Farm Factory Simulator · published · build 25116829
Hi farmers, 😄
Thank you for continuing to play Farm Factory Simulator during Early Access.
We would also like to thank everyone who has shared feedback, suggestions, and bug reports through the Steam Discussions and the in-game Bug Report / Feedback feature.
Your feedback continues to help us review which parts of the game need clearer information, better controls, more flexible factory layouts, stronger performance support, or more reliable save behavior.
In this update, we focused on improving multi-level factory layouts with Overhead View, Double Stack Storage Machines, Conveyor Bridges, clearer Storage behavior, loose item cleanup support, and several stability and quality-of-life improvements.
Here is what is included in this update.
A new Overhead View mode has been added.
This mode allows players to view the factory from above, making it easier to inspect conveyor routes, multi-level production lines, Storage layouts, and factory organization.
When Overhead View is active, the camera moves away from the character and can be moved around the playable area. Roof visibility is also adjusted so the inside of buildings and upper conveyor routes can be seen more clearly.
Players can use this mode to:
Check conveyor routing from above
Inspect crowded factory areas
Review upper and lower conveyor paths
Plan layout changes more easily
Understand how items are moving through larger setups
The player character is frozen and hidden while Overhead View is active, and normal interactions are disabled to prevent accidental machine interaction from a distant camera position.
The pause menu can still be opened while using this mode, so players can safely exit or change settings if needed.
Overhead View can only be entered from a valid free state. It will not activate while moving Machines, using the Tablet, opening Machine panels, or interacting with other systems that could conflict with camera control.
Double Stack Storage Machines are now available.
These Storage Machines can receive items from two different heights: one input from the ground level and another input from the upper conveyor level.
This allows players to connect layered conveyor routes into Storage without needing to bring every upper route back down first.
The new Double Stack Storage family includes several Storage types and mirrored variants, such as:
Double Stack Storage Machine
Double Stack Small Storage Machine
Double Stack Waste Storage Machine
Double Stack Seed Storage Machine
Double Stack Nutrient Storage Machine
Larger Double Stack Storage variants now support 12 slots, giving more room for item organization.
Storage Management has also been updated so larger Storage Machines can display all supported slots properly.
These Machines are intended to support more advanced multi-level factory layouts, especially for players who are using Double Stack conveyor systems and upper-floor routing.
New Conveyor Bridge Machines have been added.
These Machines allow players to build conveyor paths that cross over other routes or obstacles more cleanly.
The new Conveyor Bridge Machines include:
Straight Conveyor Bridge 1x1
Slope Conveyor Bridge 1x1
The Slope Conveyor Bridge can be used to move items from floor level up to bridge height, while the Straight Conveyor Bridge can be used to extend the elevated bridge route.
This gives players more freedom when designing compact factories, crossing over existing conveyor lines, or building cleaner multi-level routing systems.
Storage slot behavior has been improved to make item routing easier to understand.
Storage slots now have visible slot numbers. These numbers are shown both on the Storage slot boards in the world and in the Storage Management panel.
Items entering Storage now follow a clearer fill order.
When possible, incoming items will fill the matching commodity slot with the lowest slot number first. If no matching slot is available, the Storage will then look for an empty slot with the lowest valid number.
Pinned commodity slots still follow the player’s selected setup, because pinned slots represent an intentional player configuration.
This should make Storage behavior more predictable, especially for players who want to control which slot receives which item.
A new Storage slot option has been added for overflow control.
Players can now set a Storage slot to send excess items to the Failed output once that slot is full.
This option is only available for slots that are pinned to a specific commodity. If the commodity pin is removed, the setting will be disabled as well.
When enabled, excess items will no longer automatically spread into other empty slots. This gives players more control over strict Storage routing and makes it easier to separate overflow from the main production flow.
This setting is saved and will remain with the Machine when it is packed and placed again.
Slots using this option also have a visual indicator, making it easier to see which slots are using overflow behavior.
A new loose item warning and cleanup system has been added.
This system helps protect performance when too many items are left scattered on the ground.
When the number of loose ground items becomes high, the game can warn players before performance becomes heavily affected.
If the number of loose ground items becomes too high, the game may require them to be cleared to help prevent severe lag or freezing.
Only items that are actually lying loose on the ground are affected by this system.
This does not sell or remove:
Items inside Machines
Items on conveyors
Items inside Storage
Items inside boxes
Loose items are sold using wholesale-based value and are counted as wholesale income in the daily report.
This feature is intended to help players recover performance in saves where many items have accumulated on the ground.
Players can also use Sell Loose Items from the pause menu to manually clear loose items from the ground.
Several Double Stack Machines now handle upper and lower deck capacity more clearly.
For supported Double Stack Merge and Double Stack Filter Machines, the Upper and Lower decks now have separate capacity handling.
This means one blocked deck should no longer stop the other deck if the other route is still available.
Machine monitors have also been improved so each deck can show its own item count and limit more accurately.
This should make Double Stack Machines easier to understand and more reliable in layered production setups.
A search field has been added to the Buy Machine panel.
Players can now search for Machines by name inside the currently selected tab.
If no Machines match the search keyword, the panel will show a clearer message instead of only showing an empty list.
The search keyword is cleared when the panel is closed, so the Machine shop will not remain filtered the next time it is opened.
Search also works with the names currently displayed in the selected language.
This should make it easier to find specific Machines as the catalog grows.
Drone Picker settings have been improved.
The Drone Picker settings popup now shows the selected Delivery Target more clearly, including the selected Drone Delivery Station icon and name.
If the Drone Delivery Station has a custom name, that name will be shown.
The settings popup can also show commodities that are still needed by the current delivery order, making it easier to understand what the Drone Picker is supporting.
Several display issues were also fixed, including cases where the wrong summary could appear when opening the popup or when switching between Machines.
New tutorial pages have been added for several newer systems.
The new tutorial content covers:
Drop Areas
Drone Picker Machine
Conveyor Bridge
Double Stack Storage
Several older tutorial pages have also been updated so they point to the correct Machine shop tabs, such as Conveyor, Utility, or Store.
A new loading tip has also been added to explain how to use Force End Day from the pause menu.
These tutorial updates should help new and returning players understand the newer factory systems more clearly.
Store Rack management has been improved.
Players can now rename Store Racks, making it easier to identify specific racks in larger store layouts.
Store Rack settings can also be copied more easily, helping players set up multiple racks with similar behavior without manually configuring each one.
This should reduce repetitive setup work when managing larger stores.
The first two loading screens shown when entering gameplay are now selected more reliably so they use different images.
New loading screen images have also been added and can appear in the loading screen rotation.
The pause menu option previously called Immersive Mode has also been renamed to Hide HUD / Show HUD.
The behavior is the same, but the new name should make the option easier to understand.
Several UI and visual improvements have been added.
This includes updated popup confirmation backgrounds, cleaner slot card layout, improved item info panels, updated Machine icons, and visual adjustments for several Machine-related panels.
Several placement and collision areas have also been adjusted so newer conveyor and Storage systems better match their models.
These improvements should make the interface and factory layout tools easier to read and use.
Picker Machine and Drone Picker ground item scanning has been optimized.
This does not change how these Machines choose items, but it should reduce performance cost in factories where many loose ground items are present.
This optimization works together with the loose item warning and cleanup system to help larger or messier saves remain more playable.
Save & Exit behavior has been improved.
Previously, there were cases where exiting too quickly after using Save & Exit could interrupt the save writing process.
This could cause recent progress to not be saved properly.
The save process is now handled more safely so Save & Exit can better protect recent progress.
Fixed an issue where saves with multiple Drop Areas could fail to finish loading.
This could happen when one Drop Area tried to reference another Drop Area before the loading process was ready.
The loading flow now handles this situation more safely, so affected saves should be able to load properly.
Session exit cleanup has been optimized.
Some box cleanup behavior during session exit has been made lighter, reducing unnecessary scene scanning when leaving gameplay.
This should help make exiting a session more reliable, especially in larger saves.
Fixed several placement rule issues involving Conveyor Bridge and taller Machines.
Conveyor Bridge should no longer be placeable through Machines that should block it.
Several taller Machines now have placement and collision areas that better match their actual height.
This should make placement behavior more consistent when working with bridge-style conveyor routes.
Fixed placement issues involving Double Stack Storage Machines and Tall Conveyors.
Double Stack Storage Machines should now respect placement blocking more accurately based on their model height.
At the same time, regular Storage Machines have been adjusted back to their intended placement behavior so valid placements are not blocked unnecessarily.
Fixed an issue where the player’s own position could block Animal Pen placement.
Animal Pen placement should now behave more reliably even when the player is standing inside the placement area.
Fixed an issue where larger Storage Machines could not display all supported slots properly in Storage Management.
Storage Management can now show the larger slot layout used by supported Double Stack Storage Machines.
Fixed several Drone Picker settings display issues.
This includes cases where the Delivery Target summary could appear incorrectly, show outdated information, or remain in the wrong language after language changes.
Drone Picker settings should now display the selected target and related order information more reliably.
Fixed an issue where carried items could show incorrect visual badges after exiting Overhead View.
Items carried before entering Overhead View should now return with the correct visual state.
Fixed an issue where a hover popup could remain on screen after entering Overhead View.
Hover information should now be cleared properly when switching into Overhead View.
Fixed an issue where the excess-to-Failed setting row did not refresh immediately after pinning or unpinning a commodity in a Storage slot.
The setting should now update its availability more clearly when the slot configuration changes.
Fixed an issue where the first loading screens could show the same image back-to-back.
The first two loading screens should now use different images more reliably.
Fixed several UI layout issues across updated panels.
This includes confirmation popups, slot cards, item information panels, search result messages, and several Machine-related interface elements.
The Creative Factory Contest has officially ended.
Thank you to everyone who participated, shared their factory screenshots, explored other players’ submissions, and supported the creations they enjoyed.
Congratulations again to Bildas, WumboJeff, GHOST, and Frankydude as the Creative Factory Contest winners! 🎉
The contest originally planned to select 3 winners, but because there was a tie for the final winning position, we decided to recognize 4 winners.
All the winner screenshots are available inside the game with their name as credits after today update.
You can read the full winner announcement here:
Creative Factory Contest Winners Announcement
Thank you again for playing Farm Factory Simulator during Early Access.
We really appreciate your involvement, reports, and constructive feedback. They help us identify issues, review confusing systems, and decide which improvements should be prioritized during Early Access.
We will continue reviewing feedback, reports, and suggestions as we improve the game.
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! 🌱