Farm Factory Simulator · public · first seen
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 controls, smoother factory editing, better layout flexibility, and more reliable behavior when managing larger factories.
In this update, we focused on improving Machine controls, hotbar access, decoration editing, Double Stack routing, and several quality-of-life improvements for factory building.
Here is what is included in this update.
Machine speed can now be adjusted from Machine Management.
Machine cards now include a speed button when the Machine supports speed control. Pressing the button will cycle the Machine speed through:
Slow
Medium
Fast
This works the same way as changing Machine speed directly from the Machine itself, so the speed shown in Machine Management and the speed used in the factory should stay consistent.
Machines that do not use speed settings, such as certain racks or fixed-behavior systems, will not show this button.
The Buy Machine panel has also been improved.
Machine level and speed selections are now remembered per Machine type. When buying another Machine of the same type, the panel can keep the level and speed option used previously, making repeated purchases faster to set up.
This should reduce repetitive setup when placing multiple Machines with the same intended configuration.
Keyboard shortcuts have been added for hand slots, this feature is not available for gamepad users.
Players can now press number keys 1 to 6 to directly select the matching hand slot.
The slot number is shown on the hotbar card, so players can quickly see which number corresponds to each slot.
Empty slots will not show a number, and the numbers will be hidden when gamepad input is active.
These inputs can also be rebound from the Key Bindings panel.
This should make it easier to switch directly to a specific carried item without scrolling through the hotbar one slot at a time.
Decoration selling has been improved.
Players can now hold the sell button and move their aim across decorations to sell multiple decorations more quickly.
Single decoration selling is still available for precise removal, but sweep selling should make it easier to clean up larger decoration areas without clicking each object one by one.
Sweep selling uses the same selling rules as normal decoration selling, including refund handling and daily report tracking.
Additional safeguards have also been added so the same decoration cannot be sold twice during overlapping sell actions.
A new decoration has been added:
Partition Wall
Partition Wall is a plain interior wall segment that can be used to divide the factory floor into separate work areas.
It is available early in progression and can help players create cleaner-looking production zones, separated rooms, or decorative interior layouts.
Placement behavior for Partition Wall has also been improved. It should no longer pass through building walls or Machines incorrectly, and it can now be placed closely side by side for continuous wall layouts.
Double Stack conveyor control has been improved.
The upper deck of supported Double Stack Conveyors can now be rotated separately from the lower deck.
This allows players to create different item directions on the upper and lower decks while using the same Machine footprint.
This feature applies to supported Double Stack straight and turn conveyor pieces.
After rotating the upper deck, the conveyor connection will update based on the new direction.
The upper deck rotation is saved, so the setup will remain after saving and loading.
For older saves, Double Stack Conveyors without this saved data will keep their previous straight-aligned behavior.
Double Stack Storage Machines now have more control over Failed output routing.
Supported Double Stack Storage variants now include a second Failed output path on the upper deck.
Players can choose which Failed output path is active:
Lower deck Failed output
Upper deck Failed output
Both Failed outputs
When both outputs are active, Failed items will come from the position based on when the input routes of the item, if it come from the upper deck it will goes to upper failed, the same for the lower deck.
At least one Failed output must remain active. This prevents the Storage from having no valid route for Failed items, which could cause the Machine to stop accepting incoming items.
This setting is saved and will remain when the Machine is packed, moved, and placed again.
Older saves will default to both Failed outputs being open, preserving the previous behavior as closely as possible.
Supply Crane upgrades now affect vertical movement speed.
Previously, Supply Crane upgrades improved horizontal movement, but the crane’s up-and-down movement could still feel slow even at higher upgrade levels.
With this update, vertical movement now scales with upgrade level as well.
This should make Supply Crane upgrades feel more complete and more noticeable during factory operation.
Level 1 behavior remains unchanged, so early-game crane speed should feel the same as before.
Machine item movement speed has been improved when items move from a Machine input toward its output. This also applies to certain cases where items need to be redirected to the Failed output.
Previously, some item movement inside Machines could feel slower than expected, especially during the transition from input to output or when items were being sent to the Failed route.
With this update, that movement speed has been increased from the previous value, making Machine output flow feel smoother during production and failed item handling.
Several Machine Management and Buy Machine panel layouts have been adjusted.
The Machine speed button and Upgrade button layout has been improved so longer text can fit more reliably across supported languages.
When a Machine does not have a relevant action button, the card layout will also adjust instead of leaving unnecessary empty space.
These changes should make Machine cards easier to read and use.
Gameplay music selection has been updated to use a playlist-style system.
Instead of following a fixed day-based pattern, gameplay music is now selected from a randomized playlist without repeating a track until the current playlist cycle has been completed.
This should make the music order feel less predictable during gameplay.
Please note that this update changes how gameplay music is selected. It does not add new music tracks in this version.
Several gamepad navigation improvements have been added.
This includes improvements for checkbox-style popups, such as the Double Stack Storage Failed output settings popup.
Gamepad focus, submit behavior, and related button layout have been adjusted so these popups are easier to use with a controller.
Fixed an issue where Equipment items could be placed inside farm plots or building area that had not been purchased yet.
This could make newly purchased Equipment unreachable if it was placed inside a locked area.
Equipment placement should now respect locked farm plot and building area boundaries more reliably.
Purchased and unlocked areas are not affected by this change.
Fixed an issue where some Tall Conveyor variants had inconsistent height alignment.
This affected certain straight and curved Tall Conveyor pieces, causing them to appear visually misaligned when connected with other conveyor parts.
The height has been adjusted so Tall Conveyor pieces should now connect and align more consistently with the rest of the conveyor system.
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! 🌱
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