Full notes
Full Factory Town 2: Paradise update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Fixes
- UI and audio
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
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