for “Worker Requested” and “Population Growth”
fixedFixed bug: all workers would freeze in a situation where a building was placed in a totally inaccessible location
  • Added Flywheel. Stores 200 rotational energy, and rotates faster based on how much is stored

  • Fixed bug: could store non-physical items like rotational energy or steam inside Markets and Stockpiles

  • Fixed bug: could change the filter on a storage building to ‘None’, which would allow overriding of the physical item filter limitation

  • Fixed bug: workers would retrieve a random nearby item if you assigned them to a Market or storage building that had no active item filters

  • Changed icon for “Worker Requested” and “Population Growth”

  • Fixed bug: all workers would freeze in a situation where a building was placed in a totally inaccessible location

  • Added option for top-level filter on storage buildings

  • Buildings inadvertently placed at world origin will be automatically removed on game load

  • Grass saturation is lowered when it’s not daytime

  • Pasture Barns acts more like Harvester Huts: They will flexibly configure their inventory slots based on what animal types are linked to nearby pastures, and that match the specified building filter(s)

  • Fixed bug: side quests to open various panels would get stuck in an odd state if you completed the quest before accepting it

  • Fixed bug: changing the interface language would not update the build menu

  • Fixed bugmodifying the top-level filter for a building will include the fixed filter (“physical items”) and will NOT include the ‘None’ option. Conversely, modifying the filter for an item slot in that building will NOT include the fixed filter, and will include ‘None’.
  • When selecting an item filter for a vehicle, the filter that represents no item restriction will now say “Any Item” instead of “None”

  • Fixed bug: item types were missing from the Data Overlay 'production' option

Source

Steam News / 13 June 2026

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