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Major update · published by the developer

v0.6.55 - Ratio Splitters, Bus Stop Control, and Factory QoL Update

On Steam

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 giving you more control over production routing and reducing repetitive factory management. It introduces new Ratio Rotary Splitters, a Curved Conveyor Bridge, more control over Bus Stop operation, and several quality-of-life improvements across purchasing, Supply Cranes, equipment crates, and Animal Pens.

We also have an important update regarding an upcoming Early Access discount, price adjustment, and our road toward v1.0.

Here is what is included in this update.


Main Updates

1. Ratio Rotary Splitters

Three new Ratio Rotary Splitters have been added to give you more precise control over how items are distributed across production lines:

  • Ratio Rotary Splitter

  • Ratio Rotary Splitter Overhead

  • Double Stack Ratio Rotary

Unlike a standard Rotary Splitter, these Machines allow you to control how many items should be sent to each output before moving to the next one.

a. Setting Output Ratios

Each Ratio Rotary Splitter has one input and three outputs:

  • Output A

  • Output B

  • Output C

Each output can be assigned a ratio between 1 and 5.

For example:

A = 2, B = 1, C = 1

creates the following cycle:

A → A → B → C → repeat

This makes it easier to prepare production lines where ingredients need to be distributed in specific proportions.

If one output temporarily cannot accept an item, the Splitter can continue through an available route. Once that output becomes available again, the Machine continues working toward its configured ratio.

The current ratio and cycle progress can also be viewed directly from the Machine monitors.

b. Double Stack Ratio Control

The Double Stack Ratio Rotary provides separate ratio settings for its lower and upper decks.

Both levels can therefore run their own distribution patterns independently.

The upper deck can also be rotated separately, providing more flexibility when building compact multi-level production lines.

Ratio settings are preserved when the Machine is packed or when its settings are copied.


2. Curved Conveyor Bridge 1x1

A new Curved Conveyor Bridge 1x1 has been added.

Bridge-height conveyor lines can now turn around a corner without first returning to ground level.

Like the existing Conveyor Bridge pieces, ground-level conveyors can continue passing underneath the raised route.

This provides more options when routing multiple conveyor lines through limited factory space.


3. Bus Stop Open and Close Control

The Bus Stop can now be temporarily closed when you do not need additional bus customers.

Changes are scheduled for the next day, so closing the Bus Stop does not interrupt the current day's operation.

a. Schedule the Bus Stop for Tomorrow

Interact with a repaired Bus Stop to choose whether it should be:

  • Open tomorrow

  • Closed tomorrow

If you schedule it to close, buses will continue operating normally for the rest of the current day.

The new status begins after End Day.

You can also change your decision again before the day ends.

b. No Upkeep While Closed

When the Bus Stop is closed:

  • No buses arrive.

  • No Bus Stop daily upkeep is charged.

  • Bus Stop expenses do not appear in the Daily Report for that day.

When the Bus Stop is scheduled to reopen, regular bus operation and upkeep resume the following day.

Bus Stop upgrades remain available even while the service itself is closed.

c. Open / Closed Sign

The Bus Stop now includes an illuminated status sign displaying:

  • OPEN while the Bus Stop is operating.

  • CLOSED while the Bus Stop is inactive.

The interaction prompt also shows today's status and, when different, the status already scheduled for tomorrow.


Improvements

1. Auto-Select Nearest Drop Area

Purchasing through the Tablet is now more convenient when multiple Drop Areas are available.

A new Auto-select nearest area option has been added to the purchase cart.

When enabled, the game automatically selects the nearest compatible Drop Area based on your current position.

This applies when purchasing:

  • Machines

  • Supplies

  • Equipment

The distance to each available Drop Area is also shown in the destination list.

You can still manually choose another Drop Area at any time, even while automatic selection is enabled.

The setting is saved with your game.


2. Equipment Crate Selection Area

Multi-Collect and Multi-Sell actions for equipment crates now provide clearer visual feedback.

When holding the Collect or Sell interaction, the game shows the area that will be included in the action.

Equipment crates that will be affected are also highlighted before the action is completed.

This makes it easier to see which crates will be collected or sold instead of discovering the total only after reaching the confirmation window.


3. Supply Crane Leftover Item Handling

Supply Crane behavior has been improved when it still has items remaining after a restocking job.

The Crane will first continue looking for another suitable Rack that needs the same product.

If items still remain, the Crane now follows the Storage selection configured by the player instead of automatically searching unrelated Storage Machines.

The original Storage is prioritized when possible.

If none of the selected Storage Machines can accept the remaining items, the Crane returns to the Storage where the items originally came from and sends the remaining items through its Failed output.

If the Failed output is also full, the Crane will wait until space becomes available and continue automatically.

The same rules also apply when Supply Cranes are supplying Bulk Orders.


4. Livestock Waste Progress

Livestock status now provides more information about Waste production.

When hovering over an Animal in an Animal Pen, the status display now includes Waste progress alongside its regular product progress.

Waste progress is also saved, making its production cycle more consistent after loading a save.

If the Animal Pen's Waste Storage is full when Waste reaches 100%, the Waste remains ready and will be produced once Storage space becomes available instead of being lost.

The overall amount of Waste produced has not been increased by this change.


Early Access Discount, Price Adjustment, and v1.0

Before closing this update, we want to give everyone advance notice about an upcoming change to the price of Farm Factory Simulator.

Here is the current schedule:

  • November 5–12: Early Access Discount — X% Off

  • November 13: Base price adjustment

  • December 17: Planned v1.0 Full Release, with a Launch Discount alongside the Steam Winter Sale

Since Farm Factory Simulator first entered Early Access, the game has grown considerably with new production, automation, Store management, customer, logistics, delivery, progression, and quality-of-life systems.

As mentioned in our Early Access information, the price may be adjusted as more content and features are added and the game moves closer to Full Release.

We are now preparing for that next stage, including development of co-op multiplayer, along with further balancing, stability, polish, and the remaining work planned for v1.0.

The upcoming price adjustment therefore reflects how much the game has grown throughout Early Access and the broader scope we are preparing for the Full Release.

Why is the price changing before v1.0?

Steam applies a 30-day cooldown after a base-price increase, during which another discount cannot be applied.

Because we also want to offer a Launch Discount when v1.0 arrives on December 17, the price adjustment needs to happen earlier.

By changing the base price on November 13, the cooldown period can finish before the planned Full Release.

Before that adjustment, we will run one more 7-day discount at the current Early Access base price from November 5–12.

We wanted to share this schedule ahead of time so the price change does not come as a surprise and everyone has time to understand what is changing and why.

We will share a dedicated announcement with more information when the Early Access discount begins on November 5.


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

We really appreciate your continued feedback, reports, and suggestions as we expand Store management, automation, production, and the overall factory experience.

There is still more ahead as we prepare for v1.0, and we look forward to sharing more of that progress with you.

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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