Mods introducing new content into the game.
Version: 1.0.3 Date: 09. 08. 2024 Bugfixes: - Fixed an issue, where burger patties recipe was missing.
Version: 1.0.2 Date: 04. 08. 2024 Locale: - Updated Russian translation.
Version: 1.0.1 Date: 04. 08. 2024 Bugfixes: - Removed non-global caching and non-seeded generators that potentially cause desyncs in multiplayers.
Version: 1.0.0 Date: 03. 08. 2024 Major Features: - BREAKING CHANGE: A lot has changed since the last version. Your savegames might still work, but please consider this a breaking change. I recommend starting over to experience the new balancing and city spawning. - New City Placement: We dropped the Urban Planning Center, and replaced it with the New Cities technology. You can research this via citizen science, and receive one Town Hall per level researched. You can place them wherever you want, as long as they're far enough from other cities. Make sure they have sufficient space to grow. - Achievements: You now get ingame achievments as you progress through Factorio Tycoon. - Multiple Surfaces: In preparation for the Space Age expansion, Tycoon now supports multiple surfaces. Primary industries will only spawn on Nauvis (or whichever surface you configued as Tycoon's default surface). - City Range: Previously the range of a city was a static circle. The range is now dynamic and expands with the city. - Bottle Return Stations: Cities with residential housing can now build a bottle return station, where citizens will return used bottles. Recycle and repeat! - If biters overrun your city or a nuke lands there for some reason, the city will now try to rebuild over the empty plots. Note that this may take a while and that special buildings like treasuries may be built in a different place than before. The town hall is not destructible. - The technology Advanced Treasury Payouts allows you to select direct payout of money stacks instead of currency. This is helpful if your inserters get overwhelmed. Features: - The mod will now avoid placing industries on resource patches. If this causes performance issues for you, there's a setting to disable this behaviour. - You can now see each city's population on the map. - Each housing tier now uses a different flooring. Upgrade your city's buildings to upgrade its prettiness! - If a treasury is full, the city will remember and delay paying out currency. - Cities Overview: The overview now remembers which tabs you had open. You can now close it with Esc. - Cities Overview: Construction materials now show up as red if there are not enough for the selected housing tier. - Map tags for cities are now placed again if deleted. - Starting area setting is now being supported. Sets the area around map center to keep clean of additional placements. - Various production buildings for Tycoon now have three module slots instead of two. They now also stack up to 10 items in your inventory. Changes: - Multiplayer: City ranges are now only drawn for the player that triggers them, e.g. when holding a hardware store. - Reduced the size of the university and stable building to better align with other buildings and underground pipes. - Updated the order of Tycoon items in the crafting menu. - Rebalanced the ingredients for Tycoon buildings and technologies. - The cities overview shortcut does not require the multiple cities tech anymore. - The cities overview can now be closed with the Esc key. - The technology multiple cities has been renamed to new cities. Bugfixes: - Fixed misaligned water inputs of apple farms. - Fixed a rare crash if town halls become invalid. - Fixed a rare issue where you would not be notified about cities. - Fixed an issue where house placement would be slightly off. Optimisations: - Various performance improvements.
Version: 0.4.5 Date: 09. 03. 2024 Bugfixes: - Fixed an issue where cities would not consume construction materials.
Version: 0.4.4 Date: 01. 03. 2024 Locale: - Various translation updates.
Version: 0.4.3 Date: 29. 02. 2024 Bugfixes: - Fixed an issue in the German translation.
Version: 0.4.2 Date: 27. 02. 2024 Bugfixes: - Fix the description of the balancing change in 0.4.1. It falsely stated a double output at maximum level. - Fixed a bug in the fishery spawning rate, that caused it too spawn very few fisheries.
Version: 0.4.1 Date: 25. 02. 2024 Bugfixes: - In some cases, the increased productivity of farms and fisheries was not applied. This is now fixed, and all existing primary industries are now using the correct level again. Thanks to winex for contributing this fix! Balancing: - Productivity gain for apple and wheat farms continues to start at the same rate, but the scaling has been updated to a better fit curve for lower levels. Changes: - If you want to remove the space that primary industry names take up on the map, you can now do so with a new setting. With "Tags text length" you can set a maximum number of characters that new primary industries will use. "Apple Farm" may become "Apple F" if you set the maximum length to 7. Locale: - German and Russian translations have been updated for the new content from the 0.4.0 release. Thanks to winex for contributing updates for the Russian translation!
Version: 0.4.0 Date: 18. 02. 2024 Major Features: - WARNING! This is a major breaking change. You may have to update your Tycoon factories or start a new game. Read more below. - Breaking change: I didn't test this for backwards compatibility due to time constraints and the amount of changes we made. Let me know if something breaks. - Breaking change: Recipes for Tycoon goods have changed across the board, and ratios are now different. - New additional needs: A new set of items has been introduced, with which you can further boost city growth and generate more currency. - Cities grow very differently now, and the growth should feel much smoother. The cities always build roads to have space to construct houses. Each housing tier grows independently from each other. Each tier must be provided with construction to grow at all. If you don't provide basic needs, they will grow roughly 30 minutes. When you supply basic needs, you can get that down to every minute. By providing additional needs, you can lower it down to one construction every 10 seconds. - The city GUI now shows how soon a construction will happen (e.g. in 01:20 (mm:ss)), instead of the previous chance to grow every minute. - Prices for items that the city buys have been rebalanced. You can see what each item yields by opening the city's GUI and looking at the different needs. Minor Features: - The city GUI has been restructured a bit. You may need to click an additional tab here or there, but things are mostly the same. - The passenger spawn rate now also takes the size of destination cities into account. The larger your average city, the more passengers will show up. Changes: - Removed urbanization requirements: Residential and highrise houses don't need a certain amount of houses or roads around them anymore. - Updated the picture for dairy products tech. Bugfixes: - In multiplayer games city range overlays disappeared when another player put a supply building into their hand. This is now fixed, and only your cursor is checked.
Version: 0.3.14 Date: 19. 01. 2024 Locale: - Updates to translations for changes from 0.3.13.
Version: 0.3.13 Date: 14. 01. 2024 Scripting: - Added a remote interface to spawn cities. This is not intended for regular players, but those who already know how to work with remote interfaces. Read more in remote_interfaces.md on GitHub.
Version: 0.3.12 Date: 07. 01. 2024 Changes: - Added resource prices for food and construction materials in the town hall gui. You can now see how much you will get per unit sold. - Added item pictures to the town hall gui's basic needs and construction materials. Balancing: - Increased the currency you get for highrise food. Locale: - Added German localization. - Small text updates. - Migrated localization to Crowdin. Reach out if you like to help with localization!
Version: 0.3.11 Date: 24. 12. 2023 Bugfixes: - Fixed a rare issue where the game could crash if another bug caused a city or its town hall to disappear.
Version: 0.3.10 Date: 19. 12. 2023 Changes: - Chicken now have a red hat thanks to yuyuyuxyu! - Moved warning about required lower tier housing to the construction materials section. It previously told you in the basic needs section if you need more houses of a lower tier. - Added a GUI construction warning if the minimum threshold of lower tier houses has not been met for the next tier. If you've been wondering why the next tier (i.e. residential or highrise) wasn't growing, this may be the reason why.
Version: 0.3.9 Date: 18. 12. 2023 Bugfixes: - Fixed an issue where supply buildings and train stations would not connect to city when placed by robots.
Version: 0.3.8 Date: 18. 12. 2023 Bugfixes: - Fixed an issue where the migration script would crash if you installed Tycoon into an older savegame.
Version: 0.3.7 Date: 18. 12. 2023 Features: - You can now add modules (speed, productivity, ...) to universities, stables, and butcheries.
Version: 0.3.6 Date: 18. 12. 2023 Changes: - Cities and train station now produce noises.
Version: 0.3.5 Date: 17. 12. 2023 Locale: - Added Russian translation thanks to rohon007.
Version: 0.3.4 Date: 16. 12. 2023 Locale: - Updated Japanese translation. Bugfixes: - Fixed a section in the tips and tricks that incorrectly said you'd need 2 pipes instead of 2 pumps for highrise construction.
Version: 0.3.3 Date: 15. 12. 2023 Bugfixes: - Fixed an issue where wheat farms and fisheries were not producing anything unless you researched their productivity.
Version: 0.3.2 Date: 14. 12. 2023 Changes: - Reverted the additional need for chemical science packs for researching residential housing. Bugfixes: - Fixed an issue where the cities overview would falsely show "lacking" when everything's well supplied.
Version: 0.3.1 Date: 11. 12. 2023 Bugfixes: - If you previously had husbandry researched, some new recipes would not be enabled. This is fixed now.
Version: 0.3.0 Date: 10. 12. 2023 Major Features: - New foods have been introduced: Smoothies, apple cake, cheese, burgers, and dumplings. There are also new technologies and supply chain steps to get there. The currency that citizens pay for the new food is not balanced yet. - Residential and highrise houses now have new basic needs. Residential houses don't need apples anymore, but als need milk bottles and fish filets. Highrise houses now need smoothies, apple cakes, cheese, burgers, and dumplings. Basic needs for simple houses remain unchanged. - Housing growth does not require all foods to be fully supplied anymore. Instead we now generate a chance based on the provided resources, which is applied once per minute. To achieve maximum growth you still need to fully supply all resources. You can see the chance in each housing tier's GUI. - Cities don't grow, if there aren't enough lower tier housees (e.g. simple houses for residential houses). The GUI now shows you a warning if that's the case for a given housing tier. - Apple farm productivity techs have been replaced with an infinite technology (that goes up to level 10). You may have to research apple farm productivity again. - Introduced productivity research for wheat farms and fisheries. Changes: - You can now deconstruct primary industries. They may respawn again close by, but at least you can make way for your factories and rail network. - Cities now consume resource and construct buildings one per minute. Previously once per minute and every 30 seconds. - Urban planning centers now attempt to place a new city every two minutes (previously every minute), if enough credits are available.
Version: 0.2.11 Date: 01. 12. 2023 Locale: - Updated localization for pt-BR.
Version: 0.2.10 Date: 01. 12. 2023 Bugfixes: - Fixed an issue where the game could crash if you deconstructed a house.
Version: 0.2.9 Date: 01. 12. 2023 Locale: - Added Japanese localizatino thanks to yuyuyuxyu. Changes: - Marked omnifluid as an incompatible mod, because water towers currently can't deal with water as items.
Version: 0.2.8 Date: 29. 11. 2023 Changes: - Supply buildings (market, hardware store, ...) now have a GUI that shows which city they are supplying. Bugfixes: - Stable can now be placed on resource patches. - Fixed an issue where the game could crash when completing productivity research. - Cities now consume food every minute, instead of previously every 10 seconds. Now the town hall GUI is correct.
Version: 0.2.7 Date: 16. 11. 2023 Bugfixes: - Fixed an issue in the Brazilian translation.
Version: 0.2.6 Date: 09. 11. 2023 Bugfixes: - Fixed an issue where the game would crash when adding a new city.
Version: 0.2.5 Date: 08. 11. 2023 Bugfixes: - Fixed an issue where the Tycoon Cities Overview would open when other mods' shortcuts are toggled.
Version: 0.2.4 Date: 08. 11. 2023 Bugfixes: - Added missing localization for shortcut controls.
Version: 0.2.3 Date: 08. 11. 2023 Bugfixes: - Fix an issue where bots were not able to place stables.
Version: 0.2.2 Date: 08. 11. 2023 Bugfixes: - Fix an issue where the game would crash when upgrading a house for the first time.
Version: 0.2.1 Date: 07. 11. 2023 Bugfixes: - Fix an issue where the game would crash when inspecting a train station outside of a city's range. - Fix an issue where the game would crash if you click on a checkbox other the the train station filters.
Version: 0.2.0 Date: 07. 11. 2023 Major Features: - This version should not break any savegames. It may however break some of the supply chains or power supply that you've set up. Read more below. - BREAKING: Wind turbines have been removed. Their intent was an easy kick-starting of remote primary industries, which can be done better with solar panels now. Please replace them with solar panels if necessary. - BREAKING: The town hall's inventory and its items have been removed. There was no mod-related purpose for it since dropping the story, and there were issues with third party mod inserters. - BREAKING: The city's range to access supply buildings has been decreased from previosul 1,000 tiles to now 150 tiles. 150 is still a pretty large area, and shouldn't cause issues for most savegames. You can see the range as a green overlay when you are about to place a supply building such as a market. If you built supply buildings outside of the updated city's range, you have to relocate them closer to the town hall. - BREAKING: Cities from savegames started before 0.2 will build houses not properly aligned in their cells. This shouldn't break anything, but I wanted to give you a heads up. This is not going to be fixed for older savegames. - You can now fund new cities by researching the multiple cities technology, building an urban planning center, and providing it with enough currency. To spawn a new city, there must be enough explored, unobstructed area on the map. You can learn more about that in the tips and tricks which will show up when you research multiple cities. Currently you can have up to 6 cities. - You can use the multiple cities overview to keep an eye on the cities' supply even if you're working somewhere else. Use the default hotkey CTRL + T or the shortcut (which you can select near the deconstruction tool) to open the overview. - Once you have multiple cities with residential or highrise housing, cities will spawn passengers in train stations. Research the technology public transportation to build train stations. You don't necessarily need to transport passengers with trains, but it's a good fit for a public transportation network. You can learn more about that in the tips and tricks which will show up when you public transportation. Features: - When you place a supply building, you will now see a green overlay that shows you the city's range (150 tiles). Supply buildings or train stations need to be in this range for the city to access it. - Instead of just calling it City 1, there are now Factorio-themed city names. You're welcome to contribute more! Changes: - The recipe to milk cows has been extracted from husbandry into its own technology. It made a bit more sense to me to have that researchable closer to when you need to bottle milk. Savegames from before 0.2 which already had bottling researched, have this new tech researched by default. - When a new city spawns (including the initial one) you can now see a location marker on the map, and the location is also visible in the chat. Click on the location to see the town hall on the map. Balancing: - Updated the amount of science needed for Tycoon technologies. Bugfixes: - Added missing icon for the town hall. - The town hall now shows basic needs as "Supplied" when there are no citizens that require anything yet. - Previously the mod sometimes only interacted with the first player, which may have caused issues in multiplayer games. This has been fixed, but I'm not sure how well this mod works with multiplayer yet.
Version: 0.1.6 Date: 03. 11. 2023 Features: - The mod now comes with tips and tricks. Some are shown at the beginning in the lower left, others appear as you progress through the mod's content.
Version: 0.1.5 Date: 03. 11. 2023 Bugfixes: - Fixed an issue where rotating the university would lead to a mismatched collision/selection box.
Version: 0.1.4 Date: 18. 10. 2023 Changes: - The town hall's GUI now has tabs with an overview and more detailed breakdowns per housing tier.
Version: 0.1.3 Date: 16. 10. 2023 Bugfixes: - I forgot to include the migration scripts in the release of 0.1.1.
Version: 0.1.2 Date: 16. 10. 2023 Bugfixes: - You can now connect the hardware store, market, and treasury to the circuit network. This allows you to read their content.
Version: 0.1.1 Date: 16. 10. 2023 Bugfixes: - Fixed an issue where the player could change the recipe of primary industries. This would downgrade the industry's productivity to 0.
Version: 0.1.0 Date: 16. 10. 2023 Major Features: - We're now in the 0.x range, which means that breaking changes will become less frequent. - You can now research increased productivity for apple farms. - Wind turbines allow you to kickstart energy at remote primary productions without the need for solar panels. - Rail crossings: Streets can now build across orthogonal rails. - Residential and highrise houses emit light. - Added a new inventory/recipe tab for tycoon recipes, and properly ordered tycoon items. Features: - Gardens now spawn in gaps where any other buildings/roads are unlikely to spawn. Changes: - When producing milk, the cow now has a 2% chance to die (98% success rate). On average each should yield 5,000 milk and last 50 minutes. - When a house or road couldn't be built earlier due to blocking entities, it will now reattempt construction there after a while. - The town hall GUI now mentions that urbanization is required for growth. Bugfixes: - Instead of crashing the game on invalid grid access, the mod now logs an error and tries to let the game continue. - Fixed placement and scaling of houses. - Prevent city from expanding into uncharted territory (and breaking subsequently). - Fixed an issue where roads would continue to build straight indefinitely. - Fixed an issue where houses would build far away from roads. - Fixed an issue where destroying/mining houses would not update the citizen count.
Version: 0.0.22 Date: 11. 10. 2023 Bugfixes: - Fixed an issue where the butchery's picture wouldn't match its collision/selection box.
Version: 0.0.21 Date: 11. 10. 2023 Balancing: - 10x the apple farm production (and energy consumption).
Version: 0.0.20 Date: 11. 10. 2023 Major Features: - BREAKING CHANGE! So much changed! tl;dr: Story has been replaced with technologies. - Rebalancing of all Tycoon supply chains. - New primary industries: Fishery (spawns next to bodies of water) - New items: Milk (liquid), Bottle, Used Bottle, Flour, Dough, Bread, Fish Filet - New technologies that unlock supply chains: Farming, Husbandry, Meat Processing, Bottling, and Baking - New technologies that unlock housing tiers: Residential Housing, and Highrise Housing - Improve the town hall GUI with much more information Changes: - Increased currency value to reduce the amount of inserters needed: Each currency item is now worth 20x as much as it was before, but you get fewer of them. - Housing tiers (residential, highrise) now have to be researched and don't unlock automatically. - Rebalanced university production to be slightly more expensive than vanilla science packs. - Rebalanced the currency you get per resource that citizens consume. They now reflect the amount of energy required to produce them. - Use a predictable randomizer based on the map seed. If you run a map with the same seed, the cities should be equal across savegames. Each city will still be random. - Roads will now extend through power poles, lamps, and ground pipes (not above ground pipes). Bugfixes: - Fix typos in the English localization. - Fixed an issue where primary industries could spawn with their pipe connections right next to water or cliffs, which made them unusable.
Version: 0.0.19 Date: 07. 10. 2023 Bugfixes: - Fixed an issue, where the game would crash when a construction site is completed.
Version: 0.0.18 Date: 07. 10. 2023 Bugfixes: - Made the town hall more indestructible. Let me know if you still manage to remove it with normal gameplay mechanisms. - Resolved an issue where the city would stop to receive water if you reconstruct a water tower.
Version: 0.0.17 Date: 06. 10. 2023 Major Features: - BREAKING CHANGE: Savegames from 0.0.16 and previous versions probably won't work anymore - New road algorithm: Roads that expand instead of random placements (e.g. no more unonnected circles) - Construction sites: When the city starts a new building, it first places a construction site. After some time the construction site turns into a building. The same applies to house upgrades. - Two new house types: As your city grows, simple houses (previously residential) will be upgraded to residential and later to highrise buildings, once your city grows large enough. Simple houses cost 1 stone and 1 iron plate. They can house 4 citizens. Residential houses cost 20 stone and 10 iron plates. They can house 20 citizens. Highrise houses cost 100 stone, and 50 iron plates, and 25 steel plates. They can house 100 citizens. Changes: - Temporarily, the cost to build roads has been dropped. - Cities now clear forests to grow. - Town hall is now indestructible. I don't know what should happen when you destroy a town hall, let me know! Bugfixes: - Fixed a visual issue on the university
Version: 0.0.16 Date: 02. 10. 2023 Bugfixes: - Fixed an issue where removing the town would crash the game. It's not supposed to be removed. If that happens, the town just stops evolving for now. - Fixed an issue where removing the water tower (and other buildings) could crash the game during the story.
Version: 0.0.15 Date: 30. 09. 2023 Major Features: - BREAKING CHANGE: The change to consume resources from all available markets/stores also impacted the story's steps. If you didn't complete the story during your savegame, a goal may not complete until you rebuild the required markets/stores/water towers. Features: - Extended the story to guide you through the milk and meat supply chains. Changes: - When adding a tag on the map for primary productions, the tag now includes the industry's English name for better visibility. - Reduce citizen thresholds for new supply chains from 250 to 100, and from 500 to 200. On savegames from previous versions you may still need to get to the previous thresholds. - Simplified the town hall's gui. Basic needs are now really calculated every time you reopen the view. - In the town hall's gui the text "Basic needs met: yes/no" has been removed. The coloring of items in the basic needs section should be enough. Bugfixes: - Fixed an issue where the story might not progress if you have multiple Tycoon buildings of them same type and only supply one.
Version: 0.0.14 Date: 27. 09. 2023 Major Features: - At 250 and 500 citizens you now unlock the milk and meat supply chains respectively. Citizens will develop new basic needs. Features: - Added the buildings wheat farm, stable and butchery. - Added the items wheat, grain, cow, milk bottle, and meat as well as their recipes.
Version: 0.0.13 Date: 27. 09. 2023 Major Features: - Citizen scaling has arrived! As a town grows, the number of citizens increases. You can view a city's statistics by accessing the town hall. Consumption now scales with citizen count, and happens once per minute. Construction will halt if basic needs are not met. Features: - Reword the story to teach you about the new concepts. - There are now tags on the map for city centers and primary industries. - New primary industries are automatically spawned as you explore the map. - Citizens consume more resources, and accordingly pay more. - You can now deconstruct houses to make way for your infrastructure. The city will not try to build new houses there. - Introduced the new building hardware store which takes over the job to provide construction materials. Changes: - Water tower and market are not spawned by the city itself anymore, but can be crafted by the player. Bugfixes: - The town center and primary industries do not spawn over water anymore. - Fixed pipe connections of the water tower. - Fixed selection and collision boxes of the town hall. Optimisations: - Replace custom code with Factorio built-in functions for finding locations for entities.
Version: 0.0.12 Date: 25. 09. 2023 Features: - Introduced new buildings: Market and Treasury. Citizens consume items from markets, which adds currency in the treasury (think of it as tax collection). The town hall does not need apples anymore. Changes: - The water tower is now placed in a random city cell, once you supply the necessary resources.
Version: 0.0.11 Date: 25. 09. 2023 Bugfixes: - Fixed broken mod publishing.
Version: 0.0.10 Date: 25. 09. 2023 Bugfixes: - Fixed some bad file loading paths in the code.
Version: 0.0.9 Date: 25. 09. 2023 Changes: - BREAKING CHANGE: Prefixed data stage records to not collide with other mods. This breaks savegames because they might not recognize previous items anymore. - Apple farm now produces apples by default (and that recipe is fixed). Features: - Introduced T-Section street shapes. - Introduced basic needs consumption and currency. When there are apples in the town hall and water in the water tower, then currency will appear in the town hall. - Introduced university that can convert currency into science.
Version: 0.0.8 Date: 23. 09. 2023 Bugfixes: - Fixed another issue where the city would forget its state when you save and reload. Thanks to TCentraL!
Version: 0.0.7 Date: 22. 09. 2023 Bugfixes: - Fixed an issue where the city would forget its state when you save and reload. Thanks to TCentraL! Features: - Introduced the apple farm as the first primary production building. Changes: - Added new graphics for the water tower.
Version: 0.0.6 Date: 22. 09. 2023 Features: - Cities can now grow indefinitely. Grow it as far as you can, and let me know when it starts lagging on your machine. Bugfixes: - Fixed an issue where resources under the starting grid would not be removed properly. Changes: - Reduced the likelihood of large clumps of houses. - Cities now grow in a circle instead of in a square. - Updated the time between dialogues in the story to feel less rushed. Locale: - Added missing names and descriptions for houses and the town hall.
Version: 0.0.5 Date: 21. 09. 2023 Bugfixes: - Prevent players from deconstructing town hall, the town hall's storage tank, or houses. - Added a changelog file. - Prevent the city from building over the player or anything they've built.
Version: 0.0.4 Date: 21. 09. 2023 Bugfixes: - Added a thumbnail.
Version: 0.0.3 Date: 21. 09. 2023 Major Features: - Initial pre-alpha release. - Added a short story that guides you through the first steps. About 10-30 minutes of gameplay. - Cities can grow when you supply stone and iron to the town hall.