New Updates - Economy, Store, and Information Improvements

major update

Farm Factory Simulator · build 24272688 · published

On SteamNotes only · this build shipped before we watched the app

Hi farmers, 😄

Thank you very much to everyone who has started playing Farm Factory Simulator during Early Access.

Since the Early Access launch, we have been reading your feedback, reports, and first impressions. Because this update comes very close to the launch day, our focus is mainly on responding to early feedback as quickly as possible.

This update includes several balancing changes, especially for the early economy and Store customer behavior, along with clearer information for recipes, Machines, animal selling, and several important systems.

Here is what is included in this update.


Main Updates

1. Early Economy Balancing

We have adjusted several economy values to make the early game progression feel less restrictive.

After reviewing early player feedback and gameplay experience, we found that some early Machines and logistics components could make the first production lines feel too expensive to build comfortably.

To improve this, several prices have been adjusted.

Some examples include:

  • Starting money increased from $20,000 to $25,000. If you have save files before this update launch, you will get extra money included when you load your progress.

  • Plant Farm Machine price reduced.

  • Conveyor, and utility machines prices reduced.

  • Store Rack price reduced.

  • Several Production Machines, including Cannery & Press, Kitchen & Oven, and Drone Delivery Station, have also received price adjustments.

  • Supply Crane upgrade costs have been reduced.

We have also slightly increased the selling price of several early commodities, including Tomato, Chicken Egg, and Eggplant. If you continuing your progress, selling price rebalance will affected after you go to the next day.

These changes are intended to make it easier to build and experiment with early production lines without making the game feel too restrictive at the start.


2. Store Customer Flow Balancing

Store customer behavior has also been adjusted so selling through the Store feels smoother as your farm grows.

Previously, customer purchasing behavior could create a bottleneck where products were available, but the Store did not feel active enough to sell them at a satisfying pace.

Customer behavior now scales more clearly with player progression.

Several changes have been made:

  • The maximum number of customers in the Store now increases as the player Level rises.

  • Customers can arrive more frequently as progression increases.

  • Each customer can plan to buy more items.

  • Customers can take more items from each Store Rack.

  • Customers spend less time choosing items at a rack.

  • Customer and visitor movement speed has been increased.

These adjustments should help the Store keep up better with larger production output, especially as players unlock more commodities and build more active production lines.

Marketing effects still work as before and are applied on top of this Level-based customer scaling.


Improvements

1. Clearer Animal Selling Information

The animal selling interaction has been updated to make its purpose clearer.

Previously, the interaction used the word Release, which could make it sound like the animal was being removed without payment.

This has now been changed to Sell across the related interaction flow.

When focusing on an animal, the prompt now shows the amount of money you will receive before selling it. The progress action also clearly uses selling wording, and after the action is completed, a notification will show the final sale value.

This should make it easier to understand what will happen before confirming the action.


2. Recipe and Processing Information

Recipe and processing information has been improved to make production planning easier.

Recipe cards now display the Market Price of the target output, allowing players to better compare which products they want to create before selecting a recipe or purchasing a Machine.

Machine monitors now also show the output amount produced per process. This makes it easier to understand how many products a Machine can create from a single processing cycle.

These changes should help players evaluate recipes more clearly without needing to leave the current menu or guess the value of each product.


3. Picker Machine Box Cleanup

The Picker Machine now automatically removes an empty box after taking the last item from it.

Previously, when the Picker Machine finished taking all items from a box, the empty box could remain in place and require additional cleanup.

With this improvement, boxes that become empty after being processed by the Picker Machine will be cleared automatically, helping reduce leftover empty boxes and keeping the production area cleaner.


4. Nutrient Bonus Display

When focusing on a plant or animal, the active nutrient bonus can now be displayed directly in the information text.

For example, if a nutrient effect is active, players can see bonuses such as growth or production increases.

Only active bonuses are shown. If no nutrient bonus is currently active, the extra line will not appear.

This makes it easier to confirm whether a nutrient effect is still active without needing to guess from growth or production behavior.


5. “Crop Residue” Renamed to “Plant Waste”

The item previously named Crop Residue has been renamed to Plant Waste.

This name is easier to understand and better represents the role of the item in the farming and processing loop.

The item name, description, tutorial text, related Machine information, and icon have been updated.

This change does not affect existing saves. Existing items will continue to work normally and will simply use the updated name.


6. Improved Nutrient Selection for Supply Arms

Supply Arm nutrient selection has been improved.

Previously, the selection list could show nutrients that were not accepted by the connected farm or pen. This could lead to a situation where a player selected a nutrient, but the Supply Arm did not deliver it.

Now, the list only shows nutrients that can actually be accepted by the connected target.

Invalid saved selections will also be cleaned up automatically when needed, helping prevent inactive or unusable nutrient settings from remaining on a Machine.


7. Commodity Selector Improvements

Commodity selection has been adjusted to make broad filter options easier to find.

In the All tab, options such as Any Plant, Any Animal, and Any Nutrient are now grouped near the top of the list.

This makes it easier to select general commodity rules without scrolling through long commodity lists.

The behavior of these options has not changed.


8. Conveyor Tutorial Text Improvements

Several conveyor tutorial cards have been updated to make the early automation flow clearer.

The tutorial now better explains that conveyors are useful for speeding up production, but they are not always mandatory. Players can still carry items manually and automate later when they are ready.

The tutorial also clarifies that dismantling a Machine returns its full value, making it easier for players to experiment with layouts without worrying too much about permanent loss.


9. Supply Area Placement Improvements

Supply Areas can now be placed inside buildings, including warehouse floors, factory floors, and tiled areas.

Their placement height has also been adjusted to reduce visual flickering with the floor.


Control and Interface Improvements

1. Gamepad Improvements

Several gamepad navigation improvements have been added.

In the Settings menu, moving the selection downward will now properly scroll the screen, preventing the highlighted option from moving outside the visible area.

When a dropdown is open, pressing the cancel button will now close only the dropdown instead of closing the entire Settings menu.

Navigation in several Tablet panels has also been improved, especially when moving between item cards and category tabs.

The selected item should now remain easier to see while navigating with a controller.


2. Interaction Button Fixes

Several actions previously could be triggered by the wrong interaction button.

This has been adjusted so actions now respond only to the correct interaction input shown on screen.

This affects interactions such as removing plants, selling animals, and interacting with Special Visitors.

Progress circles for these actions have also been updated so the current action is shown more clearly.


Bug Fixes

Farm Machines and Animal Pens

  1. Farm Machines and Animal Pens that still contain plants or animals can no longer be packed.

    This prevents plants or animals from being removed unexpectedly when packing the Machine.

    Players will need to harvest, remove, or sell the contents first before packing the Machine.

  2. Existing stored contents such as nutrients, products, or waste will continue to be handled normally when packing applicable Machines.


Performance

Occlusion Culling Optimization

Occlusion culling data has been added to the map.

This helps reduce rendering work by preventing objects hidden behind buildings or other structures from being drawn unnecessarily.

This is part of ongoing optimization work, especially for denser areas and indoor spaces.

Actual performance results may vary depending on each player’s farm layout and device specifications, and we will continue monitoring optimization feedback during Early Access.


Thank you again for playing Farm Factory Simulator during Early Access.

This update focuses on early feedback, balancing, clearer information, and several improvements that should make the first stages of progression more comfortable.

We will continue reviewing your reports, suggestions, and gameplay feedback as we decide which improvements and fixes should be prioritized next.

If you encounter any issues, confusing progression, balancing problems, or unexpected behavior, 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! 🌱