v0.05 — From Single Stand to Smart Factory Lines
v0.05 is the biggest “systems” update so far. The core focus was moving the game from early single-stand play into multi-stand production lines, with stronger automation, better reliability, and cleaner UI.
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Production Lines Are Real Now
Equipment is now a managed system
Equipment is no longer a throwaway placement concept. It now behaves like owned factory assets:
- Equipment ownership/inventory added
- Equipment swapping supported
- Stand equipment visuals added in-world
This sets up better long-term progression because equipment can now be treated as part of your operation strategy, not just a one-off toggle.
Car transfers between stands
Cars can now move from one stand to another, enabling line-style workflows:
- Car stand to car stand movement added
- Job priority adjusted so car movement fits production flow better
- Research integration added around routing behavior
This is the foundation for “specialized stations” and dedicated line throughput.
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Automation and Operations
Auto-order parts
Supplier automation got a major step forward:
- Auto-order parts system added
- Ordering tied into model-driven part requirements
- Works with supplier workflows instead of bypassing them
Office desks + office workers
Office automation entered the game loop:
- Office desk placeable added
- Office worker assignment logic added/fixed
- Office systems can help automate repetitive management actions
This starts the shift from player micro-control toward staff-assisted operations.
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Stability and Recovery Improvements
A lot of crash/stall edge cases were addressed:
- Fixed freeze case when part shelves are full
- Fixed crash case when no valid path exists
- Added “no parking spots” alert so blocked production states are visible
These are high-impact fixes because they target situations that used to halt progression.
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UI/UX Overhaul
Car stand UI was reworked multiple times
Stands are now much easier to read/manage:
- Stand panel updates
- UI simplification pass
- Rework to allow equipment management even before selecting a model
Global UI consistency
- Global button styling pass
- Menu centering improvements
- General UI cleanup pass
Result: less friction, fewer mismatched patterns, faster interaction.
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Research and Progression
- Research system refactor completed
- Research display reorder pass done
- New research gating integrated with line features
This helps keep new automation/routing tools paced behind progression rather than dumped all at once.
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New Scenarios
Two new scenarios were added:
- Scenario 4: time-pressure production challenge
- Scenario 5: automation-focused line challenge
These are designed to stress the newer systems and push players into modern factory workflows.
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Dev Tooling
- Developer console added for faster testing/debugging
This has already sped up balancing and systems iteration significantly.
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And yes, Hank is in the game
- Hank (dog sprite/animation) was added in-game
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v0.05 Summary
v0.05 is where Car Factory Tycoon stopped being “just build one car stand” and started becoming a real operations game:
- Manage equipment as assets
- Move cars between specialized stands
- Lean on office/supplier automation
- Handle line bottlenecks with better feedback
- Play scenarios that test full-system flow
Next up is expanding automation depth and continuing reliability hardening as more line complexity is added.