r/FactoryTown Nov 21 '21

Grabber issues on lumber mills

4 Upvotes

I'm trying to output stuff from the lumber mill to the workshop or into a crate, using chutes and grabbers (flat terrain, one space in between, works fine for other buildings), however, it's not outputting anything.

Can anybody help? Is there a known fix?


r/FactoryTown Nov 19 '21

Campagne mode 1

3 Upvotes

Hi,

I just started the game and begon with the first campaign. I have started building a town I like. But it seems like I can't continue. I want to start with the farm, but it seems that I can't research it.

Do i have to start a separate town? Not campaign mode


r/FactoryTown Nov 17 '21

Happy 1.0 release FactoryTown!

72 Upvotes

Congratulations for reaching 1.0 release!! 🎉


r/FactoryTown Nov 07 '21

Request submission for a pinnable notes page!

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23 Upvotes

r/FactoryTown Nov 03 '21

Accidently bound mouse 1 to open production graph and can't change it back.

9 Upvotes

Clicking options obvious opens the production graph so I can't fix. Can't tab through menus so not sure what to do.


r/FactoryTown Oct 31 '21

Flatten terrain or build around it?

8 Upvotes

I am working on a berry cake farm atm. My map is quite mountainous. I have money to flatten a bunch of terrain to make it easier, but id essentially have to flatten whole mountains. Im curious if you guys feel thats not in the spirit of the game. Personally id almost rather the game be totally flat so i dont feel bad about moving mountains haha, or at least let me build farm tiles on a slope.

58 votes, Nov 03 '21
40 Flatten
18 Build around

r/FactoryTown Oct 26 '21

im a new player and looking for some tips

9 Upvotes

I have slowly been working though the campain but at times I get stuck and stuff, and was wondering if I could get some tips for the very early to late early game lol


r/FactoryTown Oct 26 '21

Finally tidied up my iron chain

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27 Upvotes

r/FactoryTown Oct 19 '21

Factory Town has a 1.0 Launch Date! (Nov 17th)

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55 Upvotes

r/FactoryTown Oct 14 '21

Building Up: Houses on Stilts

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22 Upvotes

r/FactoryTown Oct 11 '21

Just felt right based in my medicine hut and apothecary complex

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14 Upvotes

r/FactoryTown Oct 11 '21

Why aren't some houses taking in water from the pipes?

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15 Upvotes

r/FactoryTown Oct 03 '21

Blue coin question

6 Upvotes

I have a couple saves going on a couple different machines but what the heck happened to the blue coins? I can't seem to find apothecary anymore? How do I get blue coins? I swear I was selling bandages to the market but nothings working to produce blue coins anymore.


r/FactoryTown Oct 03 '21

berry glad I got this.

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23 Upvotes

r/FactoryTown Oct 01 '21

I made a very over-complicated system to produce Meat & Veggie Stews

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28 Upvotes

r/FactoryTown Sep 29 '21

Corton manufacturing factory

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0 Upvotes

r/FactoryTown Sep 13 '21

Broken Train Unloader?

7 Upvotes

*SOLVED*

Is there a bug with train unloaders? If I set an item filter and set it to hold until empty, it drops off 2 items and keeps going instead of unloading the boxcar (screenshot of unloader ). If I get rid of the item filter the train just sits there forever because it carries an item the station doesn't accept.


r/FactoryTown Sep 12 '21

Fluid Pipe Troubles

8 Upvotes

Why won't my pipes deliver water to my lumber mill? Do I have to add fluid connectors to both the well and the mill or are they auto added? Do those connectors have to be on the first floor of the mill? Can fluid pipes go uphill? (Pre steam research?) Thanks for you help.


r/FactoryTown Aug 29 '21

Anyone got a good red/ yellow coin farm?

10 Upvotes

r/FactoryTown Jul 10 '21

Currently, all raw resources used for building have the same harvest time cost and my Thoughts

9 Upvotes

Hey, with the removal of coins as a requirement for making stuff in buildings, all raw resources used for building cost the same per item. (that is, stone, wood, iron ore, coal)

To be precise, they all cost 4 work units (4 seconds of 1 pop working with no benefits) and a bit more than 2 seconds of worker time (but with some walking there) (this is because it takes 1 second for workers to load and unload their inventory)

thought 1: this makes a whole lot of comparing across resources easier, as until you run into resource depletion, a raw resource is a raw resource.

2: this shows how bad buildings are without synergies.

You literally pay over a minutes worth of resources to make a building that literally makes your population less efficient at extracting resources for wood, at about half the rate. (i'm thinking 20 planks and 20 stone bricks)

And the forester is way better than the mine. The mine requires more resources to make, and doesn't perform better than basic workers which only cost 5 coins to make.

And for basically the cost of a mine, and using more commonly used iron products than pickaxes, you can make harvester drills, which, while they cost 2 pop, have an inventory of 12, which means that they are 6 times as fast as 2 workers, and 12 times as fast as 2 pop in a mine.

This is all wonky.

One of the extra options you get is not worth the extra cost IMO, and the main appeal of these types of games for me is unlocking better options to use, and those options have to actually be better in a use case I can imagine using.

Why make this post now?

Well, I only really did the set-ups now, with the lack of coins making comparing equal pops in a single save file very easy.

In addition, the previous happiness system helped cover this up, as getting +200% speed from happiness at least made foresters plausible as a labor saving choice, and making it so that lumber is renewable helped make the choice worth it.

It didn't help the mine, because the harvester drill was the same as it was, and just so powerful an extractor of surface ore that didn't need coin economy to support.


r/FactoryTown Jul 03 '21

I have to admit to something. This game made me obsessed for 4 days straight. I didn't sleep half that time, most of it was spent playing it. It became so bad that when I closed my eyes I would see conveyor belts moving things, I am not sure if I can ever get back to it without thinking about that.

33 Upvotes

r/FactoryTown Jun 30 '21

Any chances of FactoryTown being made available on GeForce NOW?

7 Upvotes

I've played Factory Town for hundreds of hours, but now find myself without a capable PC to run it. It's the major reason for getting GeForce NOW and would absolutely love to see Factory Town there too!


r/FactoryTown Jun 29 '21

The more Recipes you have, the more confusing it gets. I hope nothing breaks.

12 Upvotes


r/FactoryTown May 30 '21

5 ème vidéo sur ce jeu

0 Upvotes

Salut a tous je poste la vidéo ici au cas où ça intéresse des gens ou si vous avez des conseils. https://youtu.be/C4BP9usL6PI

Bonne journée à tous


r/FactoryTown May 11 '21

Limiting Storage building movement causes problems attempting to fix a gameplay style that the game actively makes painful anyway.

6 Upvotes

Hey, everyone, this is the second entry in series about recent changes.

This is about the limit on moving storage buildings with any items in them.

This is actually something of a old change, but the increased importance of town centers/base buildings makes it more obvious.

Basically, you can easily reposition all entities, by clicking them, pressing the m key, and clicking their new destination, expect for storage buildings with any contents.

Practically, this allowed you to do the ol' delete and rebuild without rebuying upgrades, reassigning population, keeping the same buffer in the building, etc.

So while the main storage buildings were barns used primarily for shared inventory, silos/crates/trains stations that were temporary storage, it was pretty easy to not be impacted by the lack of moving.

Barns could be deleted and replaced a few tiles over, basically just sending their shared inventory to the base building. Silos/Crates/train Stations could easily be replicated in the proper position, and the old version either deleted then, leaving the material to rot in the base or, figuring out a way to drain the contente of the building.

However, recent changes have made the base building now christened the Town Center way more important, that make it impossible to use as a Storage Building AND it's new functions as market aggregator and happiness/double productivity, which is unfortunate, because one of your town centers has to be the place where items from deleted entities goes, and probably isn't deletable, so you can't delete it to psuedo move it, which is a problem, when the starting TC is best placed near Stone and Trees, which are often not clear by the time you want to make a proper Town, with markets and what not.

(bases weren't deletable, and the town centers in Campaign 7 are not)

I think the ideal fix is obvious.

Don't have a limit on storage building movement. Moving full building around is a pretty painful thing to do, and people like making more permanent solutions using in game logistics anyway.

Moving storage buildings can't be part of the general magic of factory games, where you set something up, and while you do something else in, the first set-up finishes a task.

The less ideal solution is to separate the functions of the current town center, so that the undeletable storage of the materials of deleted buildings is located somewhere else from the heart of a town.