Mineral Mining Simulator · published · build 26289214
Hi miners, 😄
Thank you for your continued support, reports, feedback, and suggestions.
This update brings a major expansion to supply automation, giving players more control over where items are collected from, which items should be supplied, and how multiple selected items are handled.
The Synthesis Chamber has also received additional recipe controls and clearer Commodity Stage information.
Alongside these gameplay improvements, we have completed another major performance optimization pass focused on large saves and dense factory layouts, including faster Tablet responsiveness, lighter UI processing, improved bulk Machine Management actions, smaller save files, and reduced workload from employees, physics, and factory objects.
With that in mind, here is what is included in this update.
The Supply Station and Automated Supply Station now provide more control over how items are selected and supplied.
a. Automated Supply Station Item Sources
The Automated Supply Station now includes a new Take Items From setting.
Players can choose from:
Storage
Ground
Box
Storage and Ground remain enabled by default, preserving the previous behavior.
When Box is enabled, the Automated Supply Station can also take items directly from boxes.
Additional permissions allow players to control whether boxes can be used from:
Ground
Rack
Crate Packer
Supply Drop Area
These permissions can be configured separately, giving players more control over which stored items the Automated Supply Station is allowed to use.
The station will only take the amount it needs based on its available capacity and configured limits.
b. Multi-Item Selection
Both the Supply Station and Automated Supply Station can now have multiple items selected at the same time.
This makes it possible for a single station to handle several different items instead of being limited to one selected commodity.
c. New Pick Mode
When multiple items are selected, a new Pick Mode option becomes available:
Take Turns
First Found
Take Turns cycles between the selected items. If the current item is unavailable, the station can continue checking the next selected item.
First Found allows the station to use whichever matching selected item it finds first.
The default setting is Take Turns.
d. Improved Product Category Options
Several Any category options have been updated to make the distinction between unpackaged and packaged products clearer.
For Unpackaged items:
Any Synthesis Item
For Packaged products:
Any Mineral Product
Any Synthesis Product
The Unpackaged tab is also now shown before Packaged items.
Synthesis items have also been adjusted so Commodity Stage filtering no longer incorrectly removes them from applicable selections.
e. Clearer Processing Information
The Automated Supply Station now provides more information when it cannot collect an item.
Its Processing Log can explain conditions such as:
No matching item being available
A required source being disabled
A box being outside the station's collection range
This should make it easier to understand why an Automated Supply Station is currently waiting instead of processing items.
The Synthesis Chamber has received additional controls and clearer recipe information.
a. Excess Ingredient Controls
The Excess Ingredient setting is now available directly while selecting a recipe.
Players can choose between:
Send to Failed
Hold at Input
The description changes based on the selected option to explain how excess ingredients will be handled.
The currently selected behavior is also displayed on the recipe monitor above the Synthesis Chamber.
b. Commodity Stage Icons
Commodity Stage selections now include their own visual icons.
Ingredients shown in Synthesis Chamber recipes also display their corresponding Stage badge, making it easier to identify the required processing stage at a glance.
Several placement checks have been improved to prevent machines and conveyors from being placed in invalid positions.
Machines can no longer be placed through cave rocks.
Conveyors are also prevented from being placed partially inside sloped paths, while conveyor supports will no longer pass through or rest on movable boxes.
These changes should make placement behavior more consistent when building around cave terrain and dense factory layouts.
This update also includes a large optimization pass across many parts of the game.
The improvements are especially focused on larger saves and factories with many machines, employees, boxes, monitors, and management systems active at the same time.
Actual results can vary depending on hardware, factory layout, and save size.
Several Tablet panels, management boards, machine monitors, HUD elements, and box labels have been optimized to avoid unnecessary repeated updates.
In our internal testing, opening the Tablet improved from roughly 1.4 seconds to below approximately 0.3 seconds in the tested scenario.
Large management interfaces should also feel more responsive, particularly when many machines or UI elements are present.
Bulk Machine Management actions have received additional optimization.
Actions such as Sell All are now processed more efficiently to reduce long freezes when managing large numbers of machines.
Instead of performing all work at once, heavy operations can be distributed more gradually so the game remains more responsive.
Save data has been streamlined to reduce unnecessary stored information and improve the saving and loading process.
In one of our large internal test saves, the resulting save file was approximately 18% smaller.
Players with larger factories may see improvements to both save size and saving/loading responsiveness.
Several employee task searches have been optimized, particularly when employees are looking for suitable boxes, Racks, or supply tasks.
This reduces unnecessary repeated searching and can help decrease performance spikes in busy factories with many active employees.
Stationary boxes and several other inactive factory objects now perform less unnecessary physics processing.
Additional optimizations have also been made to box movement, repacking, and other frequently used factory object systems.
These changes help reduce background processing in dense production layouts.
Additional optimization work has been completed for 3D assets and scene dependencies.
This reduces unnecessary asset processing and helps make scene loading lighter.
Fixed an issue where a box could remain incorrectly reserved after an employee cancelled or abandoned the related task.
In this state, the box could appear stationary while still being treated as if an employee was moving it, preventing the player from interacting with it.
Affected boxes can now be detected and automatically released so they can be used normally again.
Additional stability safeguards have been added when closing the Tablet, returning to the Main Menu, changing days, or unloading gameplay systems.
These changes reduce internal errors that could occur when objects or interactions were still active during a transition.
Thank you again for your continued support and for sharing your reports, suggestions, and feedback with us.
Performance optimization will remain an ongoing part of development, especially as we continue reviewing larger saves and more complex factory layouts.
If you encounter any issues or unexpected behavior, please report them through the in-game report feature or through the Steam Discussions page so we can investigate further.
See you in the next update!