Changelog
Changelog
1
* Improved performance of resource bars overlay, they will show-up 10x faster now.
This also improves performance when toggling visibility of individual resources.
* Slightly increased rewards for goal completion (tutorial), from refugees, and
from the world map.
* Initial rewards from the world map now also include iron and copper scraps.
* Increased maximum initial loan amount.
* Maximum initial loan amount now scales with loan duration so that more can be
borrowed for longer loan durations.
* Quick-trade cooldown is now shorter with each level of price increase so that
paying a higher price will allow purchasing more products.
* The Trade tab is now the first tab in the trade window.
* Navigation overlay is now shown by default when a stuck vehicle is selected.
* Diesel storages with an import slider set to import fuel are now allowed to
refuel vehicles.
* Tree harvester inspector was made wider to fit all truck types.
* The current game is now pre-selected in the load game window.
* Added shortcuts overlay when tools are active in the map editor
* Stumps from cut trees that are on mining designations will get properly
registered for clearing by excavators.
* Surfaces are no longer removed by other entities that did not place them (e.g.
pipes over buildings).
* Fixed building validation layer that was not visible in some cases on large maps.
* Fixed trees miss-alignment when tree harvester cut down trees while standing on
non-flat surface.
* Placing a farm from a blueprint now properly filters-out locked food types.
v0.6.0d
* Added decals for the letters A-Z.
* Quick build actions are no longer available for pumps and vehicle depots.
* Fixed issues with refueling of vehicles if the last fuel station in the game got
removed.
* Fixed crops rendering on T1 farms. Finally you will be able to see all the
potatoes!
* Fixed and improved mod selection and propagation.
* Fixed inconsistent line breaks in non-English languages.
* Fixed dropdown that should have been tabs in the main menu for languages with
symbols (like Chinese).
* Unreachable goals are clear when a vehicle is recovered. This will skip the
waiting period and the vehicle can get to work sooner.
* Save name field is now focused right after opening the save game window.
v0.6.0c
* Fixed curb rendering on tiles with decals.
* Fixed hydrogen excavator that would not go for fuel when there were only diesel
fuel stations assigned with trucks.
* Fixed hydrogen excavator that would not get fuel from hydrogen station if its
tower was assigned only with diesel fuel stations.
v0.6.0b
* Added a shortcut key to flip direction for transport and lift (bound to flip
entity shortcut, F by default).
* Added product name tooltips for resources display panel.
* Improved start #1 on Armageddon map (only available in new games):
- Added a small coal deposit closer to the starting location
- Added an extra cargo/trading dock space near start.
* Added serial terrain generation fallback if parallel generation fails to avoid
the game not being able to start.
* Improved game name verification to avoid potential issues with game saving (e.g.
Windows does not support directory names ending with a period).
* Ore sorter’s single product restriction is now properly copied when using the
copy tool.
* Fixed that clicking "Continue" in the main menu to continue a game with mods
would not work in some cases.
* Fixed that games with an empty game name were incorrectly ending up in the
"Saves" sub-folder.
* Fixed that research difficulty and mining yield difficulties were not applied in
some cases.
* Fixed that machine would not disable "output full" notification in rare cases.
* Fixed loading bar that was sometimes a little too eager to hit 100%.
* Fixed custom surface decals rendering artifacts.
v0.6.0a
* Updated easy and medium starting locations on some maps to include even more
space for trading/cargo docks near coast (only available for new games).
* Armageddon start 2# now has starting crude oil closer (only available for new
games).
* Map editor now properly validates all starting locations on publish, even if they
were invalidated after their placement.
* Fixed rare cases of fixed-point numbers overflowing and divisions by zero.
* Fixed rare exception on confirm button click.
v0.6.0 (Update 2)
Compatibility
* Save files from Update 1 are fully compatible and all new features are available
in legacy saves.
* In order to enjoy updated maps and improved terrain generation, you need to start
a new game.
Music
* Added 8 new tracks to the soundtrack, totaling 34 minutes of unique game music to
enjoy.
Maps
* All existing maps were recreated and improved, all containing new starting
locations for fresh playthroughs.
* Added new map called Armageddon - a largest map in the game with 4 starting
locations, each offering a different difficulty level.
Community Hub
* Created and launched a community hub for sharing blueprints, maps, and mods:
https://hub.coigame.com/
* Hub offers better integration with the game (compared to other third-party
services) such as validating blueprint strings, or showing contents of uploaded
maps.
Improvements
* Balancers can be suspended on pillars, similar to transports or connectors. Other
transports or balancers can be built on top of them, allowing for truly multi-level
conveyor networks.
* Logistics now won’t schedule delivery jobs if the second leg of the trip is not
accessible. This solves issues where trucks were being loaded with material and was
then unable to deliver it to its destination.
* Trucks no longer get stuck on unreachable goals; they mark such goals as
inaccessible instead. Targets that can’t be reached by multiple vehicles get
reported via a notification.
New UI
* New user interface for the main menu, map editor, in-game settings and difficulty
configuration.
* Revamped save/load game screen to group saves by game sessions. This is also
reflected on disk where games from one session are organized in directories.
- This also prevents auto-saves from mixing between different sessions.
* Mods that fail to load are now marked in the UI together with the copyable error
message.
* Improved sound effects for many UI actions
Graphics improvements
* Pipes are now colored based on their contents. This change is slow and gradual to
avoid any sudden changes and to support pipes with mixed contents.
* Trucks with tank attachments are colored similar to pipes and have a product icon
on the side.
* Fluid storages have a product icon on top.
* Three new deciduous tree variants: birch, maple, and oak.
* New terrain props: bushes.
* Clouds now cast shadows on the ground.
* Improved particle effects for various machines, especially those emitting fire or
steam.
* Interactions with terrain such as mining, dumping, or terrain collapse now
generate dust particles.
* Vehicles now emit smoke from exhausts.
* Trees now sway in the wind slightly.
* Terrain under the ocean is now rendered as wet.
Balancing
* Vehicles and cargo ships now cause pollution when using fossil fuels.
* Cost of Vehicle barriers was reduced from 10 to 1 concrete.
* Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per
tile.
* Increased output and upgrade levels for world map’s rock mine
Modding
* Significant changes were made in the modding API, all mods will likely need to be
updated and recompiled.
* Mods are now selected at the start of the new game (instead of at the end),
allowing them to affect the new game setup flow, e.g. providing maps for selection.
* Improved how mod configs are being handled, now all mod configs must derive
IModConfig interface.
Fixes
* Molten transports and balancers can now be elevated, but must still remain flat.
* Fixed disappearing large entities under some camera angles in rare cases.
* Fixed a slight memory leak after quitting a game to the main menu.
* Initial transport placement no longer requires a valid pillar to start the
transport construction.
* Fixed settlement health/unity generation when more than one settlement was
constructed.
v0.5.5d
* Fixed a rare case of disappearing buildings.
* Fixed vehicle pathabiliy overlay on very high or low terrain.
v0.5.5c
* Annual stats have now history reduced to 100 years but a new quarter-century
stats with unlimited history was added.
- This fixed crash when viewing annual statistics for saves with 10k+ years.
- This significantly reduced save file size by up to 20% and increased speed of
save/load.
* Removed some obsolete items from the save file, resulting in a save file
reduction up to 50% (depending on the game session duration).
v0.5.5b
* Increased terrain physics processing speed 4x to prevent issues with terrain
collapse being too slow.
* Fixed ocean rendering when repeatedly swapping rendering quality settings.
v0.5.5a
* Fixed rendering glitches such as disappearing terrain when a moving vehicle was
being tracked in photo-mode for a long time.
* Fixed texture glitches on shipyard cranes.
* Improved texture of T2 truck wheels.
* Added a new option to track vehicle position and rotation at the same time (Shift
+ T).
v0.5.5
* Transport path-finder now performs an undirected search when there is no goal set
yet, improving response time once mouse cursor moves and goal is set.
* Improved internal hashing algorithm for tiles resulting in 4x speedup of terrain
physics and around 30% overall simulation speedup when mining/dumping is active.
* Slightly reduced font sharpness to make the text more readable.
* Trucks with cargo are no longer reported as idle in the vehicles overview.
* Paused mine tower no longer affects dumpable products in its area of influence.
* Recipe book now shows recipes with mechanical power and other virtual products.
* Results of in-game calculations via the search bar are now shown at the left side
of the entities menu.
* Fixed a rare issue with (auto)save which was not able to be completed in some
cases.
* Fixed ship fuel checking when navigating to some locations.
* Fixed minor rendering issues of some buildings caused by the latest
optimizations.
* Fixed generator rotation direction.
v0.5.4g
* Fixed dumping on tiles that contain transports that was in some cases not
working.
* Fixed rendering of arc furnaces.
v0.5.4f
* Improved responsiveness of transport path-finding.
* Fixed Cyrillic fonts.
* Fixed incorrect "shift" status if a shift was held while entering the transport
menu.
v0.5.4e
* Fixed auto-save that was not showing an error on failure in some cases.
* Improved rendering performance of some models resulting in a slight FPS gain.
We've seen improvements up to 20% on large factories.
v0.5.4d
* Improved text rendering that results in sharper fonts.
* Increased font size for languages that use complex symbols such as Japanese,
Chinese, or Korean to improve readability.
* Dumping is no longer allowed under entities that have underground structures such
as fly-wheel or launch pad.
* Improved visibility of mine tower work areas.
v0.5.4c
* Added more LOD models for some machines, increasing FPS slightly for large
factories.
* Added camera field-of-view configuration to the video settings. Vertical FOV is
now configurable from 50-70 degrees (default is 60).
* Camera no longer clips into terrain when in vehicle-following mode.
* Fixed animations of some machines that were not working for players using some
non-English locale (such as French).
* Fixed an unwanted transport reverse when constructing transport that ends with a
connector.
* Fixed an unwanted transport connector removal in cases where the resulting
transport would have to be reversed in order to connect properly. This was causing
unexpected transport reversals.
* Fixed logistics where products were sometimes not delivered to a high-priority
storage due to other low priority jobs.
* Fixed cooled caster model that had incorrect water outlet.
* Fixed entity icons that were sometimes not showing correctly after operations
such as cut/paste.
* Fixed issues with buried rocks that were blocking vehicles while being invisible
to the player.
* Icons such as pause for transports now sit closer to the transport.
v0.5.4b
* Blueprints can now be reordered using drag & drop and the window size was
increased.
* Small-quantity jobs no longer skip high-priority jobs in the queue just because
there is not enough quantity for the high priority ones.
* Farm recipes were added into the recipe book.
* Cargo depot modules no longer consume power even when idle.
* Allow transport connectors to be placed on a single-tile transport between two
entities.
* Transport path-finding port-avoidance heuristic now ignores ports for connectors.
* Transport connectors are now properly removed when a destroyed connected building
was the last reason to keep them.
* Farm no longer notifies about lost crops when it is paused.
* Fixed upgrade window button that was showing incorrect cost in some cases.
* Fixed trucks randomly stopping during deliveries to storages.
* Fixed entity highlighting that was not tracking the animation for some entities.
* Fixed nuclear reactor UI after upgrade to the higher tier.
* Fixed research UI that had wrong size in some situations.
* Fixed settlement UI that would sometimes show needs that were not available yet.
* Fixed farm yield estimates that did not take farm yield edicts into account.
* Fixed incorrect cannot deliver notification for already discarded product.
* Fixed empty fuel station notification that was sometimes stuck even if the
station was full.
* Fixed that ship sometimes was not allowed to sail to a destination despite having
enough fuel.
* Fixed transport pillars that were left not constructed when
constructing/deconstructing overlapping transports.
* Fixed transport path-finding that was not able to connect a straight-ramp
combination in some cases.
* Fixed UI dialogs movement that was in some cases not synced with the mouse
movement properly.
v0.5.4a
* Fixed jitter at the end of some animations.
* Fixed graphics issue with caster.
* Fixed rendering issues when upgrading to something that was previously not
rendered at all.
v0.5.4
* Rendering optimizations yielding up to 2x the FPS on large factories.
- New animation system that uses vertex animation texture (VAT) technique.
- Added LODs for the most common entities.
- Reduced LOD switching distance for transport pillars.
* Migrated to the latest Unity version 2022.3 LTS which should reduce rare and
unexpected crashes. This also caused a large patch download size due to differences
in game files.
* Fixed concrete ground tiles that were sometimes left behind when an entity was
deconstructed.
* Transport pillars are no longer left at the ground level when transport does not
need them.
* Fixed missing cargo visualization on the haul truck after recovery.
* Vehicle depot’s quick-delivery is now possible even when the vehicle cap is
reached.
* Fixed that designations could be placed too close to the terrain limits, making
mining and dumping unfulfillable.
* Fixed deconstruction speed exploit via quick remove and toggle of deconstruction,
quick remove now also reduces the time needed for deconstruction.
* Fixed product stats leak occurring when buffers outputs were forcibly cleared
when recipe was running.
* Fixed nuclear reactor that was incorrectly tracking fuel after upgrade.
* Fixed issue when molten metal channel height was changed.
v0.5.3e
* Traditional Chinese is now 100% translated, thanks to all contributors!
* Trucks no longer violate dumping constraints when dumping to neighboring
designations.
* Fixed issues with tree harvester that could get stuck and not harvest any trees
in rare circumstances.
* Tree harvester now properly prioritize explicitly designated areas over trees in
the forestry tower areas.
* Transport ghosts are no longer transparent to make them easier to see around
transparent building ghosts.
* Transport connectors are no longer buildable underwater.
* Entity icons are now properly affected by fog.
* Entity icons now completely disappear when far away.
* Port ghosts no longer cast shadow.
* Fixed pipe connector model on right-angled down bends.
* Game saving is now more robust to special cases such as inability to save when
temp directory is not writeable.
* Game save/load screens show save size.
* Note: Internal changes to assets caused a larger patch download size.
v0.5.3d
* Fixed color of ghosts of buildings under construction that were not recognisable
from paused ghosts.
* Fixed ocean clipping occurring inside of the container ship module.
* Improved exception handling so that the player has a better idea of what went
wrong, and made error messages copyable to clipboard for easier reporting.
* Fixed incorrect unpreviewed snapping to ports on construction.
* Improved heuristics for sorting priority when balancing buffers, trucks now more
closely obey specified job priority.
* Improved path-finding that was giving-up too early in some cases when the goal
was not directly reachable but "close-enough" destination existed.
v0.5.3c
* Fixed logistics business indicator that was in some cases not showing busy
logistics properly.
* Reduced required fertile ground depth for farms from 1.0 to 0.9 tiles to for
imperfections.
* Reduced required fertile ground depth for trees from 1.0 to 0.5 tiles.
* Optimized flow indicators on pipes resulting in a small FPS gain.
* Ocean waves no longer clip though ships.
* Fixed farm validation tiles that were sometimes not displayed properly.
* Fixed issues with forestry towers not registering with other entities properly.
v0.5.3b
* Fixed global statistics for tree saplings that were not marked as consumed by
tree harvesters.
* Fixed a case where a machine could get stuck with full output.
* Fixed non-farmable tiles highlighting for farms.
* Fixed tree harvester rendering that was sometimes not working after load.
* Fixed excavators' "no reachable designations" notifications to not flicker, not
appear too early, and not overlap with "struggling to find a path" notification.
* Lines for excavator unreachable locations will persist until the vehicle starts
searching again.
* Fixed an issue where excavators going to new designations could fail to start
mining.
* Reduced excavator fuel usage while searching for designations.
v0.5.3a
* Forest floor can no longer grow onto farms.
* Trees can now be planted even if there is a little bit of rock on top of fertile
soil.
* Fixed that despawned vehicles now cancel refueling jobs correctly.
* Fixed issue that prevented forestry tower designation removal.
* Vehicles paused by refueling are now properly unpaused.
* Fixed a rare case of jittering conveyor belts when no products were on them.
v0.5.3
* Added a map cache that speeds up loading of games by more than 50%. When a game
is loaded, map cache is saved. When the same game is loaded later, the map will be
loaded from cache instead of being generated.
* Significantly improved performance of state synchronization of transports between
sim and render threads. We've observed FPS increase by 5-10% thanks to this change,
even more when the game is paused.
* Improved camera interactions with mouse events. For example, camera pan (right
click) no longer triggers cancellation of the current action like a building
construction.
* Improved mining priority on excavators that is now more aggressive in finding the
selected resource.
* Pressed waste can no longer be discarded in the shipyard.
* Transports are no longer allowed to be constructed under water.
* Depleted steam recipe for smokestack is now unlocked together with hydrogen
burning.
* Trees can no longer be planted over objects or invalid terrain.
* Fixed sudden jumping of some entities (e.g. vehicles) when game was paused or
unpaused.
* Fixed floating concrete tiles that could occur in some cases.
* Fixed that excavators were sometimes climbing cliffs when they got stuck.
* Fixed a rare case where an excavator could get stuck in an infinite loop trying
to mine unreachable designation.
* Fixed anti-aliasing on pipes that was not working properly.
* Fixed that recipe in the nuclear reactor and recipe book was different.
* Fixed that the forestry tower did not clear its input entities when destroyed.
* Fixed forest floor that could make non-farmable ground when receding.
* Fixed building previews that were not affected by fog.
* Fixed that workers were sometimes not used by the world map entities.
* Fixed some transport path-finding edge-cases.
* Fixed that editing forestry designations closed the planning mode.
* Fixed that enabling planning mode while placing an entity canceled the placement.
* Fixed that a checkbox toggle focused a search field.
* Fixed that quick removal of products from a storage unit disabled its clearing
mode.
* Fixed a nuclear waste age tracking when clearing the nuclear waste storage.
* Photo mode no longer re-shows hidden entity icons.
v0.5.2a
* Improved photo mode (F11)
- Shadows are now properly rendered.
- Added a simple UI with a list of available capture options.
- Fog can be now disabled.
* Fixed issues with navigation interruptions when a vehicle was trying to navigate
to another one (refueling, cargo loading).
* Fixed vehicle refueling that now does not interrupt the target vehicle and works
even when the target vehicle is on the move.
* Electric boiler is now locked behind Lab IV.
* Improved and extended key-bindings
- Added new key bindings for saving and loading camera position (e.g. ctrl+4 to
save and just 4 to load).
- Added key bindings for setting of game speed (numbers 0 through 3).
- Added new key binding to show captains office UI when the office is constructed
(F5)
- Fixed that camera free-look binding was reporting conflicts even though it did
not have any.
- When some bindings are in collision, an error message now reports the offending
binding names.
- Fixed game speed increase binding 'shift+equal' (the plus key).
v0.5.2
* Forestry towers can now have storages assigned for wood export.
* Quick delivery now takes products from incoming trucks before taking them from
storages.
* Delivery jobs that did not yet pick up construction products are now canceled
when an entity get materials from quick delivery.
* Beaches on YSNP map are less steep to not trigger sand avalanche when mining
sand. This only applies to new maps, old saves are unaffected.
* Fixed gold deposit on YSNP map to not be consumed by cliffs, especially when
cliffs are increased in map creation settings.
* Significantly improved efficiency of dumping designation search that was causing
lags when there was a large amount of dumping designations placed in game.
* Many internal fixes to improve stability.
v0.5.1b
* Fixed simulated ocean base height that was too low to be visible on height 0
platforms (which will be flooded when connected to the ocean).
* Flooding is now slightly slower to avoid game lags on slower machines.
* Dirt recovery to grass is now 2x slower.
* Fixed fueling priority for forestry towers. Assigned vehicles are now refueled by
the assigned fuel station.
* Trucks now always respect construction priority even when they don't have enough
parts available. Thanks to this we also no longer force trucks to carry partial
cargo for prioritized construction.
* Replacing vehicles now preserves their custom name and excavator mining priority.
v0.5.1a
* Added two new languages: Traditional Chinese (繁體中文) and Ukrainian (Українська) as
they reached over 50% translated, thanks everyone for your help with translations!
* Fixed dumping into assigned mine tower area (when mine tower was assigned but had
"Allow only non-assigned inputs" off, it still did not allow dumping from non-
assigned mine towers and storages).
* Fixed excavator mining that could get stuck when it fails to reach areas that
need mining.
* Removed debug logs that were unnecessarily bloating unity log files.
* Current materials count in the recipe is now in brackets instead of after a slash
to avoid potential confusion with fractions.
* Allow advanced recipes to satisfy goals. Upgraded machines were already able to
satisfy construction goals. Now this support was added to recipes goals. This is
handy for more advanced players.
* Other internal fixes.
v0.5.1
* Significantly improved vehicle path-finder that now has 4x the throughput and
does not get overwhelmed by jobs that search for impossible paths thanks to
overhauled jobs priority. This fixed problems where nearly all vehicles were not
moving.
* Improved disrupted rock/gravel texture to be less repetitive.
* Increased base vehicle limit from 50 to 60 (applies to existing saves as well).
* Added a new vehicle limit increase node after Captain's office II that increases
the limit by 20.
* Increased vehicle limit bonus of the last research node of this kind from +10 to
+20.
* Advanced logistics now comes slightly earlier in the research tree.
* Fixed that tree planters would no longer look for saplings when a fuel station
was assigned to it.
* Fixed issue in nuclear reactor when output pipe was removed.
* Fixed cases when dumping from storages did not work properly.
* Fixed that trucks sometimes delivered deconstruction products into the shipyard
when unnecessary.
v0.5.0c
* Fixed missing reflections on metals and ocean making them look too dark.
* Fixed music that was sometimes not playing all 24 tracks. If you found music too
repetitive, give it another try!
v0.5.0b
* Vehicles now show a notification when they're struggling to find a path for a
long time.
* Pathfinder now uses priority queue to prioritize more important tasks to make
logistics more efficient.
* Forestry towers can now have assigned storages for saplings.
* Fixed slider on storages that were not saved in some cases.
* Fixed that machines were outputting to ports even when recipes mapping such ports
got unassigned.
* Fixed coal dumping that was producing solid coal, not mined one.
* Other internal fixes.
v0.5.0a
* Simulated ocean rendering now falls back to the low quality option when
simulation is not working (happens for older GPUs).
* Fixed that UI windows could be bigger than the screen.
* All main menu windows can now be closed with Escape.
* Fixed that forestry tower area incorrectly affected dumping designations.
* Fixed tree harvesters that now more robustly check unreachable trees.
* Fixed an issue where tree designations which were once unreachable were never
revisited.
* Other minor internal fixes.
v0.5.0 (Update 1)
Graphics improvements
* Added sun, dynamic fog, and dynamic sky that change based on weather.
* New high-quality terrain textures for nearly all materials.
* New simulated ocean that adapts its wave pattern and color properties to the
current weather conditions (old ocean is still available as a low-fidelity
setting).
* New tree models: spruce and fir.
* Added rocks to the terrain. Rocks are impassable for vehicles but buildings can
be built on top of them. Excavators can also remove rocks when on mining
designations.
* New terrain grass coverage system, mixing multiple types of grass and flowers.
* Refreshed all maps with better resource placement and improved tree distribution.
* Trees leave stumps after they are harvested. Stumps decay over time.
* Products are now visibly stacked on conveyors, trucks, and around storages.
* Storage units now show icons of what is stored in them.
* New models for Excavator T1 and T2, Truck T1 and T2.
* UI improvements.
Music
* Added 8 new tracks totalling 30 minutes of new music.
Forestry
* New Forestry tower and tree planter vehicle can perform tree replanting and fully
automated harvesting.
* Trees are planted using saplings that grow on farms.
* Tree harvester now visibly slices trees into smaller logs.
* World map lumber mill was removed.
Vehicles improvements
* Mixed mining: Excavators can mine mixed products, always scooping a full bucket.
* Mixed hauling: Trucks can be loaded by excavators with mixed cargo, significantly
increasing mining efficiency. For now, mixed cargo can be only loaded by
excavators.
* New widget for vehicles that allows a choice for their replacement with a
different tier. Replaced vehicles keep their assignments.
* New vehicle scheduling that is more performant and allows assigning jobs to the
closest available vehicles.
Major features
* Pipes can now be constructed vertically, taking up less space when changing
levels.
* Added leveling terrain designation (combination of mining and dumping
designation).
* Stacker: allows dumping of loose material from conveyors directly on the terrain.
Computing changes
* Added mainframe: predecessor to datacenter, making bootstrapping of microchips
easier.
* Made microchip production 25% faster and also 25% cheaper on computing.
* Increased server rack cost from 20 to 25 servers but doubled its computing
output. This means that a datacenter still requires the same maintenance while
providing twice more computing.
New mechanics
* Electricity surplus: Entities can now be set as "surplus consumers", only
consuming power generated by "surplus generators".
* Conveyor belts and storages can now operate in three selectable modes:
1) Belts and storages do not consume any power.
2) Belts and storages consume power with the highest priority but still function
without power.
3) Belts and storages consume power and won’t work without it.
* Landfill now decays over time and produces pollution. It takes 4 years to fully
decay, at which point the pollution stops.
Changes in research
* Electronics II is now available earlier due to the removed Quartz input. This
also allowed making Construction Parts IV and Maintenance II available earlier as
well.
* Solar panels, Power generation IV, Household appliances, and Hydrogen Reformer
all come before Research Lab IV.
* Moved cooling tower II from nuclear research to power production IV.
* Ship weapons II are no longer locked by Electronics II
* Merged reforming and cracking so cracking comes earlier.
* Early research is faster to unlock.
* Research locks: Some research nodes now require a certain amount of products
created in order to be researched.
Quality-of-life and UI
* Added a quick remove unity action for storage units when they are being cleared.
* Added new dashboards that provide a breakdown of the consumption and production
of electricity, computing, workers, and maintenance.
* Blueprints now automatically downgrade their locked items on placement.
* When a blueprint is locked, a list of locked entities is shown on hover.
* Notifications in entity inspectors are now shown in a panel on the side,
eliminating jumping UI.
* Clicking on a machine icon in a recipe book now starts building it.
* Power, computing, and workers displays in entity inspectors are now grayed out
when the is not consuming the resource.
Other changes
* Transports can no longer turn and initiate a ramp up/down at the same time. These
types of ramps were removed as they were not extendable once placed.
* Recycling plant now returns sorted products via a single conveyor, final sorting
has to be done using sorters. This provides more extensibility in the future.
* World structures are now paused after repair.
* Advanced tools such as cut or copy are now locked behind initial research. This
increases discoverability and makes the game less intimidating for new players.
* Main folder with save files and blueprints has been moved to the appdata folder
to prevent issues with their accessibility on non-standard systems.
* Chained storage units automatically disconnect corresponding vehicle
import/export settings to improve vehicle jobs scheduling and performance.
* Added difficulty setting to allow to increase contracts profitability.
* Added more generous difficulty options to reduce maintenance.
* Added more options for autosave intervals.
Performance
* Various internal improvements increase the simulation speed of many components by
10-30%.
- Completely rewritten simulation of machines
- Increased performance when exchanging products between ports and buffers
* New terrain rendering tech improving FPS by 1-8x (based on map size and view) and
reducing memory consumption by 4x.
* Terrain operations such as mining, material collapse, or disruption after
vehicles are 2-4x faster.
* New conveyor and pipe rendering system resulting in 3x speedup.
* Ocean access area checking is 10x faster, not lagging the game when placing docks
or a shipyard.
* Optimizing products rendering to use batched GPU instancing (rendering multiple
products per single instance).
* New LOD system that adjusts ocean quality based on view distance. If the ocean is
not in the view, it is not even simulated.
* New terrain details rendering system (grass, flowers, etc.) with LOD support that
also adjusts density based on camera distance and does not render details that are
too far from the camera (previously, all details on the entire map were rendered).
Small Quality-of-life
* Holding shift while adding or removing servers to the datacenter adds or removes
8 at a time.
* Recipe book now shows radiation levels for products.
* Contracts view now sorts contracts by output so that similar contracts are near
each other.
* Changed machine UI to display "waiting for products" status instead of "missing
input" together with a list of products missing on mouse hover.
* Added a notification strip when transport snapping is disabled.
* Added a legend for the shortcut which allows preventing applying copied config
when placing entities.
* Terrain grid is now visible when modifying Mine Towers areas.
Fixes
* Game no longer freezes when on the loading screen.
* Music now does not stop on the loading screen.
* Made ocean pumps and dumping entities stop working when the ocean is no longer
present.
* Edicts effects are correctly combined with other effects, such as difficulty
options.
* Fixed that datacenter racks didn't appear on load.
* Fixed that global products statistics kept increasing when machines ran partial
recipes (e.g. cooling towers).
* Fixed that storage units that were not built yet were already reporting their
capacity.
* Fixed that blueprints would add locked recipes into machines.
* Fixed that launching a rocket returned its scrap value back.
* Lots of improvements and fixes in how products are handled in quick build and
removal.
- Storage units now have priority over Shipyard to store products.
- Shipyard has priority over storage units to provide products.
- Cargo depot that is exporting products no longer provides them for a quick
build.
* Balancers and sorters now show power consumption in the entities menu popup.
* Camera, even "free look", cannot go underground.
* Fixed issues with map borders and added support for cargo depots built near the
border.
* Fixed that the fuel station had its input buffer registered into logistics
instead of solely relying on piped input.
* Fixed fuel station that was often sending partially loaded fuel trucks.
* Trees are no longer moving when mined under but fall down instead.
* Increased maximum number of rendered characters per element from 15k to 18k to
accommodate Update 1 changelog.
v0.4.14b
* Captain of Industry is now availalbe on GeForce NOW.
* Fixed transport pillars placement that sometimes blocked other buildings during
copy/paste and blueprint build operations.
v0.4.14a
* Fixed blueprint loading that in some cases did not load the library completely.
v0.4.14
New feature: Blueprints
* Parts of the factory can be now saved as blueprints which are persisted between
games.
* Blueprints can be exported and shared with other players by copy-pasting strings.
Improvements
* Transport construction now locks pillars for already confirmed segments, giving
greater control over pillar placement.
* Optimized game save encoding resulting in 5-10% smaller save size.
Fixes
* Second tier of the Cargo Depot now also satisfies a goal in place of the first
tier.
* Assignments between entities are now honored when copy-pasting designs.
* Increased max area for tools.
* Cut and copy tools now correctly copy locations of transport pillars.
Balancing
* Reduced the number of workers required in farms.
* Added recipes to digest fruit and poppy.
v0.4.13
New map: Insula mortis
Improved experience
* Added mass upgrade tool. When an area is selected for upgrade, a popup window can
be used to select what entities in that area should be upgraded.
* Added comprehensive checklist-based tutorial that will guide new players though
the early game (can be disabled).
* Reworked and restructured tutorials to better explain game mechanics, be more
simple to read, and be less verbose.
* Added mods configuration options when starting or loading a game. This also
allows you to add/remove mods before a game is loaded. Note that not all mods can
be safely added/removed from a save.
* Introduced a new bricks production chain into the game. Bricks can be used as an
alternative for Concrete in Construction parts. Bricks are designed to make early
game a bit easier.
Performance
* Further optimized transport pillars rendering and added LODs, saving many
millions of drawn triangles in large factories.
Balance changes
* World map no longer gives refugees from explorations.
* Beacon is now infinite with diminishing returns.
* Reduced early research difficulties.
* Removed electronics from collapsed radio tower.
* Research labs no longer consume Unity when idle.
* Reduced connector buffer size significantly (size is still based on transporting
speeds of connected entities).
* Increased water requirements to make 8 acid from 4 to 6.
* Reduced water yield from cleaning of 24 toxic slurry from 20 to 18.
Behavior changes
* When assigning a vehicle to a building (e.g. mine tower), assign the closest one.
* Excavators no longer return to the mine tower when mining finishes, unless they
are outside of the mine area.
* Dumping designations are no longer searched based on proximity to the mine tower
but on proximity to the vehicle.
* Refueling trucks now don’t leave fuel stations while the station keeps loading
them with more fuel.
* Trucks and excavators now prefer to refuel at the fuel station that is assigned
to their mine tower.
* Improved logistics jobs priority system.
* Transport connector now attempts to accept inputs evenly from all connected ports
(outputs were already even). This means that a connector has an equivalent behavior
to a balancer without any priorities or ratio enforcement settings on.
* Transports construction tool now places a connector in places where it makes
sense (e.g. two output ports facing the same tile).
* Statue of maintenance now provides maintenance reduction based on the number of
operational statues. The maintenance reduction of a single statue was reduced from
5% to 4%, but each additional statue gives an additional reduction which is a half
of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total
maintenance reduction now!
* It is now possible to flip entities with mechanical shaft such as turbines and
generators.
* It is now possible to queue any research node and all required parent nodes will
be queued before it automatically.
* Improved ship surrender logic so that your ship will not surrender if the enemy
has much lower HP.
* Improved tree harvester logic to ignore non-reachable trees if possible.
User interface
* Replaced toggle buttons with checkboxes.
* Improved several dialogs to properly respect the Esc key.
* Total population view moved from the big top left tiles to the main top toolbar.
* Removed custom starving notifications and moved them to the regular
notifications.
* Notification dismissal status is now persistent (loads from a save).
* Collapse warning icon on affected building disappears when its notification is
dismissed. Notification reappears when more terrain under the affected building is
modified.
* Custom warning notifications on storages don't go away until the contents are
more than 5% off the target to prevent flickering.
* Message notifications now auto-collapse when there are more than 5 of them.
* Add "delete entire transport" action into the construction toolbox for better
discoverability.
* Transport height now shows the correct height when connecting to other
transports.
* Remove the top title bar from the bottom toolbar and use tooltips for the items
instead.
* When selecting an entity, prefer a vehicle if there are two entities to choose
from. This allows selecting trucks clipped inside of buildings.
* Fixed idle non-assigned vehicles that were not properly updated in the UI.
* Fixed an incorrect estimate of water yield in the rainwater harvester.
* Fixed Recipe book that did not show some recipes as locked if the owning entity
was locked.
* Fixed hotkey for price tooltip did not work if transport editor was activated via
copy tool.
* Fixed missing tooltips in settlement overview, added a link for tutorial about
health.
* Product stats titles are now ordered by name.
* Made key-binging tooltips translatable.
* Mining overlay can be now toggled without canceling current selection for
building.
* Games can be loaded/saved by double-clicking on existing file names.
* Updated translations, thanks to everyone who is contributing!
v0.4.12e
* Fixed tree harvester UI that was not properly updating the line to goal.
* Fixed building (de)construction cancellation that could sometimes result in
insta-built entities.
* Fixed hit-box of chicken farm to not contain an empty area next to it.
* Fixed issue with balancers when they were configured to have no power
consumption.
v0.4.12d
* Improved how mods are loaded, being able to reference and load dependent DLLs.
* Added command line arguments useful for modding such as --skip-assets-preload,
use --help to list them all.
* Added XML documentation for all mafi DLLs. It should just show up in your IDE
when using mafi APIs.
v0.4.12c
* Fixed incorrectly highlighted particles during (de)construction.
* Farm no longer simulates fertility when under initial construction.
* Fluid colors on storages and transports are now visible immediately after load.
v0.4.12b
* Fixed entity icons disappearing after upgrade.
* Fixed tile validation overlay for flipped/rotated entities.
v0.4.12a
* Fixed construction of transport pillars.
v0.4.12
Performance
* Optimized rendering of common buildings resulting in up to 3x more FPS.
* Optimized rendering of construction cubes that no longer cause any FPS drop.
* Optimized game loading which is 2-8x faster.
* Optimized save datastructures making save files 2-3x smaller.
* Fixed issues causing consecutive loads consuming more memory and being slower.
v0.4.11
New Features
* Unlocked buildings are now highlighted in menus until they are selected for the
first time.
* Added an option to auto-return the main ship after exploration when there are no
more reachable locations to explore.
* Added a new edict that reduces ship fuel consumption by 10%.
* Added an option to make ships 50% slower to save 30% of fuel per trip.
Other balancing
* IMPORTANT: Gas rotary kiln changed to return CO2 instead of Exhaust.
* Reduced coal consumption of the silicon recipe in the Arc furnace II by 50%.
* Reduced computing consumption of Arc furnace II from 6 to 4.
* Increased the throughput of Chemical plant for graphite production from CO2 by
2x.
* Reduced transports building duration by 80%.
v0.4.10
Performance
* Optimized rendering of ports (conveyor/pipe attachment points on buildings) and
their highlighting, resulting in 10-50% more FPS!
* Fixed a frame rate drop that was occurring when the transport inspector was open.
New recipes
* Added a recipe to convert meat to meat trimmings (to enable making sausages out
of meat).
* Added a recipe to convert vegetables to fuel gas (to be able to get rid of
excess).
Balancing
* Fixed quartz recipe on arc furnace that incorrectly returned hi-pressure steam.
It now returns low-pressure (you might need to fix your factory if you use this
recipe).
* Increased throughput of mechanical parts from iron in Electric assembly II by 2x.
* Slightly increased fuel gas output from potatoes and wheat to catch up with
energy produced from burning those as animal feed.
* Significantly increases yield of animal feed from wheat.
* Slightly increased yield of animal feed from corn.
* Reduced exhaust produced in rotary kilns from the hydrogen recipe.
* Added some starting coal to speed up the early game a bit.
* Trucks no longer consume fuel when searching for dumping locations.
* Excavators now consume only 20% of fuel when waiting for trucks whilst loaded.
Other fixes
* Trucks will no longer transport small cargo loads during deconstruction projects
(unless they are high priority).
* Increased distance tolerance for fuel trucks to minimize issues where fueling
trucks cannot reach excavators.
* Trucks will now prioritize refueling instead of getting rid of cargo. This will
avoid stuck dump trucks alerting low fuel instead of going to refuel.
* Fixed issues with concrete tiles appearing on the ground when constructing
entities that were cut but not pasted.
* Fixed edge cases in which port highlights did not appear properly when opening
port overlay right after placing buildings.
* Fixed layers legend view that was in the wrong position before the player opened
the entities menu at least once.
* Fixed incorrect maintenance production reporting.
* Fixed consumer electronics edict that was incorrectly boosting household
appliances.
* Comma is now supported as a decimal separator in the calculator.
* Ports on non-constructed building blueprints are now shown as a blueprint too.
v0.4.9c
* Actually fixed farm yield estimates that did not take empty fields into
consideration (this time for real).
* Fixed console command for taking screenshots "capture_and_save_screenshot" that
failed when given a custom screenshot size.
* Fixed that some unlocks in research did not have a proper popup.
* World resources are now unlimited on Sailor difficulty by default.
v0.4.9b
* Fixed a case where power generators could get stuck in a state where they are
consuming mechanical power but not producing electricity (if there were not enough
turbines to power them fully).
* Hide port icons and arrows in the balancer UI.
* Fixed transports copy-paste that was not copying settings such as construction
pause.
* Fixed cases where deliveries to building constructions could get stuck.
* Fixed farm yield estimates that did not take empty fields into consideration.
* Fixed a rare issue where quick-deliver could take away more products than it
should.
v0.4.9a
* Fixed that mining trucks ignored storage assignment constraints in case their
tower had a storage assigned.
* Fixed cargo ships inspector that was "paying unity" while open.
v0.4.9
* Pinned product stats display can be now reordered by drag & drop.
* Added in-game calculator to the search field and game console.
* Logistics improvements:
- Construction/deconstruction jobs are now grouped into batches which drastically
reduces trips that trucks have to make.
- Changed logistics rules to allow exporting from storages even if they have an
import slider active and the inventory is above the slider amount. Similar behavior
applies for the export slider.
- Trucks assigned to storages now have a job priority over non-assigned trucks.
- Added an option to disable import routes exclusivity so that storages with
active import routes can also accept products from non-assigned sources.
- Logistics job priority for an entity now reflects the number of pending jobs.
This means that vehicles will be more nicely distributed between multiple entities.
It also prevents cases where balancing large high-priority storages choked the
entire island's logistics.
- Assigning of vehicles (for example to storage or mine tower) now prefers non-
paused ones.
- Improved refueling priorities (storage export priority is no longer used to
find a fuel source).
- Improved vehicle queueing for storages and gas stations that was causing low
throughput. Vehicles can still be served one at a time but they no longer waste
time by forming a queue.
- Logistics overview window now shows assigned vehicles to tree harvesting and
buildings.
* Cargo ship improvements:
- Cargo ships now depart only when empty and when they can get full load (if
possible based on max capacity of the world resource).
- It is now possible to force-depart a cargo ship for emergency delivery.
- Cargo ship UI now shows available quantities to pick up in the world.
- Cargo ship depot modules now show their throughput in the UI.
* Updated Unity to version 2021 LTS. This may help fixing some crashes and issues
with compatibility.
* Removed tree animations, resulting in up to 30% increase in FPS (based on the
amount of trees on the screen).
* Clicking a machine (to open an inspector) will show its I/O icons and ports like
in build mode.
* Added popup window for hovered buildings and machines in the research tree.
* Fixed sorters to be able to match throughput of T3 transports.
* Fixed excavator mining job that could get stuck doing nothing in rare cases.
* Fixed recipes priority for recipes that have the same outputs.
* Allowed dumping of fertilizers (with pollution effect).
* Fixed colors of liquids so that they are more close to their icons colors.
* Fix issue in adopt population button.
* Fix text width in harvest statistics.
* Increase refueling distance when refueling multiple excavators with leftover
fuel. This especially affects tier 3 vehicles.
* Chickens cannot be added to a paused animal farm.
* Show products stored in connectors.
* Show fuel consumption for vehicles in Vehicle depot.
* Research lab no longer accepts products when not fully built.
* Increase text contrast in error popups.
* Fixed jerky camera when following a vehicle.
* Updated translations, thanks to everyone who is contributing!
v0.4.8
* Added option to discard products from shipyard (except waste products).
* If a shipyard collapses when the ship is docked, it will now properly re-dock at
another shipyard.
* Fixed and improved dumping logic.
- Faster rejection of unreachable designations.
- Trucks will not give up on searching a valid place for dumping until all
possible places are tested.
- Trucks will no longer break building assignment rules when the initial dumping
was interrupted.
* Added shift + click to (un)assign 5 vehicles at once.
* Added double click to toggle research node.
* Added right click to clear a research node from the queue.
* Added visualization of unreachable terrain designations for trucks and
excavators.
* Added visualization of the current navigation goal for all vehicles.
* Added an option to rename world map mines and oil rigs.
* Improved navigation of rocket transporters that will only try to navigate to
launch pads that are empty and no other transporter is headed there. Transporters
will no longer queue in front of launch pads.
* Added missing computing demand for rocket assembly building.
* Improved terrain texture for landfill.
* Updated vehicle barrier textures so that they better match when built in long
rows.
* Reserved ocean areas are now turned on during terrain designation and
construction of buildings with ocean constraints.
* Fixed world map upgrades that were not cancelable.
* Fixed issues where large dump trucks could not reach dumping designations because
of its size.
* Fixed a rare case where a truck could keep turning in a circle indefinitely.
* Settlement modules now won't accept products until constructed.
* Nuclear reactors can now be flipped.
* Improved performance of many UI elements, especially machines with long recipe
lists.
* Mine tower and Farm inspectors are now scrollable.
* Fixed incorrect idle vehicles count in UI when there were no vehicles.
* Added option to disable notifications for well pumps.
* Fixed issue where starvation was killing pops in other settlements than where it
was happening.
* Trucks no longer queue for paused excavators.
* Added input normalization for waste sorting plant.
* Copy tool also copies mine tower config including assigned buildings.
* Updated translations, thanks to everyone who is contributing!
v0.4.7d
* Research of tier 2 cargo dock is now dependent on tier 1 cargo dock.
* Further fixes of vehicle jobs.
v0.4.7c
* Fixed "ghost" vehicles that could happen when recovery was interrupted.
* Fixed that large trucks were not able to serve nuclear reactors with partial
loads turned off.
* Prevent cut & paste of entities that already had parts (quick) delivered.
v0.4.7b
* Fixed crash on load occurring in rare cases.
* Disabled flipping of Shipyard.
* Fixed that research lab that did not accept products from large trucks when
partial quantities were disabled.
* Increased robustness of vehicles jobs to avoid further issues and crashes.
* Reduced log file retention from 60 to 10 days to save space.
v0.4.7a
* Fix of pathing issues where vehicles were not able to traverse some areas that
should have been traversable.
v0.4.7
* Camera keys (WASD) now move the viewport in the world map and research windows.
* Vehicles can now be ordered to go to a location (see new button in inspector).
* Fixed unexpected flooding of mines that could occur from "invisible" ocean tiles.
Ocean plane was moved from height 0 to +0.5 so that it is visible on flooded
terrain at height 0.
* Improved flooding rules so that small patches of ocean (less than 10 connected
tiles) no longer cause flooding.
* Game is now auto-saved during pause if some game actions were made. This prevents
losing progress when planning setups during pause. Auto-saves taken during pause
are kept separate from others to not override all other auto-saves while planning.
* Added a special "Assigned To" panel for vehicles.
* "Quit" and "Exit to main menu" no longer asks the player to confirm exiting when
the game was already saved.
* Error dialog is shown for failed auto-saves.
* Very short transports now have the same throughput as longer ones (previously the
throughput was slightly higher). This should solve issues with overflowing priority
ports on balancers connected by short transports.
* Farm no longer accepts water and fertilizer during construction and pause.
* Fixed farm terrain surface to be collapsible.
* Increased unity per rocket launched to 1 per month (12 unity in total).
* Fixed upgrade cost of entities that were built before v0.4.1a that was higher
than construction from scratch.
* Added missing entity collapse icon to inspectors and notifications.
* Updated translations, thanks to everyone who is contributing!
v0.4.6
* It is now possible to move the main Shipyard by building a new one and
reassigning the main ship there.
* Added a new edict that allows evicting population from the island.
* Removed limitation that only one product is attempted to be sent via one port.
* Balancer and steam turbine config is now properly copied.
* Custom entity names are now properly copied.
* Search on storages is no longer case sensitive.
* Excavator now immediately stops mining when tower area is re-assigned elsewhere
(instead of working on it till it is fulfilled).
* Animal farms no longer accept products when not constructed or paused.
* Very (very) long transports will no longer break the game. Instead, they show
warnings that they are too long and they need to be split.
* Buried transports no longer unbury themselves after upgrade.
* Fixed corrupted save exception that could happen if there were too many terrain
layers on one tile.
* Fixed issue where material layers on tiles were accumulating too much. Now, thin
layers underground are merged. This also reduces save files by up to 20%.
* Fixed that vehicle recovery was not restoring assignments.
* Changed quarantine icon to be a face mask.
v0.4.5b
* Fixed issues with logistics assignments that were not working properly in rare
cases.
* Fixed clone tool for single entity that was not properly copying its rotation.
* Clone tool for single entity now only copies settings when shift is held.
* Updated translations, thanks to everyone who is contributing!
v0.4.5a
* Fixed dumping issues into mine towers that had import routes.
* Fixed alignment issues when copy/pasting a single settlement module.
v0.4.5
* Copy/paste and cut/paste tools now support transports.
* Copy and cut tools can now move all selected entities up or down using Q and E
keys. This is especially useful for moving transports and retaining walls.
* Logistics assignments are now directional. Import and export can be assigned
independently. Please check assignments after loading old saves.
* Area delete tool can now cut transports based on area. You can hold Shift to
delete all selected belts in their entire length.
* Fixed all area tools (such as quick build dragged over area) to properly register
transports, even if selected only partially.
* Quick build and quick remove now automatically unpause a paused construction.
* Fixed fallback logic for trucks to properly take items back to the shipyard if
needed.
* Transport connectors don't get constructed until the first connected entity is
constructed. This allows using the cut tool on them (otherwise they get constructed
immediately and cut tool would not work on them).
* You can now hold Ctrl when deleting a structure to quickly remove it using Unity.
* Copy using Ctrl + C and cut using Ctrl + X will not immediately select the entity
under cursor but just activates the tool. C key (without Ctrl) will still copy the
entity under the cursor immediately.
* Increased export priority on fuel stations for fuel to make it the preferred
choice for refueling over storages.
* Shipyard pending world map repairs list is now scrollable.
* Added option to temporarily cancel world map repairs.
* Added delete save button to in-game save menu (previously was only in main menu).
* Game speed is set to 1x when the first rocket launch countdown is started.
* Fixed time-lapse rendering that was sometimes producing corrupted images.
* Fixed time-lapse rendering that was not resetting lightning conditions properly.
* Line area renderings (like editing of mine tower area) are no longer shown in
time-lapses.
v0.4.4c
* Fixed entity icons that sometimes appeared out of nowhere.
v0.4.4b
* Fixed Tomb of Captain's deconstruction that was breaking the game.
* Trucks that have no designation for dumping no longer deliver cargo to the
shipyard and just report undeliverable cargo.
* Added a new option to discard cargo for unity when the truck has nowhere to
deliver it.
* Fixed copy configuration tool that did not apply power generation priority
properly.
* Fixed ports icons for turbines, power generators and flywheels that were not
showing.
* Added missing research lab and settlement modules recipes to the recipes book.
* Added search to the recipe book.
* Made the recipe book window movable.
* Fixed vehicle recovery that did not work when the vehicle was next to a vehicle
depot.
* Updated translations, thanks to everyone who is contributing!
v0.4.4a
* Fixed notifications that were sometimes non-dismissable due to changes in
messages. This fix will reset all notifications in loaded games.
* Fixed cargo ship that was not departing if all cargo depot modules were preparing
to be upgraded.
* If vehicle recovery is not possible, more information explaining the reason is
now shown.
* Fixed quick trade that did not remove products from cargo depot modules.
* Fixed dumping that was sometimes ignoring assignments.
* Fixed electric boiler power balance on non-default difficulty making infinite
energy possible in some cases.
* Fixed potential issues with keyboard shortcuts defined by mods.
* Updated translations, Korean and Hungarian are now 100% translated! Thanks to
everyone who is contributing!
* Added a new console commands 'print_translation_errors' and
'print_translation_warnings' to help translators fix broken translations.
v0.4.4
* Added ability to rename entities.
* Entity names now also appear in some notifications.
* Added save file location path and button that opens it.
* Fixed issue when listing save files but some were not readable (possibly open by
another process).
* Fixed excessive food consumption by homeless people.
* Fixed food consumption "overflow" during starvation.
* Fixed chicken farm state when all chicken died due to starvation.
* Fixed loop in logistics in vehicle depot when conveyors were connected.
* Fixed "keep empty" in the shipyard to not cause logistics jobs with small
quantities.
* Fixed ID collision in key bindings for camera rotation.
* Added more info to the error message when the game fails to start. This should be
especially helpful to mod developers and users.
* We are also working on supporting conveyors during area clone/cut operations,
stay tuned!
v0.4.3
* Added ability to reorder recipes in machines. If a machine has more than one
recipe ready to be performed, it will pick the top-most one.
* All enabled recipes are now on top of the list, before all disabled ones.
* Removed power requirements from distillation towers, they are now fully powered
by steam (steam consumption may be increased in the future). This should allow
making diesel even when power is out, making recovery from certain situations
easier.
* Added ability to follow vehicle with camera, use button on the top of its
inspector window to enable.
* Fixed oil rig production rates estimation.
* Further decreased severity of diseases and increased minimal delays.
* Diseases have now reduced mortality but increased health penalty, so that players
can combat them with increased health and edicts (hospitals are still very
important to have).
* Fixed asynchronous save that now properly waits for save to finish writing all
data to disk before announcing save completion. Also added an error message with
helpful info in case save failed.
* Slightly increased camera pan speed (fix from previous change).
* Updated translations, thanks to everyone who is contributing!
v0.4.2a
* Fixed that mining trucks were incorrectly delivering ores to the shipyard.
* Prevented multiple power transformers per one settlement to overproduce Unity.
This was also breaking settlement bonus and preventing getting 100% unity for
water.
* Fixed dangling price popup when building a transport.
* Prevented animal farms from accepting eggs back (farm rebuild required for fix to
work).
* Fixed that world mines and oil rigs ignored "per 60" selection.
* Add more tooltips and hints.
* Camera movement keys (WSAD) can be now properly remapped.
* Added Ctrl + D for demolish.
* Added a camera rotation binding with a default bound to Alt + Q/E.
* Restore +/- keys for changing game speed, camera zoom is now mapped to [ ] and /
* keys by default.
* Fixed Ctrl key for alternative transport routing.
v0.4.2
* Added fully-configurable key-bindings. These can also serve as a place for
discovery of possible controls.
* Added ability to control camera zoom with keys.
* Remove designation can be done with CTRL + left click.
* Demolish can be done with Ctrl + X.
* Transport no longer sets terrain when they are split/merged. This was causing
issues when pipes were underground (yes, you can make underground pipes by dumping
material over them!).
* Transports no longer snap to non-compatible transports via mini-zipper.
* Add diesel trade to the first village to prevent possible deadlocks when diesel
runs out before another village is explored.
* Removed Electronics II from ship costs to prevent potential deadlock when ship
was upgraded but no Electronics II source was yet found and the ship could remain
unrepairable.
* Fixed Electronics II product model.
* Updated translations, Spanish is now 100% translated! Thanks to everyone who is
contributing!
v0.4.1e
* Added an option for recovery of ocean access for the main shipyard and cargo
depots when they were accidentally blocked by dumped material.
* Fixed tier 3 truck attachment animation that sometimes "jumped" on the very first
fill.
* Truck now dumps all material before returning back to the mining tower.
Previously, it was possible that not all cargo was dumped before returning.
* Added a more helpful error message when attempting to build something outside of
the map. The Previous message was suggesting that the area is blocked by another
entity, which was confusing.
* Fix a case where a contract could not be assigned to a cargo depot module.
* Add missing recipe to Assembler II so that upgrade won't remove it: iron ->
mechanical parts.
* Game is now paused on load.
* Dialogs on the World map can be closed with an Escape key.
* Updated translations (thanks to everyone who contributed).
v0.4.1d
* Fixed a rare case where trucks were stuck refueling other vehicle.
v0.4.1c
* Improved refueling source prioritization for vehicles so that they consider
source distance with more weight. This should minimize excessively long trips for
refueling if there is an alternative source nearby.
* Reduced threshold for refueling slightly so that vehicles work longer before
refueling, increasing their effectiveness.
* When a cargo depot collapses, attached modules now collapse as well. Any cargo
depot modules without an attached depot can be now properly destroyed too.
* Fixed an issue with stuck construction when deconstruction was canceled. Any
stuck entities in such a state will be fixed after loading a save game in this
version.
* Quick deliver and quick remove buttons are now always visible, even when there
are not enough materials/unity to execute them.
* Fixed issue with some entities not accepting products via logistics (e.g. vehicle
depots, labs). If this problem persists, try destroying and building them again.
* Reduced severity of some diseases.
* Fixed misaligned waste dump model.
* Updated translations (big thanks to everyone who contributed).
v0.4.1b
* Fixed missing text in some UI elements.
* Fixed tooltips preventing mouse clicks.
* Added command line option to force-clear all game settings (use with care): --
reset-all-settings
v0.4.1a
* Fixed incorrectly saved V-Sync and FPS limit settings. Please check these options
again in Video settings.
* Fixed mods loading (when enabled, mods will now be properly loaded from Mods
folder).
* Fixed buffers in vehicle depot so that they don't consume unlimited amounts of
products.
* Fixed that vehicle would go scrap itself into a paused depot.
* Trading dock construction cost is no longer dependent on concrete.
* Fixed incorrect upgrade cost calculation in some cases.
* Add more tooltips for main screen elements.
* Lowered volume of ship air horns slightly.
* Instead of showing seconds in the vehicle queue, show text like "busy", "idle"
etc.
* Increased starting resources, mainly concrete.
v0.4.1
* Improved how quantity counters (right toolbar) work. Instead of global quantity,
now they show just quantity in storages. This means that they no longer include
items in machine buffers, transports, trucks, etc. This should make the displayed
numbers more useful since they represent the amount available for use. Please note
that you may observe a jump in statistics because of this change.
* Trucks will no longer transport items between directly joined storages. This
prevents an "infinite" loop of transporting products for no reason.
* Lowered reputation threshold for early trades to make them easier to use.
* Improved visuals of lightning by lowering intensity and adding secondary flashes.
Keep in mind that lightning flashes can be disabled in settings.
* Fixed camera that was unable to go lower than height 0 (sea level).
* Reduced landfill collapse threshold on terrain. Note that your landfill mountains
might slightly collapse due to this change.
* Show entity-related notification in the entity inspector. For example, if a tree
harvester has no trees to harvest, the notification will not only appear in the top
right corner, but also in the inspector when the tree harvester is selected. This
should make it easier to discover what is wrong with an entity that does not work.
* Added settings for V-Sync and FPS limiter. You can select these settings in Video
options.
* Unified pillar spacing for all transport tiers to make it easier to make gaps for
vehicles with many transports next to each other.
* Updated translations, thanks everyone who is contributing!
* Fixed tree harvester that was not consuming fuel when harvesting and loading
trucks.
* Fixed tree harvester animation glitch when unloading wood to truck.
* Fixed tree harvester driving to refuel with the cabin not pointing straight.
v0.3.11
- Huge performance optimizations across the board, FPS increased by 2-3x,
simulation is 30-50% faster.
- Added two new and larger vehicle ramps. A medium ramp has 2x more space for
transports, a large ramp has 4.6x more space!
- Added a new recipe for sand which can be now made by crushing gravel.
v0.3.10
- Added experimental support for capturing timelapses. See
`timelapse_start_at_current_camera_pose` console command for details.
- Improved quality and speed of captured screenshots in photo-mode (F11). They are
now nicer than what you can gen with just a screen grab.
- Fixed visual glitches in navigation overlay on steep terrain.
v0.3.9
- Added per-60 recipe switches to steam turbines and diesel generator.
- Fixed grass that was not growing when dirt was dumped on some surfaces. This also
fixes it for all old saves!
- Fixed issue where path-finding was unable to get to entities in tight spaces (GH
issue #74).
- Fixed issue where path-finding was giving up too early when goal was blocked but
close approach was still possible (GH issue #86).
Modding:
- Added `also_log_to_console` console command that prints all logs to the console
for easier debugging.
- Added `generate_layout_entity_mesh_template` console command for exporting 3D
model template for any entity. This can be used as a template for making new game
models to make sure the scale, orientations, and port locations match.
v0.3.8a
- Fixed some issues with translations and updated all translation files.
v0.3.8
- Added support for asset loading in mods. Mods can now add any new assets to the
game, such as new 3D models, icons, etc. For more info see documentation at
github.com/MaFi-Games/Captain-of-industry-modding.
- Rotation of entities during construction and terrain designations is now clock-
wise (was ccw).
- Lots of small internal fixes and improvements to error messages for easier
debugging of reported issues.
v0.3.7
- Added navigation overlay that shows where vehicles can or cannot navigate. This
can help with factory planning and determining why some goals are unreachable. You
can enable it in vehicle inspector.
- Crushed slag can be now dumped (and will be mined back as normal slag, for now).
- Fixed the turbine upgrade that in some cases did not reconnect to existing pipes.
- Fixed minor translation string discovery. Even more strings will be translatable
now (such as map names and descriptions).
- Optimized vehicle pathfinder that will now use less CPU resources to create and
update its data structures.
- Fix that planning mode that was pausing transport pillars.
- Show products for ports for all recipes when a machine has no recipe selected.
- Fixed wood icon for sawmill.
v0.3.6
- Added planning mode. Once enabled, construction of all placed buildings is
automatically paused.
- Fixed issues with excavator scraping while waiting for fuel.
- Recipes of a machine are properly updated after upgrade.
- Fix that maintenance T0 research was unlocking T1 recipe.
- Fix undismissable research notification.
- Fixed that cancellation of paused (de)construction did not revert its pause.
- Import config for non-irrigated farms is now hidden.
- Fixed full output status for machines that had more than once recipes where one
had full input.
- Fixed infinite rubber trading from a trading dock.
v0.3.5
- Decoupled construction pause from entity pause. Entities that cannot be paused
(like flywheel) can have construction paused.
- Fixed world mine capacities to be always larger than fully upgraded cargo ship.
- Improved rendering of resource bars which are now in front of terrain
designations, they are aligned to designations grid, and slightly slimmer to not
occlude the view as much.
- Terrain designations are slightly less transparent to improve legibility.
v0.3.4
- When slider in a storage is dragged the target quantity is shown.
- Show notification text when save / autosave is in progress.
- Show toolbox for pause tool to explain right click and ctrl actions.
- Fix cargo ship & depot that had small fuel storage for tier II ships on Admiral
difficulty.
- Fix first unlocked village that did not show nodes behind it.
v0.3.3
- Added an option to disable partial truck loading in logistics.
- Added auto-repair option for the main ship.
- Improved You Shall Not Pass map so that it is playable even on 100% resources
settings.
- Right clicking an icon in the resources panel opens the recipe book.
- Recipe book now shows the title of machines on hover.
- Recipe book now shows which resources can be dumped and mined (for dumping it
also warns if mine tower is required).
- Recipe book now properly shows slurry.
- Tree harvesting can be done at slightly longer distance, making some trees easier
to harvest.
- Fixed Alert checkboxes that were not synchronized with game state.
v0.3.2
- Added storage alerts, you can now configure custom alerts for storage fullness or
emptiness.
- Added logistics control to farms and diesel generators (farms have import
disabled by default).
- Fixed localization issues where some translated strings were not loaded.
- Translations data is now in "Translations" folder in the game installation so it
is much easier change them by players.
- Fixed turbines that fail to connect to transports after upgrade.
- Increased path-finding limits to be able to find very long and complex paths on
You Shall Not Pass map.
v0.3.1
- New recipe book! Right click on a product in any recipe to open it.
- Added notification for idle excavators that have no reachable designation to
mine.
- Fixed tree harvester UI.
- Dumping configuration on the mine tower is always available (no longer locked by
a tech).
- Updated all community translations.
v0.3.0 (Beta)
New soundtrack
- 64 minutes of industrial-themed music!
Maps
- 3 brand new maps for Beta from advanced to a challenging one.
- Ability to parametrize maps from the UI, such as forest size, resources size,
cliff height.
- Added limestone as a mineable terrain material. It is primarily used for concrete
production but has many other uses throughout the factory.
- Improved ores deposit shapes to make them easier to mine.
- Grass is now generated over flat areas of the rocky terrain for nicer looking
maps. Also, many deposits are now partially covered by rock.
Game difficulties
- It is now possible to choose game difficulty when creating a new game. There are
3 presets and we allow players to create their own unique experience by tweaking
any of the existing options.
Priority system
- The player can now set a general priority for each machine & building to affect
their consumption of electricity, workers, maintenance, and unity. This also
affects cargo priority for logistics. Some entities such as storages have dedicated
priority configurations.
- A dedicated set of priorities for electricity generation. With this system
players can now build backup electricity generation.
New content
- Blast Furnace II (advanced smelting)
- Arc furnace I & Arc furnace II
- Silicon reactor
- polymerization plant (plastic production)
- Hydrogen reforming
- Power production
- Nuclear reactor
- Nuclear waste storage
- Uranium enrichment facility
- Spent fuel storage
- HP & LP turbines tier II
- Large cooling tower
- Gas and electric boilers
- Rotary kiln & cement production
- Anaerobic digester
- Greenhouse II
- Ship bridge III
- Housing III
- Household electronics module for settlement
- New early game buildings: Research Lab tier 0, Maintenance depot tier 0 - these
help to reduce initial demands in the early game
- New products: Limestone, Graphite, UraniumOre, YellowCake, UraniumPellets,
UraniumRod, SpentFuel, ToxicSlurry, Ammonia, CarbonDioxide, Cement, PCB, Gravel,
Digestate, Sludge, FilterMedia,
Balancing
- Maintenance significantly reduced for idle machines & vehicles.
- Exhaust scrubber is now more beneficial (more power, more useful resources
returned).
- Higher settlement tiers come with a slight increase in services consumption.
- Maintenance depots now produce more frequently.
Performance improvements
- Greatly reduced game save duration (less lag during auto- save).
- 5x improved rendering performance of terrain designations (was noticeable for
large designated areas) and made their bookkeeping 100x faster.
Other changes
- World map and weather are now fully randomized (based on a few predefined
constraints) and players can configure game seed in the new game wizard.
- Added a new edict that increases settlement services consumption for extra Unity.
Fixes
- Fixed that shortcuts did not close windows that they opened.
- Fixed clipped windows on the main screen for smaller resolutions.
- Improvements in pathfinding.
- Removed crushed concrete, digging into concrete returns rock instead.
- Fixed cloning tool that did not deactivate in some cases.
v0.2.14
- Made the flip function more intuitive. Now it always flips horizontally from the
point of view of the player.
- Flip function can now also flip vertically by holding the SHIFT key when
flipping.
- Fixed cargo depot modules that can be now attached in any orientation of the
cargo depot.
- Fixed issue with homeless leaving the island immediately when they had no food.
This solves unexpected game-over when the player pauses all settlements. Now, 50%
of all starving homeless will leave the island every month.
- Fixed entity icon overlay that disappeared after upgrade.
- Fixed the "Not enough" unity icon for boost that did not disappear when boost was
disabled.
- Fixed issue when a shipyard would not load its ship.
v0.2.13
- Added rotation and flip functionality to the clone tool.
- Added tile validation overlay during construction to aid with building placement.
It shows what tiles have placement issues and color-codes them based on their
constraints (e.g. blue for ocean).
- The enable-tool pauses with left click & drag and unpauses with right click &
drag. It also only pauses machines and buildings. Press CTRL to pause transports as
well.
- All the build menus for machines, buildings, and transports can now be searched
for quick access.
- Build menus now do not disappear when an entity is selected, or when other tools
such as destroy tool are used.
- Improved port icons so that they do not disappear/blink when entity preview is
moving.
- Added "error" sound effect when attempting to flip an entity that cannot be
flipped.
- Port connection status is now shown even for direct connections between entities.
- Port and entity validation results are now shown immediately when ready, not when
the mouse cursor stops for a while.
- Entity and transport previews are now always updated, even when the mouse is not
moving. This solves issues when the camera was moved using the keyboard and
previews were not updated correctly.
v0.2.12
- Added fuel station tier II (with increased capacity refueling speed).
- Fixed fuel stations refueling logic that was not working in some cases.
- Fuel trucks no longer try to refuel their station with fuel. Notification is
shown when no fuel pipe is connected.
- Refueling truck always refuels itself and its cargo when parked at the station.
This means that the truck is always ready to go when it is needed.
- When a truck delivers fuel to an excavator it also gives any leftovers to nearby
excavators. This makes T2 trucks super efficient at refueling.
- Improved how fueling stations are chosen. We used to always force the closest
fuel station for refueling. Now we just prioritize the closest one but if it is too
busy, another one is chosen.
- Changed tree harvesting. Only selected trees are being harvested now. This can
alleviate issues where a tree harvester was attempting to navigate to blocked trees
and was seemingly stuck.
- Fixed issues with vehicle spawning where vehicles may not get spawned in some
situations. Non-spawned vehicles should be fixed after load.
- Improved terrain rendering to not cause lags when there are many terrain updates
(many operational mines, etc).
v0.2.11
- Added truck assignment to storages. Players can also decide if the assigned
trucks should be used exclusively to serve that particular storage.
- Improved UI of turbines and generators to be more informational.
- Entities menu popup now shows icons of products supported by each storage and
transport.
- Improved logistics job randomization that should make logistics work better.
- Increase capacity of Excavator from 18 to 20 so it loads large trucks in 3
scoops.
- Speed can be controlled via num keys.
- Rename filtration station to exhaust scrubber (that is the correct technical
term).
- Improved housing upgrades description to say that they generate more unity.
- Improved visibility & clarity of hovered product names.
- Fixed preview of buildings that could be sometimes doubled.
- Fixed issue #44 where unassigned recipes with existing buffers got registered to
logistics when set to ON mode.
- Fixed minor recipe normalization display issues.
- Fixed that storages that had routes set up before being constructed could not
receive materials
- Fixed dumping priorities. Slag dumping is no longer the lowest priority.
- Fixed that dumping from storages was ignoring assigned routes from mining towers
- Fixed that dump trucks from mine towers would ignore dumping opportunities in
other assigned mine towers.
- Fixed issues with the Cargo depot where a ship was sometimes unable to unload.
- Fixed vehicle building that could take an incorrect number of materials.
v0.2.10a
- Fixed cloning of non-cloneable entities with the new area clone tool.
- Fixed minor issues in some translations.
v0.2.10
- Pause & destroy tools now support range selection.
- Clone tool supports range selection as well (except transports).
- Added mining prioritization for excavators. You can now specify preferred
material to mine.
- Added unity & power warning icons for machines, beacon, and research labs.
- Fixed issue when attempting to place a second beacon.
- Fixed issue when upgrading cargo ship.
- Fixed issues in UI of vehicles overview.
v0.2.9
- Increased coal yield during mining by 30%.
- Trucks will no longer deliver wastewater and sour water to the shipyard.
- Trucks will now properly clear the shipyard, even when there are small quantities
left.
- Added ability to control logistics for cargo depots the same way as storage (on /
off). This enables trucks to deliver or retrieve fuel from it. By default, fuel
export from cargo depots is forbidden.
- Cargo depot can no longer serve for refueling.
- Added patch notes window to show patch notes in game.
- Updated all translations.
v0.2.8a
- Added error message for upgrade if not available.
- Increased size of cargo depot to prevent ships collision.
v0.2.8
- Added shifts mechanic to oil rigs which allows to select how much oil should be
pumped.
- Added tier 2 cargo depot and cargo ship to allow importing more crude oil.
- Added ability to not snap transports while building (key R).
- Clicking on a notification now shows the affected entity. Multiple clicks cycles
though.
- Clicking on an assigned building or vehicle shows them. Multiple clicks cycles
through.
- Moved "Custom routes & dumping filter" tech to be available earlier.
- Storages and cargo depots are now more expensive to build.
- Improved notification check on mine tower's non-mineable designations.
- Fixed images on the Main screen that were not clickable in some areas.
- Fixed 3 bugs in cargo ship upgrade flow.
- Fixed particles on some entities when they are flipped, such as on wastewater
treatment plants.
v0.2.7
- Added a research queue! This was one of the top-requested features.
- Added a cooling tower that is able to condense depleted steam back to water.
- Added a link to our suggestions tracker to the main menu.
- Fixed issues with turbine output normalization.
v0.2.6a
- Fixed broken label in Maintenance depot UI.
v0.2.6
- Trucks deliveries and pickup for machines and storages can be now explicitly
controlled in UI (off/auto/on).
- Drilling tech is now unlocked by any oil rig.
- Diesel generators and turbines are no longer accepting inputs even under
construction or paused.
- Remove strict ratio setting from the balancer UI (for now).
- Balancers can no longer be connected directly to other buildings, only to other
transports. This is to make priorities work properly.
- Normalize quantities in power entities UI.
- Added an arrow while building a cargo depot to better see its orientation.
- Fixed game startup issues when not connected to the Internet.
- Fixed saving/loading of files with '.' in their name.
v0.2.5
Improved resource visualization:
- Virtual resources such as oil and water are now visualized with a cylinder and at
on offset.
- Real resources now show real depth.
- If resources are covered by overburden (dirt/rock), this is now visualized so it
is clear how deep resources are.
- Resource bars now show depth via stripes, each stripe is one depth unit.
v0.2.4
- Added throughput limit of 40/sec to all ports. This fixed several issues where
instant product transfer was confusing.
- Added error messages when trying to construct two neighboring transport
connectors, since they won't connect and it was causing confusion.
- Added confirmation messages when quitting the game, overwriting a save file, and
status info after save is complete.
- Added save deletion.
- Optimized a few arithmetic functions and fixed potential arithmetic overflow in
some cases.
- Fixed issue where unreachable vehicles were not correctly marked as such, causing
issues in logistics.
- Fixed some cases where transport construction was not correctly showing preview
and error message.
- Fixed construction cubes of waste liquid dump.
v0.2.3
Maintenance changes:
- Broken entities no longer consume maintenance.
- Lower max chance of breakdown from 75% to 50% (when maintenance is 0).
- Maintenance depot buffers increased by 20%.
- Starting maintenance for new entities increased by 10%.
- Maintenance quick repair is 50% cheaper now.
- Notification for lack of maintenance now shows earlier.
- Global maintenance status is now shown on the main screen next to products.
- Increased min broken duration from 5 to 10 days, making switching between broken
and not broken state less frequent.
Other changes:
- Recipes now have a toggle to show normalized time per 60 sec.
v0.2.2a
- Fixed issue where jobs sometimes disappeared from vehicle's queue. This should
fix various logistics and mining problems.
v0.2.2
- Added experimental modding support, see https://github.com/MaFi-Games/Captain-of-
industry-modding for more info.
- Increase starting diesel and food by 20%.
- Increased island crude oil deposit by 10%.
- Fixed research lab UI not showing lab's real status.
- Fixed long research panel not being visible in small resolution.
- Fixed autosave intervals.
v0.2.1
- Increased crude oil on the island by 10% (only in new games).
- Show turbines output in the UI.
- Fixed issues with excavator refueling.
- Fixed cargo ship docking position.
- Cargo ship is closer to home island.
- Updated all translation files.
v0.2.0c
- Ignore input from game controllers and other hardware that was causing constant
camera panning (issue #1).
- Fixed variable rain sound intensity caused by camera rotation (issue #2).
- Disallow saving game with empty name (issue #3).
- Add default value (timestamp) to new saves.
- Minor error fixes.
v0.2.0b
- Attempted fix of trucks getting stuck and not responding to anything.
v0.2.0a
- Fixed displaying and loading of saves when there is a file with empty name (issue
#3).
- Allowed all alphanumeric characters in save files (previously only a-z, 0-9 were
allowed) to support non-English saves.
v0.2.0 (Alpha)
Translations
- Added German, French, Spanish, Dutch, Czech, Swedish, Estonian, Polish
translation done by our community
New features
- Players can now build multiple separate settlements and each one can be provided
by services independently
- Cargo ship including cargo depot to automate crude oil transport
- Pirate battles & ship upgrades
- Captain office + edicts toggleable by the player (Kickstarter stretch goal)
- Advanced logistics
- Assign storage and mine towers to each other to form custom supply routes for
trucks
- Added dumping filter into mine tower to enable fine-grained control for
dumping and also to dump materials that were not dumpable by default like coal for
instance
- Building priority system
- Also vehicles prefer constructing entities that already got some materials
delivered
New content
- New 2 tiers of research labs
- Vehicles bridge
- Flywheel
- Transports & pipes tier II
- Settlements
- Housing tier II
- Settlement transformer
- Settlement household goods module
- Seawater processing
- Evaporation pond
- Desalination plant
- Ocean pump I and II
- Metallurgy
- Air separator
- Industrial mixer
- Oxygen furnace
- Other processing
- Glassmaker
- Assembly electric II
- Ecology
- Exhaust filtration station
- Wastewater treatment plant
- Farming
- Fertilizer maker + Electrolyzer
- Greenhouse
- Vehicles
- Truck II
- Excavator II
- Tree harvester
Major changes
- Transports improvements
- Transports builder now has 100x faster path-finding
- Massive speedup in transports rendering (400x) and simulation (benefit for
larger factories)
- Transport pillars are no longer underneath transports but around them. That
enables a single pillar to support multiple transports instead of support one and
blocking others. That enables to build in much more tight spaces and provides a
great degree of freedom and flexibility.
- Also, quality of life improvements like hold shift to build in a straight
line, auto-snap to nearest port when hovering over a building or machine
Improved upgrades
- Machines & transports stay fully operational until all the material required
for an upgrade is delivered. That makes the upgrading process much smoother.
- Upgrades now also preserve internal buffers of machines.
- Electricity changes
- Turbine no longer stops when it reaches full utilization, instead, it wastes
the steam. However, to prevent the waste, the player can build a flywheel. Turbine
now also has start / stop penalty.
- Water management
Groundwater is now in deposits that are extracted individually (rain still
replenishes them)
- Added a fresh water source in the world map for the desperate ones :)
- Exhaust changes
- Exhaust is no longer emitted every second like before but only once at the
beginning. This means that exhaust quantities now match what is displayed in the
recipes.
- Smokestack throughput is significantly increased
- Pollution from the exhaust is now reflected in population growth
Other changes
- Trucks can now refuel in fuel stations (can be turned off)
- Reduced ocean depth to make it easier to create new land by dumping
- Vehicle depot now gives materials for scrapped vehicles
Graphical improvements
- New transports textures
- More particle effects
- Improved metal caster animation
- Improved weather visuals
Balancing
- The first village is now closer to the player
- Population no longer grows without player’s initiatives
- Diseases temporarily disabled
- Maintenance depot has 25% increased throughput
- Unity repairs are a bit cheaper
- Delayed dry weather and made it progress more granularly
Bug fixes
- Fixed broken upgrade cancelations
- Fixed broken window positioning
- Fixed elements scaling in product stats and product picker
- Fixed cropped tooltips on the right side of the screen
- Food market now reports stored products to the global state of stored products.
- Vehicles now also cost fuel so it can't be cheated by constructing new vehicles
- Vehicles no longer animated when paused
- Excavators that are assigned with a refueling truck will no longer ignore that
they ran out of fuel
- Ocean no longer renders over dumping designations
v0.1.9a
- Newly added recipes in previous versions now also show-up in loaded games.
v0.1.9
- Fixed vehicles scrapping that was not working in some scenarios.
- Clone tool now works on transports too.
- Impure copper is now available earlier, not blcked by map exploration (copper
might need to be researched again).
- Entities menu also shows its shortcut.
v0.1.8
- Diesel can be now burned in a Flare.
- More initial copper.
- Alternative way of making maintenance using impure copper.
- Impure copper is now storable and transportable by trucks.
v0.1.1 - 0.1.7
- Fixes and stability improvements.
v0.1.0 (Pre-alpha)
- Initial version.