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Factory Town 2: Paradise›Events›Patch Notes 116
Game update

Patch Notes 116

Factory Town 2: Paradise · published 3 months ago · build 23875048

All eventsPlayers around this dateRead on Steam
  • Adjusted size and colliders for several buildings to more closely align. This was done to prevent issues like being able to place pipes and connectors above a building but then not being able to actually select those paths due to collider obstruction. The game will attempt to adjust the collider in the rare case that a block was placed inside the newly obstructed region, but if you run into issues with this let me know and I will try to have the game handle it better.

  • Fixed bug: indexOutOfRange exception if you tried to drag a belt or chute path to and from the same highlighted building, resulting in unexpected path planner behavior

  • If you begin dragging a path on a building, the game will not ignore the building colliders (as it does when dragging a path from the terrain)

  • Fixed bug: Item Stats panel would load showing the “Drinks” filter, but would actually show Coins information

  • Fixed bug: icon and tooltips were not correctly shown for tool effects in the Item Stats panel

  • Backpack type items are now shown in the ‘Tools’ section of the Item Stats panel, with a tooltip explaining their effect on inventory capacity

  • Fixed bug: tool effects would not always be applied correctly based on a worker’s current resource target

  • Changed logic around detecting if cursor is in a text input field, to resolve an issue where hotkeys would activate while typing in the field

  • The U hotkey will now attempt to upgrade all selected houses. It will prioritize low-level houses. It will only upgrade the lowest tier of selected houses.

  • Fixed bug: mini volcano quests were missing a category, so they had a blank icon on their quest detail item. They are now assigned to the Primary category

  • Fixed bug: Chute (item) was visible in the Mastery panel, even though it is no longer directly crafted

  • Added alert for connectors that are not linked to any path

  • Fixed bug: when interacting with underground pipes immediately below ground, cursor would attempt to interact with a structure above ground

  • Fixed bug: deleting a villager would not immediately update population data or display

  • Fixed bug: the ‘move’ button on path structures would not trigger a move action

  • Fixed bug: moving a house with a sleeping worker would not move the ‘ZZZ’ sleep particles

  • Fixed bug: deleting a house with a sleeping worker would not erase the ‘ZZZ’ sleep particles

  • When a house is deleted with a sleeping worker inside, that worker will wake up

  • Fixed launch screen foreground offset being incorrect when UI scaling was modified

More from Factory Town 2: Paradise

Other announcements

All events
In-game event28 Aug 2026Patch Notes 136Mana Rechargers The Shrine buildings have been pretty underpowered, mainly because they fully consume Mana Crystals and those are fairly expensive to make (especially with very high water requirements to get the Mana Shards). So I've added back a highly-requested system from Factory Town 1: Mana Rechargers! Mana Rechargers take Depleted Mana Crystals, and a little Magic Powder, to produce a reg…In-game event21 Aug 2026Patch Notes 135Shopping Balance Changes Players aiming for the Utopia achievement were having difficulty getting 100% happiness for all their villagers. There was always a small handful of workers just slightly unhappy, but by the time they shopped to full happiness, another worker would become unhappy. This was mostly due to some previous changes meant to prevent workers from abandoning their jobs for long s…In-game event10 Aug 2026Patch Notes 134Fixed bug: Perk Points were not counted correctly in the end game. (Players who had completed mini-volcano quests, then beat the game, were not seeing correct counts of available perk points) · Improved terrain shading · Smoothed motion of sun on sunrise and sunset · More adjustments to dynamic lighting · Fixed some non-localized terms