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Factory Raiders
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Patch notes

What changed in the factory, update by update.

October 23, 2026Latest

More believable production floors

Update 0.24.0

  • More believable production floors
  • Compositions survive stair placement
  • Solid Paint and guard booths
  • Clearer gallery views and stronger Paint identity
  • High graphics starts within the device's limits
  • Less first-use rendering work during play

Update 0.24.0

Factory floors now have connected production jobs and clearer routes, alongside fixes for High graphics startup, first-use rendering stalls and see-through booth surfaces.

  • More believable production floors. Nineteen machinery and handling groupings serve seven districts, including ordinary fallback halls: stocked picking streets, fabrication stations, assembly cells, inspection jobs, connected dispatch rollers, calibration benches and generator service areas. Working aisles and crossing gaps stay open.
  • Compositions survive stair placement. Machinery groups and measured stair approaches share the same reserved space, so later stair installation no longer strips machines out of an otherwise complete work cell.
  • Solid Paint and guard booths. Opaque shell surfaces keep their depth coverage while intentional glass and camera fades remain.
  • Clearer gallery views and stronger Paint identity. Gallery walls, services and rails clear the operator's view together. Booth lights retain their orange, teal and crimson colours, with restrained overspray at the booth mouths.
  • High graphics starts within the device's limits. Renderer limits are requested explicitly; devices with tighter limits use fewer simultaneous shadowed lamps. Failed preparation reports a recoverable error instead of entering a broken raid. Slow preparation can keep advancing without being mistaken for a stalled load.
  • Less first-use rendering work during play. Preparation covers partial room arrivals, hidden steam and shadow pipelines, with bounded compilation work and cancellation when leaving a raid. Newly loaded room surfaces also keep drawing correctly as their graphics are prepared.

Known issues: busy halls can still run below 60 fps, and first-use hitches and lengthy preparation remain possible. These changes do not establish a sustained 60 fps target across devices. Map art and composition remain a work in progress.

Saves, servers and compatibility

Run-safe notes: new raids generate different dressing, cover, loot/container positions and patrol spawns; optional measured stairs can choose different fits. Saves, stash contents, catalog ids and live-protocol fields are unchanged. Finish an existing raid on its current build, and have squadmates reload to the same build before the next raid.