Factory town обзор
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Операционная система : 64-разрядная Windows 7
Оперативная память : 1 ГБ
Место на диске : 250 МБ
DirectX : 11.0
Операционная система : 64-разрядная Windows 10
Оперативная память : 2 ГБ
Место на диске : 250 МБ
DirectX : 11.0
Приобретите игру и начните играть — примите участие в ее развитии
Примечание: Данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше
“Factory Town is a complex simulation game with a ton of potential development options. As such, it's very helpful to develop this game 'out in the open' where I can chat with lots of different players about what features they'd like to see added or changed. Based on the feedback I get, I make changes, put out new versions, and listen to the response. As this process repeats, the game improves each time. Early Access is a great system for this feedback/update model.” “It is hard to say exactly when the 1.0 will be ready, as there are many features I want to add. Best guess is 6 months to a year until it is formally released from Early Access. Some of this will depend on what kind of features players are most interested in. I may save some larger features for after 1.0, if they would work well as 'add-ons' that don't limit the primary game experience.” “Factory Town has come very far since its original launch into Early Access. The biggest chunk of remaining work is about polishing what is there, adding better visual feedback & tutorials, and a wider variety of decorative options for towns. There will definitely be more buildings and items in the final version, and some additional rebalancing. I also want to add a more final endgame state as a definitive goal for players.” “The primary gameplay is fairly settled. Most of the final buildings and items are in place, there is a definite progression through a tech tree (so it's not a basic sandbox experience) and Steam Workshop is in place so players can customize the rule set. The game is stable, but will definitely be some bugs here and there as new features are added. There are a lot of rough edges still - localization is uneven, there are some placeholder icons, some menus aren't as helpful as they could be, and more systems need good examples and tutorials. The world also needs more ambient sound & animations. Those issues aside, many players have been putting dozens or hundreds of hours into what is currently there.”Контент для этой игры Просмотреть все (1)
Сообщайте об ошибках и оставляйте отзывы в обсуждениях этой игры
Об этой игре
Factory Town is a game about building an automated & efficient town, with interlocking transportation systems, on a large 3D landscape.
Start out with a few workers harvesting trees, crops, and ore. Deliver raw materials to production buildings that will process them into valuable goods for sale at the markets. Then use your earnings to research automated machinery and transport logistics - including conveyor belts, trains, fluid pipes, steam-powered machinery, sorters, splitters, and even various magical gadgets.
- Tons of transportation options at your disposal, to give you creative freedom and flexibility as you try to optimize your supply chains
- Build complex logical systems with gates, triggers, and filters to make sure resources get to the right destination
- Steam Workshop features let you customize rules & even create new items
- Many different categories of products to create & supply
- Use simple click-and-drag actions to directly issue behavior commands to workers, telling them what items to pick up and where to deliver them.
- Unlock magical technology to boost your production buildings to absurd output rates
- Terrain sculpting tools to shape the world to suit your needs.
- Sandbox / Creative Mode / Powerful procedural world generation & map editor tools
Приобретите игру и начните играть — примите участие в ее развитии
Примечание: Данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше
“Factory Town is a complex simulation game with a ton of potential development options. As such, it's very helpful to develop this game 'out in the open' where I can chat with lots of different players about what features they'd like to see added or changed. Based on the feedback I get, I make changes, put out new versions, and listen to the response. As this process repeats, the game improves each time. Early Access is a great system for this feedback/update model.” “It is hard to say exactly when the 1.0 will be ready, as there are many features I want to add. Best guess is 6 months to a year until it is formally released from Early Access. Some of this will depend on what kind of features players are most interested in. I may save some larger features for after 1.0, if they would work well as 'add-ons' that don't limit the primary game experience.” “Factory Town has come very far since its original launch into Early Access. The biggest chunk of remaining work is about polishing what is there, adding better visual feedback & tutorials, and a wider variety of decorative options for towns. There will definitely be more buildings and items in the final version, and some additional rebalancing. I also want to add a more final endgame state as a definitive goal for players.” “The primary gameplay is fairly settled. Most of the final buildings and items are in place, there is a definite progression through a tech tree (so it's not a basic sandbox experience) and Steam Workshop is in place so players can customize the rule set. The game is stable, but will definitely be some bugs here and there as new features are added. There are a lot of rough edges still - localization is uneven, there are some placeholder icons, some menus aren't as helpful as they could be, and more systems need good examples and tutorials. The world also needs more ambient sound & animations. Those issues aside, many players have been putting dozens or hundreds of hours into what is currently there.”Контент для этой игры Просмотреть все (1)
Сообщайте об ошибках и оставляйте отзывы в обсуждениях этой игры
Об этой игре
Factory Town is a game about building an automated & efficient town, with interlocking transportation systems, on a large 3D landscape.
Start out with a few workers harvesting trees, crops, and ore. Deliver raw materials to production buildings that will process them into valuable goods for sale at the markets. Then use your earnings to research automated machinery and transport logistics - including conveyor belts, trains, fluid pipes, steam-powered machinery, sorters, splitters, and even various magical gadgets.
- Tons of transportation options at your disposal, to give you creative freedom and flexibility as you try to optimize your supply chains
- Build complex logical systems with gates, triggers, and filters to make sure resources get to the right destination
- Steam Workshop features let you customize rules & even create new items
- Many different categories of products to create & supply
- Use simple click-and-drag actions to directly issue behavior commands to workers, telling them what items to pick up and where to deliver them.
- Unlock magical technology to boost your production buildings to absurd output rates
- Terrain sculpting tools to shape the world to suit your needs.
- Sandbox / Creative Mode / Powerful procedural world generation & map editor tools
- Steam Engines were not transferring Rotational Power to Water Pumps
- Steam Engines were not showing alert when not connected to a Mechanical Rail or target building
- Unresponsiveness could occur when rotating Steam Engines
- Steam Engines could link to Mechanical Rails even if tile in front of it was not a Mechanical Rail
- Was able to place crops and trees in the same block as several decorative items, creating unremovable objects
Hey all, I'm struggling a bit with water management in early game, I have a pasture and I'm trying to feed water in it. I built it on water edge so it 'auto' feeds but it's not enough. I even built two wells around it so they fill it up but again, not enough. Am I missing something? Feels stupid to surround 1 building with wells.
- Can now apply package filters on individual inventory slots
- Screen Edge Scrolling defaults to On again, but margin for triggering scrolling decreased. Scroll acceleration increased
- Happiness is no longer displayed in abbreviated format (e.g. now shows as 1234 instead of 1K)
- Added Coal deposits to Campaign 1 map
- Campaign 3 Max Tech Level reduced from 10 to 5
- Campaign 3 now has Apothecary enabled
- Campaign 3 now has alternate Metal Belt and Metal Rail recipes enabled at machine shop
- Tech Level 7 now has requirements of Medical Wrap and Mana Pipe, instead of Mana Brick
- When using block copy tool, was able to copy & paste settings like House Upgrades, OmniTemple completion state & water/fertilizer status
- Was able to create map with no resources (besides trees) if editing a text-based map creation parameter and clicked “Create” without first exiting the text field
- Map Reset was creating different resources on map regen (this fix only works on new maps created going forward as they can re-use a specific random seed, and older maps did not do this)
- Map Reset was showing ‘fake’ resources across entire map
- Map Reset was not preserving auto-base creation parameter
- Map Reset was not drawing grass
- Erroneous label was displayed when pasting groups of objects
- Was unable to move groups of objects that involved support structures
- Using Remove Block tool with increased cursor size was not able to delete objects above terrain baseline or below water
- Moving pipe paths would cause them to break
- Steam Engine links were not being updated correctly when rotated
- Rotating an entity would not visibly update highlights on newly linked or unlinked entities
This update contains major improvements to game balance and usability. The systems of happiness, upgrades, research, and town planning now work together much better than before!
Major rework was done to the Happiness system to make it more meaningful to progression and also more reasonable to achieve when using multiple Town Centers.
Previously, there were about 50 different 'Satisfaction Categories' that each contributed 1 point to overall happiness if their item(s) were continually supplied to a House. Most items were in their own individual category, so players had a reason to make lots of different items.
But this started causing big problems as soon as I allowed multiple Town Centers. delivering 50 different items to one Town is hard enough, but delivering to 2 or more is simply an overwhelming challenge that is tough to enjoy.
Happiness provided a passive production boost to buildings in a town, but was calculated only based on the local Town Center. So satellite towns with a few houses had miniscule bonus potential. And basically, players could ignore the whole happiness system altogether if they boosted production in other ways.
So it needed some changes.
This is the new Happiness Status panel, shown for a selected House. There are now just 11 Satisfaction Categories such as "Basic Food" and "Magic Supplies". Each item supplied within a category can contribute to Happiness, but there is a maximum amount of happiness that can be earned from each category. So there is still a reason to provide lots of different items, without needing to provide every *single* item. This all makes it much more viable to operate multiple Town Centers.
One nice effect of this is new consumption items can be added easily, without increasing the overall burden for players. Instead, it just gives them more options to earn happiness in a category! Some other notes on this:
- The maximum happiness for each category increases as the House levels up. For level 1 houses, they can consume luxury goods but don't earn any happiness from them. At level 10, houses can earn lots of happiness from a wide variety of categories.
- Some items are worth 2 or even 3 happiness. This gives the player a choice to provide a lot of simple goods, or a few advanced ones, to max out happiness in a category. (Or both, if you just want lots of coins)
- The Happiness production bonus now applies globally to *any* production building that is linked to *any* Town Center. So even a small Town Center can be a useful way to boost up local production.
Happiness provides a production bonus which is nice, but I wanted to make it more of a focus for players. So now, Happiness determines how large your town can grow. Players must increase Happiness enough to hit certain target values. Each time they reach a target, they increase their Population Level. Higher Population Levels allows you to build more Houses, which hold more workers.
So raising and maintaining happiness is now a key component of growing your towns.
Don't worry, if Happiness drops you won't lose any Population Levels you've already earned. But you will need to bring it back up again if you want to reach the next level.
If there are plateaus where you're running short of Workers and can't build any more Houses, simply take a look at your House's happiness levels and see if you can deliver new & different items that will bump it up enough to achieve a higher Population Level. Note that you also can also raise up the House limit by performing Civics research.
In the previous version, the available research & technology was gated by your highest Town Center level. This mostly worked, but a big problem was that it consumed items that first needed to be placed into storage. So you often needed to temporarily store some odd item like Antidotes just to perform the upgrade.
Now, research is restricted based on the player's "Tech Level". Increase the Tech Level by making specific items, which will unlock new research tiers. It uses mostly the same types of items that were previously used in Town Center upgrades, but the key thing is it measures items *produced* (not owned in storage) and doesn't consume them when the level increases.
The game hasn't always been very clear about what specific targets the player should be looking to achieve, and these goals were often buried in menus. Now that there are Population Levels, Tech Levels, and Victory conditions, a new way to view active goals was needed.
So now there is a new panel on the left-hand side of the screen:
It displays current progress towards the next Tech Level, Population Level, and the map's Victory Conditions. When the requirements have been achieved, the button glows and players can click it to unlock the next level or claim victory.
If players want to free up some screen space, they can click the header to minimize this panel:
The Tutorial in Campaign 1 also uses this panel to display the goals of the current Tutorial step.
In a recent version the House Upgrade system was changed to consume the required upgrade items from market deliveries and perform the upgrade automatically. This avoided lots of unnecessary clicking, but also forced the player to deliver & consume specific items that perhaps they didn't want to get rid of (like Planks).
Now, Houses can level up from *any* item that it normally consumes. Each item has an Experience Point ("XP") value based roughly on how hard it is to make, and earns this XP when an item is delivered. With enough XP, the house gains a level and provides additional population capacity.
You can view a House's current XP progress when it's selected, and by opening its Status panel:
In addition, houses now have 10 levels, each with their own look. Each level raises the population capacity by 1.
Now that Research is determined by Tech Level, and Max Houses by Population Level, that means the Town Center lost a good chunk of its previous functionality. With these changes, why would the player even bother to upgrade the Town Center?
One reason is it still gains area-of-effect radius when upgraded, allowing you to spread the Happiness production bonus further. But the new big reason is that Town Center level now determines the power of its chosen Specialty.
Previously, a Specialty would double the output of relevant recipes for all buildings in the Town. But, that was pretty overpowered. So now a recipe will only double its output based on a probability. This probability rises with the Town Center level. Simpler specialties like Forestry start at 20% probability and gain an additional 20% per level, maxing out at 100% probability at level 5. The advanced specialties like Artistry rise only 10% per level and require a level 10 town to reach 100%.
A related problem is that Town Centers were easy to power-level once you had enough items. Now, there is a requirement that a Town Center must have a big enough town near it in order to earn the next level. This is measured by "Linked House Levels" - it's the sum total of the number of linked Houses, plus the number of level upgrades they've received.
For example, this Town Center needs 48 Linked House Levels to advance to level 4. That means 48 Level 1 houses, or 24 level 2 Houses, or 12 level 4 houses (or any similar mixture) need to be connected to the Town Center with roads.
Note that if you remove Houses from a town, or delete the paths that connect them to the Town Center, the 'effective level' of the Town Center will recalculate. It will decrease to the maximum level based on its active linked houses. This will negatively affect the specialty bonus rate. However, you can resolve this by re-connecting to a sufficient number of Houses.
Rechargers are a critical building in the magic stage of the game, used to refill the energy of the battery-like Crystals that power late stage Towns. They are 1x1 so are small, but they also process crystals pretty slowly. This mean players often needed large swaths of space taken up by rechargers.
This update introduces the Mega Recharger. It's a 3x3 building that is extremely fast at recharging crystals. The catch is that it does require a physical input like Mana Shards and Elemental Stones to perform the recharge. Still, this may well be worth the value in having a fast, centralized recharging location.
- Notification panel is centered on screen better
- Using ‘Remove Block’ tool when a pillar and path were present now prioritizes deletion of pillar
- Added Wooden Minecart to Quick Access menu
- Renamed Grain Mill to Food Mill, to better reflect its variety of recipes
- Added Status panel & Status hotkey (T)
- Quick Access menu now available in the player actions grid in bottom-left
- Grid-based Icons on Item Tooltip Panel use the full width so they don’t take up as much vertical space
-Added a new Alert when a Town Center doesn't have a specialty assigned (goes away once you select any specialty, even 'none')
- Double-clicking a Town Center will open up its Specialty selection panel
- Property Selection panel (e.g. Access Type, Math Function, Town Specialty) is now resizable and scrollable
- When dragging a path that needs automatic scaffolds, game will use an Arch instead of a full scaffold block if it detects a path underneath it
- Placing a single path (belt / chute / rail) using cursor offset (PageUp) will now automatically try to create a support arch beneath it
- Automatic supports created underneath buildings are now Wood Platforms, not hollow scaffolds
- Standardized icons for Market-based categories in item filters
- Cursor selection boxes on House and Town Centers now match the visual model more closely
- When a worker is selected, other workers won't be targeted by the cursor (unless Shift is pressed to select multiple). This makes it easier to issue commands in high traffic areas
- Tutorial runs in minimized mode if you hit X on the window. Can re-maximize by clicking the Tutorial button in bottom-left
- Notification panel is centered on screen better
- Plank recipe cost lowered from 2 Wood to 1 Wood
- All tree types no longer require Tree Planter. (Tree Planter will still double yield)
- Coin Cost for planting fruit trees increased
- Cost for planting Herb changed from 10 Red Coins to 40 Yellow Coins
- Cost for planting Cotton changed from 20 Yellow Coins to 40 Yellow Coins
- Cost for planting Cactus Fruit changed from 40 Red Coins to 100 Yellow Coins
- Dragon Punch is now classified as a 'Gourmet' item instead of 'Basic Food'. That means it is sellable at the Tavern, not the Food Market
- Herb is sellable as a Basic Food for 2 Yellow Coins
- Cheese recipe now requires 5 milk instead of 3, but produces 2 cheese instead of 1 (cloth cost still is 1, so there is an improved ratio of cloth input to cheese output)
- Added recipes to make Animal Feed from Carrots or Potatoes
- Kitchen can now be unlocked at Tech Level 3
- Town Center costs 40 Planks instead of 40 Reinforced Planks
- Herb, Sugar, Cotton, Wood Wheel, Iron Wheel, and Gear are now sellable
- Water is now a requested item by houses, but must be provided directly to houses (is not distributed by Food Market). This can be done easily with underground Fluid Pipes. Providing water earns 1 gold and 1 XP, is consumed every 20 seconds and Happiness lasts for 10 seconds after last consumed.
- Increased Wood Conveyor Belt speed by 50%
- Increased Cloth Conveyor Belt speed by 25%
- Apples, Pears, and Dragonfruit removed from Farming specialty (still are contained within Forestry specialty)
- Adjusted happiness production speed bonus thresholds to align more closely with new Population Level thresholds
- Elemental Refinery output capacity for Ethers increased from 10 to 40
- Mine output capacity for all recipes increased from 10 to 20
- All pipe producing recipes’ output capacity increased from 10 to 20 items
- Caravan uses 4 Wood Wheels instead of 4 Iron Wheels, only requires Metallurgy instead of Machinery, and requires 4 Reinforced Planks instead of 10
- Town Center victory conditions no longer can be specified per-specialty. There is now only one value that can be specified, which represents the maximum Town Center level on the map. In cases where legacy maps had multiple victory conditions for different specialties, they were merged into a single victory condition using whichever one had the highest max level.
- Fixed incorrect formatting when resizing Work Units panel
- Global Hotbars were not saving or loading items correctly
- Column Select used in the overworld would include underground pipes and structures
- Was unable to use hotkey to assign Worker units to Hotbar
- Pause / Unpause button would not update image or tooltip when clicked manually
- Was able to move a support block from underneath a building or path, as well as attach one to the side of an elevated building without a support. This caused the path to hover in midair and often be un-selectable and un-deletable
- Move tool would select the scaffold block underneath a path instead of the path itself
- Unable to select the path on top of scaffold blocks when assigning a sensor offset
- Number-based victory conditions were not pre-populating the text entry field with current values
- Rail Transfer blocks would become inoperable if a Signal Tag was added, then removed
- Workers were not carrying items at the correct angle
- Town Specialty would not be correctly removed when required buildings removed from the Town
- Some button tutorial highlights would persist on loading new game
- Tutorial was not fully resetting if partially completed when new Campaign 1 map started
- Work Units panel would automatically hide if Work Units icon was hovered on & off again
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