Full notes
Full Food Processing Simulator update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Balance
Hi everyone, 😄
Thank you very much for all the feedback, reports, and suggestions you’ve been sharing. This update focuses on improving production flexibility and helping players push higher production speeds as their factory grows. We also added a small but useful control option for Starter Machine behavior, along with a fix for an issue reported after the previous update.
Main Updates
1. New Multi Filter Machine
We added a new machine: Multi Filter Machine.
This machine can filter commodities into 3 different outputs, and each output can be configured to filter a specific commodity type. With this, you can create cleaner and more flexible routing for more advanced production lines.
The Multi Filter Machine can be especially useful for:
Handling 2-in-1 or 3-in-1 Packaging Machine setups
Separating different commodities into dedicated lines
Creating more organized pipelines where each output has a clear purpose
Reducing the need for multiple separate filter machines in certain layouts
This should give players more options when building complex production flows and help make multi-ingredient product setups easier to manage. This machine will be unlocked in higher tier.
2. Upgradeable Machines
All machines can now be upgraded to increase their processing speed.
Similar to the upgrade system already available for conveyors and utility machines, this update expands upgrade access to processing and production machines as well. This allows players to improve production speed and reach target output faster than before.
A few things to note:
Machine upgrade costs are different from utility upgrade costs.
The accessibility requirements for upgrades follow the same structure as conveyor and utility upgrades.
Upgrading machines should help reduce bottlenecks in production lines, especially when dealing with higher target projects or larger factory setups.
With this change, players now have more ways to improve production capacity without always needing to duplicate the production pipeline.
Improvements
1. Starter Machine Employee Settings: Turn Off Handling
We updated the Employee Settings on Starter Machines with a new option for handling machines that are turned off.
You can now decide whether employees should:
Still supply the Starter Machine while it is turned off, as long as the supply requirement has not been fulfilled, or
Stop supplying it completely while the machine is turned off
This gives players more control based on their preferred playstyle. Some players may want to prepare supplies in advance while the machine is off, while others may prefer employees to ignore inactive machines entirely.
Bug Fixes
Fixed an issue where the Tab Menu or Project Menu could become inaccessible after the previous update.
Thank you again for your continued support and feedback. We will keep reviewing the suggestions and reports you share, and we’ll continue prioritizing improvements based on feasibility and impact.
If you encounter any issues or unexpected behavior, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate.
See you in the next update! 🥗🚚
Source
Changelog.gg summarizes and formats this update. How we read updates.
