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Steam announcementView the game on SifterOctober 3, 2026

v0.5.18 - Automatic inventory, Saved work orders, Balance tweaks...

FluxWerks v0.5.18 - 02-10-2026

New Features

  • Keep in Inventory - Set how many of each item to carry. You can have items automatically move between nearby storages and your inventory based on the rules you configure. Open it from the new Inventory settings button inside the Inventory panel.
  • Work Orders - Everything you mark for your nanobots now stays until done, waiting while out of reach, room or material, and is saved with your game. Each marked area becomes an order in the Work Orders panel (N key).
  • Undo Last Mark - Ctrl+Z, or the UND button on the toolbar, cancels the last order (area mining for example).
  • Clear the Way - Placing a building where blocks, plants or water are in the way marks them for your nanobots for clearing. Belts and pipes laid by hand, holding Ctrl with Auto route on, do the same.
  • Aim Guides - While placing belts, pipes, Elevators or Routers, grey lines run out at your aimed height and show a ring on the first hit, cyan color if it joins.
  • Quick Router - Hold Alt with the belt or pipe tool to place a Router of the belt's tier, or a Fluid Router, then let go to carry on building belt or pipe.
  • Belt Overbuild - A belt drawn along placed belts now builds over them, turning them its way at its tier, and a clicked corner turns to feed it. With Auto-Route on, hold Ctrl to build over a belt Auto would climb over.
  • Rain Collector MK 1 - A new building that fills with water while it rains, twice as fast in storms, using up sand as it goes. Needs open sky, works only where rain falls, and unlocks with Rain Collection after Fluid Handling II.
  • Farming Statistics - A new Farming tab in the Statistics panel tracks each crop. Plants planted, harvested, withered and destroyed, plants in the ground now, and seeds returned per harvest.
  • Heat and Exposure Sandboxes - 2D sandboxes in the Planner UI opened from the bottom bar to help visualize and play around with the heat simulation and exposure. Still a bit crude UI, but hopefully it already helps a bit to understand how the mechanics work.
  • Starting Deposits - New worlds start with a deposit each of sand, iron, copper and coal around the landing site. Existing worlds may get a sand patch there too, on ground you have not changed yet.
  • Infinite Ores - A difficulty option where drills never run a deposit dry, though ore you dig with the Mine tool still runs out. Turn it on under Difficulty, on the New Game screen or in the pause menu.
  • Input Jammed - A machine now warns you when an inserter feeding it is stuck holding an item it has no room for, shutting out another input.
  • Flip Direction - Inserters and fluid pumps now have a Flip direction button in their panel. An inserter's panel also shows what it carries and can take it out.
  • Solid Fuel (Biomass) - A new Chemical Plant recipe that turns 45 Biomass and 15 Xenomass into 15 Solid Fuel. Unlocks with Xeno Fermentation, after Fuel Synthesis and Xenomass Reclamation.

Improvements

  • Soundtrack Credits - The main menu now credits JustWall for the awesome soundtrack, with a link to listen to it.
  • Inventory List - Inventory settings can group rows by use or alphabetically, and set how many rows show before scrolling.
  • Performance - Smoother frame rate near busy belts and while flying into new areas.
  • Building Tooltips - Item rates now show exact values instead of rounding, like 56.25 items/min.
  • Materials Bar - Shows inventory fill as a bar whose warning icon bounces when full, and the queued count turns amber or red when work is held up.
  • Nanobots - Terrain demolition no longer takes nanobots ahead of mining and filling. Only work on buildings goes first.
  • Work Orders Panel - Each order shows its progress, status and distance, with buttons to do it first, pause it or locate it.
  • Cancelling Work Orders - Expand an order to cancel a single block type inside that order. Cancel all now asks for confirmation first.
  • Pause All Work Orders - B now pauses your work orders and resumes them on a second press, and Ctrl+B cancels them all. Anything marked in between starts right away.
  • Quick Area Select - With no tool active, drag to start a selection box.
  • Fill and Replace Tools - The material picker lists every block, the ones you have first. Orders for a block you don't have start when you get some.
  • Toggle Tool - Its toolbar button now shows a checkmark instead of the pause sign.
  • Loading Saves - When a save cannot be loaded and its backup is loaded instead, a notice now says so.
  • Temperature - Machines slowed by heat or cold now use less power and fuel in proportion. Computers still draw full power.
  • Coolers - Now slow down when short on power instead of stopping.
  • Belts to Elevators - Aiming a belt at the side of an Elevator now lines it up with the intake or outlet facing it.
  • Belt Chains - A belt chain that reaches an Elevator's intake or outlet carries on from its other end.
  • Elevator Placement - Aiming the first end now shows which way items will pass through it.
  • Badlands - Now a dry biome. No rain falls there, its ground no longer gets wet, and rain no longer wears machines there.
  • No Sky Access - The warning over buildings now shows a cloud instead of a lightning bolt.
  • Chemical Plant MK 1 - New model, one block taller, which may overlap anything built directly on top of an existing plant.
  • Planter Placement - Plots show green where crops grow, yellow where they need water or fertilizer, red where nothing can grow. Harvester areas show as outlines.
  • Fertilizer - A stocked Planter now also sows ground too poor to take a seed without it.
  • Farm Withering - The warning now names the cause, pollution or poor ground, and links to the Farming tab. Plant tooltips say Poor ground instead of Withering.
  • Planter MK 1 - Its panel shows how many plants it has sown and how many withered since it was built.
  • Scanner Labels - Small ore pieces now count toward the deposit beside them, or share one label, and show their own amount when you fly close.
  • Research Terminals - Their panel shows the cycle time and lists each pack a cycle uses, with the number held and the number needed.
  • Building Panel - A machine waiting on a single input now names it, like Waiting for Iron Ore.
  • Flip Line - Flipping a whole belt line now shows what would turn around first, then needs a hold, like Demolish line.
  • Slot Locks - Storage slots and tanks can be locked to None, so nothing goes in. Pick None in the lock picker, or Ctrl+click the lock icon.
  • Building Overlays - Choose Off, Icons or Text in Settings under Building Overlays. The overlay key (U), now named Building Overlays, shows which one you switched to.
  • Building Panel Header - A new button pauses or resumes a machine, and Demolish is now a trash can icon.
  • Paused Machines - The icon over them now shows a pause sign instead of a red X.
  • Map Pins - The Show in world button in the pin list now shows an eye instead of a checkmark.

Bug Fixes

  • Fixed worn machines giving less heat than they were supposed to.
  • Fixed stutter while moving the camera around large factories.
  • Fixed inserters moving items slower than their tooltip shows.
  • Fixed a moved panel's title bar going off the top of the screen as the panel grew taller.
  • Fixed headers and buttons overlapping each other in panels with long lists, like the map's pin list.
  • Fixed fill and replace orders charging material twice, or losing fluid, after loading a save.
  • Fixed the Replace tool ignoring materials in Cloud Storage.
  • Fixed blueprint terrain saying it was cancelled when it only waits for material or inventory room.
  • Fixed demolishing a young farm plant giving the full harvest of a grown one.
  • Fixed plans and placement previews showing underground objects, like cave mushrooms, through solid ground.
  • Fixed rare crashes when demolishing buildings.
  • Fixed some saves crashing the game every time they were loaded.
  • Fixed stopped and paused machines, like an idle Research Terminal, still giving off heat and pollution.
  • Fixed machines waiting for computing draining power they never used and setting off low power warnings.
  • Fixed some paused or upgrading machines, like batteries and Harvesters, still running.
  • Fixed broken batteries still charging and taking surplus power away from healthy ones.
  • Fixed the Uplink, Drone Port and other powered buildings giving off no heat.
  • Fixed the Fuel Depot burning fuel without power, and at full speed when worn or overheated.
  • Fixed the building panel showing paused and stopped machines as still working.
  • Fixed Harvesters making empty trips back to trees they had just cut.
  • Fixed Planters and Harvesters occasionally losing seeds and harvested items.
  • Fixed the Elevator placement preview marking belts as connected when they would not join it.
  • Fixed a belt drawn over a planned belt facing another way leaving a gap.
  • Fixed the Deep Vein Extractor showing no waste heat in the build menu and wiki.
  • Fixed the Solar Panel build card showing about a quarter of the energy a panel really makes per day.
  • Fixed a stray line and unreadable text on the Research Terminal's progress bar.
  • Fixed Research Terminals saying they were waiting for packs when they already had them.
  • Fixed research pages in the wiki listing recipe numbers instead of links to the recipes.
  • Fixed the click that opens a building's panel sometimes taking items out of a slot under the mouse.
  • Fixed errors appearing while Distant Horizon is turned off.
  • Fixed the fog getting much thicker when Distant Horizon is off or set to a shorter Horizon Distance.
  • Fixed fuel-burning machines saying No power when out of fuel.
  • Fixed a long Router warning being cut off in the building panel.
  • Fixed the slot lock and Drone Port request pickers showing a Select All button that picked a random item.
  • Fixed a pipe's panel counting a Fluid Output locked to another fluid as draining it.
  • Fixed the lock icon's tooltip in storage panels listing item transfer clicks.
  • Fixed keys typed into a blueprint group name opening menus or moving you around.
  • Fixed the error screen opening while typing or selecting text in a text box.

Balance Changes

  • Maintenance Depot MK 1 - Repair speed raised from 1 pack every 10 seconds to 1 pack every 2 seconds.
  • Deep Vein Extractor - Water from an Aquifer raised from 60 to 300 units per minute.
  • Ore Deposits - Ore per block raised from 10 to 30, and sulfur from 20 to 60. Existing worlds get the new amounts on untouched ground only.
  • Oil Deposits - Average oil per pocket raised from about 13,000 to 68,000 units. Pockets now usually come in groups of 2 to 4, and groups are about 40% more common. Existing worlds get them on untouched ground only.
  • Sunflower - Plant Oil per harvest raised from 2-4 to 4-8, and Oil Refining time from 6 to 12 seconds.
  • Solar Panels - MK 1 output raised from 60 to 180 kW with build cost and build time tripled, MK 2 from 360 to 720 kW with both doubled.
  • Research Terminals - Power use halved, from 500 to 250 kW for MK 1 and from 700 to 350 kW for MK 2.
  • Drone Port - Computing required reduced from 2.5 MB/s to 600 KB/s.
  • Fuel Depot - Computing required reduced from 600 KB/s to 300 KB/s.
  • Cloud Storage - Computing required reduced from 3 MB/s to 1.5 MB/s.
  • Storage MK 1 and MK 2 - Items per slot raised from 100 to 500 and from 100 to 1,000, including ones already built. Build costs tripled for MK 1 and raised fivefold for MK 2.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.