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Good news, dear Tinkerers & Tycoons,

Our next update is available! As always, we aim to react quickly to community feedback for constant improvement of your favorite Corporate Machinery Simulator. Today, we are happy to introduce a broad mix of improvements, including new features, refined balancing, and many bug fixes. We hope you like these changes and we are looking forward to your feedback.

Enjoy & stay safe,
your Chasing Carrots

v0.6.3

Upgradable Tables
- Players can now upgrade crafting tables directly from the respective table panel.
- To upgrade a table, a module needs to be selected.
- Based on the selected module, the table will be upgraded to the next, faster table.
- The upgrade will cost the difference between the original table and the new one.
- Upgrading a table will cancel the crafter's current progress and restart it.
- Previously set logistics connections will remain active on the upgraded table.
- Upgrading tables will not be possible if the construction menu is not available.

Quick Hire
- All workstations now have a quick hire button.
- A random employee will be hired and assigned to the selected table.
- Every table also has a quick fire button.
- This option will be unlocked once employee hiring is available.

Advisor System
- From time to time the advisor, Lumo, will pop-up on Monday mornings.
- The advisor informs you if there are potential basic problems in your company.
- We will be considering expanding this feature with more tips in the future.
- If possible, the advisor will show you an example of the detected problem.
- There are 6 tips that can currently be triggered:
- Not all Products are getting sold from the Outgoing Zone.
- Production Employees are inefficient and have to walk too much.
- Production Employees are missing Module/Component XYZ.
- Not enough of Base Material XYZ being ordered in Incoming Zone.
- Logistics connection isn’t served, because it is not in range of a Logistics Point.
- Hint: Sell over-produced Modules/Components XYZ.

Other
- While placing new equipment, the respective holograms now have an improved preview
for where the object can be placed.
- All production and research times are now displayed as in-game days.
- Mouse confinement setting is now ‘off’ by default.
- Info browser now has tooltips for materials & modules.

Balancing
- Inventory transfer times are now 1s (0.066 days), no matter how many materials are being transferred.
- Previously it was 1s per different material/module/product.
- Metal Cases sampling time has been fixed. The base sampling time was too low:
- 0.46s -> 1.46s (9.2s -> 29.2s on the first Analysis Table)
- Level 3 got re-balanced to provide a more steady income:
- Calculator markets provide more income now.
- Market requirements for Calculators and Pocket Computers were reduced.
- Markets for the ‘Welfare Survival’ challenge have been updated:
- Removed markets beyond cleaning/transport bots.
- All markets progress slightly slower.
- All market requirements increase less drastically.
- All markets have an increased profit amount.

General Fixes
- Calculation of camera bounds has been fixed. Previously, some unintentional camera behaviour could
occur at the edges of some maps.
- Sometimes the mouse containment setting used wrong data to apply the containment. Now it should
always fit the actual game window.
- Challenge completion achievement did not trigger properly (4/7 challenges done)
- The next challenge you complete should reward all missing achievements.
- Fixed an issue where the game crashed when returning to the main menu.
- When sales for specific products were above 65 535 G the amount looped to 0 G.
- Sales for a single product can now be ~16 000 000 G.
- Fixed an issue where the game would crash when switching modules on a crafting station.
- Fixed a UI-scaling issue with highscore tables making some buttons inaccessible.
- Blueprint Designer button is now gated properly depending on whether the Drafting Table is available.
- Hitbox issues, mainly with the chemistry table, have been fixed. The hitboxes should now behave more consistently.

Level & Challenge Fixes
- Level 3, Milestone 8: the Metal Case (Tier 3) was counted as a viable module to complete the current task
(reaching a production of 14 Tier 4 modules every week)
- Level 4, Milestone 7: the goal unit [produced/week] was wrong. It has been changed to display the correct unit [produced].
- Level 6, Milestone 1: progress counted 'total production', which was wrong. This has been corrected to 'weekly production'.
- Level 6, Milestone 5: progress counted 'Courier Bots' while it should have been only counting 'Delivery Drones'.
This is also fixed now.

Text Fixes
- Welding Table now has a proper description, the localization string was broken.
- [FR] Level 6, Milestone 4 the ‘[goalTarget]’ replacement was broken.
Post edited April 23, 2020 by ChasingCarrots