v0.7.9
Improvements
* Tree planters will now ignore import sliders on storage units when looking for saplings.
* Improved map cache retention by having loaded games mark cache files as fresh.
* Fully constructed tracks are now replaced back when removing a non-constructed entity which overlapped them.
* Connectors can now be placed next to each other (while not being connected via ports).
* Increased performance of dumping designations search by 5x, reducing CPU load, especially for saves with a lot of dumping.
* Setting of muted alerts in the notification window is now persisted in saves.
* Setting of entity, surface, and decal selectors (e.g. in copy, cut) is now persisted in saves.
* Brine pond seawater intake was standardized to avoid prioritizing brine production.
* Vehicle barriers are now flippable. This also allows blueprints containing vehicle barriers to be flipped.
* Reduce the empty train station module layout above the train track from 5 to 4.
* Locked the Pipe III research node behind the Pipe II research node.
* Locked the Storage IV research node behind the Storage III research node.
* Locked the Research Lab IV research node behind the Data center (instead of microchips) as it needs Maintenance III.
* Rename stored power to energy as that is the correct terminology.
* Added command line flags --flush-after-each-log and --full-flush-logs for better log control.
UI fixes
* Fixed train inspector layout that would break with very long train schedule names.
* Fixed broken layout of product filters in the Mine tower inspector under specific resolution and scale.
* Fixed tooltip claiming ship could not depart due to being modified whilst it was due to being repaired.
* Fixed that rotate & flip of ghosts did not work while an inspector was pinned.
* Fixed stuck decal painter toolbox when text tool was escaped during placement.
* Fixed unselectable entity issue after replacement with other entity due to missing collider.
* Fixed broken layout in map editor panels.
* All text fields are now auto-selected on click inside.
Trains fixes
* Fixed that trains could incorrectly reserve critical sections when approaching a station.
* Fixed train goto command that was showing an error that the train is too long instead of an error that the depot was at full capacity.
* Fixed that trains which had started aligning would never switch their engines off if blocked by a train ahead, needlessly consuming fuel.
* Fixed that replacing an empty train station module with a regular one would not allow it to be assigned a product.
* Train track entities are no longer movable.
* Fixed that train stations would reset their priority to the highest one after load, if they were allowed to run without power, overriding the player's setting.
Other fixes
* Fixed the Unity cap research that was incorrectly affecting water consumption instead.
* Fixed dumping designations that were incorrectly considered eligible for unassigned trucks due to overlapping mine tower areas.
* Fixed a rare issue that was preventing some saves being loaded due to invalid terrain materials layers.
* Fixed surfaces in blueprints that were not transformed properly after a reload.
* Fixed research efficiency bonus that was not recalculated when population size changed, but only after reload.
* Fixed that excavators did not go for fuel on their own if the only available fuel station was outside their logistics zone.
* Fixed missing emission on office buildings after load.
* Fixed that downgrading from greenhouse to a farm would not remove crops that require a greenhouse.
* Fixed that products were incorrectly created after deconstruction canceling when they were previously already removed.
* Fixed tomb of captains that was missing flowers buffer after upgrading.
* Fixed a rare case where a space station crew would get ejected out of space station prematurely.
* Fixed space station that was ejecting crew twice if it was doing a partial ejection.
* Fixed thermal storage that did not have correct tank position on load until unpaused.
* Fixed issue of workers not being returned from removed vehicles and ships created before February 2025.
* Fixed that some fuel stations constructed before June 2025 did not accept trucks for refueling.
* Fixed that it was not possible to re-assign cargo depot module product back if module was empty and product was loaded on the ship.
* It is no longer possible to replace a regular storage with a radioactive one which was causing issues.
* Fixed that switching cargo ship fuel would subscribe its cargo dock’s fuel buffer to logistics even though logistics was disabled.
* Fixed fuel setting for T2 Nuclear reactor that was not properly copy-pasted.
* Fixed a small memory leak caused by unit storage’s products rendering.
v0.7.8a
* Trucks now prefer ore sorters with product assigned matching to the cargo, over auto-assigning new products to existing sorters.
* Increased ore sorter products limit from 8 to 16.
* Stacker now shows supported products and maximum throughput.
* Added more information to the quick deliver/remove button floaters to explain why the buttons are disabled (e.g. lacking Unity or products).
* Fixed datacenter UI showing incorrect racks maintenance.
* Reduce settlement consumption of consumer electronics which was incorrectly increased in Update 3.
* Fixed custom surfaces that are now properly destroyed when terrain under them is mined out.
* Fixed Fix32 overflow when sorting trains by priority and trains have been waiting for more than 150 hours.
* Fixed imprecise settlement needs computation when the population is above 80k.
* Fixed loose textures on cargo ships.
v0.7.8
New entity replace/upgrade system
* It is now possible to place a new entity over an existing one in order to upgrade/downgrade it.
* Placing a storage over an existing one can replace its type (e.g. loose to liquid), tier or orientation (rotation, flip).
* A small storage (T1/2) can now be replaced with a large one (T3/4).
* Simplified product refunds system, old products that are not used in the new tier are simply returned without any conversion.
* The Upgrade tool now supports an option for downgrade and for quick-replace using unity.
* When mass-placing entities (blueprint or copy/paste):
- identical entity replacement is no longer reported as error,
- valid replacements are highlighted purple,
- indirect replacements are highlighted orange (e.g. moving of an entity by a few tiles),
- it is required to hold Shift to confirm replacement or ignore collisions, and
- it is possible to upgrade/downgrade transports when placing them over existing ones.
* It is now possible to place a blueprint as deconstruction-only that marks matching entities for deconstruction without building anything.
Additional new features and improvements
* Added a new tool for placing text decals by typing the text.
* Added tool for re-coloring of existing decals.
* Added an option to confine the cursor to the window.
* Added support for surfaces in cut/copy/paste tools and in blueprints.
* Added toggles to allow copy/cut-pasting of any combination of entities, surfaces, and decals.
* Added toggles to allow placing blueprints without entities, surfaces, or decals.
* Added priorities for train stations within a group.
* Added an option for the Ore sorter to auto-assign products to sort, enabled by default for newly placed sorters.
* Unity tool now shows products needed for quick-delivery.
* Unity tools can now selectively ignore buildings or surfaces, and surfaces are ignored by default.
* Train car statistics such as power or fuel tank capacity are now shown when hovering a car in the train designer.
* Clicking on refuel failed notification now cycles through affected vehicles.
* Last used transport is now persisted in addition to the selected tier in the toolbar.
* Increased the maximum number of mixed materials in vehicles from 3 to 8.
* Rocket assemblies and launch pads now adhere to logistics zone rules. Additionally, rocket assemblies can now specify the target zone for rockets.
Performance
* Improved rendering performance, leading up to 15% more FPS in large factories.
- Improved conveyor/pipe rendering which is now ~5x faster.
- Optimized models of settlements for 2-5x speedup.
* Improved simulation performance by up to 9%, lowering CPU load in large factories.
- Conveyors/pipes simulation is 30% faster.
- Conveyors/pipe connectors simulation is 60% faster.
Modding
* Increased maximum number of products from 255 to 65k.
* Research costs data type was changed from fix32 to int64.
Fixes
* Fixed holes appearing in designated surfaces after game load.
* Fixed camera height not properly updating when loading save camera positions via keyboard shortcuts.
* Fixed incorrect research cost cap affecting late-game research making it too easy.
* Fixed auto-save notification that failed to disappear in some cases.
* Fixed corrupted paste history when placement was not successful.
* Fixed an issue where product departure condition on train line config was not forgotten on change.
* Fixed depart condition "full of specific product" not working properly in rare cases.
* Fixed train not updating in time after asteroid drop.
* Fixed memory leak causing memory consumption growth on game reloads.
* Fixed level crossing position in toolbar flickering when changing tier.
* Fixed radioactive waste storage flickering when fuel passes through it by adding a placeholder text.
* Fixed that clicking on the toolbox button while placing a lift would raise the whole lift instead of growing it.
* Fixed the train inspector sometimes initiating scrolling when hovering the remove filter button.
* Fixed conveyor belts and pipes disappearing in rare cases.
* Fixed unrepairable shipyard when its ocean area is blocked.
* Fixed yaw angle of rendered products.
v0.7.7
Balancing
* Removed quick-delivery discount for large quantities. The cost is now linear with the number of quick-delivered products, at 0.05 unity per product.
* Trains longer than 100 tiles now strictly adhere to reservation rules and no-stopping zones.
* Adjusted exhaust scrubber recipes so that they all take the same amount of exhaust, allowing proper prioritization via recipe order.
* Digester is now always unlocked with the first recipe that needs it, allowing organic waste digestion without researching bio diesel first.
* Added HF recipe to Medical supplies 3 research.
* Slightly increased throughput of all storages.
Performance improvements
* Added LODs for storages.
* Optimized launch pad model and added LODs for it and rockets.
* Optimized settlement squares 3D models and rendering.
* Trains now resume reservation search from the last failure point, instead of starting from scratch each tick.
UI improvements
* Added edge scrolling (configurable in settings).
* Added electricity and maintenance consumption for belts and pipes in the build toolbar.
* Added capacity and throughput for storages.
* Fixed missing research cost product icon in space station UI.
* Added proper handling for clicking on some space station alerts.
* All conveyor lift variants are now combined in statistics.
* Added a Back button to the space station UI.
* Open the Codex on the right click of a pinned product in the HUD.
* Added alters for “above percentage full” for thermal storages.
Fixes
* Fixed that trains which had never had any cargo would never leave a station with "empty of any".
* Terrain areas are now properly updated to terrain changes.
* Fixed tier 1 vehicle depot having a logistics mode dropdown but no ports for belts.
Modding
* Moved unlocked state of protos from UnlockedProtosDb to the protos themselves.
v0.7.6
New content and balancing
* Added recipe to digest eggs in anaerobic digester.
* Increased orbital cargo limits.
* Optimized train driving to reduce slowdowns and waiting by taking other trains’ speed and inertia into account and allowing double-reservations, assuming that trains cannot stop instantly.
* Old odd-sized level crossings were marked obsolete and cannot be placed via copy-paste or blueprints.
* Improved program startup speed by loading data while the initial loading animation is shown.
UI improvements and QoL
* Train cars can now be flipped horizontally in the trains designer.
* The last selected item in the build menu is now persisted between saves.
* Train and line errors now shop-up in the lines manager.
* Added quick remove for sorter.
* Vehicle mass-replace tool now allows to filter vehicles assigned to tree harvesters.
* Unity key can be now used to trigger quick-remove and to toggle boost on a currently selected machine.
* Improved construction jobs aggregation when trucks carry materials from deconstruction directly to construction.
* Added ability to reassign a deleted station in a schedule.
* Added list of trains currently heading to a station to the station inspectors.
* Added a list of lines that have this station in their schedule to the station inspector.
* All terrain tools now have the flat designation as default.
* Copying of connectors via C key is now allowed and supported.
Fixes
* Level crossings now preserve no-stopping zone state through copy-paste and blueprints.
* Trucks should no longer exit in the middle of a level crossing, potentially getting struck in between train tracks.
* Fixed memory leak caused by housing previews. This also reduces the memory footprint of house models for settlements with more than 8 houses.
* Fixed that camera heights was not properly updated when panning to locations, such as when clicking on notifications.
* Fixed arc furnace disappearing from silicon toolbar.
* Fixed notifications tabs collapsing to too small height when they are all showing.
* Fixed max unity display.
* Fixed research complete notification showing +1 tier for incremental research.
* Fixed train and generator fuel stats that were incorrectly swapping on each load.
* Fixed that train was unable to pass though a loop at the end of bi-directional track if it was marked as critical section.
* Fixed rendering of symbol-based languages where the very top was sometimes cut-off.
* Fixed vehicle replacement that was not properly re-applying vehicle config if the vehicle was scrapped in a different depot than where the replacement vehicle was constructed.
* Fixed black screen when the game is loading before the main menu is shown.
* Fixed that non-storeable products did not show in product statistics.
* Fixed rare issue with particle erosion during the map generation.
* Fixed issues with vehicle navigation overlay that was trying to compute values outside of the map.
* Fixed issues related to clearing connectors.
v0.7.5c
* Added conveyor/pipe maximum fill limits for storages.
* Added asteroid placement radius indicators.
* Fixed font rendering that was causing insufficient space after comma.
* Recovering a vehicle now properly re-applies its entire config.
* Fixed a rare corrupted save issue caused by improperly connected train tracks.
* Fixed pinned products list showing two columns in cases where one was sufficient.
v0.7.5b
* Fixed steam locomotive animation.
* Fixed credits auto-scrolling.
* Fixed unassigned module notification when an empty module is present.
* Fixed train alignment issues when a station was larger than the train and its schedule had weak filters.
v0.7.5a
* Optimized 3D model of aluminum furnace.
* Fixed issue when train track overlapped level crossing.
* Fixed UI layout in statistics window.
* Added scrolling to the train inspector window.
v0.7.5
New content and balancing
* Added hydrogen locomotive and hydrogen train fuel module.
* Added a focus (office bonus) for train capacity increase. It also increases modules capacity and loading throughput.
* Increased maximum train length per train depot extension from 2 to 4 and wagon storage space from 1 to 4.
* Added a contract that trades rocks for fuel gas (to be able to conveniently dispose of excess rock).
* Added option for 50-year loan.
* Added a loan for rail parts.
* Increased minimum number of loans from 1 to 2 on easy and medium difficulties.
* Increased maximum loan amount from 4.8k to 25k.
* Reduced concrete cost of the steel-based construction parts 1 from 4 to 3.
* Reduced workers requirement of diesel locomotive from 2 to 1.
* Reduced build time for locomotives and wagons by around 20%.
* Upgraded to the latest Unity 6.0.50f1 with hope to minimize random crashes.
* Improved rendering performance for trains, train stations, and level crossings, resulting in 10-20% more FPS in train-heavy saves.
* Increased size of level crossings by 1 tile so that they have even size, to better match vehicle ramps. Old crossings remain functional but are now obsolete and will be removed from the game in the future.
Train fixes
* Trains are now allowed to progress to the next alignment if depart conditions are met for their current alignment (only for 100% or 0% full/empty conditions).
* Fixed train alignment issue that could occur with steam locomotive without tender.
* Level crossing roads now occupy enough height so that any vehicle supported by that crossing can cross without collisions.
* Trains will be automatically recovered to depot when they end up in a bugged state unable to update their state correctly for an extended period of time.
* Fixed elevated train tracks that were not collapsing when buried under the terrain.
* Level crossings are now closed when paused.
UI fixes and improvements
* Improved train lines manager UI and added error messages when lines are not setup properly.
* Added quick remove for lifts.
* Added key-bind for the space station window.
* Changed recipes selector window shortcut to Q and added a configurable key-bind for it.
* Fixed enqueuing incremental research that would also enqueue its parents if the queue was not empty.
* Additional fix of flickering alerts for ore sorter.
* Fixed dragging logistics buffer sliders being clamped by the opposite one.
* Fixed logistics buffer slider handle being off when dragging for flipped handles.
* Fixed behavior of go-to tools for trucks and trains, properly turning off when other windows are opened.
* Fixed planning mode state not being restored correctly on load on HUD.
* Pinned inspector windows no longer listens to key shortcuts such as Flip.
* Fixed trains breaking no-stopping zones when re-planning paths last-second.
* Fixed transport tie-break toggle (Ctrl) that was sticky.
* Fixed highlights of the train station that did not disappear when the lines manager was deactivated.
* Fixed loading window showing population in place of the number of rockets launched.
Other fixes
* Fixed that conveyor/pipe construction would get paused when another one was connected to it when in planning mode.
* Canceling deconstruction while in blueprint mode no longer pauses the reconstruction.
* Canceling deconstruction of an entity with deconstruction paused now results in unpaused reconstruction.
* Assigned vehicles are no longer additive when copying settings from a building with assigned vehicles.
* Fixed copying of configuration of ore sorters.
* Fixed issue caused by canceling a vehicle upgrade while the vehicle to be replaced was en-route to the depot.
* Fixed missing construction cubes on entities with very low construction cost.
* Fixed a rare issue where the launch pad was unable to accept rockets.
* Cargo depot modules now properly lower their maintenance when idle.
* Returning crew from the space station no longer causes homeless people.
* Fixed issue with rocket launch pad not accepting new rockets in rare cases.
* Fixed office computing boost that was incorrectly applied on top of focus multiplier.
* Fixed that cancellation of vehicle replacement when a vehicle was on the way to be replaced created a new unassigned vehicle.
* Fixed golden statue of maintenance not being shown in the build menu.
v0.7.4
* Added mass-upgrade tool for vehicles.
* The train blocks visualizer now shows unbuilt tracks in red.
* Added a button in the train depot to show the blocks visualizer.
* Train fuel usage is now reported in fuel consumption statistics.
* Fixed global quantity not being correct due to train fuel stations not reporting used fuel properly.
* Fixed incorrect contract quantities estimates in the cargo depot module for large ships.
* Fixed Recycling edict V research not being available in pre-Update 3 saves.
* Fixed Server to Iron contract being too expensive.
* Fixed train re-pathing to re-validate all goal stations and their constraints.
* Trains will now go to paused stations if they started going there. Upon arrival, they will move to the next schedule item.
* Fixed issue where trains would not clear their occupied blocks correctly.
* Fixed that trains would burn fuel when waiting for free track on slopes. Now they apply max brakes.
* Fixed train track building center graphics color for some track pieces.
v0.7.3a
* Level crossing now show properly as free in the vehicle navigation overlay.
* Removed iron cost from flywheels and tree planters.
* Added quick trade to buy iron for steel.
* Added lifetime cargo stats for trains.
* Fixed excessive maintenance consumption of very short pipes and conveyors.
* Pipe/conveyor pillars can now go through lifts.
* Fixed text rendering for Chinese/Japanese where characters that have the same code point but look differently based on language settings are now rendered properly.
* Improved font rendering clarity for all languages.
* Configured products at unloading train station modules now have to be explicitly set, trains won’t set them automatically on the first arrival.
* Turn off audio alerts for “Could not store all crop after harvest” notification.
* Fixed trains getting struck in rare cases when there was no-stopping zone before the final station.
* Fixed rare issues with rain highlighting.
* Fixed Recycling edict V that was not researchable in pre-Update3 save files.
* Fixed the "shut down" toggle button in the space station UI that was showing the opposite state.
* Fixed flickering notification on the ore sorting plants when output was full.
* Fixed rendering of nearly-finished entities when construction was paused.
v0.7.3
* Added logistics zones.
- Truck logistics can now be separated into zones.
- Trucks assigned to a zone will only do jobs within that zone.
- Logistics zones can be configured via the Vehicles management window (F6).
- Added tutorial explaining how logistics zones work.
* Added train tutorials.
* Improved train path-finding heuristics and increased frequency of path re-planning.
- Added and improved path-finding penalties for: no-stopping and exclusive zones, tight turns, stopped trains, train stations, steep ramps, and more.
* Improved tie-breaking for train-to-station alignments.
- If there are more equally good alignments, prefer the one that aligns the most of all wagons.
- This should result in trains using entire stations instead of partially aligning.
* Added option to mute alerts directly to the alerts UI.
* Added a label to clarify that conveyor/pipe cost is given per 100 tiles.
* Fixed a memory leak caused by transport previews not properly disposing of the preview meshes.
* Fixed offices that kept providing benefits even when paused or destroyed.
* Fixed an issue with train track building that happened when 3 train tracks met at one point.
* Train status messages are now more explicit (less of “unknown” status).
* Paused trains no longer hold arrival slots for stations unless they are in that station.
* Trains navigating to the depot no longer hold arrival slots for stations.
* When editing tower areas, the original area remains visible but grayed-out.
* Fixed train-module alignment issues when root station building was in the middle of modules.
* Fixed that trains stuck at stations due to impossible depart conditions
* Fixed research completed message tooltip showing wrong item.
* Fixed flickering occurring on zipper inspectors for some UI scaling values.
v0.7.2a
* Fixed a rare issue where maintenance stopped being simulated.
* Fixed missing workers in radioactive waste storage inspector.
* Product and mode selection is now hidden for the empty train station module.
* Quick remove will no longer reset the manually-set export from the slider.
* Fixed train cargo tooltips sometimes being wrong.
* Fixed map details window on wide displays.
* Fixed building from codex ignoring default logistics mode.
* Fixed rounding in power multipliers in recipes.
v0.7.2
Trains
* Added per-wagon products filters which can be set directly on trains or in the train designer.
* Doubled train station capacity.
* Improved train alignment logic. Note: This may affect some of your lines.
- Trains will now always align all wagons that have any compatible modules at a station.
- Alignment now works for all wagons even if the station root building is in the middle of a station.
- Trains now prefer earlier alignments if possible.
- Wagons that are already in a fulfilled state (e.g. full wagons during loading operation) will be skipped during alignment.
- Trains on bi-directional tracks that have finished servicing station but cannot find path to the next station will crawl forward to clear any intersection before the station.
- Modules with no products assigned are ignored if there is at least one module with an already assigned product.
- Trains will be able to align even if the station has the exact same length as the train
* Level crossing now properly inherits track directionality when placed over existing track.
* New models for train track ends to make improperly connected rails more visible.
* Fixed that trains could break no-stopping zone rules when just leaving the station.* Fuel stations are no longer skipped when manually skipping stations.
* Fixed possible self-intersection of long trains on loops and added a notification when it happens.
* Fixed that path-planning tool was showing paths that were impossible for the train to take (e.g. reverse path when part of the train was already on a forward-directional track).
* Fixed pasted train tracks to properly add no-stopping zones on overlapping sections.
* Fixed that train was unable to navigate to the train depot to scrap when the scrap command was issued when train was paused.
* Fixed a rare issue causing the entire train network to stop working until game restart.
User interface
* Clicking on a recipe in the toolbar menu popup will now open the entity placement flow with this recipe selected.
* It is now possible to cycle through tiers or buildings (including transports) when placing them by holding CTRL + scrolling up / down.
* Added placement clipboard: Pressing Ctrl+V recalls last cut or pasted item, Ctrl+Shift+wheel cycles history of last 50 cut/pasted items.
* Pressing the quick delivery tool shortcut while an entity window is open performs quick delivery / removal.
* If quick build / removal fails, the construction is unpaused.
* It is now possible to independently mute critical and non-critical alerts.
* Added keybinds for Vehicle management and Train lines windows.
* Allow to set key-binding for: Storage, Terraforming, and Train build menu.
* List of asteroids is now scrollable.
* Merged filter media research into Wastewater treatment.
* Hydrogen burning in flare is now unlocked with the initial distillation.
* Increased camera pan speed.
* Improved tips on loading screen and have them cycle periodically.
* Train station names are now propagated to all modules. Renaming a module now renames the entire station.
* Improved train status reporting to be more concrete and helpful.
* Improved train track laying tool to better match direction when attaching to other tracks.
* Train lines no longer show an empty icon if no product is set.
* Level crossing is now split in the toolbar per type, and was added to the vehicles menu.
* Restored the ability to cycle through idle vehicles in the management window.
* Added confirmation dialog to display settings change.
* Fixed the crop picker that was not being closable with ESC key.
Fixes
* Added missing Uranium rod recipe for T2 robotic assembler.
* Fixed a rare issue that was causing game freezing and required forced restart.
* Fixed an issue that the 5th terrain material layer was missing from generated maps. In existing games, this layer will appear on all untouched tiles.
* Fixed polygon area getting hidden when switching to a designation tool while editing.
* Fixed diesel generator to not consume full maintenance when idle.
* Fixed maintenance efficiency modifier that did not apply to newly placed depots.
* Fixed fuel station that would not accept vehicles when placed in "disabled logistics for newly placed" mode.
* Fixed cargo ship that did not restore its fuel saving option after its upgrade.
* Fixed the ship modification pause button in the shipyard inspector that was not showing the right state.
* Fixed missing rail icons in the blueprints window.
* Clicking on "designations outside towers" notification now brings them into the view.
* Fixed text overflow in research nodes.
* The assigned vehicles panel in storage no longer jumps when assigning the first truck.
* Fixed assigned buildings panel sometimes showing incorrect icons.
* Fixed disappearing mining tower area when M/Z keys are pressed.
v0.7.1e
* Reduced construction costs of train stations by 50%.
* Increased train fuel tank capacity by 50%.
* Increased maximum area size for mining and forestry towers by 2x.
* Added 3 and 5 minute interval options for auto-saves.
* Added explanation in the logistics dropdown that it can be cycled via mouse clicks.
* Right-clicking any hover popup will close it. This is only relevant for intractable popups.
* Fixed popups remaining visible when opening codex via right-clicks on product icons.
* Removed train speed limit for level crossings.
* The train path visualizer now shows an orange line from the train to the last block it failed to reserve, followed by a green line to the final destination.
* Improved look-ahead logic when searching for alternative paths for trains.
* Improved train track building tool which should be faster and more responsive, especially when the game is paused.
* Trains waiting on arrival conditions now show status "arrival conditions not met".
* Train status in the depot is now more accurate.
* Improved and fixed train depot departure logic, skipping stations with arrival conditions not met if possible.
* Added 10 kph max speed penalty if ever a locomotive is not at the "front" of the train, but decreased max speed penalty for a group of wagons that is being pushed and pulled.
* Improved forced skip station behavior to ignore schedule conditions.
* Tender wagons no longer fire out of fuel notifications.
* Fixed maintenance for hydrogen vehicles.
* Fixed missing vehicle clearance mega excavator.
* Fixed T1 silicon recipe being shown in T2 arc furnace research.
* Added 1 decimal digit to health values in the population overview.
* Fixed missing limestone deposit marker on the Curland map.
v0.7.1d
* Train station modules no longer need power or workers to send stored products to output ports.
* Buildings such as train stations or level crossings can now be built on tracks which are part of a reserved exclusive zone.
* Train stations now preserve module and train limits through copy paste and blueprints.
* Fixed a rare issue where switching an active display caused the game to become 1x1 px stretched across the screen when in borderless window mode.
* Fixed issue where switching from a large display to a small one was sometimes not working properly in the borderless window mode.
* Rectangle selection tool now properly obeys maximum area limits.
* Fixed an issue where the train would not obey track direction when the direction was changed after the train found a valid path. Trains now replan their path when track direction change is detected.
v0.7.1c
* Fixed regression causing train track no-stopping zones being incorrectly removed from intersections during direction flipping. To prevent trains blocking each other, ensure that all overlapping tracks (denoted with yellow arrows on track direction overlay) are marked as no-stopping zones (red markers).
* Fixed schedule conditions being incorrectly combined when using OR and AND operators.
* Level crossings are now marked as no-stopping zones by default.
v0.7.1b
* Added a quick delivery option into the train depot.
* Added an option to set larger text in Settings => Video => Accessibility (note that this is an experimental feature).
* Added shortcut [R] to open recipes selection modal.
* Added double-click option in recipe selection modal to instantly apply a recipe and close.
* Added an option to go to a village from the contracts window.
* Slightly darkened frosted glass panels.
* Added a clear button into all search fields.
* It is now possible to remove exclusive zones from bi-directional tracks. Note that this is an advanced feature that may cause trains to deadlock if done incorrectly. We highly recommend that bi-directional track segments that are removed from exclusive zones be marked as no-stopping zones.
* Fixed path-finding issues with trains when trains were waiting on a critical section that was not near a fork.
* Fixed issue where long track segments (curve) were improperly considered entirely blocked even if only a small part was blocked.
v0.7.1a
* Added option to set rectangular area of mining and forestry towers directly via a new button in the bottom toolbar in the area editing mode.
* Added more explicit status & tutorial about waiting for an exclusive zone.
* Level crossings can now be made no-stopping zones.
* Overridden critical sections are now properly preserved through copy-pasting and blueprints.
* Fixed notification alerts incorrectly showing for notifications added and removed in the same step.
* Fixed trains that fail to depart to a station due to train limit no longer leave the current station and keep it occupied for the train limit purposes.
* Fixed that trains would not leave the depot if the first station had a train limit of 1.
* Fixed train departure to follow train station limit more.
* Fixed world map location inspector titles.
* Fixed max train count not showing in trainline manager.
* Fixed train stats that were showing max speed below train’s min speed.
* Fixed trains showing a pause icon on all locomotives, which didn't update if the game was paused.
v0.7.1
* Added option to disable frosted glass effect in UI (found in settings => video => accessibility).
* Hide planning mode badge when not building.
* Added option to automatically disable logistics for all newly constructed buildings (found in vehicles management, via truck icon in HUD).
* Added option to dismiss all notifications/messages at a time.
* Added an all subcategory into all build categories.
* Train crossing lights no longer flash when the disable flashing accessibility option is enabled.
* Improved train occupied block visualization to better show exclusive zone reservations.
* Fixed vehicles fuel consumption. fuel is no longer consumed when vehicles are idle or paused.
* Fixed engine sound that now properly turns off when vehicle is idle.
* Fixed asteroid placement UI.
* Fixed quick-repair decreasing maintenance in some cases.
* Fixed tree harvester tooltip incorrectly stating that it cannot go under elevated conveyors or pipes.
* Fixed some issues with exclusive zones for trains.
* Fixed that some items were not marked as new in the toolbar.
v0.7.0 (Update 3)
Backwards compatibility
* Saves from Update 2 are compatible with Update 3. However, due to various changes, existing factories may need updating.
Notable breaking changes
* Removed Bricks and replaced with simpler concrete recipe made in Kiln.
* Glass Maker I now returns broken glass, not slag.
* 2x Glass Maker II needed per Blast Furnace II.
* FBR now consumes significantly more yellowcake and costs Titanium to build. Machines supporting it have updated ratios, and both reprocessing and enrichment now require more power.
* Consumer Electronics, Solar Panel (Mono) now require Aluminum (not steel).
* Lab Equipment II uses glass instead of steel; production ratios overhauled.
* Thermal Storage now returns water, not depleted steam.
* Belt & pipe usage increases maintenance; long versions use more power (discount removed).
* Oil: Naphtha/Diesel cracking no longer outputs sour water (removed sulfur loop).
New feature: Trains
* Added trains, train stations, and train tracks building.
* Two types of locomotives: steam and diesel.
* Grid-based train tracks construction supporting 16 cardinal directions. For more details see Captain’s diary #45.
* Train tracks can be elevated and constructed on pillars up to height of 5.
* Signal-free train routing supporting complex scenarios such as sidings, round-abounts, or waiting bays. For more details see Captain’s diary #46.
* Modular train stations allow continuous train loading. For more details see Captain’s diary #47.
* Advanced features like train arrival limits or load/unload conditions are also supported.
* Signalled level crossings allowing vehicles to traverse train tracks safely.
* Train path-finder runs on a background thread, not affecting game performance in a significant way.
New feature: Offices and focus system
* Build offices to leverage your growing population.
* Offices assigned with workers and given Office Supplies, provide Focus points which can be allocated into modifiers and perks similarly to edicts but without Unity cost.
* This is an end-game mechanic allowing you to scale your population and overclock parts of your industry.
* For more details see Captain’s diary #48
New feature: Space program, asteroid mining
* Rockets can now deliver cargo to orbit.
* Added option to build, upgrade and maintain a space station.
- Space station provides advanced research, unity bonus and research efficiency bonus.
- Upgrades are unlimited, the only real limitation is how effectively you can scale.
* Added a second tier of Rocket.
* Added a new mechanic to search and deliver asteroids in order to mine them at your island.
* For more details see Captain’s diary #48
New feature: Infinite research
* Extended the research tree with 18 new infinite research nodes that provide significant bonuses and allow to overclock your industry to new possibilities.
* Repeatable research nodes get more and more demanding - providing a significant end-game resource sink.
* Advanced research nodes also require space points supplied by an operational space station.
New production chains
* More than 40 new products.
* Added smelting and production of Aluminum and Titanium.
* Added production of diamonds.
* Added Electronics IV produced from Sapphire wafers and diamonds.
* Added products for the space program - space probe parts, station parts, crew supplies, compact reactor and more.
* Added Luxury goods as a new product into settlements.
* Added The Internet as a new module providing computing to settlements.
New content
* New Ore sorter II with 10x more throughput than tier I.
* New mineable resources: uranium, bauxite (aluminum ore), and titanium ore, added to all maps.
* New Settlement IV.
* Added Pipe IV with throughput of 900 per minute (compared to 450/m of T3 pipe).
* Added 24 new contracts.
New mechanics
* Added support to define power consumption multipliers per recipe.
* Added option to set FBR breeding ratios for allowing dedicated breeder reactors and more advanced configurations.
Maps
* Added a new map, Dragontail Isle, that is currently the largest official map in the game (22 km^2), where logistics via trains will be necessary.
* Updated existing maps:
- New Haven: land area increased from 4 to 11 km^2
- Armageddon: land area increased from 17 to 20 km^2
- The Beach: land area increased from 5 to 14 km^2
- Curland: land area increased from 5 to 16 km^2
- Golden Peak: land area increased from 3 to 16 km^2
- You Shall Not Pass: land area increased from 6 to 18 km^2
- Crater (from Supporter’s edition): land area increased from 7 to 18 km^2
* Insula Mortis was retired but will be available on CoI Hub
New user interface
* Complete UI overhaul
* Overhauled more than 60 entity detail windows, statistics, codex window, HUD, blueprints and more.
* Fully overhauled statistics with new bar charts, pie charts and better context information.
* Significantly increased responsiveness and speed of computationally expensive UI components such as conveyors/pipes construction and building/blueprint construction.
* Introduced new quality of life features
- Storage slider to limit products output to belts & pipes.
- Pinning windows, maximizing some windows.
* UI now surfaces much more information thanks to rich floating windows.
- Actual fuel, maintenance consumptions
- Vehicle attributes shown in vehicle depot.
- More information about mechanical shafts.
- Ability to inspect machine buffers.
* Toolbar overhaul
- Toolbar groups items by tier reducing clutter.
- Added Toolbar sub-categories for a more goal oriented approach.
* Added search box into Blueprints and Contracts.
* Codex window
- Added machine information pages.
- Added option to build machine directly (ctrl + click).
- Added history navigation.
Updated content and mechanics
* Increased maximum height of conveyor and pipe support pillars from 3 to 5.
* All vehicles can now travel under obstacles such as pipes given sufficient clearance. For example, T1 excavators or haul trucks have a clearance of 4 and can travel under a pipe at height 5 or higher.
* Controlled areas of mine and forestry towers can now be a polygon instead of just a rectangle.
* Increased maximum area of mine and forestry towers.
* Increased maximum vehicles limit from 180 to around 400 (depending on infinite research level).
Graphics
* Improved overall scene lighting and color grading.
* Introduced new texture quality setting that controls resolution of displayed textures.
* Increased resolution of many textures by 2x and 4x.
* Updated 3D models for conveyor belts, pipes, lifts, robotic assemblers (T4 and T5), rocket launch pad, and many products.
* Improved ambient occlusion rendering of various models.
Performance Improvements
* Increased vehicle path-finder performance by 40%.
* Trees
- Trees rendering is now ~3x faster, increasing overall game FPS by 10-25% in the early game.
- Tree stumps rendering is now ~10x faster.
- Growth of trees and decay of stumps no longer cause any CPU overhead, FPS increase 5-10% for saves with lots of forestry action.
- Trees highlight rendering (harvesting selection) is now 5x faster, removing FPS drop when shown.
- Trees selection and deselection operation is now 7x faster, removing lag when selecting large groups of trees.
- Optimized data structures and algorithms for trees, reducing per-tree memory footprint and increasing performance of operations such as tree search for harvest by ~3x.
* Optimized game initialization and loading, resulting in faster load times by a few seconds on average.
Balancing
* This is just a simplified summary
- More details at www.captain-of-industry.com/post/update3-is-out
* Population goods and services consumption reduced by 10%.
* Increased housing capacities.
* Increased goals rewards.
* Ore sorting made the default mechanic for all new games.
* Maintenance
- Reduced maintenance of excavators and haul trucks.
- Reduced idle maintenance from 33% to 20%.
- Reduced workers and power in maintenance depots.
- Doubled the throughput of Maintenance depot (basic) + 10 free maintenance.
* Belts & pipes changes
- Belts & pipes now cost maintenance.
- Increased power consumption of belts, especially by removing discounts for long ones.
* Recycling efficiency
- Base efficiency reduced from 25% to 20%.
- Removed 10% bonus from research.
- Max possible efficiency reduced from 90% → 60% (75% with offices).
* Rebalanced a few edicts, mainly recycling ones that got more expensive.
* Increased storage units capacities and decreased costs for III and IV.
* Research changes
- Introduced research efficiency which scales with population size.
- Increased Unity consumption of Lab II, III, IV.
- Increased workers required in Research labs.
- Made mid-game research ~1.5x more expensive, end-game research is ~2x more expensive.
- Removed compression from research parts but increased quantities and science to compensate.
- Make research costs clear by showing their values in research points.
- Significantly softened unintended science price increase when upgrading labs and researching techs from the previous tiers.
* Research tree changes
- Collapsed several less exciting research nodes into other ones.
- Moved terrain leveling to come earlier.
- Moved glass & salt to come before Research Lab II as many of you requested. As your punishment for such a request you now need to add glass into Lab Equipment II.
- Moved Gold smelting to come after Research Lab II and not after Lab III.
- Moved Arc furnace II to come after Res. Lab III instead of after Lab IV (similar with CO2 recycling).
- FBR is now locked behind the Titanium research node.
- Split recycling edicts into individual research nodes and make them more costly to research.
* Smelting changes
- Increased ore and coal consumption for iron, copper, and silicon smelting to scale ores flow.
- Quartz consumption increased for silicon production (1.3x more quartz per output).
- Removed computing from Arc II and bumped it to 6 MW.
- Made Arc I capable of smelting the same recipes as Arc II and increased power to 4 MW.
- Smelting scrap is more economical on fuel consumption thanks to new power multipliers.
- Graphite production takes less coal.
* Glass production changes
- Removed compression from glass mix, Increased glass compression.
- Glass maker I returns Broken glass instead of Slag.
- Reduced throughput of Glass makers.
* Balanced crushers to match new ore consumption, Iron & Copper crushing got more demanding, Quartz crushing less demanding, reduced power draw of crushers.
* Cargo ships & depot modules
- Cargo ships I,II now hold 500 per module.
- Cargo ships III & IV now hold up to 750 per module (6000 total for Ship IV compared to previous 2880/3520).
- Cargo ships fuel use adjusted to match new capacities (e.g. 30 → 40 diesel per module).
- Cargo depot module capacities and throughput updated accordingly.
* World map mines
- Increased world mines & oil rigs throughputs and increased several deposits.
- Significantly increased maintenance of world mines & rigs.
* Electronics II now costs 2x Electronics I
* Microchips changes
- Now cost more silicon (2 per chip) but require less gold, acid, and plastic per unit.
- Microchip Maker I throughput increased by 50%; Maker II now 3× faster than Maker I.
* Computing changes
- Servers are twice as expensive, but datacenters now require half as many.
- Racks provide 2× more computing power but consume 2× more electricity.
- Increased computing demand from Microchip Makers; reduced computing use in Assemblers.
* Oil processing rebalanced for higher throughput and realism
- Distillation towers now process more Crude and yield more Heavy oil and Naphtha (e.g. Heavy oil, Light oil).
- Increased energy density of Medium Oil.
- Fixed several energy-positive recipes (e.g., Naphtha to Diesel) and improved some overly energy-negative ones.
- Fixed Sulfur-positive loop in Diesel to Naphtha by replacing Sour Water with Fuel Gas; similarly replaced Sour Water with Hydrogen in the Naphtha to Fuel Gas recipe.
- Made Rubber cheaper and Plastic more expensive.
- Reduced Sulfur output from the Sour water stripper.
* Electrolyzers & Hydrogen
- Increased throughput and reduced baseline power consumption for non-Hydrogen recipes.
- Increased power efficiency of Electrolyzer II for hydrogen production.
- Increased cost of producing hydrogen from Super pressurized steam.
- Added a recipe to produce Ethanol from Carbon dioxide.
* Nuclear and Uranium rebalanced
- Yellowcake cost from Uranium tripled.
- Enrichment and FBR power demands significantly increased.
- FBR, Enrichment plant, Reprocessing plant maintenance significantly increased.
- FBR consumes 72 Uranium Ore / 60 via blanket enrichment (12 yellowcake instead of 0.8).
- FBR no longer burns Depleted Uranium for free (requires infusion with enriched blanket).
- Renamed Crushed Uranium Ore to Uranium Ore Powder; crushers now process less input.
- Reprocessing recipes updated for cleaner ratios.
- Added option to make Plutonium and U20 outputs from enriched blankets.
- Removed Pu + U4 => U20 recipe and introduced Pu => Core recipe.
- Increased radioactivity for several nuclear products (e.g., Plutonium, Fission Products).
- Nuclear Waste Storage capacity increased from 1600 to 2400.
- FBR is no longer positive on enriched fuel when running in self-sustaining mode and has multiple breeding levels.
- 0 (no breeding), takes 0.5 fuel
- 1 (equilibrium), takes 1 fuel (no longer 4% positive)
- 3, takes 1 fuel, produces just 1/4th of steam
* Solar panels changes
- Power output increased by 25%.
- Maintenance got reduced by a factor of 4.
* Electric boiler
- Power consumption increased.
- Make available earlier (right after power generation II).
* Increased vehicle parts compression and increased costs of vehicles by 50%.
* Slowed down T1 and T2 trucks by 10%.
* Crops & food changes
- Increased compression of Food Packs and simplified their recipes.
- Increased yield of Fuel Gas, Ethanol and Diesel from crops.
- Added digestion recipes for Corn, Soybeans, and Sugar cane.
- Added burning recipe for Canola.
- Increased crop yields for Sugar cane, Canola, Poppy.
- Burning Animal Food, Biomass yields more Steam.
- Increased snacks compression by a factor of 2.
- Anaerobic digester returns twice as much compost from sludge.
* Fertilizer changes
- Fertilizer II fertilization potential increased from 2% to 2.5% and its production slightly reduced.
- New recipe to blend dirt into Fertilizer (organic).
- New recipe to blend Fertilize (organic) into Fertilizer I.
* Pollution changes
- Pollution health penalty is no longer capped at 40.
- Increased throughput of Exhaust Scrubber.
- New exhaust scrubbing recipe using limestone to fully mitigate pollution.
* Unity changes
- Reduced Unity provided by Consumer electronics.
- Reduced Unity from Healthcare.
- Disabled quick delivery for Rainwater harvester.
* Thermal storage changes
- Charging heat loss reduced from 20% to 10%.
- Changed to return water instead of depleted steam.
* Other maintenance changes
- Add maintenance for Rainwater harvester, Incineration plant, Compactor, Shredder.
- Reduce maintenance for diesel generators.
* Other new recipes
- Alternative recipe to produce CP1 out of steel to save wood.
* Other recipe changes
- Removed exhaust byproduct from golden scrap smelting.
- Added all recipes from T3, T4 assemblers to T4, T5 assemblers making them always compatible for upgrades.
* Evaporation Ponds yield less salt from seawater and brine.
* Reduced throughput & capacity of Ore sorting plant I.
* Reduced workers in farms, cooling towers, casters, boilers and more.
- Made Robotic assembly T5 to require Maintenance III and no workers.
* Increased power consumption of Air separator.
* Reduced rocket build duration to 4 minutes.
Quality of life
* Conveyor belt/pipe connectors can now be constructed directly on transports with a transport tool or directly from the build menu.
* Added option to Unity-remove products from transports and connectors.
* Right-clicking on a product icon in the storage inspector now opens the Codex instead of starting storage clearing.
* Improved products to ports mapping for Ore sorters, providing more flexibility.
Camera
* Added a new first-person drone-like camera type to photo mode, controllable via controller or keyboard.
* Camera position no longer resets when moved after loading a saved position.
* Camera saved position now also restores the rotation (only for newly saved positions).
Notable fixes
* Fixed map cache loading that did not take into account mods. This could result in a map being loaded with incorrect materials.
* Fixed issue where terrain was not updating fast enough or at all when too many changes were being made every tick.
* Fixed multiple cases where transport connectors would not be constructed when connecting to multiple ports simultaneously.
* Fixed tree planting that could get into a state where planters were no longer planting.
* Rocket engine smoke no longer animates after the game is loaded.
* Screenshots taken in the photo-mode now have a bloom post-processing effect and have the correct image format when MSAA is disabled.
* Fixed issue with some surface designations disappearing on load.
* Fixed trees highlight that was incorrectly highlighting the billboard model.
* Tree model variants are now stable between game loads.
* Fixed curbs of custom surfaces that now appear instantly after load without a delay.
* Fixed maintenance that was sometimes not properly discounted when an entity was idle.
* Fixed various animations not being properly loaded, e.g. rocket transporter tower holding a rocket.
Modding
* Lots of API changes, especially in UI, will make most mods dysfunctional. Please update or remove mods before proceeding with old saves.
Translations
* Created and published a new translation portal for community translations with an intuitive voting system and better game integration at
http://hub.coigame.com/.
v0.6.4c
* Fixed a rare issue resulting in corrupted save file error regarding missing IResolver dependency.
v0.6.4b
* Fixed a rare issue on load showing errors like "Failed to resolve IMapCacheManager".
v0.6.4a
* Fixed vehicle path-finding that was sometimes not being able to find the shortest path and was returning longer ones.
- On average, the length of paths taken by trucks is 4% shorter and takes 15% less steps to find.
v0.6.4
* Added map-data-cache feature that speeds up game loads by around 2x (more speedup for weaker CPUs).
- New Haven map load went from 12 to 7 sec, Armageddon from 30 to 15 sec (on i9-13900 CPU).
- This was achieved by loading cached map data instead of generating terrain from scratch.
- Map cache is created and saved on the first game load so speedup will be only noticeable on subsequent loads.
- All games that share the same map version will share its cache.
- At most 5 map caches are stored at one time.
- This feature can be disabled with --disable-map-cache launch option.
- This change also reduces the probability of game crashes due to high CPU load on systems that are sensitive to this.
* Improved saving algorithm of terrain tile data, reducing raw save file size by ~2x. The effect on final compressed file size is smaller, around 15% savings.
- This change resulted in significant memory and time savings during saves and made map cache smaller and faster to load.
- Map data cache of the Armageddon map went from 160 MB to 66 MB (before compression).
- This change also reduces the chance of encountering out-of-memory errors during game saving when the system is low on memory.
* Settlements can now have custom surfaces which cover the original paths.
* Game speed is now saved.
* Spam-clicking the start game button no longer makes the in-game escape menu unclickable.
* Fog now renders properly for liquid evaporators and vehicle particles.
* FPS limit was removed from the loading screen to eliminate idle time where the game is waiting for the next step but the renderer is also waiting for the next frame due to the FPS cap.
* Improved visuals of dust particles on terrain and behind vehicles.
* Vehicle dust and exhaust particles now do not spawn when the camera is too far from them.
* Vehicles now spray water instead of dust during rain.
* Dust behind vehicles is now emitted even on concrete surfaces in small amounts.
* Fixed excessive dust emitted when the mega excavator was turning in-place.
Map editor
* Optimized the "Writing generated data" step which used to take up to 60 seconds on large maps, now it’s nearly instant (speedup of over 1000x).
* Fixed missing reference list of noise functions.
* Fixed error window that did not show errors when first displayed.
v0.6.3b
* Single-copied lifts now go back to the first construction phase if placed with down while holding Ctrl.
* Custom surfaces can no longer be placed under water.
* Fixed a rare terrain generation issue during game load that could result in map being loaded as brand new without any terrain modifications.
* Improved bush textures to make them more visible against grass.
* Slightly increased sun shadows intensity.
* Added checksum save file verification before loading a game to detect externally corrupted files.
* Further work-arounds for saving issues on mac when playing via CrossOver.
* Fixed arithmetic overflows that could occur with extreme settings of terrain features in the map editor.
* Fixed rare path-finding when the goal was hard to reach and exactly at 10 tiles height difference.
* Fixed jitter on fluid cargo module pipes.
* Fixed camera rendering distance when loading its position from a saved slot.
* Fixed ocean rendering that could have cracks where it was possible to see under the ocean.
* Fixed a rare vehicle depot state where it believed that vehicle should be upgraded but vehicle itself did not intend to be upgraded.
* Fixed that pressing Enter on the main screen kept opening new window instances.
* Windows no longer accept input when in fade-out transition.
* Fixed farm popup that was showing locked crops.
* Fixed tree harvester that could be showing "no tree to harvest" when out of fuel.
* Fixed rare issues with inability to instantiate Audio Manager.
* Fixed glass on highest greenhouse tier.
* Fixed smoke particles that were showing square artefacts in rainy weather.
v0.6.3a
* Added a workaround for Mac users using CrossOver who were experiencing `IOException: Success` on game save. Bug was reported to the CrossOver team.
* Step limit of the vehicle path finder now scales with its internal job queue size. This helps to restore logistics quicker when it gets overwhelmed.
* Added console command `set_max_steps_per_tick_for_vehicle_path_finder` that allows manually increasing the PF processing throughput (only for extreme players).
* Vehicle navigation jobs now show more info about where they go.
* Additional fix to the You Shall Not Pass map back-start to have immediate access to trees.
* Leveling designations now show colors correctly on designations not ready to be fulfilled.
* Fixed sandstone non-corner edges.
* Fixed surface vertical faces to show correct surface type.
* Fixed ocean coastline that was sometimes jagged.
* Fixed blast furnace 2 preview that was all white.
v0.6.3
* Improved You Shall Not Pass map backdoor-start by providing access to trees.
* Tree saplings can be now shredded into biomass.
* Game can no longer be exited when (auto)save is in progress.
* Contract profit increase (difficulty setting) is now properly applied.
* Fixed save file writing procedure that could in rare circumstances result in incompletely written save files.
* Added checksums to all game save and map files.
* Saving was made more robust by checking checksums of written files and displaying errors when any issue is detected.
* Save file overwrite only happens when the new save was successfully written and checksum was verified. If checksum check fails, both new and old files are kept and an error message is displayed.
* Save files that fail to be fully written (e.g. due to insufficient disk space) are now deleted.
* Fixed a rare save issue when tile surface command was in queue to be executed.
* Fixed issue where an excavator could not find a path to an unfulfilled designation in tight space that should have been accessible.
* Trucks should no longer return back to mines when partially loaded, they will unload completely first.
* Improved stuck vehicle notification to trigger sooner.
* Further improved vehicle recovery logic to prevent vehicles crawling on cliffs.
* Fixed settlements that kept giving unity bonuses even when supply of household goods was stopped.
* Fixed incorrect total stats for health and unity.
* Trucks no longer load more than their capacity when clearing surfaces.
* Fixed issue where truck replacing a surface would override a previous surface that was not cleared yet, making the original surface products lost.
* Trucks now don’t get a surface placement job if the surface costs more than what they have.
* Fixed case where storage would not provide products to upgrade another storage that was connected to it.
* Storage truck export is now not disabled if it gets connected to an unbuilt storage.
* Fixed vehicles refueling from storages that are set to import.
* Product notification settings are now copied when cloning a config for the Ore sorter.
* The "Cannot deliver" notification is now cleared right after the truck gets cleared.
* Ship order buttons were moved to the top of the world map settlement window.
* Fixed issues when regenerating an area outside of map in the map editor.
* Fixed tree harvester visual issues when cutting trees on a slope.
* Fixed ready-to-fulfill check for leveling designations based on the job that is asking, to match mining and dumping designations logic.
v0.6.2
* Research changes
- Farm is now unlocked from the start.
- Merged loose storage research into mining research.
- Merged vehicles management I into advanced logistics.
- Merged flywheel research in power production II.
- Merged tree harvester II research into large vehicles.
* Goals changes
- Goals can no longer be disabled in new games.
- Added a button to collapse all goals into a single header per each.
- Redesigned goals so that lots of them are not blocked by ship exploration or trading.
- Removed the goal to stockpile wood and buy bricks for wood, instead requiring to buy bricks for iron.
* Added a quick trade to buy bricks for iron.
* Added 11 new decal symbols.
* Conveyor lifts can be now directly connected to balancers and sorters.
* Ore sorter's buffers and throughput now scale with trucks overloading edicts.
* The "out of fuel" notification is no longer shown if the vehicle already goes for fuel.
* Fixed world map mines that would keep mining when resources get depleted.
* Fixed trucks that would prioritize ore sorter over their tower's own dumping designations.
* When assigning a truck, prioritize an empty one.
* Tree planters now prefer to plant trees close to the forestry tower.
* Bloom effect was clamped to avoid overblown bloom regions due to too high color intensity values, sometimes appearing due to driver issues.
* Increase transport max terrain penetration from 0.1 to 0.2 tiles.
* Creating settlement refunds removed custom surface cost.
* Molten channels can be completed in open elevated space.
* Fixed a lag between load/quit game and loading screen appearing.
* Fixed that loans could go into negative in rare cases.
* Removed picking highlight from cut tool that was being left behind.
v0.6.1
* 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 many 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.
Map editor and terrain generation
* Fully-featured map editor that allows editing maps as a set of manually-configured procedurally-generated features.
* Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features.
* New map representation that ensures maps are maximally forward-compatible and future-proof.
* Increased maximum map size to 17M tiles, 4x larger than the largest map so far.
* New maps may contain more than one starting location.
* Improved map generation pipeline to allow parallelization of all generation stages, decreasing game load times.
* New hydraulic erosion simulation that makes the terrain (especially mountains and cliffs) look more realistic.
* Procedurally-generated features such as mountain ranges are now configurable as polygons, not only as lines.
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.
Custom surfaces & decals
* It is now possible to manually place surfaces such as concrete on the ground.
* There are 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone
* Exclusive gold floor is available in the Supporters Edition (thanks for everyone's generous support!).
* All surfaces now have curbs at their boundary.
* All surfaces can be painted with decals such as lines, stripes, arrows, numbers, and other decorative elements. There are over 70 different decals to choose from available in 8 colors.
* Decals can also be copy-pasted or saved into blueprints
* Vehicles driving on custom surfaces have reduced maintenance.
Improved difficulties settings
* Game difficulty setup in the new game flow is now split into two parts: difficulties and mechanics.
* Difficulties adjust factors like production, yields, and resource availability.
* Mechanics alter gameplay in more significant ways, e.g. whether vehicles should keep driving slowly without fuel or stop.
* It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, or to make it even more challenging for veterans.
* All game difficulty settings can be now changed during the game, however, any change will be recorded in a log and a cooldown period prevents changing the same settings too often.
* There are now more than 30 individual game difficulty settings available.
- New option to disable death by starvation, starving people will not work though.
- New option to keep vehicles running slowly without fuel.
- New option to keep ships running on unity when no fuel is available.
- New option to keep machines working for some time without electricity or computing.
- New option to keep machines working slowly when broken down due to low maintenance.
- New option to stop conveyor belts from working when low on power.
- New option to keep water pumps working when no water with reduced throughput.
- New option to keep world mines working slowly when without Unity.
- New option for full deconstruction refund.
- Added research cost multiplier.
- Added quick actions Unity cost multiplier.
- Added solar power production multiplier.
- Added contracts profitability multiplier.
- Added loan conditions multiplier.
- Removed power production multiplier.
Additional new features
* Hydrogen vehicles
- New class of vehicles that run on hydrogen instead of diesel.
- Hydrogen vehicles include: T2 and T3 trucks and excavators, T2 tree harvester, tree planter, and cargo ship.
* More fuels for Cargo ships
- Ships can use Diesel or Heavy oil interchangeably
- New hydrogen ship
* Conveyor lifts
- Vertical transports allowing vertical movement of unit and loose products.
- Lift up to a height difference of 6 tiles on 1x2 tiles of space which allows transporting materials over retaining walls.
* Ores sorting
- When enabled, trucks with mixed materials from a mine will have to dump their cargo to a dedicated ore sorting plant, instead of directly delivering individual materials.
- Ores sorting can be changed in new or existing games via new game difficulty settings.
* Loans
- It is now possible to loan certain materials from friendly settlements.
- Loans can help with averting crises or speeding-up progress.
* Props removal tool for easy removal of tree stumps, rocks, and bushes.
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
Changes in the early game
* Abandoned radio tower is now set to be recycled by default.
* The main ship no longer requires initial repairs, just the dock.
* Early assembler now requires power so power production is unlocked from the start, initial diesel supplies were increased to reflect that.
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.
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.
v0.5.3b
* 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.
Nuclear energy changes & new content
* Brand new model for Nuclear reactor I.
* Added a new MOX reactor (tier II reactor), allowing to reprocess spent fuel and minimizing waste that needs to be stored. Also provides extra 33% of power compared to the previous tier.
* Added a new Fast Breeder Reactor (FBR) (tier III reactor), allowing to reprocess and burn all the waste while providing twice more power than the MOX reactor by generating super-pressured steam (a new type of steam).
* Added a new Nuclear reprocessing facility that was designed to work together with FBR and MOX reactors.
* Added more than 12 new products: Enriched uranium (4%, 20%), Reprocessed uranium, Depleted uranium, Plutonium, MOX rod, Core fuel, Blanket fuel, Fission product, Spent MOX, Retired waste, and more.
* Introduced a new Super pressure steam turbine to be used with FBR.
* Reduced capacity of nuclear waste storage from 5k to 1.6k since all waste can be now processed eventually.
* Nuclear reactor now needs to be turned off before an upgrade is possible.
* Fuel gets loaded into the reactor without requiring positive target power.
Quartz & sand changes
* Added a new mineable resource: quartz, available on all maps.
* Sand is no longer made by crushing rock but by crushing quartz instead.
* Silicon production now requires sand instead of quartz.
* Introduced manufactured sand that is produced by crushing Rock and can be used to produce Concrete and Filter media.
* Reduced unity cost for world map Quartz mines from 0.5 to 0.4.
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 machines & buildings
* New Captain’s office I
- Makes blueprints available much sooner and provides basic edicts.
- The previous office is now Captain Office II and provides access to advanced edicts.
* Thermal storage: enables storing heat and use it later in the form of Steam.
* Tier 2 diesel generator: more efficient and 6x more powerful than tier 1 and allows to filter exhaust.
* Tier 2 electrolyzer, both tiers also got new models.
* Tier 2 mixer, both tiers also got new models.
* Tier 2 crusher: 4x the size and 6x the throughput compared to tier 1.
* Waste incineration plant: allows to burn waste more efficiently while also providing free Steam. Also outputs exhaust for potential filtration.
* Compactor: Allows compacting trash in 1:3 ratio.
* Shredder: Allows reversing compacting and also can shred wood.
New recipes & changed recipes
* Hydrogen can be created more efficiently from water using super-pressure steam.
* Dirt can be made out of compost and gravel using a mixer.
* Wood can be converted into woodchips and burned in the boiler to produce steam.
* New product paper that can be made from wood and limestone and used in lab supplies instead of a nitrogen tank. Removed nitrogen tank as a product (nitrogen gas remains).
* Chicken can be converted directly into trimmings instead of having to go through meat.
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.
Balancing and changes in production chains
* Major
- All food types now feed +20% more people.
- Reduced costs of pipes and conveyors by 30%.
- Minimum intervals between diseases were increased by 30-100% (based on disease).
- Gold ore yields half the gold and comes with increased crushing costs.
* Electricity inflation
- All machines consume 4x more and all generators generate 4x more.
- Conveyors only consume 2x more, reducing their consumption by 50%.
- Settlement transformers only consume 3x more, resulting in a 25% decrease.
* Electricity production
- Increased steam energy density by 50% (less steam is needed for the same amount of power, but it costs more to make to compensate).
- 50% increased mechanical power throughput on turbines and mech. power generators
- High-pressure and low-pressure turbines now have the same throughput and their layouts have been changed as well.
* Bricks
- Brickworks has double throughput and costs 10 CP less.
- One brick now costs 1.75 dirt instead of 2.
- Starting bricks in ruins reduced from 800 to 600.
* Wood
- Wood now yields almost twice as much coal in a charcoal burner.
- Reduced wood required in construction parts from 4 to 3.
- Doubled wood input in household goods but reduced steel from 2 to 1 and glass from 10 to 8.
* Refinery
- Fixed that the cracking unit was returning less diesel (6) than it should (8) (based on the energy density of the input).
- Increased ethanol yield from sugar cane by +50%, making it more energy efficient.
- Increased diesel yield from canola and sugar cane by 40%.
- Increased hydrogen reforming yield from 12 to 14 (to account for extra 2 hydrogen from input steam). The recipe for fuel gas takes extra 2 hydrogen to compensate for that.
- Fuel gas to diesel recipe now returns water as a bi-product instead of Co2.
- Decreased cooking oil needed in diesel production from 12 to 9.
- More acid yield from 2 sulfur increased from 8 to 12.
* Fertilizer
- Fertilizer is now made with ammonia + oxygen instead of ammonia + nitrogen + water.
- Sour water stripper ammonia output reduced from 4 to 3.
- Fertilizer I was made cheaper as the chemical plant produces 10 instead of 8 in the same recipe.
- Fertilizer II production increased from 10 to 12 by accepting extra sulfur and limestone.
* Electronics rebalance
- Reduced cost of Electronics II by requiring half of Electronics I and Polysilicon.
- Increased cost of PCB by requiring 2x more glass.
- Electronics II and PCB production throughput increased by 100%.
- Reduced cost of Construction Parts IV by requiring half of Electronics II.
- Lab equipment 3 now costs 2 electronics II instead of 8 glass.
- Lab equipment 4 now costs 2 electronics III instead of 2 electronics II.
- Servers now require 5 Electronics III instead of 4.
* Desalination
- Reduced desalination cost by 15% (energy-wise).
- Thermal desalination plant throughput increased by 85% when using HP steam, by 400% when using LP steam, and by 300% when using Depleted steam.
* Electrolysis
- Electrolyzer I throughput for hydrogen production increased by 100% (power demand increased as well)
- Electrolyzer can no longer be boosted.
- The volume of depleted steam returned from burning hydrogen in a boiler changed to be equal to the volume of water it takes to make the hydrogen using an electrolyzer.
* Maintenance
- Crushers now cost maintenance.
- Maintenance II requires 25% fewer mechanical parts.
- Maintenance II depot throughput increased by 100%.
- Maintenance III depot throughput increased by 50%.
- Reduced maintenance costs of robotic assembler I from 5 to 4.
- Changed robotic assembler II to require maintenance II (7x) instead of tier III.
- Moved several machines and tier III vehicles to use maintenance II as it now comes
* Other
- Crushing is now 2.5x more power-hungry.
- Decreased ocean pump output from 20 to 18 water.
- Decreased effectiveness of cooling of HP steam from 12 to 10 output water.
- Waste burning in a regular burner changed to take twice as long.
- Sludge digestion and composting are now 30% faster.
- Settlements now return biomass for wood consumed from household goods
- Increased radiation tolerance due to new, more radioactive products.
* Rewards
- Increased world map rewards by 10-20%.
- Added more rewards after goals completion.
- Removed microchips and servers as rewards from the world map.
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.
Terrain performance & physics
* New terrain representation storing data in contiguous arrays.
* Terrain can be up to 65k tiles squared large (260 km^2).
* Terrain now supports up to 256 different materials (up from 28).
* Terrain now properly distinguishes between solid materials (cliffs) and mined ones (mined rock), each type having its own physics parameters.
* Improved terrain physics now takes material layer thickness into consideration, allowing thin layers to stick at steeper angles.
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).
Rendering infrastructure improvements
* Switched to Forward rendering pipeline (from Deferred). This allowed the use of multi-sample anti-aliasing and greater control over rendered pixels.
* Terrain now uses tri-planar rendering (on a high-quality setting), removing texture stretching from steep slopes.
* Added rendering quality options and presets to be able to get the game to run smoothly on a wider range of hardware.
* Added three separate FPS limits for the game, menus, and when the game is in the background.
* Shadow distance is now dynamically adjusted based on the camera zoom.
* Fully unlocked game camera, which can now look up at the horizon.
* Small objects such as grass, flowers, or crops on farms no longer disappear when zoomed out slightly.
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.
Contracts balancing & changes
* Contracts removed:
- Glass => Coal
- Diesel => Quartz
- Diesel => Limestone
- Coal => Limestone
- Coal => Gold ore
- Vehicle Parts II => Uranium
* Contracts added:
- Household goods => Coal
- Lab equipment III => Coal
- Rubber => Wood
- Household appliances => Wood
- Lab equipment II => Copper
- Vehicle parts II => Quartz
- Sulfur => Sludge
- Consumer electronics => Crude oil
- Lab equipment IV => Uranium
- Servers => Gold ore