Farm Factory Simulator · published · build 25807384
Hi farmers, 😄
Thank you for continuing to play Farm Factory Simulator during Early Access, and for sharing your feedback, suggestions, and bug reports through the Steam Discussions and the in-game Bug Report / Feedback feature.
This update focuses on making larger Stores feel busier and easier to manage, with increased customer capacity, stronger Marketing effects, smarter Bag Rack usage, new Playstyle options, and several factory management improvements.
Here is what is included in this update.
Stores can now accommodate more customers at the same time.
The maximum number of simultaneous customers has been increased from 90 to 150, with customer capacity also scaling more strongly as the player progresses.
Marketing campaigns can further increase the number of customers visiting the Store, allowing larger late-game Stores to make better use of their expanded retail space, Cashiers, Bag Racks, and Store Racks.
Customer arrival speed itself has not been changed as part of this adjustment. The main change is how many customers can be present in the Store at the same time.
Marketing campaigns have been rebalanced to make the different campaign options more meaningful as the Store grows.
Campaign costs and Customer Growth values have been adjusted, with stronger campaigns becoming increasingly valuable for larger late-game Stores.
Marketing campaigns can now also affect how much customers intend to shop for.
A new Products Wanted effect has been added to Marketing campaigns. Depending on the selected campaign, customers arriving while the campaign is active can plan to purchase more types of products and visit more Store Racks during their shopping trip.
The Marketing interface now displays both:
Customer Growth
Products Wanted
This makes it easier to understand how each campaign can affect Store traffic and customer shopping behavior before starting it.
Campaign duration and existing unlock progression remain unchanged.
A new Special Visitors option has been added to the Playstyle settings.
Players can now choose between:
Enabled
Disabled
Special Visitors remain enabled by default.
When disabled, Special Visitors will stop arriving and the related Quest Panel will be hidden. Any Visitor currently at the location will leave normally.
Disabling Special Visitors does not reset existing Visitor progress. Visitor schedules, quests, and bond progression are preserved, allowing players to enable the system again later and continue from their previous progress.
This gives players more control over whether they want Special Visitors to be part of their current playstyle.
Customer behavior around Bag Racks has been improved.
When multiple Bag Racks are available, customers will now consider how busy each one is instead of automatically gathering around the Bag Rack closest to their entry point.
Customers will prioritize the Bag Rack with fewer other customers currently using or approaching it. If multiple Bag Racks are equally busy, the closer one will be selected.
This should help customers spread more evenly across larger Store layouts and make additional Bag Racks more useful during busy periods.
Nutrient consumption for Plant Farms and Animal Pens now scales with how many Plants or Animals are currently using them.
A fully occupied Farm or Pen consumes Nutrient at the same rate as before.
When only part of the available capacity is being used, Nutrient will now last longer based on the number of active Plants or Animals.
Empty Farms and Pens will continue to consume no Nutrient.
This should reduce unnecessary Nutrient usage when a Farm or Animal Pen is operating below its full capacity.
Object interaction behavior has been improved to better match the visual outline shown to the player.
Interactions such as clicking or holding an interaction will now only affect an object when that object is currently within interaction range and highlighted with its outline.
This removes cases where certain Machines could still be interacted with from farther away even though they were no longer visually highlighted.
Normal interaction ranges for Machines and other objects have not been reduced.
Several improvements have been made to box handling around Supply Drop Areas.
Boxes placed in a Supply Drop Area should now retain their saved position more reliably after loading, reducing cases where they could appear partially inside the Drop Area platform.
The Box Tidier detection area has also been improved, allowing boxes thrown onto or around taller existing stacks to be organized more reliably.
Daily Supplies behavior has also received additional safeguards to prevent unnecessary box buildup. Scheduled supplies continue to refill only the missing amount instead of repeatedly adding the full scheduled quantity.
These changes should help keep Supply Drop Areas more organized during regular factory operation.
Machine speed settings are now easier to identify visually.
A speed gauge icon has been added alongside speed labels in:
Machine Management speed controls
Machine purchase speed selections
The icon follows the existing label styling, helping distinguish Machine speed settings more clearly without changing how the speed system itself works.
Placement collision around Supply Drop Areas and Item Drop Areas has been improved.
Standard Conveyors can no longer be placed through the occupied space of these Drop Areas.
This should reduce overlapping objects and make Drop Area layouts behave more consistently with other placeable factory structures.
Thank you again for playing Farm Factory Simulator during Early Access.
We really appreciate your continued feedback, reports, and suggestions as we work on improving Store management, factory systems, and overall quality of life.
If you encounter any issues, confusing behavior, balancing problems, performance issues, or unexpected item flow, please let us know through the in-game Bug Report / Feedback feature or by sharing your thoughts in the Steam Discussions.
See you on the farm! 🌱