Factory Town

Factory Town

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cynergy Apr 5, 2019 @ 4:05am
Move Buildings! Wonderful update.
I'm having so much fun with this. Thank you Erik.
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Showing 1-6 of 6 comments
Nasabot Apr 5, 2019 @ 5:57am 
Not that its a bad feature, but imo its completly redundant, as buildings already had a 100% refund value.
Actually moving building opens up the gameplay for an additional exploit (moving barns)

Knowing that I will make myself very unpopular I have to say that I am concernd that people, who lack reasonable thinking, are naive and are easily excited, bait the game developer into stupid and unnessary features.

What factory town currently needs the most is an economy rebalance and a reasonable lategame scaling.
Erik Asmussen  [developer] Apr 5, 2019 @ 7:02am 
Glad you like the feature!

I'm definitely open to 'balancing' the move feature, like requiring pickaxes or coins to move, so that it can't be used in an exploity-fashion. But generally I don't view it as an exploit because moving a barn full of goods doesn't actually solve production chain problems, so it's not really a full solution.

Economy rebalance is definitely in the plans, just trying to prioritize some basic interaction stuff that was causing friction & frustration.
Lil Puppy Apr 5, 2019 @ 8:11pm 
Late game unlock tool - Move Buildings - requires purple coins and level 10 base upgrade, is simply additional functionality to existing move tool so we don't have to have another keybind.

Either way it's not exploitable, the amount of things you'd have to move to redesign a section of your production chain is exhaustive and time consuming. I welcome this as I didn't give enough space to my cake makers... which, btw, takes an exorbitant amount of stuff to make really slowly...
Ekimmak Apr 5, 2019 @ 11:22pm 
The 100% refund only works if you have enough room in the base.

I've noticed there's a tendency for some sort of useless resource to take up a lot of room and eventually steal reconstructions.
Scratch Apr 6, 2019 @ 4:59am 
Originally posted by Erik Asmussen:
.... so that it can't be used in an exploity-fashion.

I'm not sure if it's an exploit as such but I have a stack of barns in a corner of the map full of grain / wood / planks / coal etc that I move around as necessary to unload goods. It's particularly helpful (perhaps too helpful) to use barns as mobile storage for pesky little resource tiles eg three herb bushes or something.
Eagle_of_Fire Apr 6, 2019 @ 8:02pm 
Originally posted by Nasabot:
Not that its a bad feature, but imo its completly redundant, as buildings already had a 100% refund value.
Actually moving building opens up the gameplay for an additional exploit (moving barns)

Knowing that I will make myself very unpopular I have to say that I am concernd that people, who lack reasonable thinking, are naive and are easily excited, bait the game developer into stupid and unnessary features.

What factory town currently needs the most is an economy rebalance and a reasonable lategame scaling.
I've already been down this road in this forum. I'm afraid your fears are warranted considering the end results we got so far.
Originally posted by Ekimmak:
The 100% refund only works if you have enough room in the base.

I've noticed there's a tendency for some sort of useless resource to take up a lot of room and eventually steal reconstructions.
Anybody with half a brain will understand you simply have to unload your base to keep it "flowing". That's what the logistic blocks are for.

Unfortunate to say that this is a prime example of what Nasabot (and me prior in other threads) were trying to warn about.
Last edited by Eagle_of_Fire; Apr 6, 2019 @ 8:04pm
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Date Posted: Apr 5, 2019 @ 4:05am
Posts: 6