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Update 0.9.2.0 - Gameplay Rebalance

Update 0.9.2.0 is out! It is heavily focused on rebalancing existing gameplay rather than adding new content. In general, the early game is now much easier, and far less overwhelming.

Gameplay Rebalance


The game has been drastically rebalanced in many subtle and not-so-subtle ways. First, the money situation is different. Early game missions now dump money on top of you, so finances are not nearly as problematic in the first few hours. Late game missions, in contrast, are much more stingy. This means, early on, completing a single mission can keep you afloat for many days. Many changes to consumables have been made. You start with a big pile of every consumable, except for oxygen, that should last you quite a while. However, the bonus packages that show up from time to time always have the option to gain one of the main consumables or fuel. Furthermore, ruins now yield consumables or fuel the majority of the time, so exploring can greatly benefit your early game resource situation. This means you don't have to rely nearly as much on the Conflux Market, or at all. The glut of money from early game missions means the price of paying off your loan early game is much higher. However, loan interest, and all daily payments are the same price as before. Additionally, price collapses don't occur nearly as fast when you sell off various resources or trophies to other factions. Some other balance changes: Some enemy factions activate much later in the game. Pollution doesn't become a serious problem until mid-game. Trash is produced at a much faster rate, for you to burn if you want. All ally factions give you much more time to complete missions. Population becomes unhappy slower.

Mining Rights


You can now buy the Mining Rights to land, rather than the Full Rights. Mining Rights allow you to only mine, but not build on the land. Why would you do this? Because Mining Rights are dirt-cheap. This lets you buy the Mining Rights to tons of land plots without fear of financial trouble, and set up mining outputs everything, all of which can feed into your central base.

Mining Depots


You can now build Mining Depots, a storage structure that can only hold mined resources. It is the default mining automation destination, but the main advantage of it, is that it is the only structure that can be built on a plot where you only hold the Mining Rights. Useful for setting up your far-flung mining outposts. And a ton of small quality-of-life changes, mainly to the tutorial, but also to error-reporting in general.

Full Changelist


0.9.2.0 Gameplay - When buying land, you can now purchase Mining Rights rather than Full Land Rights. Mining Rights are much cheaper than full rights, and allow you to mine resources, but you can't build structures there. This allows you to set up significant numbers of mining outposts cheaply. - Full Land Rights are now more expensive than before. Mining Rights are much cheaper than prior. - Property Tax on Mining Rights is significantly lower than Property Tax on Full Rights. - New storage structure, the Mining Depot. It can only carry mining spoils. It is the default dropoff destination for mining automations. In addition to having a significant amount of space, it has the advantage of being buildable on land that you only have the Mining Rights to. - Non-Mining Depot storages no longer support being the destination of mining automation. Existing save files will not change this, but new storages will not have this support. - Ruins now are much more likely to yield resource caches rather than money. Resources are usually food, oxygen, water, or fuel for your starting powerplant. - Starting necessities are placed in a pile outside of your headquarters now, which allows you to do with them as you see fit much more easily. - Recurring bonus packages now always provide 1 option to gain resources (either fuel, or necessities like food) rather than vehicles or structures. - When you choose a resource bonus from a bonus package, a spacecraft now lands and drops it off in your territory. - Necessity and fuel rewards scales based on how needed they are. - Starting loan payments required are much higher (but daily interest payments are the same). - Drastically increased payouts for early game missions. Early game money is extremely easy to come by if you do missions. - Some late game mission payouts are reduced, so it is less lucrative to, for example, farm Gunships throughout the late game. - Low Orbit Mercantile Guild payouts don't fall nearly as quickly if you give them the same resource over and over (though their payouts will still fall eventually, just much later). - All factions have a higher price floor when buying resources off of you, rather than the price collapsing to 1 if you oversell. - Habitats can accept larger overflows of waste goods before they become unhappy. - Tweaked some unhappiness values for habitats. - Oxygen is consumed much faster, but Electrolyzers produce Oxygen just as fast to compensate. - AI factions give longer times to deliver resources. - Pollution is less of a problem early game. - Increased trash production rate. - Scavengers and pirates activate later. UI - Improved many error messages. - Added a tutorial for pausing and a tutorial camera controls. - Tutorial is now smaller and less obtrusive. You have to specifically open up the tutorials if you want to follow them. Otherwise, they just hang out in the corner where you can dismiss or ignore them. - Other general Tutorial improvements. - Loading screen tips are now slightly more topical based on estimated user experience level. Other - Ambient audio pauses when the App is paused. - Bug fix - Fixed music sometimes getting cut off. - Bug fix - Mouse hover highlight properly highlights transparent parts of models, like glass. - Bug fix - Visible resources in vehicle or structure inventories are properly highlighted on mouse over. - Bug fix - Fixed the tech tree nodes not highlighting when trying to find a tech from infolinks. - Bug fix - Fixed colors of inventory bar. - Bug fix - Fixed bugs related to AI behavior regarding unsolicited trade requests. - Bug fix - Scavengers weren't breaking down buildings. - Crash fix - Crash relocating pop to nowhere. - Crash fix - Crash during the tutorial. - Crash fix - Crash on using the quick locator. - Crash fix - Crash when sending items from a cache to your stash. - Crash fix - Occasional crash when deleting items.


[ 2024-12-19 05:50:23 CET ] [ Original post ]

Hotfix 0.9.1.6

0.9.1.6 (12/1/2024) - Bug fix - Buying land far out was buying the wrong land plot. - Bug fix - Options menu popups were not appearing. - Crash fix - Crash when deconstructing structures.


[ 2024-12-02 01:11:29 CET ] [ Original post ]

Hotfix 0.9.1.5

0.9.1.5 (11/26/2024) - Balance - Very early game mission payouts are increased. - Balance - Increased trash generation from food consumption. - Factions won't send you trade requests if you have too many warnings. - String fixes. - Bug fix - Fixed mission payouts fluctuating rather than being fixed based on what the faction requested. - Bug fix - Fixed errors in "takeaway" mission prices. - Bug fix - AI will immediately buy land if they have a build request but no place to build at. - Bug fix - Trading posts and Substations don't become nonfunctional when damaged now, since the player can't repair them. - Bug fix - Fixed electrolyzer being constantly requested by some factions. - Crash fix - Crash during tutorial fixed. - Crash fix (Linux only) - Fixed the wrong shared lib being used, causing a crash on startup for certain linux systems.


[ 2024-11-27 06:14:06 CET ] [ Original post ]

Hotfix 0.9.1.4

0.9.1.4 (10/13/2024) - Bug fix - Fixed building breaker refusing to break down certain buildings. - Crash fix - Crash on certain warehouses getting destroyed. - Crash fix - Crash on destroying maglev wreckage.


[ 2024-10-13 20:08:03 CET ] [ Original post ]

Hotfix 0.9.1.2

0.9.1.2 (10/11/2024) - Producers will refuse to start work on a recipe if the output for that recipe is blocked. This prevents mega smelters from getting stuck if one recipe is blocked but others are not. - Wreckage of other factions decays over time, so you don't end up with giant fields full of wrecked Feds/Rebel buildings. - Cleaned up some ambiguities in the error log. - Bug fix - Mining Heaps are indestructible, are never considered nonfunctional, so they can't be repaired or damaged. - Bug fix - Fixed tutorial focus circle sticking around on interface widgets that no longer exist. - Crash fix - Fixed crash when clicking on global alerts with a mixture of units and structures. - Perf - Minor UI performance improvements. - Perf - Fixed a memory leak.


[ 2024-10-11 23:59:05 CET ] [ Original post ]

Major Update 0.9.1.0 - Gameplay Overhaul

Update 0.9.1.0 is out! It heavily alters existing gameplay patterns and overall rebalances the game for a much better experience. Significant changes have been made to the early game. If you have a save that is an hour or two old, it is highly recommended you start over.

Reworked Early Game


You start with a batch of fuel and a combustion powerplant instead of renewable energy sources. Renewable energy you must work up the tech tree to get. You can also purchase fuel subscriptions from the Conflux Market. Your starting structures are different, with far fewer choices early game. Instead, you receive care packages from time to time with starting item choices over the first hour. You receive care packages of random bonus goodies every so often throughout the entire game.

Population Dynamics Changes


Oxygen is now critical to your habitats. Unlike food and potable water, if oxygen runs out, workers immediately leave. However, you now start with Electrolyzers, which can turn Water into Oxygen, and all nearby world tiles have water ice, so you immediately set up a Water Ice to Oxygen supply chain. Your headquarters is now just a large, high quality habitat, so you don't need other habitats early on. There is no more concept of "unassigned" workers, you just hire directly into each habitat or headquarters. Your workers now consume necessities slowly over time rather than every dawn, and you can track it in the habitat UI now. Leaving trash and waste byproducts at your habitats will increase unhappiness. Keep your living spaces clean!

Main Mission Changes


The Raiders faction no longer triggers based on your progression through the main missions. Instead, they trigger based on net worth, tech level, and other factors. Later main missions also do not trigger immediately based on prior progression, and instead trigger based on a variety of different factors as well.

Breakdowns


When most structures become damaged beyond a certain point, they become inoperable. To make them work again, you will need to send Repair Drones with Building Frame to repair them. Some structures like gun turrets, and all vehicles remain operable no matter the damage. Some production structures, and most powerplants, suffer random breakdowns from time to time, and need to be repaired with a Repair Drone. Early game crises are now more likely to just damage your structures until they need repairs, rather than outright destroy them. This means you can recover faster, as long as you have a robust Building Frame supply chain set up.

Storage Priority / Infinite Loop Control


Do you like to set up Maglev loops? Well, now you can avoid infinite looping of resources between two storages with Storage Priority. Dedicated storages like Warehouses now have an optional storage priority. If you set the storage priority on two storages with a loop between them, they will only send resources from lower to higher priority. This allows you to loop your storages without ever having to worry about infinite looping.

Production Queues


Structure and Vehicle Producers (like the Prefabricator) now allow you to queue up production. This replaces the old "Production Limit" option that they used to have.

Multi-output Producers


The Mega-sized producers now have the ability to have multiple different outputs selected at once. This doesn't increase their speed, but it increases their flexibility. For example, a Mega Smelter could now smelt either iron, copper, aluminum, and concrete, just not all at once.

Mining Heaps


By default now, mining vehicles simply dump resources they've gathered onto the ground in a mining heap, and cargo vehicles set to automatically gather from miners instead gather from mining heaps. You can still use the original behaviors (deliver directly to storage; have a truck gather directly from an excavator), but this has to be manually set up.

Alert System


Certain notifications now stick around on the right side of your screen until you fix them. For instance, habitats running low on oxygen, or bankruptcy looming. Alerts on individual structures and vehicles now have a similar setup which is much easier to skim through.

Graphics Improvements


Atmospheric scattering is now more accurate. The blue-ish gleam of the top of the atmosphere shows in the main menu, and in game, the hues of Titan's atmosphere are different, redder and yellower at sunset, going darker much faster. The hydrocarbon lakes sometimes reflect yellowish and other times reflect slightly bluish, all depending on the angle, time of day, and latitude. Sections of flat terrain now have decals to break up the monotony.

Full Changelist


0.9.1.0 (10/1/2024) Gameplay - Headquarters is now just a large, high quality habitat (high range, high population capacity). It's range covers one entire land plot. - Population is never unassigned. All workers work at your factory, and if you leave them at your headquarters, they can work near your headquarters. - You hire directly into each habitat, or layoff workers directly from each habitat. You can also move workers between habitats freely. - Workers consume food and necessities slowly over time, rather than all at once at sunrise. - Oxygen is now critical to your habitats. Unlike food and potable water, if oxygen runs out, workers immediately leave. - Hiring new workers adds a little bit of oxygen to a habitat. - Leaving trash and waste byproducts at your habitats will increase unhappiness. - When structures become damaged to a certain point, they become inoperable. To make them work again, you will need to send Repair Drones with Building Frame to repair them. - Some production and power structures suffer breakdowns from time to time, and need to be repaired with a Repair Drone. - Reduced the number of starter package choices you have. Instead, you are forced into some, and have to manufacture alternatives if you'd like them. - Additionally, all remaining starter packages are given within the first hour of play, not all at the start. - You have a fixed start, with a free plot of land and your headquarters already placed. If you don't like your start, you can sell your land plot and relocate your headquarters. - Players always get a batch of ice in their starting tile. - All nearby world tiles start with water ice. - No starting flues. - Ally factions are more spread out in time to when they show up. - You start with combustion plants rather than renewable powerplants. You have to research turbines and solar farms to use them. - Your landing rocket drops a cache of fuel for your combustion plants at the start. - Mega Smelters and Mega Factories now allow you to set multiple output types at the same time, instead of having an extra intermediate buffer spot. - Smelters are easier to make, and show up much earlier on the tech tree. - Added a number of starting items. - Luxury and underground habitats are harder to make. Makeshift habitats remain easy to make (and must be researched first). - You can purchase fuel subscriptions from the Conflux Market. - Dedicated storages like Warehouses now have an optional storage priority. If you set the storage priority on two storages with a loop between them, they will only send resources from lower to higher priority. This allows you to loop your storages without ever having to worry about infinite looping. - Overflow destination option has been rolled into the storage priority system (but it still functions as it did before). - Every few days, you will get a care package with new stuff. - All early game weather crises are not nearly as destructive. Most will only damage structures rather than destroy them. Weather only becomes deadly in mid game. - Trade factions can once more request missions of you at random, but the frequency is much, much lower. You can still disable this too by talking to each faction. - Delivery Subscriptions deliver to your Stash rather than your HQ, since the HQ has limited space now. - Stash now has all the options that a Warehouse or Storehouse would (Storage Priority, Filters, Storage Caps), and can now receive resources. - Increased power of Comm Tower's internal heater, since it can't use external heaters. Tweaked heating on Hospitals as well. - Intersection speeds buffed. - Conflux Market frequently has a better selection of more relevant goods in their store. - Workshops and Tune Up Augmentations now also reduce breakdown chances. - Certain powerplants now accept augmentations. - Solar farms nerfed a bit. - Water Filtration Plant can turn Waste Water into normal Water as well as Potable Water. - Raiders do not immediately activate as soon as you complete the prior mission. They activate based on several factors, including your current tech level, net worth, and the like. - Wealth tax mission also does not trigger immediately based on prior progression, and instead trigger based on a variety of different factors as well. Graphics - Atmospheric scattering is now more correctly simulated for Titan. Sunsets and sunrises are much redder and yellower. Hydrocarbon lakes reflect bluer at peak daylight. Colors in general are fairly different. - Main menu scene now has proper atmospheric colors on Titan, with a blueish glow near the top of the atmosphere. - Terrain decals added to flat sections of terrain. - Some minor fog improvements. UI - Persistent alerts. Certain notifications now sit on the right side of your screen until you fix them. - Alerts on each structure/vehicle when selected are better organized and highlighted by urgency. - Scouter overhead icon is removed, since idle scouting units is now a persistent notification. - Structure and Vehicle Producers now allow you to queue up production. This replaces the old "Produce X" dropdown. - Producers use a list box to choose a production type. This list box is now searchable, so when building something at your prefabricator, for example, you can search for what you want to build. - You can't hire directly from factions anymore. Instead, at each habitat, you hire directly into the habitat. Same with laying off workers. - If your producer has a blocked output, it will specifically mention it in the error messages. - Producers, habitats, powerplants, and powerlines all have a "popped out" UI to handle how many options you have now, so you don't have to scroll as much to do what you want. - Slag tutorial specifically calls it slag rather than waste products. Fixes some new player confusion. - Overhauled most of the tutorials. Added several new tutorials. - Tutorial UI improved. - Finished tutorials are logged in the messages UI. - Escape clears current view mode. - Corrected sizing of various recipe UIs. - Habitats have bars showing how many necessities they have, and how long until they run out. - Habitat UI shows more info, such as average happiness, and better visualization of capacity fill. - Temperature bar UI improved to be clearer. - Turrets and combat vehicles have a button which lets them drop their ammo on the ground. - Added stats for population. - In the Tube UI, you can select the destination of a good and zoom to that destination. Other - Some typos fixed. - Many descriptions and tooltips tweaked. - Crash fix - Crash when filling in large amounts of land all at once. - Crash fix - Rare crash when accepting a mission right when a faction's trading post is destroyed. - Crash fix - Fixed rare mouse-related crashes. - Crash fix - Crash on launch when using OpenGL. - Bug fix - Fixed powerplants requesting more resources than they can hold. - Bug fix - Fixed Titanquakes not occurring on easier difficulties despite the crisis warning showing up. - Bug fix - Scavengers would sometimes freeze up, thinking they could break down a building that was unreachable. - Bug fix - Fixed Scavengers sometimes changing their mind halfway through breaking down one building to target a much further away building. - Bug fix - Automated spacecraft not launching in certain edge cases fixed. - Bug fix - Fixed tubes sometimes breaking intersections when an overpass is above them. - Bug fix - Fixed scavengers not delivering goods home sometimes. - Bug fix - Fixed normal maps on terrain. - Bug fix - Fixed research time being unaffected by pollution inefficiency. - Bug fix - Fixed the intro call immediately happening rather than waiting for a few secs when starting a second new game. - Bug fix - Fixed the flashing of the heater UI bar. - Bug fix - Destroying structures were not storing their contents to your stash. - Bug fix - Demolishing a group of structures was storing their contents to your headquarters rather than your stash. - Bug fix - Fixed various dropdown menu items being wrong. - Bug fix - Fixed an issue where a blocked good would get stuck and rather than using a blocked good, a storage would request the same kind and it'd get stuck behind the blocked good. - Bug fix - Fixed some model texture bugs. - Perf - Terrain sections do not generate while you are in the zoomed out minimap mode. - Perf - Load time improvements. - Perf - General UI performance improvements. - Perf - Many general game performance improvements. - Perf - Performance improvements specifically for massive save files. - Perf - Performance improvements specifically when placing tubes and structures in a large save file. - Perf - Performance improvements specifically for save files with large, complex tube networks. - Perf - Memory leaks related to mining fixed.


[ 2024-10-02 01:22:24 CET ] [ Original post ]

Hotfix 0.9.0.5

0.9.0.5 (7/24/2024) - Balance - Tweaked certain marauder, pirate, and scavenger crises to trigger later in the game. Hoverjet marauders, for example, are not supposed to show up until much later. Reduces late game difficulty. - Balance - Crisis frequency is halved. - Added a warning message for structures with habitats in range, but not enough total workers for that structure. - You get a notification whenever your cloud seeders successfully alter the weather. - Reduced Cloud Seeder power requirements. - Bug fix - Fixed Cloud Seeders unable to use attached Cooling Towers, since they absolutely need them to function. - Bug fix - Fixed a number of incorrect waste heat coefficients across most structures in the game. - Bug fix - Fixed powerplants erroneously believing they are out of power. - Bug fix - Fixed errors on some powerplants not showing up. - Bug fix - Fixed black shadow grid lines that appear on certain terrain formations, especially sand dunes. - Crash fix - Fixed a rare crash caused by a race condition - Perf - Reduced terrain generation memory pressure. - Perf - Improved terrain generation speed slightly. - Perf - Slowed the rate of terrain generation. Causes the terrain to look low-res for slightly longer than before, but alleviates the frame rate lagging when moving the camera around. - Fixed a pretty egregious memory leak related to terrain generation.


[ 2024-07-24 20:18:45 CET ] [ Original post ]

Hotfix 0.9.0.1

0.9.0.1 (6/27/2024) - Headers added to inspector UI. - Various UI tweaks. - Some recipes tweaked. - Demolition units moved to the extraction action menu. - String tweaks. - Bug fix - Fixed loan payments being too cheap on easier difficulties. - Bug fix - Fixed being able to clear AI orders of the conflux delivery copter. - Bug fix - Fixed storms running away from your factory. - Crash fix - Crash when using a scout zeppelin.


[ 2024-06-27 20:24:32 CET ] [ Original post ]

Major Update 0.9.0.0 Released!

Update 0.9.0.0 is out. With Heating Dynamics, Weather Dynamics, Custom Landing Zones, and much more, this update is huge! It also makes some significant improvements to the Population Dynamics added in the previous update.

Heat Dynamics


Heating and cooling now uses a more complex simulation. Structures heat or cool based on the wind convection, ground conduction, and heat radiation. Some structures now overheat and shutdown, while others, like habitats and farms, need to stay warm, otherwise workers will get unhappy and leave. Habitats, Farms, and other population-related structures now have an internal heating system which dynamically adjusts to get the perfect temperature, but if the insulation is not good enough, it may not be able to keep up with Titan's frigid temperatures. To better help improve heating and cooling, there are several different heat exchanger floors, which greatly improve dissipation of heat, several different insulator floors and insulator augmentations, which can hold in heat. Cooling Towers can now take in many different kinds of coolants, each of which has different cooling capabilities. A new Heating System structure can pump additional heat into structures which need it.

Weather Dynamics


Hydrocarbon rain is here at last! Rain clouds will form over your factory from time to time, and the rain will clear pollution significantly when it falls. Rain also can alter the temperature of your factory, heating up your factory when it is cold, or cooling it down when it is overheating. Hydrocarbon snow is also another possibility. The snow can cool down your factory somewhat. Cloud seeders now can help accelerate the formation of rain or snow clouds as well. Wind dynamics have been changed significantly.

Custom Landing Zones


Not a fan of night time? Well, now you can choose to start your new game at Titan's North Pole, which is awash in perpetual daylight. Great for solar power, not so great for wind power and cooling. You can stick to the Northern Regions, which is the default, but now also available is Titan's Equator, which has equally long days and nights, giving better wind power and cooling. And finally, if you want a more challenging experience, try Titan's South Pole, set in perpetual darkness except for Saturn's gleam behind the thick atmosphere.

Graphics Improvements


The main menu screen now features a dynamic scene of the space station you deploy from in low orbit over Titan. Although the atmosphere is too thick to see Saturn, at night, when Saturn is brightest, it produces a yellowish gleam in the sky that illuminates the world at night better. Many smaller graphics improvements have been made as well. Fog is less flat looking. Lakes and shiny surfaces no longer flash so brightly at dusk and dawn when you are looking into the sun. Explosions have been improved. Terrain has been tweaked to look better. Spacecraft radiators generate light now. Meteors have been completely reworked visually.

Population Dynamics Improvements


You can subscribe to food purchases from the Conflux Markets, rather than always go back to purchase it whenever you run low. Same for all necessities. You can, for a price, subscribe to Conflux Market auto-deliveries of necessities directly to your headquarters. They will send a Cargo Copter every so often to drop off food and the like, as long as you have space in your headquarters. There is a new Stash structure, which is where all resources will go when you stash them from anywhere. You always get 1, even if it is destroyed. Because this splits the stashing function from the headquarters, your headquarters now only stores food, water, medicine, and oxygen, and it has a reserved capacity for each necessity. This prevents your headquarters from ever getting overfull of one necessity and being unable to hold others. You can now hire workers directly from your HUD, from the same button where you layoff workers, rather than talking directly to each faction. If you do so, you will hire from the faction that is the cheapest to hire from (which will vary based on how much each faction likes you). Notifications involving your workers leaving or about to leave your factory will now appear front and center of your screen so they're harder to miss. Headquarters now give more warnings about unhappy population as well. When building a structure that requires workers, a line to the nearest habitats will show to help you better plan your factory, and habitats will show a line to all nearby structures requiring workers when you are about to place them. Habitats now store twice as much as they need, in case they are far from a necessity source.

Balance Changes


Corporate fees and subsidies have been reduced so that it is now ideal to pay off your loan as soon as possible (rather than previously, where it was cheaper to delay payments as long as possible). On easier difficulties, you need fewer necessities. You can also alter this on custom difficulties. On Sandbox difficulty, workers don't leave if they are unhappy. Instead they just complain. The Meteors Crisis spawns fewer meteors in early to mid game. Early game in general has been made slightly easier.

Quality of Life


You can now pin resources to your main HUD, which will tell you how many each resource exists across your entire factory. This lets you create an "inventory" which allows you to instantly know at a glance what you have, and whether there are any blockages, or unexpected losses. Setting External Pickups on your cargo transports will disable filters, and allow you to pick up everything, so you won't need a dozen different cargo vehicles working on picking up salvage. You can set exact storage caps on warehouses for each different resource if you want exact control over how many resources go into each warehouse. The original behavior remains there too if you want to simply use the equal whitelist cap with a number of dummy goods. You can also better check on the heat of your structures with the Temperature View Mode now, and you can determine how much heat is being lost through convection, conduction, and radiation.

Full Changelist


0.9.0.0 (6/25/2024) Gameplay - Hydrocarbon rain added. Rain clouds form every so often and rain all over your factory, which greatly reduces pollution. Rain clouds can heat up or cool your factory, depending on its current ambient temperature. - Hydrocarbon snow added as well. Snow clouds can sometimes form over your factory too, which can cool down your factory slightly. - Cloud Seeders now actually seed clouds. Adding them to your factory increases the frequency with which clouds form, and increases the chances they form in the area around your cloud seeder. - Cloud Seeders no longer simply reduce pollution as they used to do. They will need to form a cloud to do so. - Start Landing Zones. Four landing zones (Northern Region, North Pole, South Pole, and Equator) can be chosen at game start, each of which vary your latitude on Titan, each of which yields very different day and night cycles. The cycles significantly alter how solar power, wind power, and heating/cooling will work. - Corporate Fees and Subsidies are reduced. They are now equal to your starting loan payments. This means it's better to pay off your loan as soon as possible. The upkeep will be lower if you pay off your loan (rather than before, where paying off 9/10 of your loan was optimal). This greatly reduces the difficulty in that part of the game. - Reduced the number of meteors during a crisis. - Amount of necessities such as food and oxygen needed now scales by difficulty. On easy and sandbox, it is reduced to 50%. This can also be customized on custom difficulty as well. - On Sandbox difficulty, workers don't leave if they are unhappy (they just complain). - Whenever your workers are set to leave because they don't have the right necessities, the Conflux Market will send you a message reminding you that you can buy necessities off of them. They also restock with necessities at this point too. - Large/Mega producers now have 3 augmentation slots (instead of 2). - Large/Mega producers are now cheaper to maintain than their smaller variants. - Optimizer is better at improving production speed. - Supercomputer is better at improving research speed. - Catalyst Augmentation is better at improving production/research speed. - Food can now be produced immediately at Farms. You don't need to research Refineries and produce Agrochemicals. However, food produced without agrochemicals is extremely inefficient, but it can be done. - There is a new Stash structure, which is where all resources will go when you stash them from anywhere. You always get 1, even if it is destroyed. Because this splits the stashing function from the headquarters, your headquarters now only stores food, water, medicine, and oxygen, and now it has a reserved capacity for each necessity. This prevents your headquarters from ever getting overfull of one necessity and being unable to hold others. - Removed counterfeit artifacts ability from Saturn's Chosen. - Habitats now store twice as much as they need, in case they are far from a necessity source. - Tweaked prices of various buildings. - Heating and cooling now uses a more complex simulation. Structures heat or cool based on the wind convection, ground conduction, and heat radiation. - Reworked advection, wind, and temperature simulations. - Convection is increased based on wind speed. - Structures can now overheat and shutdown. - Habitats need to stay within a temperature range, otherwise workers will get unhappy and possibly leave. Habitats now have a heating system which dynamically adjusts to get the perfect temperature, but if the insulation is not good enough, it may not be able to keep up with Titan's frigid temperatures. - All population related structures have a narrow range they must stay in. - Farms and Oxygen Gardens must also be carefully kept within a temperature range, otherwise the plants will die. - Population-related structures have built-in internal heaters that consume variable amounts of power based on how cold the structure is. Farms and Oxygen Gardens do as well. - Certain producers and science facilities now have a minimum temperature to operate. When working, they have a heater to heat them to the minimum temperature before they can begin producing things. - Constructed buildings are built hot, and then cool down to the ambient temperature. - There are now several heat exchanger floors, each of which alter the thermal conductivity of the structures above them, which can heavily improve heat dissipation. - There are also several different insulator floors. Each alters the thermal conductivity of structures above them in the insulator range. - There are now several Insulation Augmentations. Each now alters the wall material of structures it is added to, causing those structures to lose less heat to wind and ambient temperatures. - Cooling Towers now dump a portion of excess heat produced from a structure directly into the atmosphere. The amount of heat it dumps scales on how much coolant is fed into the tower. If a producer generates tons of heat, the coolant will be spent far quicker. - Cooling Towers can now take in different kinds of coolant. Each will have a different effect on how well the tower will cool. - New Heating System structure. An upgrader that converts power into heat and heats anything it touches, but some of the heat stays in the heating system. It can also become overheated in this way. - Spacecraft exhaust plumes dump heat into the atmosphere when landing and taking off. - First ruin you pick up in a new game is now always a map. AI - You can subscribe to food purchases from the Conflux Markets, rather than always go back to purchase it whenever you run low. Same for all necessities. - You can, for a price, subscribe to Conflux Market auto-deliveries of necessities directly to your headquarters. They will send a Cargo Copter every so often to drop off food and the like, as long as you have space in your headquarters. - Only the Conflux Market will sell you necessities now. - Allies will start even closer to your start location so as not to get into a struggle with the Marauder faction. - AI will request much larger power amounts to heat their buildings. - Reduced power markup bonus. Graphics - The main menu has been updated with a dynamic main menu showing the space station in orbit over Titan, and Saturn in the background as well. - Although the atmosphere is too thick to see Saturn, at night, when Saturn is brightest, there is a yellowish gleam in the sky that illuminates night time better. - Camera can be tilted slightly upwards. - Fog is much less flat looking now. - Movement of the sun in the sky is correct now, matching Saturn in summertime, so Titan in the north gets the longest day in the Saturnian year. - Distance to Saturn varies due to Titan's orbital eccentricity now. - Spacecraft radiators generate light now (only on high graphics settings). - Improved explosion FX. Shockwave is brighter, the fireball is less uniform, and the smoke lingers longer. - Improved meteor FX significantly. - General dust FX improved. - Hydrocarbon lakes and terrain no longer get that bright flashing at dusk and dawn. Specular highlights are toned down at sunset / sunrise. - Terrain tweaked to look better. UI - You can now pin resources to your main HUD, which lets you see how many resources of various types you have at a glance. - The Layoff Button in the main HUD now lets you hire directly, rather than talking to another faction. If you choose to hire from that button, it will simply pay the cheapest faction for workers. - The temperature view now colors in structures with their temperature. It also lets you know that structure's temperature through the hover. - In temperature view mode, hovering over a structure will let you know the heat that it is losing to conduction, convection, and radiation. - User Selected View always overrides the view of the selected structure. - Pollution reduced by clouds formed from a cloud seeder now record pollution removed in your stats. - When building a structure that requires workers, a line to the nearest habitats will show to help you better plan your factory, and habitats will show a line to all nearby structures requiring workers when you are about to place them. - Power UI lines are now yellow, worker UI lines are purple. - Notifications involving your workers leaving or about to leave your factory will now appear front and center of your screen so you won't miss them. - Headquarters now give more warnings about unhappy population. - Setting External Pickups on your cargo transports will disable filters, and allow you to pick up everything, so you won't need a dozen different cargo vehicles working on picking up salvage. - You can set exact storage caps on warehouse for each different resource if you want exact control over how many resources goes into each warehouse. The original behavior remains there too if you want to simply use the equal whitelist cap with dummy values. - Removed tutorial checkbox from new game screen. - Many structures have a heating ui section now. - Floors have been redistributed to all action menus, because there are so many. - Unassigned population is specifically mentioned as being at the headquarters in error messages. - Buying a permit or other item from another faction has the option to return to that faction's store if they have it. - Added a tutorial for hiring workers. - Habitat tutorial is before the mining tutorial now. - Various other improvements to existing tutorials. - Added a new button in the bottom bar for heating and cooling items. - Infolinks shows min and max temperature limits. - Added limits to size of marquee delete/relocate. - Many other minor UI fixes. Other - Game starts in fullscreen the first time you play it. - Bug fix - Fixed a rare case where start locations were ending up with no good starting resources for Wire. - Bug fix - Infolinks showing wrong maintenance costs. - Bug fix - Upgraders complaining about nothing to upgrade when they were just out of inputs, off, or otherwise had a different issue. - Bug fix - Fixed large producers having worse pollution efficiency than small producers. - Bug fix - Fixed normals of certain terrain types being slanted incorrectly. - Bug fix - Fixed normals being upside down in certain cases. - Bug fix - Rotations causing weird lighting in certain cases. - Bug fix - Particles sticking around between games. - Bug fix - Factions that become hostile to you due to the main mission will no longer allow you to visit their store or chat with them. - Bug fix - Marauders running out of ammo and doing nothing about it. - Bug fix - Symmetric hotspots would sometimes produce nearly zero temperature gradient, and thus cause near zero wind. - Bug fix - Fixed particle FX wind drag being wrong. - Bug fix - Fixed particles showing up on the minimap. - Bug fix - Fixed meteors not having lights. - Bug fix - Fixed particles flickering at dusk and dawn. - Bug fix - Powerline ui showing up for the wrong structures. - Bug fix - Fixed invalid-build-squares UI showing up while a structure is being built. - Bug fix - Fixed odd black artifacts appearing on buildings under certain angles of sunlight. - Bug fix - Bankruptcy status bar colors were wrong. - Bug fix - Fixed build templates not loading in certain rare cases. - Bug fix - Fixed discrepancies in costs reported vs costs paid. - Crash fix - Crash when selecting a structure where certain specific good types are going to. - Crash fix - Rare pathing crash from loading bad data. - Crash fix - Rare crash when using patrolling vehicles with a power-of-two number of nodes. - Crash fix - Fixed a crash when placing or deleting a maglev tube in a large, complex maglev setup. - General performance optimizations made. - Fixed a number of UI-related memory leaks.


[ 2024-06-26 02:14:04 CET ] [ Original post ]

Hotfix 0.8.0.2

0.8.0.2 (3/20/2024) - AI Land Buying Behavior. Allied factions, such as the Conflux Market or Settlers, will now try not to buy land near enemy faction land. Similarly, enemy factions will try to not build their bases near allied factions. This avoids cases where the Conflux Market is too close to the Marauders, and will cause your trucks to get attacked anytime you deliver to or from the Conflux Market. This change will take place on new save files, older save files will be unaffected. - Starter Packs of Items now have a "Recommended" option for new players who aren't sure which option to choose. - "Take Trash" replaced with "Take Waste Products" deal, which allows you to take Waste Water and Carbon Dioxide from players in addition to Raw Garbage. - Balance - Most Augmentations are now far cheaper, show up in multiples at the Conflux Market, and show up in multiples when they are a mission bonus reward. - Pausing the game disables autosave. - Strings tweaked. - Bug fix - When taking a waste mission, trading post will fill up with the waste as long as the mission is active (overriding any existing deal). - Bug fix - Enemy AI wasn't ordering attacks in certain cases if targets were out of range. - Bug fix - Conflux Market's production structure lights were not on. - Crash fix - Fixed crash when deleting certain habitats.


[ 2024-03-21 00:49:38 CET ] [ Original post ]

Hotfix 0.8.0.1

0.8.0.1 (3/15/2024) - Increased worker range on habitats. - Increased automation filters on starting cargo vehicles (Light Transport has 4, Heavy Transport has 6 now). - Habitats now have an option for setting up automatic pick ups and deliveries for vehicles. - Population byproducts now show up in Filters UI. - Bug fix - Fixed ground texture not updated after being mined out. - Bug fix - Vehicles sometimes being unable to reach destinations near obstacles when pathing. - Bug fix - Vehicles stopping pathfinding in certain cases when you queue up scout orders. - Bug fix - Red Citadel Gun Rovers unable to go to ruins fixed. - Bug fix - Lights stay on for other faction habitats. - Bug fix - For cargo vehicles, can right-click on habitats to set dropoff and pickup spot. - Bug fix - Cargo vehicle not doing anything if there is no valid pickup spot, but they still have goods to dropoff.


[ 2024-03-16 01:04:07 CET ] [ Original post ]

Major Update 0.8.0.0 Released!

Update 0.8.0.0 is out! The new Population Dynamics adds a new game mechanic, the largest such gameplay change since MegaFactory Titan has entered early access! Older saves will work with the new mechanics, however, you will need to rearrange and rework parts of your factory to do so.

Population Dynamics


People are no longer solely the domain of the AI. Now, as a player, you too need to manage your own population! In order to run your factory, you will need to build habitats, hire workers, pay their wages, and supply them with food, potable water, oxygen, and medicine, and also make sure they remain happy. You start the game with several days of necessities, but once those run out, you will need to start producing them yourself at your factory, or buy them from other factions. You can also hire workers off of other factions, but be careful -- this can cause other factions to be drained of people, and they will demand less trade from you as a result.

Pollution Dynamics


Pollution dynamics have been expanded greatly. Pollution now negatively affects most production facilities in the game. Pollution also reduces the happiness of your workers, and can cause them to leave your factory if you don't address it. In addition to previous pollution removal buildings, there is now an early pollution scrubbing augmentation you can install directly into your structures. Visually, polluting now leaves huge black clouds lingering all over your factory.

Interface Theme Overhaul


The main interface has been overhauled, with changes made to nearly aspect of the interface. The default color scheme has been redone as well, and now there is support for many different color schemes. The infolinks have been completely redone to be much clearer and easier to navigate. A lot of extraneous / useless information has been removed from it. The info is much more compact, and infolinks can now be searched. A ton of changes have been made to make the UI better suited for players with smaller monitor resolutions, with more compact interfaces in a lot of places.

Difficulty Rebalancing


Normal difficulty has been made less difficult financially. Crises are now less devastating on Normal and Easy mode. There are more ways to deal with the meteors, as certain defenses which work well against storms now work well against meteors. Certain Crises, such as meteors, now show you a countdown timer of when they will arrive. This gives you enough time to prepare defenses. Crises are less frequent in general. You can also change the difficulty mid-way through the game. If you are in custom mode, you can edit the individual variables as well.

Performance and Memory


Vulkan now uses significantly less memory during the game, especially for players who explore a lot. There is now better performance in general when lots of mining is occurring. Load times have been improved. Large save files use less memory as well.

Quality of Life


Graphical improvements for lower resolution monitors, such as improvements to jagged bloom effects, and ugly SSAO artifacts. Mission success or failure messages go away after a few seconds if you ignore them. The ledger shows a pie chart of your expenses so you can quickly tell what is costing the most money at a glance. All tutorials and loading screen tips are now readable in Infolinks. And a huge amount of small tweaks and UX fixes. Full Changelist 0.8.0.0 Gameplay - Production structures, extractor structures, large powerplants, certain upgraders, radar, research labs, cloud seeders, vaporizer stacks, and most population-related structures now all need workers to function. - Habitats now can have population assigned to them, which allows them to send out workers to nearby structures. - You can hire workers from most of the allied factions. This will pull away population from that faction, reducing their trade demands. - You can lay off any of your unassigned workers. - Workers cost a flat daily wage (except for the Cult faction). - Population needs food, potable water, oxygen, and medicine. If they don't get what they need, they will become unhappy, and if too unhappy, they will leave. In the case of missing oxygen, they will immediately leave. - Oxygen, when consumed, converts into Carbon Dioxide, which must be passed back into Oxygen Gardens (or Farms) to convert it back into Oxygen. - Potable Water converts into Waste Water once consumed, which must be passed back into Water Treatment Plants to be cleaned. - You can purchase necessities from some of the allied factions, if they have any in stock. - Population becomes unhappy when there is no power in their habitats, but they still function just as well. - Population becomes happier if they don't have any work to do. - Luxury habitats reduce unhappiness modifiers. - Comm Towers, Office Parks, and Hospitals increase the happiness of nearby habitats. - Happiness of population drifts towards the mean over time in the absence of external factors. - In new games, you will get a fixed amount of population and several days worth of necessities to start with. In older saves, you will get these as well. - Pollution reduces the working speed of most production facilities in the game. - Pollution reduces the happiness of habitats. - Pollution Scrubbers help reduce inefficiency caused by too much pollution. - New Scrubber Augmentation for installing into your structures, which reduces pollution generated. - Farms and Habitats now can take augmentations. - Most population-related structures are now in the tech tree and must be researched. - You can change the difficulty while in game. Easy, Normal, and Hard can be switched between. Sandbox can not. Custom difficulty allows you to tweak some of the individual variables of the difficulty, but not all of them. - Difficulty - Normal difficulty has reduced costs. All difficulties have reduced crisis intensity by default. - Crises are less frequent in general. - Meteors can now also have their damage reduced slightly by using Stabilizer Floors and Mass Dampers. - Underground structures are also resistant to meteors by default. - Different Crises have differing warning times now. Meteors, in particular, have a very long lead time, to give you plenty of time to set up turrets. - Selling trophies is no longer a way to get near-infinite money. The price of trophies now falls off the more you sell. They still can net you a lot of money in the short term, but in the long term, it stops being a viable way to support your factory. - You can only stash items from structures, not from vehicles now. - You can't destroy your main base while there are items inside of it now. Graphics - Large pollution clouds now hang around your factory if you pollute too much. - Dust clouds don't move as fast in the wind. - Tweaked fog to look nicer, especially in the minimap view. - Fog has greater variety of color, and is more noticeable. - Minimap view exploration cutoff is smoother. - Tweaked pollution/temperature/tides/geothermal overlays to look nicer. - Improved SSAO to be crisper and less noticeable. - Reduced bloom jaggies on lower resolution screens. - Toned down the brightness of certain glowing structures. - Added floor lights to farms and oxygen gardens. - Tweaked smoke particles. - Tweaked a number of other structure models. UI - Default color scheme redone. - Several new color schemes to choose from. - The infolinks have been completely redone to be much clearer and easier to navigate. - Infolinks subsections has a search bar. - Extraneous info removed from many infolinks sections. - Certain Crises now show you a countdown timer of when they will arrive. This gives you enough time to prepare defenses. - UI is more compact in size, better suited for smaller monitor resolutions. - In the Missions Board, requests are grayed out if you already have a prior request from the same faction. - Below your money display is now a population display, which tells you your total population, assigned population, if any habitats have errors (such as lacking in oxygen), and a button to lay off your workers. - Habitat UI now shows you a breakdown of where your people are working. - Mission success messages now go away after a few seconds if you don't open them up. - Explorer notifications are usually sent to the bottom corner of the screen now. These notifications only appear in the middle of the screen if that explorer is selected. - Inefficiency due to pollution is now shown in the "Bonuses and Penalties" panel of all producers. - High Priority setting now applies to worker usage as well as power consumption. - Land buying UI made more compact, with improved clarity of options. - Loading screen reports load progress better. - Ledger shows a pie chart of daily expenses. - "Sell Only" structures build button removed, replaced with "Population" structures button at the bottom of the screen, also rearranged. - New overhead floating error that appears when a location has no workers that can work there. - In the tech tree, nodes will stay filled when researched fully. - Tutorials and loading screen tips are now readable in Infolinks. - Items are now sorted better across all readouts in the game, in infolinks, in the action bar, etc. - In Infolinks, some goods (like necessities) will show you where they can be purchased at. - Added a new tutorial for population dynamics. - Tons more small changes made to all the UI across the game, too many to list. Performance / Memory - Performance - Improved load times for large save files. - Performance - Better performance when lots of mining is occurring. - Performance - Made improvements to UI performance. - Memory - Significantly better memory usage in general, especially with large save files. - Memory - Vastly better memory usage when mining or altering terrain. Other - Bug fix - Floors no longer report a repair cost because they don't cost anything to repair. - Bug fix - Fixed UI badges not showing up. - Bug fix - Fixed thumbnails showing blackness in parts. - Bug fix - Fixed goods classifications being sometimes incorrect. - Bug fix - Fixed glowing models sometimes causing black spots. - Bug fix - Fixed window size resetting whenever you change options. - Bug fix - Fixed changing themes not resetting all of the UI. - Bug fix - Fixed a major bug where the stores wouldn't sell autocannon rounds in a meteor storm. - Bug fix - Fixed a shadows bug where far away shadows at dusk and dawn were not getting rendered. - Bug fix - Floating icons in game fade out properly when far away or when the mouse moves close to them. - Bug fix - Fixed bug where mining vehicles would freeze up when their pickup vehicle was near, even if they had nothing to give their pickup vehicle. - Bug fix - Fixed vehicles going to the wrong spot after finishing a job. - Bug fix - Fixed tutorial not triggering properly in some cases. - Crash fix - Crashes when exploring or buying maps fixed. - Crash fix - A number of general out of memory crashes in Vulkan fixed. - Crash fix - Rare crash when mouse cursor moves outside the window.


[ 2024-03-14 21:27:31 CET ] [ Original post ]

Major Update 0.7.0.0 Released!

Update 0.7.0.0 is here! The difficulty has been rebalanced to be generally easier, especially on 'Normal' difficulty. A number of quality of life changes have been added. New gameplay content has been added too.

Difficulty Rebalanced


Normal difficulty has been made less difficult financially. 'Rebuild Area' mode which allows you to rebuild all structures and vehicles in a large area all at once. Your destroyed vehicles leave behind wreckage which can be rebuilt, and rebuilt vehicles remember all of their settings prior to destruction. A greater abundance of structures gives the players more options to make money, which makes the early game easier to survive. Anti-Meteor Turrets are now cheaper, have longer range, and have very low maintenance costs. Conflux Market faction has a much bigger stock of items to sell you for Crises. Most cargo transports have more automation filters. Type I Titanquakes are less devastating.

Spacecraft Logistics


There are now multiple cargo spacecraft of varying sizes and speeds, each requiring different technologies, each using different fuels. You can now automate your cargo spacecraft. After manually choosing their pickup and dropoff launchpads, you can turn on automation for them, which will make them indefinitely deliver between those launchpads. Launchpads and Spaceports both function the same. Spacecraft are now built at Shipyards, stored in your inventory, and then deployed as you would deploy any vehicle. The Orbital Exchange faction is now a spacecraft-focused faction. They start with 5 Suborbital Cargo Spacecraft and 5 Launchpads at game start, which lets them immediately spread out their factory and outposts across vast distances.

Maglev Intersections


Sorting Houses have been replaced with Intersections, which allow goods to pass through without losing velocity. Intersections also allow multiple goods to attempt to pass through all at once, if possible. Goods entering an intersection have a free-for-all with all other goods entering in an attempt to get through, and can possibly achieve a much greater throughput than sorting houses or junctions could ever do, though entries and exits now need to be carefully planned for Intersections to achieve good results. They come in 2x2 through 5x5 variants.

More Structure Variants


Factories, Smelters, Forges, Refineries, and Extruders have been split into Small and Large variants. The larger variants take up more space, are more costly, but have more augmentation slots. The Mega producer variants now instead have an additional recipe input cache built in as well.

Half-Automation


Cargo vehicles now have two new 'half-automation' modes. The first new mode allows automatically gathering from all automation-enabled structures and delivering them to a manually set spot. This is useful, for example, for supplying a research lab with everything it needs with a dedicated truck or two. The second new mode allows gathering from a manually set spot for automatic distribution to your automation-enabled structures. This is useful, for example, for distributing a wide variety of goods from your headquarters, or from a foreign trading post.

Quality of Life


Chasms can be filled in with Land Reclamation now. When building/placing/relocating/duplicating/etc. and you have an error, your tooltip will give you a detailed popup of why you are having trouble. When building anything that comes in multiples, the tooltip will let you know how many you are placing, and how many you have left. Missions will describe if and how their bonuses are retracted based on player behavior. Vehicles and Structures now show a readout of bonuses and penalties that are currently being applied to them by upgraders, augmentations, floors, or other means. Building Breakers never waste resources. If they run out of space, excess resources are dropped onto the ground in a small cache which can be picked up later by your trucks. Building Breakers now have a mode to always drop resources on the ground. Full Changelist 0.7.0.0 Gameplay - Normal difficulty has been made less difficult financially. - Cargo Rocket has been replaced with Suborbital Cargo Rocket, Orbital Cargo Rocket, and Heavy Cargo Rocket. Each operates on different scales, speeds, and requires different techs. - You can now send spacecraft to storage like you would any other vehicle. Spacecraft can only be stored if they have landed on your launchpads. - Spacecraft now follow the same rules as vehicle creation/production. When built, they are sent to your inventory, and you must deploy them to a launchpad or your HQ. - New Shipyard structure, only for building spacecraft, no longer for loading or holding spacecraft. The Spaceport now functions as a large Launchpad only. - Spacecraft can now be rewards for missions. - You can now automate your cargo spacecraft. After manually choosing their pickup and dropoff launchpads, you can turn on automation for them, which will make them indefinitely deliver between those launchpads. - The Orbital Exchange faction, instead of being maglev focused, now starts with 5 Suborbital Cargo Spacecraft and several Launchpads at game start, which lets them immediately spread out their factory across multiple locations due to this powerful logistic capacity. - Novametrics is now maglev focused, in addition to its research bonus. - Because The Orbital Exchange is now a more complex faction, it is no longer a demo faction. Instead, Mining Emirates is enabled in the demo instead. - Sorting Houses have been replaced with Intersections, which allow goods to pass through without losing velocity, assuming no curving. Intersections also allow multiple goods to attempt to pass through all at once, if possible. They come in four different sizes now: Mini, Small, Large, Mega. Intersections do not interface with Maglev Catapults. - Factory, Smelter, Forge, Refinery, and Extruder split into Small and Large variants. Large variants now just have more augmentation space than the small variants, but have higher maintenance costs and take up more space. - Mega producer variants now have more augmentation space, plus an additional input recipe cache, rather than a power bonus. - Some tubes, especially higher in the tech tree, are resistant to storms and quakes. - Underground structures tend to be strong to storms and weak to quakes. - Tall structures, especially stackable structures, are now weak to storms. - Many other structures now have varying strengths and weaknesses to storms and quakes. - Various other faction tweaks and rebalancing. - You can now fill in chasms with land reclamation. - Underground structures can no longer gain bonuses from floors. - Vaporizer Stacks can now have upgraded input buffer sizes. - The heaviest cargo transport options at game start and later in the game now supports much more filters, up to 5 unaugmented. Medium cargo transports have 3 filters by default. Lighter cargo options remain limited to 1 filter count, but are much faster. - Building Breakers, if they have no space in their inventory, will simply drop a cache of resources in the location where they destroyed the structure. - The player's Building Breakers will never leave behind wreckage. They will directly and fully flatten structures to the ground, so they don't have to break down structures twice. - Anti-Meteor Turrets are cheaper, and have slightly longer range. They also now have very low maintenance costs by default, since they are rarely active. - Mini Storages store slightly more. - Powerlines have reduced maintenance costs. - When your vehicles are destroyed, they leave behind wreckage which can be rebuilt, and rebuilt vehicles remember all of their previous settings. - Rebuilder Drone now has a chance to rebuild structures without requiring a replacement structure. This can be especially valuable when rebuilding your vehicles. AI - Half-Automation - You can now set cargo vehicles to have half-automation. They can either automatically gather from structures and deliver to a manually set spot, or they can pickup from a manually set spot and automatically distribute to your structures.. - Building Breakers auto-dropoff only at your warehouses. They will no longer consider allied trading posts. - Building Breakers now have a mode to always drop resources on the ground, rather than collect resources in their inventory. - Conflux Market faction has a much bigger stock of items to sell you for Crises. UI - New 'Rebuild Area' mode which allows you to rebuild all structures in a large area all at once. - When building or placing things, your tooltip will show you what errors you have before you even attempt to place/build. - Multi-build mode tooltips now tell you how many items you will place and how many you have left in storage. - General improvements to build/place/relocate/duplicate/install/etc. modes. - Better error messages for all build/place/etc. modes. - When other factions fulfill their trade requests via other factions, they now leave behind an "expired mission" in the job board to let you know why it's gone. - New 'Select' button for any units delivering to a storage building. - Tooltip for chasms now. - Missions will now specify if the bonus will go away if you research the technology before starting the mission. - Infolinks sections made clearer. - Vehicles and Structures now show a readout of bonuses and penalties that are currently being applied to them by upgraders, augmentations, floors, or other means. - Upgrader UI now shows a more explicit description of what the upgrader does to adjacent structures. - Added a tutorial for using the 'Rebuild Area' tool. - Added a loading screen tip for the 'Rebuild Area' tool. Other - Some models tweaked. - String tweaks. - Bug fix - Fixed particles and other FX being rendered underneath the fog. - Bug fix - Fixed being able to shoot down enemy warships in space with simple anti-air missiles. - Bug fix - Fixed wreckage UI showing options that should only appear for undamaged structures. - Bug fix - Fixed wreckage name changing based on properties prior to destruction. - Bug fix - Fixed Rebuild button sticking around after rebuilding. - Bug fix - Fixed producers of different types not copying across their outputs when they could. - Bug fix - Fixed being able to deploy units on top of each other if the game was paused. - Bug fix - Tubes were not throwing errors when diagonally entering an intersection. - Bug fix - Fixed some strings missing in infolinks. - Bug fix - Fixed some near zero maintenance costs. - Bug fix - Fixed wreckage costing maintenance. - Bug fix - Invalid icons for weather showing up. - Bug fix - Wreckage of other factions are no longer controlled by that faction. This allows you to clear out the wreckage of your allies, and not have to attack the wreckage of your enemies to wipe them out. - Bug fix - Infinite tube/wall farming glitch via duplication fixed. - Bug fix - Filter augmentation not working. - Bug fix - Fixed a rare edge case where an AI faction would have land that fits everything except its main base, and decide that it doesn't need any more land then, and then never build its main base. - Crash fix - You can no longer zoom into meteors, causing a crash. - Crash fix - Fixed rebuilding via the dropdown menu crashing sometimes. - Crash fix - Crash when area demolishing storages without a main base to store goods to. - Crash fix - Crash when hovering over destroyed entities. - Crash fix - Crash with certain tube layouts.


[ 2023-12-21 00:24:50 CET ] [ Original post ]

Hotfix 0.6.0.6

0.6.0.6 (9/27/2023) - Bug fix - Getting stuck, caught in an infinite loop if certain missions expire. - Bug fix - Shift-click queued orders fixed. - Bug fix - Trucks sometimes refusing to deliver trash when ordered to complete a trash mission. - Bug fix - Trading posts and allied bases sometimes accepting raw garbage rather than giving it out. - Crash fix - Destroying your vehicle before you have a main base. - Crash fix - Crash when sending trucks on trash missions.


[ 2023-09-27 21:48:17 CET ] [ Original post ]

Hotfix 0.6.0.4

0.6.0.4 (9/24/2023) - Area for delivering units to a player's trading post has been expanded, clearing up possible traffic jams. - Pirate AI base interaction improved. - Bug fix - Cargo quadcopter picking up from mining vehicles were broken. - Bug fix - Allied AI trucks were not delivering at settlements, causing starvation, among other problems. - Bug fix - AI was not delivering their trash properly, causing trash contracts to not work. - Bug fix - Pickup filter sometimes incorrect with combat vehicles. - Bug fix - Allied vehicles getting stuck on your land. - Bug fix - Impassability not getting refreshed when land is purchased. - Bug fix - Allied units getting destroyed by land purchases sometimes. - Bug fix - Cargo speeder exhaust fx being offset improperly. - Bug fix - Enemy units always deselect when moving into unexplored terrain, not just when the game is unpaused. - Crash fix - Crash sometimes when using gun rovers. - Crash fix - Selling a vehicle to a faction when it is on your land.


[ 2023-09-24 23:50:01 CET ] [ Original post ]

Hotfix 0.6.0.2

0.6.0.2 (9/19/2023) - Fixed save files sometimes being corrupted when placing floors. Save files corrupted in this way (saved with 0.6.0.x and then wouldn't load) will now be loadable, but previously placed floors may be missing. - Bug fix - Miners sometimes blocking each other's paths. - Bug fix - Vehicles getting stuck sometimes when there are many other vehicles near the destination. - Bug fix - AI factions were not spawning when the "No Enemies" option was on. - Bug fix - Fixed redundant error messages. - Stats UI shows custom difficulty details in the tooltip.


[ 2023-09-19 22:07:07 CET ] [ Original post ]

Major Update 0.6.0.0 Released!

Update 0.6.0.0 is here! It's one of the biggest updates to MegaFactory Titan. Core gameplay systems have changed, giving players a much greater choice in how they pursue the challenges. Additionally, a huge number of Quality of Life changes have gone into effect.

Graphics Improvements


The lighting model has been improved, with much better specular highlights on the hydrocarbon lakes, the ice, the mountains, and everything in general. Sand is now more realistic-looking and granular. Beaches now have erosion. Ore veins now have a slight gleam. Metal sands glitter. Snow and ice caps shine in the sun. All structure screens are replaced with holographic screens that always face the camera, no matter how you orient it. Screens also better show the entire contents of warehouses if there are many different kinds of goods within.

Job Board


The mission system has been so heavily reworked such that the entire game balance has changed, making the game somewhat easier, but also giving the players more choice in how they play. Jobs are no longer thrust upon you by the other factions. Instead, factions post a wide variety of jobs to a bulletin board which you can browse at your leisure. As a result, only a select few missions will give you a bonus you can choose, while the rest simply give money. Missions now always fail completely if their time limit runs out, but now you have more freedom to choose when to start their timer, so you can prepare. Missions on the job board are also fulfilled by other factions over time, so don't delay too long to pick a mission!

Vehicle Automation Overhaul


A huge number of improvements have been made to the automated vehicle AI. Vehicles can now squeeze past each other in narrow mountain passes or bridges, and no longer get stuck on other vehicles. Cargo vehicles no longer race other cargo vehicles to make deliveries. Mining vehicles freeze up when a cargo vehicle is near them so it is easier for them to drop off their goods. All vehicles now produce more error messages if things go wrong, and show more in-depth details into their current automation state. Additionally, cargo vehicles and mining vehicles now have a small number of available filters which must be set in order to automate them. They can't deliver/mine outside of their filters, but larger vehicles have more filters. Manual deliveries and trade missions do not require filtering, but filters can be used if desired. Cargo vehicles that finish trade requests will return to your headquarters.

Automated Mining


You can now set a mining vehicle to automatically mine a certain resource, and they will search your entire owned land to mine for that resource (starting with the nearest). Bigger mining vehicles can filter multiple resources at a time, smaller ones can only filter a single resource. Mining vehicles now better interop with cargo transports, which vastly improves the efficiency of using cargo transports directly with mining vehicles.

Flooring


You can now build floors underneath your factory, which affect structures built on top of them, and vehicles that move over them. Floors may give defensive bonuses against Titanquakes and storms, or increase land vehicle speed, or boost maglev acceleration, or more! Floors can be deleted with the demolish area mode.

Structure Augmentation


You can now install augmentations to certain structures, such as producers, endpoints, and turrets. Several new structure-specific augmentations have been added, such as for improving power usage, adding cache space, etc. Mega Producers now have the bonus of having more aug slots, while mini producers have none.

Quality of Life


Sorting Houses now push out multiple resources at a time. Sorting Houses and Junctions will also push resources out on suboptimal exit routes if all optimal exit routes are currently blocked. Sorting Houses will never decide to loop between themselves anymore. When a structure is destroyed and rebuilt, it will remember the settings it had prior to its destruction. Selecting an automated cargo vehicle will show all possible pickup and dropoff spots, alongside the current pickup and dropoff spot. Better error messages for all structures and vehicles have been added. You can now install augmentations directly from the bottom action bar, just like building structures or deploying vehicles. You can also install augmentations from trading posts now too. No need to gather them and drop them off in a friendly warehouse first. You can destroy filled warehouses, and their contents will simply be stashed in your headquarters. Storages, cargo transports, and mining vehicles that filter exactly one resource auto-rename themselves to specify that resource. You now get two starter packages for storages, allowing you to start with both large and small storages. You can also choose to get underground storages at game start, which allow greater storage at the cost of reduced vehicle interoperability. Easy mode made even easier. And a huge number of other smaller QoL tweaks, bug fixes, and crash fixes. Full Changelist 0.6.0.0 (10/15/2023) Gameplay - Job board. Faction jobs are all posted to the missions board, rather than factions constantly sending messages at you to do their jobs. Most missions don't have bonuses now. Only a select few do, and they will be marked appropriately in the missions board. - Significantly increased variety of missions each faction might give you, since all are listed in the bulletin board. - Missions always fail if the timer runs out, on all difficulty levels. However, because you get them from the job board, you now can prepare accordingly before starting each mission's timer. - Missions from the job board now get fulfilled over time every day by other factions, so you can't wait indefinitely before picking a mission. - New Underground Warehouses and Underground Storehouses available at game start. These structures store more than their normal counterparts, and can take more damage, but vehicles load and unload to/from them extremely slowly. - Storage starter packages now come in two variants, large and small, so you can have a balanced variety of starting storages. - Existing storages tweaked/rebalanced. - Floors - You can now build floors over the ground. Stability Floors makes every structure built on top of them highly resistant to Titanquakes and Storms. Smooth Floors increase the speed of any land vehicle moving atop them. Heat Exchanger Floors reduce the waste heat of any structure built atop them. Insulated Floors reduce power usage slightly. Magnetic Floors boost the acceleration of maglevs above them. - Filters are limited on cargo and mining vehicles now. You can only apply a few filters at a time, which varies by vehicle type. Smaller cargo vehicles have fewer allowed filters. - Cargo vehicles now need at least one filter to automate deliveries. Manual deliveries do not require filters, but they still can be used. - Augmentations can be installed on certain structures now too, including Producers, most Endpoints, and Turrets. The starting Mega Producers have 2 slots, the default Producer has 1, and the Mini Producers have none. - Mega Producer and Mini Producer have reduced advantages/disadvantages, and instead are given more/less augmentation slots. - New Cache Augmentation for producers, allowing them to store more input and output recipes. - New Catalyst Augmentation for faster production or research. - New Insulation Augmentation for reducing power on producers, researchers, and waste disposal. - New Filter Augmentation for increasing number of filters on your cargo vehicles. - You can now deconstruct warehouses, but you will need space in your HQ to store their contents if you do so. - When a structure is destroyed and later rebuilt, it remembers its settings from before it was destroyed. - Cargo vehicles attributes tweaked. - Factions tweaked/rebalanced. Terrene Legacy now has a bonus to automation filters, other bonuses of factions have been juggled around somewhat. Various starting structure counts tweaked. - Crisis warning time increased some. - Sorting Houses and Junctions, if the optimal exit path is temporarily blocked, will push goods out of any suboptimal exit paths rather than temporarily locking up. - Sorting Houses will push out multiple goods at a time. - Easy mode made even easier. AI - Vehicles now squeeze past each other in narrow mountain passes and corridors. - Automated cargo vehicles now have a checklist of suppliers and demanders, and will make sure to hit every supplier or demander once, ensuring no storage is starved of resources, or no provider gets overwhelmed with resources. - Cargo vehicles will no longer race other cargo vehicles to be first to pick up supplies. Instead, they will evenly distribute amongst supply sources, and if there are not enough, simply wait. - Mining vehicles "freeze up" whenever cargo vehicles try to unload them. This prevents cargo vehicles from chasing them while they work, and vastly improves the efficiency of pairing cargo vehicles with miners. - You can set auto-mining filters on your mining vehicles, which tells them what resources to search for after they've completed their current orders. They will search your entire owned land. - When your cargo vehicles finish a mission, if they have nothing else to do, they will automatically return to your headquarters. - Many more minor improvements to cargo vehicle AI. - When accepting a trash mission, it will auto-accept the 'take trash' option of that faction. - Factions build their trading posts further away from their "city-center" to avoid traffic jams when trying to deliver vehicles to their trading post. - Faction population dynamics tweaked. UI - You can now quickly install augmentations via the bottom menu actions, similar to building structures or placing vehicles. - You can install augmentations from any structure you control, or directly from trading posts. - Install Augmentation dropdown tells you have many you have in stock across all structures or trading posts. - Mining vehicles will auto-rename based on what they are currently mining. - Cargo vehicles with exactly one filtered resource will auto-rename themselves based on that resource. - Storages that filter exactly one resource auto-rename themselves to specify that resource. - Automated vehicles show their automation state to explain why they are doing what they are doing. - Missions on the job board have additional explanations on how to complete them. For instance, power missions will tell you that you need to buy nearby land to feed them power. - Reorganized the quick actions to mirror the standard actions menu. - Delete area mode now deletes floors you've placed (and recovers them). - Quick Locator and Stats buttons added to top middle ui. - Call UI replaced with various buttons for interacting with factions in different ways, including the jobs board, as well as quick info on current missions at the job board. - New button added to top right ui for quickly opening a store of any faction. - Better error messages. On vehicles, they warn if another vehicle has already taken their job before they could finish. On producers, they warn if an output tube has been blocked for a short while. - Tweaked the error and warning flashing to be less annoying. - Selecting a single cargo transport will now show a hovering icon above ALL possible dropoff and pickup spots in your territory, though these will be grayed out compared to its current pickup and dropoff spot. Very useful for catching mistakes like accidentally forgetting to set an automation setting on a warehouse. - Improved invalid placement error tiles to be less intrusive when building things. - Improved powerline placement visualizer to be less intrusive. - Clearing miner automation clears dropoff spots. - You will get a notification whenever you clear a vehicle's automation by assigning it a move destination via right-click. - Manually moving a mining vehicle will clear its mining target automation as well as its dropoff automation, and it will send you a notification when you do so. - Starting a cargo mission disables filters for the duration of that vehicle's mission. - Messages which mention or suggest you visit a faction's store now give you a button to immediately do so if you'd like. - Clearly highlight mining areas when selecting a mining vehicle. - Destinations UI for automated vehicles now shows how full destinations are. - If you have no stored structures/units/augs of a type, its relevant quick action button will be grayed out and pushed after actions you have stored. - Tweaked colors on alternate view modes to better highlight terrain features. - Mission reward choice UI now shows how much of a reward you currently have stored. Graphics - Lighting model improved. Specular highlights are more physically correct. Specular highlights bloom now. - Ore veins glitter in the sunlight slightly. - Hydrocarbon lakes gleam like actual liquid now. - Beaches are eroded and more detailed now. - Beach texture reworked to look sandy and gritty. - Metallic sand glitters more than regular sand. - Snow gleams like actual snow in sunlight. Ice as well. - More general terrain graphics improvements. - The sun follows a different path in the sky now. - More ambient light in shadowed areas. - Most building screens replaced with floating hologram screens. These screens now always face your camera, so you can rotate your camera and still see what everything is doing. - Several structure and vehicle models updated. Other - Many strings updated. - Tweaked the volume of certain ambient sounds. - Bug fix - Fixed flickering "output blocked" icon. - Bug fix - Fixed bugs with repair trade requests. - Bug fix - Trash burner now only takes max of 1 item at a time, won't request more. - Bug fix - Inability to switch trade missions on a truck once another's already active. - Bug fix - Fixed automated trucks getting stuck from time to time and needing to be reset. - Bug fix - Removed ability to bind one key to multiple keybindings. - Bug fix - Exploit which allowed duplication of resources fixed. - Bug fix - Vehicles refusing to do trade missions on occasion unless close to source. - Bug fix - Factions properly demand all production structures, including alternatives. - Bug fix - Overhead floater icons being buried fix. - Bug fix - Fixed particle wind being out of sync with actual wind patterns. - Bug fix - Cargo quadcopters can now correctly gather resources from mining vehicles deep inside strip mines. - Bug fix - Duplicate structure no longer can place a new structure atop itself. - Bug fix - Building Breakers no longer complain that there is nothing at pickup spot. - Bug fix - Vehicles gathering the wrong thing to take on a mission fixed, happened if trading post destination wanted multiple things. - Bug fix - Vehicles spinning wheels in place. - Bug fix - Mining vehicles sometimes prioritizing far off spots when there are fine spots nearby. - Bug fix - Cargo vehicle distance priority was reversed incorrectly. - Bug fix - Text on buttons sometimes missing or incorrectly placed, especially with variable screen scaling. - Bug fix - Production Power Bonus was not affecting research labs incorrectly. - Bug fix - Resource floaters not going away after they've been fully mined away. - Crash fix - Rare tutorial crash fix. - Crash fix - Rare storms-related crash fix. - Crash fix - AI Faction Trading Post placement related crash fix. - Crash fix - Rare tube-related crash. - Crash fix - Crash on selecting certain wreckages. - Crash fix - Rare crash deleting and replacing tubes with sorting houses. - Crash fix - Crash when relocating ruins.


[ 2023-09-16 00:07:59 CET ] [ Original post ]

Hotfix 0.5.0.6

0.5.0.6 (6/8/2023) - Bug fix - Enemy warships not targeting players sometimes. - Bug fix - Artillery and other structure-attackers can now attack neutral structures and ruins. - Bug fix - Hidden Fortresses not being targetable by players. - Bug fix - Hidden Fortresses not being selectable. Other selection box collisions fixed. - Bug fix - Turret/vehicle attack orders not getting cleared. - Crash fix - Crash when clicking on certain quick actions. - Crash fix - Infinite range targeting crash.


[ 2023-06-08 22:06:17 CET ] [ Original post ]

Hotfix 0.5.0.5

0.5.0.5 (5/31/2023) - Bug fix - Unresearched items showing up in Actions Menu. - Bug fix - Wreckage not getting cleared when built upon. - Bug fix - Older save files with minor corruption with wreckage fixed. - Crash fix - Building tubes over wreckage. - Crash fix - Rare crash when removing an augmentation. - Crash fix - AI placing resizable types crashes. - Crash fix - Rare crash when AI rebuilds main base.


[ 2023-06-01 03:37:02 CET ] [ Original post ]

Hotfix 0.5.0.4

0.5.0.4 (5/24/2023) - Bug fix - Non-modal popups not absorbing escape key. - Bug fix - Vehicle Tracker shows delivery location actual names, rather than type names. - Bug fix - Technical not being buildable. - Bug fix - Air units not picking up from vehicles in strip mine terrain. - Crash fix - Rare crash when delivering resources. - Crash fix - Rare crash when deleting tubes sometimes. - Reduced runtime Vulkan VRAM usage significantly. This will reduce Vulkan out of memory crashes when running with the Vulkan API. - Improved load times.


[ 2023-05-25 02:38:02 CET ] [ Original post ]

Hotfix 0.5.0.2

0.5.0.2 (5/7/2023) - Top down view works now. - Removed some irrelevant loading screen tips. - Bug fix - Radar picking up shots/spacecraft. - Bug fix - Enemy orbital warships attack pattern targeting the wrong things and attacking too frequently fixed. - Crash fix - Crisis crash in certain save games. - Crash fix - Load/save game screen crashing if you have a bad mod. - Crash fix - Selecting enemy shots crash.


[ 2023-05-08 03:32:19 CET ] [ Original post ]

Major Update 0.5.0.0 Released!

This is so far the largest gameplay update to MegaFactory Titan! Major gameplay systems have changed significantly. Overall, expect the game to be much more challenging. Note on older saves - They will work, but they will be missing some of the new features, and the old main missions will be gone. If you want to keep playing the old main missions track, you will need to play on the legacy-0.4.1.1 branch. Note on mods - Some of them will be broken, specifically any mods that added factions. Recommend you unsubscribe from those mods if you are getting startup crashes.

Main Missions Reworked


The main missions track has been heavily reworked to always put pressure on you. While there is no timer involved, they all become much more difficult the longer you wait. Most of the mission dialogue has been rewritten. One of the later main missions involves a new antagonist faction. Sandbox games do not have main missions at all now. Older saves will not have main missions anymore. If you would like to continue playing the main mission on your old save, you will need to opt in to the legacy branch.

Crisis Engine


Major challenges are now controlled by a crisis engine, which inflicts a devastating event periodically. These include natural disasters such as meteor showers, multistorm events, or titanquakes, or human-driven disasters like Piracy Surges, Scavenger Surges, or Marauder Raids. The crises get worse as you progress through the game. There are now more tools to deal with the various issues, and you now get a warning when major issues are about to occur. Market Factions will now try to sell you items based on the next pending crisis. One player faction gets a bonus which helps them predict crises. Crises don't occur on Sandbox. Older saves will not have a crisis engine.

Financial Overhaul


If you run out of money, you immediately lose the game. There are no more rentals. Instead, you start with starting structures and vehicles, as well as starter packages of items you can choose. If you run out of starter items, the market factions sell them at a high markup. Now there is loan interest on your starting loan at the beginning of the game. The faster you pay it back, the less interest you have to pay. Land is cheaper, but has a daily property tax. However, you can sell land after you're done using it.

Faction Changes


Factions now start the game already settled and active, rather than landing right after you start your factory. They send missions immediately. Factions now remember what you've done for them. Factions have an opinion of you, which can increase or decrease based on your actions with them. Good relations can improve your trading margins with them, while bad relations will yield worse margins. Affected prices or sales include permits, loan installments, tribute, and anything bought or sold or delivered for missions. Some user factions now have bonuses with faction relations or can pay bribes to increase faction relations. Faction simulation depth is increased, and factions with population spend more time and resources trying to keep their people fed and working. Your trade or combat with them can greatly affect their population dynamics now. Certain missions that factions give you now have alternative solutions. For example, there are now different hab types you can sell them, each which give various bonuses depending on which kind you build. This allows you more control in shaping the kind of colonies the other factions create. You can now also request a once-per-mission extension to mission time limits, but this will slightly reduce your relations. Several player factions have new special abilities which alter faction relations.

Miniaturization and Maximization


Available at game start, there are now a number of options for more condensed factory layouts. Mini Factories and Mini Smelters allow you to cram more together, at the cost of reduced production speed. There are also now mini storages, small solar farms, a mini excavator, and two smaller cargo transport types as well. On the other hand, you can now build Mega Factories and Mega Smelters, which take up much more space, but consume less power and produce less pollution.

Expanded Power Options


Available at game start, your power options are now many. There are now four types of wind turbines: Vertical, Helical, Spiral, and Ducted. Each type has unique advantages, and each type also performs best in certain terrains. There is also the Small Solar Farm option too. And you can now build Reinforced Power Lines, which are expensive, but are unattractive targets for Scavengers, and strong against storms. Finally, all wind turbines and the default power line can now be built offshore at no extra cost.

Expanded Combat Options


There are many new combat vehicles and turrets. The Armored Gun Rover functions similar to the Gun Rover, just with heavier armor, more ammo space, and slightly slower. Then there is the Technical, a Cargo Truck refit to carry a Rocket Pod. Cheap and expendable, but packs a hefty amount of damage. Gun Rovers and Gun Turrets can now only target ground vehicles. As a result, there is now the Anti-aircraft vehicle and Anti-aircraft turret, both of which target only aircraft. There is also a Meteor Defense Turret, which is a turret which can only target meteors.

Vehicle Storage, Deployment, and Relocation


Vehicles can now be stored just like Structures. Now, when you build them with a Garage or Hangar, they start stored. You can deploy them from storage anywhere within your territory, and can store them at any time if they're on your territory. This allows instant relocation of vehicles within your territory, as long as they're not carrying anything.

More Upgraders and Science


The Supercomputer is an upgrader for Research Labs. It improves research speed, and it replaces the Supercomputing Optimization technology. The new Optimizer structure is a late game upgrader for improving production speed. The Mass Damper structure is an early game upgrader for reducing storm and Titanquake damage. There are now four new techs related to reducing storm and Titanquake damage.

Auto-Demolish


Demolitioner units now have an option to auto-demolish, which will have them search for new targets to break down whenever they're done with their current work. There's another option which has them discard the resources they would usually recover. Useful if you want to just clear out an area of ruins as fast as possible. Last, Building Breakers are partially resistant to land mines now. Makes them useful for clearing mine fields, but it also means enemy Building Breakers are tougher to deal with.

Quality of Life


There is now a quick description for every vehicle and structure in Infolinks and when placing them. Lets you get an idea of what everything does at a glance. Factions also now have a quick description in the new game screen and in Infolinks. Augmentations are much easier to work with. No need to move close to structures to work with them. You can install them from anywhere, and also can always uninstall them to your headquarters. Almost all of your destroyed structures (like Factories, Smelters, etc.) will leave behind ruins now for easy rebuilding, assuming you have a copy stored. More animations and graphical improvements for vehicles. Cargo and mining vehicles now show what they are carrying at a glance. Most AI structures, including most AI bases and trading posts, show their contents at a glance as well. Factions never interrupt you except for only the most critical messages. All other messages (like mission failure or success messages) will appear as calls in the top right that you can dismiss if you'd like. You can wishlist a few plot of land at a time, which prevents allied and neutral factions from settling there. One of the factions has a special ability which gives it a larger wishlist. The Prefabricator has too many build options late game, so it has been split into two - itself and the Assembler - and the recipes divided between the two, to make using each more manageable.

And More!


Tons more small gameplay changes, tweaks, and fixes, too many to note. Full Changelist 0.5.0.0 (5/4/2023) Gameplay - Main missions have been reworked almost entirely except for the starter loan. Missions will get harder the longer you wait to do them. One of the main missions in mid game includes a new antagonist faction. Sandbox will not have main missions, nor will older saves now. - Crisis Engine - New crises happen periodically, and based on how well you are doing. Crises include multi-storm events, titanquakes, meteor showers, pirate surges, scavenger surges, and marauder raids of various flavors. You will get warnings whenever a crisis is about to occur, to give you time to prepare. Disasters will now never happen outside of a designated Crisis. - If you run out of money, you immediately lose the game. You will get warnings any time you come close to this. Does not apply to sandbox mode. - Rent is no more. You start with a fixed number of starting structures and vehicles, and when you're out, you're out. Only maintenance costs to worry about. Note: older saves are simply given all of the starting structures and vehicles since they no longer can be rented. - You get starter packages that allow you to choose from a variety of necessary structures from at the beginning of the game. - The Primary Loan at game start now has daily interest, which scales with installments paid off. - Land is much cheaper, but now you have to pay property taxes on land you own. - Land can be sold if you've removed all of your structures from it. - Land Wishlisting - You can wishlist a few plot of land at a time, which prevents allied or neutral factions from buying that land. - Early Game Miniaturization Options - Mini Smelter, Mini Factory, Light Cargo Truck, Mini Excavator, Cargo Rover, Mini Storehouse, Small Solar Farm, all designed for compact factory design, available from game start. - Early Game Maximization - Mega Smelter and Mega Factory structures, both of which take up more land, but operate more efficiently, available at game start. - New Early Game Power Options - Ducted Wind Turbine, Helical Wind Turbine, Spiral Wind Turbine, Small Solar Farm, Reinforced Power Lines. Additionally, the default Power Line and all Wind Turbines can now be built offshore at no additional cost. - Different wind turbines gain different bonuses depending on the terrain. - Assembler - Split the Prefabricator into two structures. Prefabricator is for large structures, Assembler is for making smaller, repeatable structures. This makes it much easier to search through structures to build with the Prefabricator in the late game. This may require you to make a few tweaks to your old save, but nothing major (just replace some Prefabricators with Assemblers). - Supercomputer - Replaces Supercomputing Optimization standalone technology. It is an upgrader structure which increases research speed of labs, as well as unlocking the last part of the tech tree (as before). - Optimizer - A late game upgrader structure for improved production speed. - New sell-only structures - Habitat split into variants of Makeshift Habitat, Luxury Habitat, and Underground Habitat. Skyscraper split into variants of Luxury Skyscraper and Dense Skyscraper. Far has been split into Traditional Farm and Hydroponic Farm. - New combat units - Armored Gun Rover, Technical, Anti-aircraft Vehicle, Anti-aircraft Turret. - Gun rovers and gun turrets can't target air vehicles now. You need more anti-aircraft units for that. - Meteor Defense Turret - Turret which can only target meteors, but it's the only unit which can destroy them. - Mass Damper - New structure which upgrades adjacent structures to be highly resistant to storm and Titanquake damage. - Auto-demolish Mode. When enabled, your demolition vehicles will automatically search for nearby neutral structures to destroy. - Demolitioner Discard Mode - Demolition vehicles have a new mode which allows them to discard resources they would've gained from demolition. Useful if you're simply interested in just cleaning up ruins. - Building Breakers are now somewhat resistant to Land Mines, making them ideal for clearing out mine fields. This also means enemy Scavengers are harder to destroy with Land Mines. - Vehicle Storage and Deployment - You can now store vehicles the same way structures are stored. Then you can deploy them anywhere in your territory. This allows instant vehicle relocation within your territory, as long as they are carrying no items. This also lets you avoid paying maintenance costs on your vehicles that are currently not in use. When they are produced by your factory, they start stored rather than starting right next to the building that produced it. - There are four new standalone technologies for reducing the damage from storms or Titanquakes. - Augmentations are much easier to work with. You can now install them from anywhere, and you can always drop them off at your headquarters. No need to drive up close to buildings to get them to work. - Resource generation: Fewer clusters of multiple resource veins. - Tweaked a number of vehicle attributes. Reduced some vehicle speeds. - Overpasses and lake bridges are much cheaper and multiple are produced at a time. - Vehicle and structure damage is now auto-repaired when maintenance costs are paid. - Almost all of your destroyed structures leave behind ruins now for easy rebuilding. - Explosions and other area of effect damagers have a smoother damage falloff curve. - Most Faction Abilities have been reworked - Some abilities removed, some added. New special abilities: - The Orbital Exchange can bribe factions to increase their relations. - Dawn Seekers' positive relations last much longer than usual. - Red Citadel can wishlist many more plots of land at a time than usual. - Novametrics gets additional warning time before crises strike. AI - Factions exist before you even start the game now. They won't land next to you because they're already there. This also means most factions will be far away from each other. - Factions have a relation to you, which can increase or decrease based on your actions with them. Good relations can improve your trading margins with them, while bad relations will yield harsher margins. Affected prices include permits, loan installments, and all resources, units, or structures bought or sold (including for missions). - Faction population simulation much more granular. AI Factions will now carefully distribute their resources amongst their population, and their growth is more heavily affected by trade with you. - Faction missions have shorter deadlines. You can request a once per mission time extension, though this will reduce your relations slightly. - Trade Requests now sometimes have alternatives you can build/trade, rather than a single option that you must do. - Missions expire on Normal difficulty now. First few missions won't expire though. - Conflux Market sends you ads for items that can help you with the upcoming crisis. - Conflux Market now has a rotating inventory of starter structures and vehicles you can buy. - Pirates and scavengers now gain vehicles when a crisis linked to them occurs, such as with a piracy surge. They will remain in effect after the crisis if you don't deal with them. - Pirates and scavengers are smarter about what they target, and better at judging risk/reward. - Pirates and scavengers will quietly abandon their old base and start a new one if they suspect you're on to them, or suspect you've laid a trap around their base. - Marauder AI is now more aggressive. - Tribute payments for a faction scale with the number of prior crises linked to that faction. - Improved squatter population dynamics. Graphics - All transport vehicles now visibly carry the goods they have in their inventory. Same with mining vehicles and building breakers. - Most AI structures visibly show what goods they have. - Tracked vehicles now animate their tractor treads. Wheeled vehicles now animate their wheels. - Caches now show what goods are inside it. - Updated/improved a number of models. - Improved build placement guide visuals. - Subtle UI animation visuals added. - Removed clouds. - Improved dust FX for vehicles. - Improved meteor shower FX. - Building fans spin slower, but don't turn off, when not working. - Powerlines spark when first attached. Producers spark when first starting work. Consumers and generators spark periodically when using/generating power. - Added spark FX for vehicles with fuel augmentation. - Added rocket FX for Cargo Speeder. - Added sparkle FX to ruins which can be gathered by rovers. - Explosions produce smoke as well now. - Improved texture resolution of all structures and units. - Improved terrain textures to be less sharp and jaggedy. UI - Quick Descriptions - Every structure or vehicle now has, in infolinks or when placing them, a quick description that tells you what it does and how to use it. All factions (player or npc) all have descriptions now too. - Better errors reported when placing vehicles. - 'Duplicate structure' and 'Upgrade Tube' options added to dropdown and 'more options' menu. - Storing or destroying vehicles sends their items and augmentations to your headquarters, and will also warn you before doing so. - Damage amount is displayed in vehicles and structure UI. - Action modes reorganized somewhat. - Call UI has been significantly reworked. - Call UI zoom to button moved into dialogue options. - Call UI now shows faction relations. - Call UI is modal, and pauses the game anytime it comes up. - Store UI has relevant relations and trade bonus info now. - UI scrolling animation added in certain places. - Factions never interrupt you. All their messages will begin calls in the top right, as with their mission messages, and can be dismissed at will. - The only interrupt calls you will ever get are the very first message, and warnings when you are about to be bankrupt. - Vehicles warn you when they can't reach a destination. - Wind View shows the direction the wind is moving in. - Wind View shows terrain bonuses for various wind turbine types. - If you place a tube on the edge of a building, it will correct it for you rather than throwing an error. - Silhouetted ui of structures and vehicles show up in the actions menu and in the producer UI of things you haven't researched yet. - Missions UI on top right has better organized actions in a quick drop down. - Can locate where an item is in the bottom action menu through infolinks now. Other - Tons of strings updated. - Updated squatters icon. - Bug fix - Pirate factions fleeing your territory randomly. - Bug fix - Call messages sometimes not showing up. - Bug fix - Fixed some selection and UI colors being incorrect. - Bug fix - Tribute payments being way too high. - Bug fix - Rare double-payment of upkeep payments happening. - Bug fix - Vehicle tracker showing incorrect names. - Bug fix - Ambient audio not updating fast enough to keep up with camera movements and events. - Bug fix - Overhead icon for miners not appearing. - Bug fix - Settlers/Feds AI would stop working on things and hibernate. - Bug fix - Fixed AI patrols not working. - Bug fix - Hover tooltip missing for wind/solar when placing power generators. - Bug fix - Multiple of the same requested structures in prefabricator UI fixed. - Bug fix - AI factions not buying land in the right spots. - Bug fix - Your trucks not going on missions sometimes. - Vulkan Memory improvements - Greatly reduced startup GPU memory usage. Fixes many out of memory crashes when loading the game, and corruption such as icons not appearing when running Vulkan. - Vulkan Memory Improvements - Setting Terrain Quality now to 'Low' (and reloading the save file) can vastly improve GPU memory usage now. Fixes memory crashes when loading large save files, or crashes when exploring too much. - Crash fix - Crash on relocating/building certain tubes and walls. - Crash fix - Starting a game without selecting a difficulty. - Several other smaller crash fixes.


[ 2023-05-04 19:47:07 CET ] [ Original post ]

Hotfix 0.4.1.1

0.4.1.1 (3/13/2023) - Land vehicle pathfinding improvements. Land vehicles are better at squeezing past each other. - Certain notifications select the related unit when clicked on (like when your Garage makes a new unit). - Bug fix - You can relocate any building filled with resources, except turrets (and not across uncontrolled land). - Bug fix - T-Junctions disconnecting when deleting one branch of them. - Bug fix - Placing a stackable atop a non-stackable obliterating the old building. - Bug fix - Sometimes build requests were on invalid areas (or blocked by units). Now they recheck if valid every few seconds. - Crash fix - Crash on using a demolitioner vehicle on certain buildings, such as trophies. - Crash fix - Crash when selecting certain ruined buildings, such as power storages.


[ 2023-03-13 22:16:49 CET ] [ Original post ]

Major Update 0.4.1.0 Released!

Major Update 0.4.1.0 has been released! It combines code from the 0.4.0.0 experimental branch with additional changes.

Performance Improvements


MegaFactory Titan has changed its entire rendering engine from the old OpenGL API to the more modern Vulkan API. This improves graphical performance in a lot of cases. In particular, stuttering due to regenerating graphics assets on the fly has been reduced, because Vulkan supports multithreaded rendering. Many graphics cards, especially AMD cards, had poor driver support for OpenGL, which resulted in graphical glitches and poor performance. With Vulkan, these issues should be heavily alleviated. In addition to graphical changes, there have been a number of small general CPU-side performance improvements as well.

Steam Workshop Support


Your Build Templates can now be uploaded to Steam Workshop. You can now give it a description, and then use the 'Upload to Steam' button to upload it. Note that you will need to accept Steam Workshop Legal Agreement to begin uploading. If you subscribe to anyone else's Build Templates, they will be automatically loaded in when you restart the game. Steam Workshop Legal Agreement

Mod Support


You can now create mods and upload them to Steam Workshop from within the game. There is a button in the main menu which gives instructions on how to make a mod for the game, and it also lets you upload to Steam Workshop directly.

Graphics Improvements


With the new rendering engine comes a few graphical improvements as well. Bloom has been reworked to be more color-correct. Additionally, now the game supports Tone Mapping and HDR. The new patch also includes many more minor graphical tweaks as well.

Difficulty Tweaks


A new 'Easy' difficulty has been added, which is less punishing than the 'Normal' difficulty, while still retaining some of the challenge. It is for players who found 'Normal' too hard, but still don't want to play in Sandbox mode because they want to still encounter enemies and manage their money. 'Normal' difficulty has been tweaked to be slightly easier as well. Full Changelist Graphics - Graphics rendering engine migrated from OpenGL to Vulkan. This manifests as graphical performance speedups in general, however, certain cards (particularly AMD) will see significant improvement. - Countless graphical glitches caused by OpenGL have been fixed now that Vulkan is in use. - Vulkan has much better graphics multithreading support, so terrain regeneration "hiccups" no longer occur as they did with OpenGL, which is often very noticeable late-game with many excavators working simultaneously. On Vulkan, terrain regeneration is now seamless. - Textures generated during runtime are now threaded, smoothing out framerate spikes even more. - Improved RAM usage. Vulkan is better at releasing memory once it's done. - Bloom has been reworked to be more color-correct and less cartoony. - Bloom amount control in the preferences has a much greater effect, so you can adjust for very wide, gentle blooms or very narrow, sharp blooms. - Tone mapping has been added, enabling HDR. - Tweaks to a number of graphical effects, including explosion effects, gunfire effects, in-game screens, and screen space ambient occlusion. - Tweaked white tubes to be a little less bright. - On very old graphics cards which do not support Vulkan, OpenGL can still be used by passing in the command line argument "OpenGL". This mode will remain available but unsupported going forward. Use at your own risk. Steam Workshop - You can now upload Build Templates to Steam Workshop. This can be uploaded in game when selecting a Build Template and opening up its 'More Options' menu. Build Templates subscribed to from Steam Workshop will begin working the next time you restart the game. You may edit subscribed Build Templates made by others, but changes will not be saved on exit. You will need to make your own copy to save changes. - You can now give Build Templates descriptions. - Build Templates now show their Steam ID, and tell you whether they are created by the user, or imported via a mod. Mod Support - You can now upload and update arbitrary mods to Steam Workshop. There is a new screen accessible from the main menu which includes instructions and an interface to upload or update a new mod to Steam Workshop. Moddable file types currently include strings, fonts, textures, audio, models, and all gameplay data. Core data files with the same name will be overwritten. Core data structures can be overwritten if a mod data structure has an identical name as an existing core data structure. Difficulty - Easy Mode - Added in an Easy difficulty, which makes everything cheaper and makes enemies weaker. For players who want things easier, but don't want to play in Sandbox mode because they still want some challenge. - Made land slightly cheaper on Normal difficulty. Performance - Some memory leaks fixed. - Several loading screen race condition crashes fixed. - Improved initial game loading time. - Performance - Countless other small CPU performance improvements implemented in a wide variety number of places: Audio, AI, producer structures, weather, pollution, tubes, terrain, vehicles, lakes. Other - Entire gameplay code architecture has been heavily reorganized into a better composition architecture. While this has no directly visible effects yet, it will allow mods to be much more easily integrated into the game (and mod support is coming soon!). Note that mods made prior to this update will now be broken. - UI - More specific error messages when placing structures in invalid locations. - A number of other smaller gameplay crashes fixed. - Demo string fix. - Bug fix - Sorting House rendering incorrectly. - Bug fix - Tubes not linking with Sorting House sometimes. - Bug fix - View overlays wrapping around after 100% back to 0%. - Crash fix - (Mac only) Startup crash with Vulkan dylib missing. - Crash fix - When placing two sorting houses next to each other. - Crash fix - Early game, getting a building mission from another faction. - Crash fix - When using the destroy area tool on a tube. - Crash fix - When placing maglev tubes in certain configurations. - Crash fix - When sometimes switching the view overlays. - Crash fix - (Mac only) Startup crashed with further dylibs missing. - Crash fix - Extruder opening recipe for reprocessed slag. - Performance - Basic performance improvements for tubes. - Performance - Issue that occurred when a tube blockage happens fixed. - Performance - Issue with high amount of tube intersections. - Performance - Fixed Launchpad performance issue. - Bug fix - Vulkan resize fix. - Bug fixes - Several race conditions fixed. - Bug fixes - Multiple low level undefined behaviors corrected.


[ 2023-03-07 21:59:35 CET ] [ Original post ]

Hotfix 0.4.0.4 - Experimental Branch Only

The following changes are only for the experimental branch. 0.4.0.4 (2/14/2023) - Tweaked white tubes to be a little less bright. - Bug fix - Sorting House rendering incorrectly. - Bug fix - Tubes not linking with Sorting House sometimes. - Bug fix - View overlays wrapping around after 100% back to 0%. - Crash fix - (Mac only) Startup crash with Vulkan dylib missing. - Crash fix - When placing two sorting houses next to each other. - Crash fix - Early game, getting a building mission from another faction. - Crash fix - When using the destroy area tool on a tube. - Crash fix - When placing maglev tubes in certain configurations. - Crash fix - When sometimes switching the view overlays. - Performance - Basic performance improvements for tubes. - Performance - Issue that occurred when a tube blockage happens fixed. - Performance - Issue with high amount of tube intersections. - Performance - Fixed Launchpad performance issue.


[ 2023-02-14 22:36:02 CET ] [ Original post ]

Major Update 0.4.0.3 is now in the Experimental Branch!

The next major update 0.4.0.3 is almost here! This is the largest update so far, so it is currently only in an experimental branch. Once it is stable, it will be released to everyone. Players who do not mind trying out a less stable version can try out the new update. There may be crashes and graphical glitches. Test at your own risk! To test: [olist]

  • Open Steam Library
  • Right click MegaFactory Titan
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'experimental' in the drop-down. [/olist] Update 0.4.0.3 overhauls MegaFactory Titan's entire rendering engine, moving from OpenGL to the much more modern graphics API, Vulkan. Many graphics cards, especially AMD cards, had poor driver support for OpenGL, which resulted in graphical glitches and poor performance. With Vulkan, these issues should be heavily alleviated. Also, Vulkan supports multithreaded rendering, so fewer framerate hiccups are to be expected. With the new rendering engine comes a few graphical improvements as well. Bloom has been reworked to be more color-correct. Additionally, now the game supports Tone Mapping and HDR rendering. The new patch also includes many more minor graphical tweaks as well. In addition to graphical changes, there have been a number of small general CPU-side performance improvements as well. Finally, this will not be apparent at first, but the gameplay code has been reworked to be much friendlier for mod support (since Steam Workshop will be coming soon!). However, this means any existing mods that have already been made will likely break. Note - On very old graphics cards which do not support Vulkan, you can still access the legacy OpenGL engine by passing in "OpenGL" to the command line. This mode will remain available going forward, but will no longer be considered supported.


    [ 2023-02-05 08:13:39 CET ] [ Original post ]

  • MegaFactory Titan Base Builder Fest Sale

    Hello. The Steam Base Builder Fest takes place this week! MegaFactory Titan is participating in this. From Jan 23rd to Jan 30th, the game will be 20% off! Check it out! Some notes on future patches. The next major patch will feature a significant graphics performance overhaul, as well as some graphical improvements. It will also feature engine changes to better support modding. Immediate plans after that patch include Steam Workshop Support and Localization. Happy base building!


    [ 2023-01-23 18:00:15 CET ] [ Original post ]

    A Demo for MegaFactory Titan has launched!

    There is now a demo for MegaFactory Titan that you can try out for free! It includes the first part of the tech tree, and 2 of the 7 playable factions, and you can start as many new games as you'd like. Download it now from the Steam store page. If you do end up enjoying the demo, remember to wishlist or purchase MegaFactory Titan!


    [ 2022-10-24 19:02:46 CET ] [ Original post ]

    Update 0.3.1.0 - More Maglev Options, Improved Tutorial, Quality of Life Changes

    Update 0.3.1.0 is here! Several new features and quality of life changes are included.

    More Maglev Options


    The Shifter Maglev is a new late game maglev tube type which is optimized for lots of winding curves and turns. Experiences little to no slowdown at curves or when going over other tubes. Combined with a maglev catapult, it can really shoot your flow rate up. The Superpush Maglev is another late game maglev which operates similar to the Floodfill tube, but with better stats all around, including improved curve top speed. The start of game Maglev and Floodfill tubes have been renamed to "Pull" and "Push" maglevs to better hint at their behavior.

    Tutorial Rework


    The tutorial has been redone. Rather than one big tutorial at game start, there are now many smaller bite-sized tutorials that are triggered intermittently based on the current game state. This makes it easier to follow, while still allowing more concepts to be covered, such as unblocking maglevs, dealing with slag, and so on. You will need to start a new game to have access to the new tutorial. Loading screens now show tips.

    Starting Resource Densities


    On custom difficulties when starting a new game, you can alter how many resources are in each starting plot. For players who want infinite, if you crank the resource density to maximum, you likely won't ever run out. You can also reduce the density for an extra challenge!

    AI Land Buying Rework


    Allied and neutral factions will warn you when they're about to settle next to you. This gives you time to plan out how you buy land. If you really aren't happy about them settling nearby, you can contact them and request they settle elsewhere.

    Material Shopping


    The Conflux Market faction now stocks up daily with new refined materials, like nickel or copper, that you can purchase if you can't find the right ores in the world. Their prices are quite steep, though these resources also go on sale sometimes.

    Mission Reward Changes


    Factions now may offer Augmentations or huge amounts of Raw Materials as bonus rewards for missions now. They also offer a greater variety of existing structures and units.

    UI Changes


    You can now disable mouse camera rotation in the options. 'More options' button added to every building and unit, exposing various options like copying settings, open infolinks, relocation, etc. Land Buying UI gives more info about each land plot, purchased or unpurchased, including why you can't buy certain plots, for instance. In the zoomed out view, hovering over anything will tell you what is there. In resource view, the floating resources show their name. New Game UI gives basic strategy info on each faction, and also explains difficulty levels better. Many more UIs throughout the game have been tweaked to be clearer.

    And Much More


    Gameplay tweaks, graphical changes, bug fixes, crash fixes, and the like. Full Changelist New Player Experience - Tutorial is now broken up into smaller, bite-sized parts that are triggered intermittently rather than all in one go. Many more concepts covered by the tutorial now, but they are no longer as overwhelming. - Loading screens now show tips. - For custom difficulties, you can now alter the starting resource densities. At maximum density, it is similar to having infinite resources. Gameplay - Shifter Maglev - New late game maglev tube type which is optimized for lots of winding curves and turns. Experiences little to no slowdown at curves or when going over other tubes. Combined with a maglev catapult, it can really shoot your flow rate up. - Superpush Maglev - Another late game maglev which operates similar to the Floodfill tube, but with better stats all around, including improved curve top speed. - Conflux market regularly stocks up on simple refined materials you can purchase (like nickel, copper, etc.) at a steep price. These materials also go on sale occasionally. - You can request some factions (Settlers and Feds) to not buy land directly adjacent to you. - You now get a warning when allied factions are thinking of buying land you've explored. The factions that usually settle adjacent to you will also message you directly to inform you that you can request they settle further away. - Factions now may offer Augmentations or huge amounts of Raw Materials as bonus rewards for missions now. They also offer a greater variety of existing structures and units. - Combat mission requests cannot give combat rewards. - Early game tech tree tweaked. - Factions tweaked. - Prices have been tweaked. - Tweaked strings. Graphics - Fog/cloud graphics, especially in unexplored areas, improved. - Mining fx tweaks. - Touched up some portraits. UI - Land Buying UI made clearer. - 'More options' button added to everything you can select. - Tweaked New Game UI. Now gives basic strategy behind each faction. Shows more info on each difficulty level. - You can now disable mouse camera rotation in the options. - In the zoomed out view, hovering over anything will tell you what is there. - In resource view, the floating resources show their name. - Maglevs vs Floodfills have been renamed Pull vs Push to hint at their behavior. Infolinks on each is explained better. - Tweaked many more UIs throughout the game. - Tweaked some ui sounds and notifications to be less obtrusive. Other - Bug fix - Random plots of land not being buyable. - Bug fix - Borders not visible in alternate view modes. - Bug fix - Spaceports behaving badly with Endpoint Buffers. Disabled interaction to fix. - Bug fix - UI widgets being out of order in certain cases. - Crash fix - Rare unit pathfinding crash. - Crash fix - Turret selection crash.


    [ 2022-10-15 06:00:26 CET ] [ Original post ]

    Major Update 0.3.0.2 Released!

    Major Update 0.3.0.0 has been released!

    Graphics Upgrade


    All Factions now have portrait art. AI portraits show up when you speak to them, user portraits show up in the new game screen. Main menu and new game screens have new background art. A number of models replaced or polished visually. Screen space ambient occlusion shading added, which improves visual quality of all structures and terrain in game. Buildings, especially producers, have more glow and dynamic lighting. Interface graphics have been polished.

    Build Templates


    Rather than simply duplicating small groups, you can now save off a group of structures as a Build Template, and use it later. Build Templates can be used between different save files. You can also rotate your build templates how you see fit.

    Vehicle Automation Improvements


    Cargo vehicle automation is improved. Cargo vehicles will go through cycles of gather and distribute in order to maximize inventory space usage. They now prioritize non-warehouses first, assuming non-warehouses are automation-enabled. Additionally, endpoints like research labs and prefabricators have an option to allow auto-delivery directly from vehicles, similar to turrets and upgraders. Powerplants which require inputs also have this option now too.

    Gather Directly from Excavators


    Your cargo vehicles can now gather directly from mining vehicles. You can manually assign a cargo vehicle to a mining vehicle. There is a new automation mode on cargo vehicles for auto-gathering from mining vehicles which do not have a dropoff point assigned. There is a new mining vehicle, the Heavy Excavator, which functions like a regular excavator, but moves extremely slow and holds far more capacity, designed for being gathered directly from.

    Performance


    The game engine has been rewritten to utilize the Entity Component System (ECS) architecture. This has led to performance gains (cpu-side) across all gameplay, though gains are most prevalent in late game factories with huge numbers of items.

    Quality of Life


    Selecting any structure to build shows a popup which describes what that building does before you place it. Allies and neutral factions avoid your territory. Particularly helpful during wartime when their vehicles are exploding all around. You can build Lake Bridges from the shore to your Lakeside Extractors, and then either run vehicles or Maglev Tubes across those bridges. This removes the need to use land reclamation to alter your lakes and rivers. Prefabricators show how many structures you have stored. Building or selecting a turret or radar shows the range of all similar buildings. Being unable to place anything in build, relocate, duplicate, or other modes sends you a notification explaining why. Labels of anything quick-located or renamed will show up on the zoomed-out view.

    And More!


    And many more smaller ui tweaks, gameplay changes, graphics tweaks, bug fixes, and crash fixes.

    Note about Saved Games


    Save data layout has changed. Save files will still work from version 0.2.x.x, but you will want to save them in 0.3.x.x, otherwise they may stop working in later versions. Also, some vehicle automation settings from 0.2.x.x will be reset and you will need to set them again. Full Changelist Graphics - Screen space ambient occlusion shader implemented. - All factions have new portrait art. - New models for Storehouse, Warehouse, Supply Depot, Stackable Storehouse, Stackable Warehouse, Prefabricator. - Numerous existing models altered and improved. - Production structures have dynamic lights on, and lighting will pulsate as they work. Powerline lights pulse as well. - Terrain textures improved. - Main menu screens have new background art. - New loading splash screens. - UI gfx have been touched up. - Smelter/forge/etc. floor glow made much more prominent. - Improved particle fx graphics. Gameplay - You can now set cargo trucks and cargo quadcopters to manually gather resources directly from mining vehicles. - New unit, Heavy Excavator, similar to regular excavator, but moves extremely slow and carries far more. Designed to pair with gathering resources directly with trucks. - Normal excavators move slightly faster. - You can now build Lake Bridges, which allow vehicles and tubes to cross over lakes. This makes it much easier to pull hydrocarbons from Lakeside Extractors via tubes. Requires Steel or later materials. - Walls are much stronger. - Nerfed subsurface wells significantly in favor of atmospheric extractors and lakeside extractors. - The Orbital Exchange's special ability can never give you more money than you get from a mission plus bonus. - Rebels second main mission reward buffed. - More varied faction dialogue. - Early game missions are tweaked to have fewer jumps up the tech tree for new players. - A number of recipes tweaked and rebalanced. AI - Allies and neutral factions keep their land vehicles out of your territory. Useful when they are going to war with each other, at worst, you'll only have to worry about explosions at the edge of your territory (unless dealing with enemy factions). - New cargo vehicle automation mode for auto-gathering from mining vehicles which do not already have a set dropoff point. - Improvements to automated cargo vehicle decision making. Cargo vehicles now go through cycles of gather and deliver, which makes them fill up as much as possible from as many sources before delivering to as many sources as it can. This can yield inefficient setups if your gather points are far away from each other, but this is up to the player to optimize using filtering. It does yield much greater efficiency in most cases though, especially when dealing with resupplying gun turrets, for instance. - Default cargo automation mode now gathers in a demand-oriented manner. Non-default automation (gather from miners, gather from external sources) are supply-oriented. - Default cargo automation mode round robins to prevent resource starvation from demanders. Non-default cargo automation modes gathers from nearest. - Non-warehouses are prioritized over warehouses for automated cargo vehicles. - Endpoints like research labs and prefabricators have an option to allow auto-delivery directly from vehicles, similar to turrets and upgraders now. Powerplants which require inputs also have this option now too. UI - You can make Build Templates of buildings, which functions similar to Duplicate, but it instead saves these templates. These nameable templates can then be used across different save games, or across the same save without needing to reference the original setup. These can be rotated as well. - Building mode immediately shows you info about whatever you are building, same as what you can find in infolinks. You no longer need to build things to see what they do, it will tell you beforehand. - Much more info about each building is shown now in building mode and in infolinks. - You can always select a structure build mode, even if you can't afford it or don't have enough stored, simply to see the build mode info. - Modes such as Duplicate/Relocate/etc. now show additional information about the current mode. - Explosions always tell you what you were killed by. - Infolinks has more info on everything. Rent costs, maintenance costs, upgrader input consumption times, etc. - Better errors for non-cargo vehicles whenever there are issues with dropoff or pickup. Better errors in general for all vehicles. - Prefabricators/garages/hangers put requested items at the very top of the list. - 2D Marquee select for structures in special modes (like relocate, create template, etc.) highlights structures within the selection. - Many UI paths and workflows made consistent with each other. - You can marquee select units in the zoomed out view. - Ammo and Augmentations are split out into separate headers amongst all good types. - Byproducts in infolinks fixed to show actual recipes to produce them. - Prefabricator UI shows how much of each structure is stored. - Building or selecting a turret or radar shows the range of all similar buildings. - Labels of anything quick-located/renamed will show up on the zoomed-out view. Other - Bug fix - Buying land not refreshing build requests. - Bug fix - Many small ui fixes. - Bug fix - Fixed Squatter habitats being invincible sometimes. - Bug fix - Prevent relocating structures out from under units. - Bug fix - Fixed duplication not working in seemingly random cases. - Bug fix - Storages counting incoming goods wrong for trucks fixed. - Bug fix - Inventory UIs not replenishing properly. - Bug fix - Powerplant UIs not showing contents. - Bug fix - Tube colors not updating properly. - Bug fix - Producer limits serializing improperly. - Bug fix - Dangerous science mode leaves behind wreckage fixed. - Crash fix - Crash on ordering about gun turrets. - Crash fix - Crash with tubes entering double placed structures. - Crash fix - Rare crash on AI building stuff. - Crash fix - Crash on returning selected unit from the vehicle tracker menu. - Crash fix - Partially deleting tube wreckage. - Performance - Engine worked to use Entity Component System. Provides much better CPU-side performance. Improvements are most significant between paused and unpaused. - Performance - Many smaller cpu-side performance improvements through a variety of changes. - Performance - Some minor graphics optimizations.


    [ 2022-09-11 06:01:48 CET ] [ Original post ]

    Hotfix 0.2.0.4

    0.2.0.4 (7/26/2022) - You can now mute all trade requests from a faction (or from all factions if you'd like). - AI now rushes to ask for new trade requests if you happen to run out of requests. - Your buildings show up as green in zoomed out view. Allied buildings show up as blue. - New Project UI changed to be a call button. New Project UI flashes yellow instead of red. - Call UI tweaked to be clearer. - Ledger has a dedicated UI button for better discoverability. - Vehicle/Structure Tracker and Quick Locator have a button for selecting an item without moving the camera. - Anything controlled by a trading faction now has a button to open dialogue with them, as well as open their store. - Trading posts can now been selected so you can see their contents (trash, purchases, etc). - Added button to close tutorial prematurely. - All buildings have zoom to button. - String tweaks. - Bug fix - Enemy buildings don't display what they're building. - Bug fix - Junctions can be filtered. - Bug fix - Grave messages getting cleared. - Crash fix - Junction entering a sorting house crash. - Crash fix - Complex multi-junctions crash. - Crash fix - Rare random crash from marauders moving about. - Performance - CPU perf improvements.


    [ 2022-07-26 21:10:51 CET ] [ Original post ]

    Hotfix 0.2.0.1

    0.2.0.1 (7/20/2022) - Bug fix - Fixed money getting drained randomly. - Bug fix - Solved soft lock on main story mission deliveries not working. - Bug fix - Corrected research items getting stuck on last cycle. - Bug fix - Factions won't ask you to build them HQs anymore. - Bug fix - Endpoint storage buffers work with research labs. - Crash fix - Fixed crash when getting trash out of a trading post. - Crash fix - Fixed crash when upgrading tube wreckage to normal tubes. - Fixed crash logging issues.


    [ 2022-07-20 23:11:57 CET ] [ Original post ]

    Major Update 0.2.0.0 Released!

    Major Update 0.2.0.0 has been released! As mentioned before, it is no longer compatible with previous saves, so if you would like to keep playing your old saves, you will need to join the legacy branch. To join the legacy branch: [olist]

  • Open Steam Library
  • Right click MegaFactory Titan
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'legacy' in the drop-down. [/olist] Anyways, on to the new features!

    New Terrain Generation System


    Terrain in general is more evenly distributed, and will no longer start you in areas where you're stuck in a bad configuration, such as starting with too many lakes and not enough mountains. Many advanced resources have now been moved underground, which leaves more space for greater amounts of early-game resources aboveground. There are also five new terrain types: Abandoned Mines, Canyons, Glaciers, Badlands, and Lineae.

    Much More Expansive Ruins


    There are far more types of ruins as you explore the surface. Remannts of prior expeditions, derelict factories, dead colonies, and more! There are many more types of bonuses you can gather in the ruins. For example, some ruins will auto-locate a vein of rare resources at a nearby location. Others might locate a small cache of weaponry, fuel, or valuable artifacts you can sell to the Low Orbit Mercantile Guild. Some grant access codes to nearby derelict structures, etc. Only exploration units can gather ruin bonuses now, but alternatively, Builder Breakers can now be used to destroy ruins to gather their raw resources instead.

    Wildland Marauders


    There is a new enemy faction, the Wildland Marauders, who lay claim to all of Titan. Their strength increases the further out from the starting location you explore. To gather resources further and further out, you will need stronger and stronger combat units to defeat them. Near where you landed (in a very large area), they won't disturb you, so you will generally only encounter them late game. Marauders also lay ambushes inside ruins sometimes. Marauders do not appear in Sandbox mode.

    Player Faction Special Abilities


    All factions have been heavily reworked, and each has at least one unique major ability now: - Dawn Seekers can, once per mission, reroll the possible rewards choices for a mission. This gives you much greater control over the rewards, allowing much more careful planning of your factory. - Mining Emirates can have their excavators illegally mine lands they don't own. However, this will mark that vehicle as a target for other factions. The Feds aren't happy about illegal mining. - Novametrics has special mode which allows Research Labs to research twice with a single recipe, saving half the resources and half the time, but there is a regular chance of exploding. - Red Citadel can now designate any of their military vehicles to go rogue. This allows these vehicles to attack allied and neutral factions, but will cause those factions to fight back against your rogue vehicles. If you've ever been annoyed at your so-called allies blocking you, now you have a way to pay them back. Also, their combat units can act as explorers and investigate ruins. - Saturn's Chosen can manufacture counterfeit artifacts to sell off world. You don't have to search ruins for valuable artifacts, you can make them yourself. - Terrene Legacy can force any market faction that sells goods to immediately restock their inventory with new items, for a price. If you've cleaned them out during a sale, you can force them to restock and do it all over again. - The Orbital Exchange can purchase any vehicles they encounter from any faction, allied, neutral, or enemy. So, for example, if the pirates steal from you, you can instantly buy back the vehicle that stole from you, and get all your resources back too.

    Vehicle Augmentations


    There are new goods, vehicle augmentations, which can be installed on most vehicles for a bonus, such as increased speed, vision, reduced maintenance costs, larger inventories, etc. These augmentations can rarely be found inside ruins, or bought from the Conflux market. Late game, you can manufacture them en masse.

    Storage Improvements


    There are now Stackable Storehouses. All stackable storages are much earlier in the tech tree. You can replace a storage with a stackable version, as long as those storages are the same size, and the new storage type has a greater (or equal) capacity. There are late game technologies which increase the maximum number of stack layers for your stackable storages. The storage buffer structures are much better, and competitive with Storehouses now. The early-game caching buffer now allows producers to store 5x the recipes. The late-game buffer stores 20x the recipes. A single late-game buffer can easily exceed Storehouse capacity, depending on the recipe.

    Vehicle Logistics Improvements


    Cargo units now stay aware of what all other cargo units are doing, so they plan and distribute tasks more evenly. Cargo units and Maglev Tubes now communicate with each other, and distribute tasks between each other, if they have overlapping destinations. Overflow destinations now interop with vehicle dropoff automation, so you can designate a structure as a place for cargo vehicles to dropoff their leftover resources in case they accidentally grabbed more than they should. New automation mode for cargo units to gather from caches, wrecks, and foreign trading posts and deliver to your storages. New automation mode for warehouses - 'Mining Dropoff and Cargo Pickup' so you can have a single warehouse for both excavators and cargo vehicles. You can do auto-delivery for Building Breakers and demolitioner units, which can also auto-deliver trophies to trading posts. You can enable or disable cargo auto-deliveries to upgrader structures (much like turrets).

    Maglev Logistics Improvements


    All Maglevs have double the acceleration. Sorting Houses can now be added into loops, and multiple in series are now allowed. Destinations of resources can be tracked through Sorting Houses now too. They now have parity with Maglev Junctions, while still allowing enhancement with Maglev Catapults. Maglev Catapults have been reworked. Rather than consume capacitors, they hold a static bank of capacitors, each of which can be charged. When launching a good, the capacitor exhausts, and needs recharging. If you overwhelm your catapult with too many launches too fast, the whole catapult will need recharging.

    Tech Tree and Recipe Changes


    A few technologies have been removed, and a number of technologies have been added. The early game tech tree is simpler and eases new players into the game much better. Almost every technology has been tweaked somewhat.

    Quality of Life


    'Produce Only One' option has been replaced by a 'Produce a Set Amount' slider. Prefabricators, hangars, and the like default to produce only one now. Placing buildings now shows nearby invalid placement locations, useful for seeing which parts of a coastline are valid or invalid. Placing or selecting upgrader structures now highlights what they can or are upgrading nearby. Producers' default name includes what they are currently producing (e.g. "Factory (Wire)"). Added more animation to the UI. And plenty more minor changes, gameplay tweaks, UI changes, bug fixes, and crash fixes. Full Changelist 0.2.0.0 (7/13/2022) Terrain Generation - The terrain near where you start will generally have greater and more balanced abundances of resources. Bad starting configurations, such as starting with tons of lakes and nothing else, are far less likely to happen. - More terrain types: glaciers, canyons, lineae, abandoned mines, badlands. - Many more different types of ruins: remnants of prior expeditions, factories, colonies, among other surprises. - Resource distributions and patterns have been heavily altered. More of the advanced resources, Lithium, Thorium, Neodymium, Fluorine, moved underground. Other resources aboveground are more abundant as a result, and easier to search through. Important underground resources, like platinum, are much more abundant. - Subsurface liquid distribution much more even. - Smoothed sharpness between terrain types. - Ruins are much more abundant, and no longer as uniformly located. - Ruin rewards vary now based on the type of terrain you find them in, as well as the type of ruins they are. Gameplay - New Marauder faction which claims all of Titan as their own. The further you explore from your starting position, the more marauders you'll find, the deadlier they become. You'll need better and better weaponry to manage defense further and further out you try to gather resources. - Maruader faction sometimes lays ambushes inside ruins. Ambushes get more frequent the further out you explore. - Vehicle Augmentations. These goods can be slotted into vehicles to enhance their abilities. They can be rarely found in ruins, or bought sometimes from the Conflux Market. Late game, they can be manufactured en masse. - Early game caching buffer store 5x recipes. Early game endpoint caching buffer stores 3x recipes. Late game caching buffer stores 20x recipes. - All recipes sped up. Many recipes altered. - Combat has been tweaked. - Early game tech tree reworked. Many early game recipes heavily altered. - New early game building to sell to settlers, the water reservoir. - Sorting Houses can now be added in series and loops. Destinations of goods can be tracked through sorting houses. - Floodfill tubes are no longer compatible with sorting houses. - Stackable Storehouses. Better than normal storehouses, stackable too, and early in the tech tree. - Warehouses have lower capacity, but Stackable Warehouses are earlier in the tech tree. - You can replace storages with their stackable version as long as their size is the same. - There are late game technologies which increase the maximum number of stack layers for your stackable storages. - Sorting Houses are earlier in the tech tree. - Maglev catapults operate differently now. Rather than consume capacitors, they store a capacitor bank, and one capacitor exhausts upon launching one good. These capacitors need power to charge up, and can be exhausted if there are too many goods to launch too quickly. - All maglevs have much faster acceleration in general. - Rovers are faster, allows for faster exploration early game. - Many techs removed. Tech tree tweaked and moved around some. - Ruins can grant you a map of a nearby deposit of resources now. - Ruins grant partial techs now instead of full techs. Ruins bonuses tweaked, varied. - Ruins can grant small caches of weaponry, large dumps of powerplant fuel, or sometimes even expensive goods you can sell to the Low Orbit Mercantile Exchange. - Ruins can grant access codes to nearby derelict structures. - All ruins can now be optionally demolished with Building Breakers to recover additional resources. - Only rovers and other exploration units can gather ruins now. - Mining underneath ruins will destroy them. - More structures leave behind wreckage. - Many tweaks to combat, hit points, etc. - Radar range nerfed. - All factions have greater variation in starting conditions, and some have new abilities (e.g. Red Citadel gets bonus augmentation slots on all vehicles). Player Factions All factions have been rebalanced and their minor abilities reworked. All factions have a greater number of starting structures, leading to very different starting configurations between factions. - All factions now have a major ability that's fully unique: - Dawn Seekers can, once per mission, reroll the possible rewards choices for a mission. This gives you much greater control over the rewards, allowing you to customize your factory how you see fit. - Mining Emirates can have their mining vehicles illegally mine lands they don't own. However, this will mark that vehicle as a target for other factions. The Feds aren't happy about illegal mining. - Novametrics has special mode which allows Research Labs to research twice with a single recipe, saving half the resources and half the time, but there is a regular chance of exploding. - Saturn's Chosen can manufacture counterfeit artifacts to sell off world. You don't have to search ruins for valuable artifacts, you can make them yourself. - Red Citadel can now designate any of their military vehicles to go rogue. This allows these vehicles to attack allied and neutral factions, but will cause those factions to fight back against your rogue units. If you've ever been annoyed at your so-called allies blocking you, now you have a way to pay them back. Additionally, Red Citadel's combat units can double as exploration units and investigate ruins. - Terrene Legacy can force any market factions that sell goods to immediately restock their inventory with new items, for a price. If you've cleaned them out during a sale, you can force them to restock and do it all over again. - The Orbital Exchange can purchase any vehicles they encounter from any faction, even enemies. You'll even get your resources back if you buy the pirate vehicles that have just stolen from you! AI - Can toggle auto-delivery on or off for Building Breaker units. They will auto-deliver trophies to trading posts now if auto-delivery is on. - New automate mode for warehouses - Mining Dropoff + Cargo Pickup combined, so a single warehouse can auto-gather mining resources and auto-give to cargo units. - Upgrader structures have an option to allow disabling auto-deliveries to them (similar to turrets). Still defaults to allowing auto-deliveries though. - Cargo units now are aware of what the smart maglevs are doing and vice versa. Mixing cargo units and maglevs no longer causes double-deliveries. - New automation mode cargo units to gather from caches and wrecks around the world as well as foreign trading posts and deliver to your storages. Combat units will automatically resupply from caches and trading posts. - Other factions more effectively use mining, demolitioner, cargo, and combat vehicles. UI - The action menu has been rearranged. Upgrader structures have been moved out of 'Science' and into categories where they make more sense. Science category has been replaced with Consumers category, which now includes prefabricators, garages, hangars, and the like. - Overflow destinations now interop with vehicle dropoff automation, so you can designate a structure as a place for cargo vehicles to dropoff their leftover resources in case they accidentally grabbed more than they should. - 'Produce Only One' option replaced with a more flexible 'Set Production Count' option. - Endpoints (Prefabricator, Garage, etc.) default to Produce only 1, other intermediate producers (Smelters, Factories, etc.) default to Produce Infinite. - Placing buildings shows nearby invalid placement locations. - Completing research notification is much more obvious, and has a custom sound. - Producers' default name includes what they are currently producing. - Gathering ruins has a more obvious notification. - Stats record how many ruins you've investigated. - Exploration cover edges smoothed. - Wreckage shows what resources are salvageable from it. - Ruins UI shows how you can interact with them. - Demolitioner units and Walls grouped into World section rather than Warfare. - If you have an explorer unit selected, hovering over ruins highlight them green to indicate it can be investigated. - If you are placing an upgrader, it will highlight any adjacent structures it can upgrade. If you are placing anything else, it will highlight adjacent upgraders that can upgrade it. - Infolinks indicates compatibility of different maglev types. - More infolinks categories, better divides info. - Producer and Research Lab UI much clearer, and you can open infolinks to look at possible options. - Tech Tree shows hidden technologies as subsets of existing tech prerequisites. - More UI animations added. - More UI icons. - Tons of UI tweaks. Graphics - Buildings, and wreckage especially, now have wear and tear and dust on their bases. - Many more models for wreckage structures. - Destroyed wind turbines still spin slowly and unevenly in the wind. - Many models tweaked. Other - More ui and in-game sound fx. Existing audio volume tweaked. - Particle fx tweaks. - Renamed some units. - Can sort save games by user's faction. - Bug fix - Fixed certain data, including turret targets, not saving out, or not loading in. - Bug fix - Fixed some ruins not being picked up randomly. - Bug fix - Fixed holes in terrain sometimes appearing. - Bug fix - Fixed automated vehicles refusing to cooperate in certain cases. - Bug fix - Vehicle automation states are now correctly listed in vehicle tracker. - Bug fix - Fixed random messages getting cleared in rare cases. - Bug fix - Cargo units and maglevs will no longer deliver resources to a mission before you have chosen a reward (or dismissed the reward message) for that mission. - Bug fix - You can't embark on trade mission before selecting a reward (or dismissing the reward message) now. - Bug fix - Fixed multiple units all crowding the same delivery. They now distribute deliveries more evenly, and avoid double-delivering. - Bug fix - Auto-delivery vehicles no longer get stuck trying to get to spots they can't reach. - Bug fix - Fixed autosave getting disabled sometimes. - Crash fix - Fixed making certain kinds of tube loops that would cause crashes. - Crash fix - Fixed very rare random crash-on-save with no obvious reason. - Memory - Reduced texture memory usage. WARNING - Games saved with older versions are no longer be compatible with this version.


    [ 2022-07-13 20:39:28 CET ] [ Original post ]

  • Upcoming Major Update (0.2.0.0) - New Legacy Branch Added

    The next Major Update (0.2.0.0) is nearing completion! The changes are so expansive that it will no longer be compatible with older save files unfortunately. Once the update is released, if you have an older save file you want to keep playing, you will need to join the new Legacy Branch. This will keep your game on the older version (0.1.8.x). Here is how you join the legacy branch: [olist]

  • Open Steam Library
  • Right click MegaFactory Titan
  • Select Properties
  • Go to tab 'Betas' at the top.
  • Select 'legacy' in the drop-down. [/olist] The default branch will update to the new version when it launches. Update 0.2.0.0 is still at least one week away from release, possibly longer. What's in the new version? A sneak peek:
    • Terrain generation is redesigned to prevent you from starting in a bad area with little resources. You will now always be able to find needed early game resources close by. No need to explore for hours to find what you want.
    • Four New Terrain Types
    • Ruins litter Titan's surface now - dead colonies, abandoned factories, remnants of prior expeditions, and much more. There are more ways to interact with these ruins now, and more bonuses you can find in them.
    • There's a new enemy faction, the Wildland Marauders, that claims all of Titan as their own.
    • All Player Factions have been heavily reworked.
    • Also, each Player Faction now has powerful and completely unique ability.
    • Vehicles Augmentations can now be installed on your vehicles to customize and enhance them.
    • Logistics Improvements - Sorting Houses, Storage Buffers, and Maglev Catapults have all been improved. Maglev Tubes and Cargo Vehicles now interop with each other much more smoothly.
    • Tech Tree and Recipe Changes - Many new techs have been added, a few old techs have been removed, and most existing recipes have been tweaked. Early game recipes have been simplified to help new players ease in.
    • Many Quality of Life changes.


    [ 2022-07-04 22:19:24 CET ] [ Original post ]

  • Hotfix 0.1.8.3

    0.1.8.3 - All recipes are somewhat faster to produce. - Camera panning speed editable in options. - Land is free in sandbox mode. Land price can be adjusted for custom difficulties. - Game is brighter at night. - Save games are automatically grouped together based on which save game they are. - Autosaves and quicksaves are now separated per saved game. - Upgrader structures throw a warning if there is nothing adjacent to be upgraded. - Upgrader structures no longer request resources if they are turned off. - Smoother vehicle pitching up and down. - Removed 'open trading post' button from major project dialogue (redundant). - Pollution/sunlight view modes combined. - UI tweaks. - Bug fix - Caching buffers no longer accept tubes. - Bug fix - Caching buffers UI shows what they accept. - Bug fix - AI units on your land with no orders will move off your land. - Bug fix - Canceling taking trash now stops trash from appearing in that trading post. - Bug fix - AI trading post no longer fills up completely with trash, preventing player from delivering cargo to it. - Bug fix - Legacy saves with bug where AI had multiple trading posts now are removed on load. - Bug fix - If you disable a recipe, a producer will no longer use the resources for that recipe, even if it has enough resources to do so. - Bug fix - Fixed recipes never getting used because an earlier recipe has enough resources. - Bug fix - Producer UI will show you exactly which recipe is being worked on. - Bug fix - Overwriting save games shows a confirmation popup now. - Bug fix - Substation power usage UI broken out into individual structures that they are powering. - Bug fix - Tubes don't attempt to auto-join with structures if they are joining an intersection.


    [ 2022-06-04 22:09:21 CET ] [ Original post ]

    Update 0.1.8.0 - Maglevs Overhaul, Auto-Explore, Rebuilder Drones, and more!

    Update 0.1.8.0 is here! Several new features and quality of life changes are included. Note - This will alter older save files, and you may initially encounter traffic jams on tubes using the old Maglev system. See the Floodfill Tubes section for more info.

    Maglevs Overhaul


    The maglev system has been overhauled. Endpoints now flag/reserve the goods in tubes which they want, which allows smarter looping, more efficient combining of complex requests, and adds shortest-path routing for goods. When you have a producer/warehouse/etc selected, all goods they have flagged are highlighted by glowing green. Incoming cargo units for the current selection also glow green. Whenever a jam occurs or a good has nothing flagging it for use, the goods in question glow red, easily visible to the user. It will also throw a notification when this happens. Selected tubes now have UI which allows you to carefully delete or stash goods within that tube, as well as see where each good is going, as well as which goods are in error.

    Floodfill Tubes


    The floodfill option no longer is compatible with the overhauled maglev system. To retain this ability, there is a new tube type, the Floodfill Tube, however, it does not participate in the new flagging system, and it can't be linked with normal maglevs. Saves: The removal of the floodfill option may affect old save files. Old saves may open with hundreds of goods marked red in error as a result. This can easily be fixed by upgrading these old tubes into Floodfill Tubes.

    Auto-Explore


    There's a new early game technology which gives explorer units an auto-explore mode. This mode, when enabled, makes the explorer unit explore a large region around any destination you give it.

    Rebuilder Drone


    There's a new air unit, the Rebuilder Drone, built at the hangar, which automatically searches for wreckage and rebuilds it into whatever they used to be. Structures which now leave behind wreckage now include all tube types, all powerline types, and wind turbines. This drone is very useful to automatically counteract scavengers constantly breaking apart your factory.

    Radar and Enemy Detection


    There is a new early game structure, the Radar, designed to detect enemies. Any enemies within the Radar's vast range will show up in the zoomed-out view, and the radar will also send you a notification when an enemy first enters its range. The radar can also locate enemies even in unexplored regions.

    Scout Dirigible


    There is a new air unit, the Scout Dirigible, with two purposes. One, it has a huge visual range, so it can explore vast swaths of land late-game when you need to locate that one resource you're having trouble finding. Two, it also detects enemies and places them on the zoomed-out view, so it can function as a mobile radar platform. It can patrol like a combat unit for this purpose.

    UI Scaling and Other UI Changes


    You can now scale the UI up (for 4K+ monitors) or down (for very old, very small monitors). You can now set the seed of a new game (if you use Custom Difficulty), and you can find your old seeds in the Save/Load menu. Friendly and Neutral units show up in the zoomed-out view by default. You can now return units in the Vehicle Tracker. You can now now turn structures on/off or set high/low priority power in the Structure Tracker. Mining units glow green when you select a mining dropoff location, allowing you to see how far away your mining units are from their dropoff. You can set filters of things you haven't researched now.

    And Much More


    Many more smaller tweaks, bug fixes, performance improvements, and the like.

    Full Patch Notes


    Gameplay - Goods in tubes are now reserved by their final destination. Allows for much smarter routing of goods in tubes, and proper counting of resources amongs many-to-many sources to sinks. Goods now do shortest path routing and proper looping as well. Warehouses can also now pass-through unfitting goods onto storages further on. - Floodfill Tube - The floodfill option on producers and research labs has been removed. Instead, there is a separate Floodfill tube instead (which is always researched and rentable). This now allow floodfilling across all possible structures, such as warehouses, upgraders, powerplants, etc. It can't be mixed with normal tubes via junctions. - Rebuilder Drone - New unit which automatically detects if your factory has any destroyed structures (from storms, warfare, or scavengers), and will go ahead and replace everything destroyed. Only functions if you have enough of that structure stored to place (or can rent it). - Auto-explore Region Mode - There is a new early game technology that, once researched, gives your exploration units a new mode which allows them to explore a large region around where ever you order them to go. - Radar - New early game structure which sweeps a large area searching for enemies. Will send you a notification whenever it detects any new enemy, and will mark the enemy on your map as long as it's within your explored area. Can detect enemies in unexplored territory too. - Scout Dirigible - New air unit designed for extremely fast mid-to-late game exploration aboveground. It also has short range radar too for marking enemies. Can also patrol like combat units do. - Red Citadel faction starts with ability to immediately buy radar. - Powerlines and wind turbines also leave behind rubble which can now be rebuilt, similar to tubes. - Increased surveyor rover underground survey range. - Consolidated difficulty options 'No Enemies' and 'Non-combat is Indestructible.' If you turn off enemies, your non-combat structures will automatically be indestructible as well. - Ruins now get less frequent the further out you explore, and after a certain point, stop appearing altogether. - Sorting Houses no longer store anything. They are pass-through structures only now, so they can't get filled with goods. UI - UI upscaling and downscaling for very large or very small screens. - Friendly units show up on the zoomed out view. Enemy units, once detected with Radar, will show up marked for a short period of time too, or as long as they are detected by that radar. - Goods inside tubes which no longer have a valid destination or are in error now glow red. - If you have a structure selected, all goods inside tubes that are destined to go to that structure glow green. All cargo or mining vehicles going to drop off at that structure will also glow green. - Tubes UI now shows a list of all goods within them. You can manually stash or delete goods in this ui, and you can purge the whole tube of goods too. - Can zoom to specific goods in tubes by selecting that good in the tube UI. - If you move a group of units to a vehicle requesting trading post, rather than keep formation, they will all go that trading post directly. - You can now return vehicles quickly in the Vehicle Tracker screen. - You can now turn structures on/off and set high priority power from the Structure Tracker screen. - Notifications linked to a unit will zoom to the unit instead of the unit's last known position. - You can set the seed for new games in the Custom Difficulty UI. - Game random seed exposed in the Save/Load screen. Can be seen by making it visible via the upper left visibility button. - Can shift-click to add waypoints on ruins now too. - When selecting filters, there is an option to show all types, even ones you haven't researched. - Most modal dialogs can now be dismissed/confirmed with escape/enter. - Tubes send you a notification when they get blocked, and suggests possible solutions. Does not occur with Floodfill Tubes, since those are generally always going to always get blocked. - Many small UI tweaks. Some icons reworked. Other - Removed floodfill part of tutorial (since that option is gone now). - 'Airship' renamed to 'Cargo Airship.' - Bug fix - Corrected model rotations jumping around in certain cases. - Bug fix - Rebuild not showing build animation fixed. - Bug fix - Corrected recipe discrepency between infolinks and producer ui. - Bug fix - Message spam in the messages log fixed. - Bug fix - Fixed double-destruction and subsequent double-placement of wreckage. Fixes 'ghost' wreckage. - Bug fix - Fixed 'Return All' returning more structures than you have rented. - Bug fix - Hover highlight graphical glitches fixed. - Bug fix - Fixed escape button not always clearing out the current mode. - Bug fix - Pathfinding glitch when placing land reclamation over a river fixed. - Bug fix - Wreckage structures sometimes disappearing until you build something else fixed. - Bug fix - Splitting or joining Maglev Tubes retains filters across new maglevs. Corrects filters if maglevs are destroyed or altered in any way. - Bug fix - Turning maglevs off now removes them from consideration as a path for goods. - Bug fix - Corrected stuttering and temporary stopping of goods at junctions. - Bug fix - Settlers and Feds no longer building on player land (and old saves will retroactively remove these buildings). - Bug fix - Sorting Houses no longer miscounting goods needed. - Bug fix - Can no longer get free money from selling slag. It costs money to sell slag. - Performance - Loading times improved. - Performance - Many-to-many tube networks much more performant. - Performance - Optimized factories with significant numbers of active vehicles. - Performance - Optimized rendering of very large factories. - Performance - Optimized rendering of thousands of goods visible on screen. Note - Old saves which were using the old Floodfill option automatically will replace their maglevs with Floodfill maglevs. This may not work 100%, depending on the complexity of the save file, so additional fixing up of maglevs may need to be done by the player. Maglevs Tubes can be quickly swapped to Floodfill Tubes with the Group Upgrade tool. Replaced maglevs are added to storage.


    [ 2022-05-14 01:32:33 CET ] [ Original post ]

    Hotfix 0.1.7.1

    0.1.7.1 (4/23/2022) - Tubes, when destroyed, leave behind contiguous rubble, and each section can be rebuilt with a single button click, as long as you can afford it or have enough stored tubes. - Tube wreckage can be bulk rebuilt using the Upgrade Tube feature. - Infolinks overhauled to be list-friendly, heavier on text, and no longer requires mousing over tooltips. Infolinks home page split into easy to browse categories. More info about each faction in infolinks, including all possible ways you can interact with them. - Automated trucks auto-collect trophies if they have a location to drop trophies off at. - Recipe tweaked - Nuclear Warhead. - Tech Tree UI tweaked. - Split out demolition units from combat units. - Upgrading tubes creates dust effect. - Many strings fixed/tweaked, especially infolinks messages. - Changed model for Reactive Armor. - Fog at night brightened. - Bug fix - Deleting tubes in an area redirection issues fixed. - Bug fix - Tube end cap visual errors fixed. - Bug fix - Pirates sometimes appearing in Sandbox mode fixed. Will also remove them from previous save files in Sandbox mode.


    [ 2022-04-24 04:36:48 CET ] [ Original post ]

    Update 0.1.7.0 - Expanded NPE, Orbital Market, Custom Difficulties, and more!

    Update 0.1.7.0 is here! Several new features and many quality of life changes are included.

    Expanded Tutorial and New Player Experience


    The tutorial has been greatly expanded to include strategy tips, such as buying empty land to house your sprawling factory, basic vehicle automation, infolinks usage, some of the more common structure options, and much more. Not only that, the early game tech tree has been made easier and simpler to traverse (faster research, easier recipes, some techs like Warehouses start already researched now), to allow new players to more quickly jump into things.

    Custom Difficulty Settings


    Want to keep the economy, but ditch the enemies? Now you can, with your own custom difficulty settings! A number of controls can be altered at game start, including enemies on/off, weather, rent/maintenance multipliers, enemy start times, indestructibility, and more.

    Orbital Market


    There's a new AI Faction, the Low Orbit Mercantile Guild, which buys off any lucrative commodities you deliver to it. This adds an alternative way to make money instead of doing missions. However, prices fluctuate based on many factors, including when they last launched a rocket off world, demand off world, and how recently you've been flooding the market with commodities.

    Rejection Cooldowns


    If you reject a mission now, all AI Factions will no longer offer the same kind of mission for a long time. Does not apply to missions they've already called you about. If you're the sort of player who rejects most of the missions, this option can vastly reduce the number of popups you get.

    Buying Already Occupied Land


    Feds or Settlers bought the land you had planned to take? Now you can buy it off them. However, it comes at a steep price, and the price increases the longer you wait. After you buy their land, they'll relocate to another plot nearby.

    Intermediate Caching Buffers


    Similar to the Intermediate Storage Buffer, the new Intermediate Caching Buffer structure adds storage space to intermediate producers it's adjacent to. However, this version is larger, caches 5 times the recipes, but is more expensive and higher up the tech tree. With this, you can really exploit the power of pull logistics.

    Faction AI Changes


    Enemies are more aware of spawn camping now. AI Factions will sell off their units if they find they have too many. Enemies will now call you and demand tribute before their first attack, as a first warning system. All friendly Factions now allow you to relocate their Trading Post if they have one.

    And Much More


    Many more smaller UI changes, tweaks, bug fixes, performance improvements, and the like.

    Full Patch Notes


    New Player Experience - Tutorial expanded to cover buying empty land for your factory, growing your factory to increase throughput, infolinks usage, factories, prefabricators, returning rentals, limiting production amounts, bulk storage, flood filling, and some basic vehicle automation. - Much of the existing tutorial messages rewritten for clarity. - Start of the game technologies are vastly easier to research. This allows new players to rapidly jump into the game much quicker. Also speeds up the tutorial a lot. - Warehouses start the game already researched, and manufacturing them early for storage is added to the tutorial as well. - Early factions have a specific, easy trade request if the tutorial is active. - The first 2 missions in the tutorial are set and can no longer be declined. - Tutorial no longer is made from popups. Instead the messages appear on the righthand side of the screen next to missions. Gameplay - You can optionally customize difficulty settings when starting a new game. - Intermediate Caching Buffer - New structure, similar to the Intermediate Storage Buffer, but 5x as effective. Mid-game technology. - Exploding air units no longer inflict collateral damage on ground units/structures and vice versa. If an aircraft blows up over your factory, it won't affect your factory at all. - Orbital Warships fire KKVs (Kinetic Kill Vehicles) now rather than Missiles. Much faster and deadlier. - Cargo Rockets have much more space, and can pickup/dropoff faster. - Non-combat spacecrafts no longer auto-set pickup point. - Increased Vacuum Maglev's acceleration slightly. Makes them more competitive with Accelerator Maglevs. - Pollution Scrubber consumption rate is halved so productivity lasts twice as long. - Tweaked recipes - Producing concrete is faster. Billboard recipe tweaked. Warehouse is easier to build. AI - Low Orbit Mercantile Guild - New AI Faction which buys off many commodities from you. Alternative way to make money instead of the missions, although you won't get rewards this way. Prices fluctuate based on how much you sell to them, and based on demand factors off world. Every so often, they will launch rockets to deliver off world what you sell them, which affects prices. - If you reject a mission, no company will make a similar request for a long time. - You can now buy off land from the feds and the settlers, however, you must pay a price equal to the total value of all structures on that land. They will resettle elsewhere. Only allowed if they are not hostile to you. - Enemies now evacuate and relocate if you buy land close to their base, to prevent easy spawn camping. - Warfare factions now have spawning caps on how many units they will produce, and will never spawn enormous amounts (and existing save files with these issues will be automatically fixed in this version). - Factions will cull units if they have too many for any reason. - Enemies no longer suffer shock when you buy their land. - Enemies explicitly call you and demand tribute right before their first attack to give you a chance to pay them off immediately. - Enemies land on areas further out than previously. - Feds appears sooner in the tutorial to give you an alternative mission choice. - Conflux market doesn't appear until after tutorial is finished. They also come earlier in general. - Enemies will not activate until tutorial is finished. - Very late game pirates don't spawn nearly as large of a horde. - Conflux Market (and Mercantile Guild) allow you to relocate their Trading Post if you want to. - Air units use the third dimension better to avoid collisions, especially when delivering cargo. UI - The mission reward buttons have an small button for opening infolinks on what that reward does if you mouse over them. - Some Infolinks info expanded upon. Some have been clarified. - Calls can be dismissed with the escape key instead of enter. - Opening infolinks from the tech tree opens up infolinks on top of the tech tree (so it remains after you close infolinks). - 'Repair' costs renamed to 'Maintenance' costs. - 'Maglev Overpass' renamed to 'Vehicle Overpass.' - Light attached to the mouse cursor brighter and larger. Helps for seeing things better at night. - Settlers Faction Logo darkened to be visible on screens. - Conflux and Protectorate factions have visible borders now. - Overflow Destination icon changed, and is now visible on storage screens. Bugs/Crashes/Other - Save Games from this version on will now store the game version that they were saved with. Can now observe these versions in the Save/Load screen. - Bug fix - Building Breakers no longer do 'long-range' attacks on tubes. - Bug fix - Building Breakers no longer drop rubble everywhere when they break down maglevs. - Bug fix - Unable to relocate tubes in certain cases fixed. - Bug fix - Upgraders affected structure lists are corrected. - Bug fix - Orbital bombardment missile flight paths fixed. - Bug fix - Can right-click open infolinks on selected unit. - Bug fix - Unusable spacecraft buttons removed. - Bug fix - Spacecrafts setting invalid orders. - Bug fix - Zoom-to button on extermination missions zoom to the next target you need to eliminate. - Bug fix - If rent is zero, will print this correctly in money ui and ledger. - Bug fix - Fixed delay between maintenance costs and it showing up in money ui. - Bug fix - Main base cargo spacecraft no longer has maintenance costs. - Bug fix - Screens appearing behind holograms. - Bug fix - Enemies can still attack your walls/gates even if you make non-combat structures indestructible. - Crash fix - Crash when trying to escort with a spacecraft. - Crash fix - Exit crash fixed. - Performance - Rendering performance improved for very large monitor sizes. - Performance - No longer will enemy factions spawn unlimited amounts of units and kill the framerate. - New command line argument "MaxLoadThreads:#" for limiting how many threads are used to load a game. On Linux, defaults to 8 loading threads max to prevent Linux OOM-kill errors. - Memory - RAM used when loading a large save file vastly reduced.


    [ 2022-04-13 23:12:38 CET ] [ Original post ]

    Hotfix 0.1.6.5

    0.1.6.5 (3/24/2022) - Game continues rendering and ticking even if window loses focus. - Buy Land button only shows up where the mouse hovers. Much cleaner UI, and no longer a performance problem. - Buy Land button informs of the current land's owner if applicable. - Quartz can now be directly converted into Land Reclamation (adds an easy resource sink for quartz). - Pirate units have a spawn cap now. - Bug fix - Minimap and resource view fog-of-war color different from default color. - Bug fix - Multiple unit spawnings no longer spawn on top of each other. - Bug fix - Building tubes into corners works again. - Bug fix - Sorting House interactions with Overflow Destination corrected. - Bug fix - Large Sorting House can be upgraded same as regular Sorting House. - Bug fix - Bad strings fixed. - Performance - Vastly improved performance of factories with thousands of colliding resources in-flight in tubes. - Performance - Sprawling tube setup render performance improved. - Performance - Pirate vehicle perf improved some. - Performance - Building placement time reduced in late game.


    [ 2022-03-24 19:02:55 CET ] [ Original post ]

    Hotfix 0.1.6.2

    0.1.6.2 (3/17/2022) - Fullscreen no longer minimizes when moving to a secondary monitor. - New option to disable edge scrolling in preferences. - Infolinks shows fuel power density and powerplant burn time. - Power UI now shows a new pie chart, to separate power requested and power consumed (identical if you have enough, different if you are underpowered). - Liquid propellant power density increased. - Substations now default to having lower power priority than everything else (still can be overrided as high priority though). - Bug fix - Camera controls and edge scrolling sensitivity fixed on certain configurations. - Bug fix - Corrected maglev routing in rare cases where there are hundreds of resources blocked at a junction. - Bug fix - Some invalid strings corrected. - Bug fix - View overlays corrected, especially underground view. - Bug fix - Powerline connection ui shows up in all cases. - Bug fix - Recipes no longer wrap when too long. - Performance - Buy land mode render speed improved. No longer renders far off ui. - Performance - Resource floaters render speed improved.


    [ 2022-03-18 01:49:52 CET ] [ Original post ]

    Update 0.1.6.1 - Storage Buffers, Overflow Destinations, Duplication, and more!

    Update 0.1.6.1 has dropped! Several new features and numerous small quality of life changes are in this one.

    Storage Buffers


    With pull logistics, there can be a significant time gap between when a good is placed and when it is received. This can lead to factories not running as fast as they could be. Enter Storage Buffers. These, when attached to a producer, allow that producer to store an additional copy of whatever recipe they are working on. And if that's not enough, you can keep attaching more! These come in two flavors, a cheap, small version for intermediate producers like Smelters, and a larger, more expensive version for endpoints like the Prefabricator or the Research Lab.

    Overflow Destinations


    Inevitably, you will encounter situations when goods get stuck in your tubes. Now, any storage can be marked as an overflow destination, which means any goods that are stuck and have nowhere to go, now go to any overflow destination it can reach.

    Pass-through Logistics


    On the same note, endpoint structures such as Prefabricators and Research Labs, now have pass-through logistics. If there is ever a resource that they can't use at the moment blocking an input tube, they will pass it along. Just attach an outgoing tube and the resources will pass through.

    Stashing Goods


    And as a last resort, if you still have unwanted goods stuck inside a storage or a cargo truck, you can stash them. This immediately sends all of these resources to your Headquarters, assuming your HQ has space.

    Duplication


    You can now duplicate entire sections of your factory, assuming you have the resources (money for down payments or stored structures) to do so. You can also duplicate settings between similar structures.

    Waypoints and Patrols


    You can set waypoints for vehicles using shift+right-click. Useful for exploration units when you just want to just fire-and-forget. For combat vehicles, you can toggle patrol mode, which has that vehicle cycle through all the set waypoints. Additionally, when in patrol mode, after gathering ammo, combat units will return to their patrol.

    Disable Specific Recipe


    Any producer with multiple recipes can now have specific recipes disabled. Unchecking a recipe will stop the producer from requesting the inputs for that recipe.

    Disable Tube Auto-Connect


    Some players don't like that the tubes auto-connect to the nearest structure, especially if their factory is built very close together. This can now be disabled in Preferences.

    Difficulty Changes


    Some players have found late game to be too easy. Many late game recipes and prices have been tweaked as a result.

    And Much More


    Many more smaller changes, tweaks, bug fixes, and the like.

    Full Patch Notes


    Gameplay - Intermediate Storage Buffer - New structure which attaches to the side of a producer. Increases the number of inputs and outputs a producer can store. Only for intermediate producers (smelters, factories, etc.) and powerplants. - Endpoint Storage Buffer - Same as Intermediate Storage Buffer, but more expensive, and only for endpoint producers (Research Lab, Prefabricator, etc.). - Overflow Destination - New option for warehouses which indicates that warehouse will accept only goods which are otherwise stuck in tubes upstream. - Stashing Goods - Any goods stored in a structure or vehicle can be Stashed, which immediately sends them to your headquarters, as long as there is enough space there. Useful for clearing out unintentional blockages, or cargo vehicle leftovers. - Headquarters have 200 storage space now, gives much more room for stashing goods. - Pass-through Logistics - Endpoint producers and research labs with goods they don't want stuck in an incoming tube, can simply pass through their goods out any exit tubes that would want them. This allows blockages to be drained away easily. - Reduced the default output storage multiplier to 1. - Vehicle Waypoints - Can shift-right-click to add pathing nodes when moving units. - Vehicle Patrols - Combat units now have the ability to patrol along waypoints you set. - Combat units with a set patrol return to original patrol after gathering ammo, even with only a single patrol node. - Vaporizer stacks are much faster now. - Tweaked recipes: Thermocouple, Electronic Warfare Device, Sperrylite, Platinum, Armor Piercing Munitions, Grenade, Heavy Ordnance, Hospital, High Explosive, Rocket Engine, Medical Device, Missile, Rocket Pod, Laser Turret, Gunship, Cargo Quadcopter, Scrapper Quadcopter, Building Breaker, Cargo Rocket, Missile Crawler. - Late-game rebalanced to be more difficult, to have less easy money. Selling weapons/ammo late game is no longer as overly lucrative as before. UI - Duplicate Group Tool - Allows you to duplicate groups of structures, within financial or storage constraints. - Duplicate Settings Tool - Allows you to copy settings across similar structures, such as between warehouses, producers, research labs, or tubes. - Disable Specific Recipe - Whenever you have a choice between multiple recipes (at a producer or research lab), you can now disable any single recipes of your choice. - Disable Auto-Connect - New preferences option which allows you to prevent newly placed tubes from auto-connecting to nearby structures. - Auto-deliver Ammo - Option for turrets exposed, and can now be disabled. Note: turrets saved with legacy saves will have this with option off, but any turrets built later will start with this option on. - Filter dummy goods max limit increased to 50. - Filter UI now allows you to select all currently available filters. - Selecting mining units show resource view. - Placing units show the same view mode that would appear when the unit is selected. - Building turrets shows the range before placing them. - Headquarters no longer opens rentals page, instead it's solely to show what items are stashed inside. - Infolinks has more verbose descriptions of items. - Made various buttons and UI elements bigger. - Tech tree UI is a little more spread out for clarity. Bugs/Crashes/Other - Fixed 3-way traffic jams with quadcopters. - Fixed demand sometimes being incorrect when canceling research or production. - Fixed inputs being consumed from multiple recipes at the same time when only one recipe's inputs should be consumed. - Fixed Conflux Market double charging for sale items. - Fixed AI build requests sometimes overlapping existing structures and soft-locking missions. - Fixed terrain sometimes disappearing when mining. - Fixed warehouses not updating their requests immediately after their options are tweaked. - Fixed tube placement bugs. - Rare crash fix on selecting enemy structures. - Crash fix placing maglev tubes in certain orientations. - Localization fixes. - Minor UI performance improvements. - Some minor tube performance improvements, especially with very large and complex tube graphs.


    [ 2022-03-15 06:30:51 CET ] [ Original post ]

    Hotfix 0.1.5.14

    0.1.5.14 (3/5/2022) - Unit AI - Cargo units no longer cause traffic jams each other when trying to go for the same storage at the same time. - Added ability to disable clouds in options. - Smallest font increased in size (helps with non-english languages). - Loc string fixes. - Bug fix - Air cargo units not always landing low enough to pick up cargo fixed. - Bug fix - Power line occasional connectivity issues. - Bug fix - Maglev tube occasional coloring issues. - Bug fix - Real Estate faction doesn't buy land in Sandbox Mode (counted as an enemy in this way). Requires a new save for this to take effect.


    [ 2022-03-06 06:31:45 CET ] [ Original post ]

    0.1.5.13

    0.1.5.13 (2/27/2022) - Loc string fixes. - Crash fix - Powerlines placement crash. - Crash fix - Ignore corrupted ghosts saved with 0.1.5.11.


    [ 2022-02-27 20:26:57 CET ] [ Original post ]

    Hotfix 0.1.5.12

    0.1.5.12 (2/27/2022) - Bug fix - Ghost structures on placement fixed. - Crash fix - Maglev placement fix. Note: Games saved with 0.1.5.11 may still have ghost structures or two structures atop each other. It is recommended to delete or relocate them so they are no longer an issue, otherwise they may still crash.


    [ 2022-02-27 18:11:37 CET ] [ Original post ]

    Hotfix 0.1.5.11

    0.1.5.11 (2/26/2022) - Numerous localization strings fixes. - Crash fix - Structure deletion crash. - Crash fix - Powerline creation crash.


    [ 2022-02-27 07:01:28 CET ] [ Original post ]

    Hotfix 0.5.1.10

    0.1.5.10 (2/25/2022) - Maglev tubes will now refuse to send goods from one warehouse to itself. - Bug fix - Trash taking UI having dead options and incorrect options fixed. Trash-related strings made clearer. - Bug fix - Disallowed continued selling of buildings to a mission if game is paused. - Bug fix - Alternate languages no longer reset after startup. Changing language resets ui. - Crash fix - Rare crash on tube deletion.


    [ 2022-02-26 07:21:39 CET ] [ Original post ]

    Hotfix 0.1.5.9

    0.1.5.9 (2/23/2022) - Improved left click responsiveness. - Choose a project mission ui flashes red as a reminder. - Bug - Infinite slag reselling disallowed now. - Crash fix - Rare crash on opening a store.


    [ 2022-02-24 06:26:36 CET ] [ Original post ]

    MegaFactory Titan has Entered Early Access!

    MegaFactory Titan has entered Early Access! Buy it now from the Steam Store! Please leave feedback and bug reports on any of the following sites: Steam Forum Discord Official Reddit


    [ 2022-02-23 18:01:06 CET ] [ Original post ]

    Hotfix 0.1.5.8

    0.1.5.8 (2/20/2022) - Clouds are disabled in wind, temperature, etc. views. - Updated some tooltips. - Infolinks - Bases have a pointer to parent faction. - Higher quality music files. - Version number shows up in credits and at bottom of screen. - Improved Linux support. - Multiplatform steam cloud support. - Bug - Disable disposing of missiles while they are in-flight. - Crash fix - Rare crash on load game.


    [ 2022-02-21 04:47:40 CET ] [ Original post ]

    Hotfix - 0.1.5.7

    0.1.5.7 (2/17/2022) - Automated cargo vehicles no longer automatically deliver to trading posts. - Alternate view modes (such as wind) have an overlay to better show where buildings are placeable or not. Helps at night when you can't see the terrain under the view mode. - Added tooltips explaining each deal in the Store UI as well as in the Call UI. - Some spelling mistakes corrected and messages tweaked. - Tweaked action menu icons. - Bug - Tribute payments can never be zero. - Bug - Added missing money icon to certain store purchases. - Bug - Locking camera to unit no longer has several frames of lag.


    [ 2022-02-18 04:57:24 CET ] [ Original post ]

    Hotfix - 0.1.5.6

    0.1.5.6 (2/15/2022) - Early AI trade requests tweaked to be more useful to players at game start. - Call UI has a zoom to button to locate who's speaking to you. - Friendly factions explore their main base for you upon landing. - Tutorial strings clarified. - New difficulty icons. - Support website added to crashlogs. - Bug - Loading screen and tech tree lines show up properly now on Windows/Linux. - Bug - Zoom to button now works even if paused. - Bug - Correct theme set as default now. - Bug - Can no longer zoom to items which are in unexplored areas. - Bug - Powerlines produce only a single tile of rubble now. - Crash fix - Replacing rubble. - Performance Improvements - When placing buildings.


    [ 2022-02-15 09:25:46 CET ] [ Original post ]

    MegaFactory Titan Enters Early Access on February 23rd!

    MegaFactory Titan will be entering Early Access on February 23rd, 10:00 am PST!


    [ 2022-02-11 22:00:06 CET ] [ Original post ]

    MegaFactory Titan
    Q Switched Productions, LLC Developer
    Q Switched Productions, LLC Publisher
    2022-02-23 Release
    Game News Posts: 52
    🎹🖱️Keyboard + Mouse
    Very Positive (111 reviews)
    Public Linux Depots:
    • MegaFactory Titan Linux [412.79 M]
    MegaFactory Titan is a factory building game set on Saturn’s moon Titan.

    Strip mine an infinite world, build enormous sprawling factories, trade with a multitude of factions, and defend against pirates who would steal your hard-earned resources.

    But Titan is a prime spot for warring factions. Where settlers once purchased farms from you, soon you’ll find factions requesting tanks, jets, and space warships. War may be inevitable, but for an industrial powerhouse like yourself, war is also profitable.

    SMART FACTORIES

    No more mindless conveyor belts which always get stuck. Build a factory with smart Maglev Tubes know where to send goods and exactly what quantity is requested, sort across junctions automatically, and handle loops smartly.

    UNLIMITED DESIGN

    Build enormous sprawling factories however you choose. Construct intricate webs of Maglev Tubes, or carefully planned grids. And if maglevs are not your style, try a fleet of automated rocket trucks, or perhaps a swarm of cargo aircraft.

    AN INFINITE WORLD

    The world is infinite, procedurally generated, and varies wildly with each new game. And it’s completely alterable. Carve strip mines, flatten mountains, or fill in seas.

    ENEMIES AND ALLIES

    Build cities for colonists, sell weapons to rebels, or sell nukes to terrorists. But pirates and other enemies would rather take your goods or your factory by force. Keep your gun turrets supplied, keep your combat jets patrolling, or order up some orbital strikes!

    WAR IS BREWING

    Two factions are in a battle for control of Titan. Pick a side and join the fight. Or if that’s not your style, be an arms dealer, and supply weapons to both sides. Just watch out when the war spills over into your factory!

    MINIMAL SETUP
    • OS: Ubuntu 20.04 LTS
    • Processor: Intel Core i5 @ 1.70 GHzMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: Intel UHD Graphics 630
    • Storage: 500 MB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 20.04 LTS
    • Processor: Intel Core i7 @ 2.60 GHzMemory: 16 GB RAM
    • Memory: 16 GB RAM
    • Graphics: AMD Radeon Pro 5300M 4 GB
    • Storage: 500 MB available space
    GAMEBILLET

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