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v0.4.

11
New Features
* Unlocked buildings are now highlighted in menus until they are selected for the
first time.
* Added an option to auto-return the main ship after exploration when there are no
more reachable locations to explore.
* Added a new edict that reduces ship fuel consumption by 10%.
* Added an option to make ships 50% slower to save 30% of fuel per trip.

Cargo ships and contracts balancing


* Increased cargo ship capacity by 2x, fuel consumption by almost 2x. World mines
buffers were also increased to accommodate.
* Larger cargo ships are now more fuel efficient per trip.
* Decreased total travel duration of cargo ships from 3.3 to 3 months.
* Increased cargo depot modules unloading speed, the highest tier now unloads the
ship in just one month.
* Increased profit on copper, iron and quartz contracts.
* Increased profit on contracts selling coal and vehicle parts 2.
* Added new contract: consumer electronics -> quartz.

Other balancing
* IMPORTANT: Gas rotary kiln changed to return CO2 instead of Exhaust.
* Reduced coal consumption of the silicon recipe in the Arc furnace II by 50%.
* Reduced computing consumption of Arc furnace II from 6 to 4.
* Increased the throughput of Chemical plant for graphite production from CO2 by
2x.
* Reduced transports building duration by 80%.

Other fixes and improvements


* Retaining walls are no longer buildable on terrain designations and vice versa.
This should prevent issues with mining/dumping over the walls. A new console
command `toggle_terrain_designations_over_entities` can revert this change for
power users.
* Renamed "Liquid nitrogen" to "Nitrogen tank" as it is a unit product.
* Fixed UI that was not clickable in some cases in windowed mode.
* Transport snapping is always enabled when no transport is selected. This allows
snapping to ports and other transports when starting transport construction.
* Fixed that entities with reserved ocean area such as ocean pump/dump could block
ship access of the cargo depot/shipyard indefinitely.
* Fixed the "Recover ocean access" action. Note that all ocean areas will be
recomputed after loading this game version which may cause entities being newly
blocked or unblocked.
* Improved ocean area recovery action that now shows what is blocking the ocean
area if the recovery fails.
* Fixed vehicle dust particles that were not emitted properly in some
circumstances.
* Increased vehicle dust particles visibility distance and optimized their
rendering.
* Fixed buffers clearing to only clear buffers of unassigned recipes that are not
used by any assigned recipe.
* Toggling of planning mode no longer cancels the current building session (e.g.
cut & paste).
* Fixed that toggling prod. level on world mine did not reduce workers when it had
full buffer
* Fixed a rare case where a settlement transformer would not work for settlements
with low population.
* Fixed internal buffers in the Maintenance depot that could accumulate large
amounts of maintenance.
* Fixed a rare issue with terrain data serialization that could lead to corrupted
save files.
* Fixed incorrect shortcuts shown when insta-copying transports.
* Partial execution for recipes was changed to kick in only when no other recipe
can be satisfied fully.
* Added UI showing the state of supply of fuel rods in the nuclear reactor.
* Improved error tooltips and other places for colorblind accessibility.
* Excavators no longer forcibly turn on their lights during game pause.
* Updated translations, thanks to everyone who is contributing!

v0.4.10
Performance
* Optimized rendering of ports (conveyor/pipe attachment points on buildings) and
their highlighting, resulting in 10-50% more FPS!
* Fixed a frame rate drop that was occurring when the transport inspector was open.

New recipes
* Added a recipe to convert meat to meat trimmings (to enable making sausages out
of meat).
* Added a recipe to convert vegetables to fuel gas (to be able to get rid of
excess).

Balancing
* Fixed quartz recipe on arc furnace that incorrectly returned hi-pressure steam.
It now returns low-pressure (you might need to fix your factory if you use this
recipe).
* Increased throughput of mechanical parts from iron in Electric assembly II by 2x.
* Slightly increased fuel gas output from potatoes and wheat to catch up with
energy produced from burning those as animal feed.
* Significantly increases yield of animal feed from wheat.
* Slightly increased yield of animal feed from corn.
* Reduced exhaust produced in rotary kilns from the hydrogen recipe.
* Added some starting coal to speed up the early game a bit.
* Trucks no longer consume fuel when searching for dumping locations.
* Excavators now consume only 20% of fuel when waiting for trucks whilst loaded.

UI, UX, and QoL


* Add functionality to search in the research tree.
* Added option to clear products from non-assigned machine recipes (costs Unity).
* Added tooltips to all toolboxes explaining what individual tools do.
* Port previews and transport start-by-hover-over-port ability is now available all
the time when the build menu is open.
* Added option to temporarily hide price popup when building (in case it is in your
way).
* Vehicle recovery is now always available.
* Copy tools now also copy config by default when copying entities (Ctrl key now
disables the config copy).
* Clicking the lock icon in a locked recipe inside of the recipe book now opens the
appropriate research node in the research tree.
* Research for the settlement recyclables module was moved to a separate node
behind household goods. It is now explained that recyclables come from household
gods.
* Increased max size of mining tower areas.
* Increased max size of designation tools areas.
* Added description to the research for large vehicles to explain that glass can be
also traded for on the world map.
* Fixed obsolete description for tree harvesting tool.
* Right-click on notifications dismisses them now.
* Notification is now shown if a settlement food module has no product set.
* Settlement food module now provides food even when being deconstructed.
* Ship fuel buffer is now shown only after the shipyard is repaired.
* Waste dump and burner have no longer disabled logistics by default but also they
do not select all the recipes anymore. This makes the initial diesel chain easier
to setup by allowing transportation of waste water.
* Crushed slag is no longer dumped by default.
* Updated translations, Catalan is now 100% translated! Thanks to everyone who is
contributing!

Other fixes
* Trucks will no longer transport small cargo loads during deconstruction projects
(unless they are high priority).
* Increased distance tolerance for fuel trucks to minimize issues where fueling
trucks cannot reach excavators.
* Trucks will now prioritize refueling instead of getting rid of cargo. This will
avoid stuck dump trucks alerting low fuel instead of going to refuel.
* Fixed issues with concrete tiles appearing on the ground when constructing
entities that were cut but not pasted.
* Fixed edge cases in which port highlights did not appear properly when opening
port overlay right after placing buildings.
* Fixed layers legend view that was in the wrong position before the player opened
the entities menu at least once.
* Fixed incorrect maintenance production reporting.
* Fixed consumer electronics edict that was incorrectly boosting household
appliances.
* Comma is now supported as a decimal separator in the calculator.
* Ports on non-constructed building blueprints are now shown as a blueprint too.

v0.4.9c
* Actually fixed farm yield estimates that did not take empty fields into
consideration (this time for real).
* Fixed console command for taking screenshots "capture_and_save_screenshot" that
failed when given a custom screenshot size.
* Fixed that some unlocks in research did not have a proper popup.
* World resources are now unlimited on Sailor difficulty by default.

v0.4.9b
* Fixed a case where power generators could get stuck in a state where they are
consuming mechanical power but not producing electricity (if there were not enough
turbines to power them fully).
* Hide port icons and arrows in the balancer UI.
* Fixed transports copy-paste that was not copying settings such as construction
pause.
* Fixed cases where deliveries to building constructions could get stuck.
* Fixed farm yield estimates that did not take empty fields into consideration.
* Fixed a rare issue where quick-deliver could take away more products than it
should.

v0.4.9a
* Fixed that mining trucks ignored storage assignment constraints in case their
tower had a storage assigned.
* Fixed cargo ships inspector that was "paying unity" while open.

v0.4.9
* Pinned product stats display can be now reordered by drag & drop.
* Added in-game calculator to the search field and game console.
* Logistics improvements:
- Construction/deconstruction jobs are now grouped into batches which drastically
reduces trips that trucks have to make.
- Changed logistics rules to allow exporting from storages even if they have an
import slider active and the inventory is above the slider amount. Similar behavior
applies for the export slider.
- Trucks assigned to storages now have a job priority over non-assigned trucks.
- Added an option to disable import routes exclusivity so that storages with
active import routes can also accept products from non-assigned sources.
- Logistics job priority for an entity now reflects the number of pending jobs.
This means that vehicles will be more nicely distributed between multiple entities.
It also prevents cases where balancing large high-priority storages choked the
entire island's logistics.
- Assigning of vehicles (for example to storage or mine tower) now prefers non-
paused ones.
- Improved refueling priorities (storage export priority is no longer used to
find a fuel source).
- Improved vehicle queueing for storages and gas stations that was causing low
throughput. Vehicles can still be served one at a time but they no longer waste
time by forming a queue.
- Logistics overview window now shows assigned vehicles to tree harvesting and
buildings.
* Cargo ship improvements:
- Cargo ships now depart only when empty and when they can get full load (if
possible based on max capacity of the world resource).
- It is now possible to force-depart a cargo ship for emergency delivery.
- Cargo ship UI now shows available quantities to pick up in the world.
- Cargo ship depot modules now show their throughput in the UI.
* Updated Unity to version 2021 LTS. This may help fixing some crashes and issues
with compatibility.
* Removed tree animations, resulting in up to 30% increase in FPS (based on the
amount of trees on the screen).
* Clicking a machine (to open an inspector) will show its I/O icons and ports like
in build mode.
* Added popup window for hovered buildings and machines in the research tree.
* Fixed sorters to be able to match throughput of T3 transports.
* Fixed excavator mining job that could get stuck doing nothing in rare cases.
* Fixed recipes priority for recipes that have the same outputs.
* Allowed dumping of fertilizers (with pollution effect).
* Fixed colors of liquids so that they are more close to their icons colors.
* Fix issue in adopt population button.
* Fix text width in harvest statistics.
* Increase refueling distance when refueling multiple excavators with leftover
fuel. This especially affects tier 3 vehicles.
* Chickens cannot be added to a paused animal farm.
* Show products stored in connectors.
* Show fuel consumption for vehicles in Vehicle depot.
* Research lab no longer accepts products when not fully built.
* Increase text contrast in error popups.
* Fixed jerky camera when following a vehicle.
* Updated translations, thanks to everyone who is contributing!

v0.4.8
* Added option to discard products from shipyard (except waste products).
* If a shipyard collapses when the ship is docked, it will now properly re-dock at
another shipyard.
* Fixed and improved dumping logic.
- Faster rejection of unreachable designations.
- Trucks will not give up on searching a valid place for dumping until all
possible places are tested.
- Trucks will no longer break building assignment rules when the initial dumping
was interrupted.
* Added shift + click to (un)assign 5 vehicles at once.
* Added double click to toggle research node.
* Added right click to clear a research node from the queue.
* Added visualization of unreachable terrain designations for trucks and
excavators.
* Added visualization of the current navigation goal for all vehicles.
* Added an option to rename world map mines and oil rigs.
* Improved navigation of rocket transporters that will only try to navigate to
launch pads that are empty and no other transporter is headed there. Transporters
will no longer queue in front of launch pads.
* Added missing computing demand for rocket assembly building.
* Improved terrain texture for landfill.
* Updated vehicle barrier textures so that they better match when built in long
rows.
* Reserved ocean areas are now turned on during terrain designation and
construction of buildings with ocean constraints.
* Fixed world map upgrades that were not cancelable.
* Fixed issues where large dump trucks could not reach dumping designations because
of its size.
* Fixed a rare case where a truck could keep turning in a circle indefinitely.
* Settlement modules now won't accept products until constructed.
* Nuclear reactors can now be flipped.
* Improved performance of many UI elements, especially machines with long recipe
lists.
* Mine tower and Farm inspectors are now scrollable.
* Fixed incorrect idle vehicles count in UI when there were no vehicles.
* Added option to disable notifications for well pumps.
* Fixed issue where starvation was killing pops in other settlements than where it
was happening.
* Trucks no longer queue for paused excavators.
* Added input normalization for waste sorting plant.
* Copy tool also copies mine tower config including assigned buildings.
* Updated translations, thanks to everyone who is contributing!

v0.4.7d
* Research of tier 2 cargo dock is now dependent on tier 1 cargo dock.
* Further fixes of vehicle jobs.

v0.4.7c
* Fixed "ghost" vehicles that could happen when recovery was interrupted.
* Fixed that large trucks were not able to serve nuclear reactors with partial
loads turned off.
* Prevent cut & paste of entities that already had parts (quick) delivered.

v0.4.7b
* Fixed crash on load occurring in rare cases.
* Disabled flipping of Shipyard.
* Fixed that research lab that did not accept products from large trucks when
partial quantities were disabled.
* Increased robustness of vehicles jobs to avoid further issues and crashes.
* Reduced log file retention from 60 to 10 days to save space.

v0.4.7a
* Fix of pathing issues where vehicles were not able to traverse some areas that
should have been traversable.

v0.4.7
* Camera keys (WASD) now move the viewport in the world map and research windows.
* Vehicles can now be ordered to go to a location (see new button in inspector).
* Fixed unexpected flooding of mines that could occur from "invisible" ocean tiles.
Ocean plane was moved from height 0 to +0.5 so that it is visible on flooded
terrain at height 0.
* Improved flooding rules so that small patches of ocean (less than 10 connected
tiles) no longer cause flooding.
* Game is now auto-saved during pause if some game actions were made. This prevents
losing progress when planning setups during pause. Auto-saves taken during pause
are kept separate from others to not override all other auto-saves while planning.
* Added a special "Assigned To" panel for vehicles.
* "Quit" and "Exit to main menu" no longer asks the player to confirm exiting when
the game was already saved.
* Error dialog is shown for failed auto-saves.
* Very short transports now have the same throughput as longer ones (previously the
throughput was slightly higher). This should solve issues with overflowing priority
ports on balancers connected by short transports.
* Farm no longer accepts water and fertilizer during construction and pause.
* Fixed farm terrain surface to be collapsible.
* Increased unity per rocket launched to 1 per month (12 unity in total).
* Fixed upgrade cost of entities that were built before v0.4.1a that was higher
than construction from scratch.
* Added missing entity collapse icon to inspectors and notifications.
* Updated translations, thanks to everyone who is contributing!

v0.4.6
* It is now possible to move the main Shipyard by building a new one and
reassigning the main ship there.
* Added a new edict that allows evicting population from the island.
* Removed limitation that only one product is attempted to be sent via one port.
* Balancer and steam turbine config is now properly copied.
* Custom entity names are now properly copied.
* Search on storages is no longer case sensitive.
* Excavator now immediately stops mining when tower area is re-assigned elsewhere
(instead of working on it till it is fulfilled).
* Animal farms no longer accept products when not constructed or paused.
* Very (very) long transports will no longer break the game. Instead, they show
warnings that they are too long and they need to be split.
* Buried transports no longer unbury themselves after upgrade.
* Fixed corrupted save exception that could happen if there were too many terrain
layers on one tile.
* Fixed issue where material layers on tiles were accumulating too much. Now, thin
layers underground are merged. This also reduces save files by up to 20%.
* Fixed that vehicle recovery was not restoring assignments.
* Changed quarantine icon to be a face mask.

v0.4.5b
* Fixed issues with logistics assignments that were not working properly in rare
cases.
* Fixed clone tool for single entity that was not properly copying its rotation.
* Clone tool for single entity now only copies settings when shift is held.
* Updated translations, thanks to everyone who is contributing!

v0.4.5a
* Fixed dumping issues into mine towers that had import routes.
* Fixed alignment issues when copy/pasting a single settlement module.

v0.4.5
* Copy/paste and cut/paste tools now support transports.
* Copy and cut tools can now move all selected entities up or down using Q and E
keys. This is especially useful for moving transports and retaining walls.
* Logistics assignments are now directional. Import and export can be assigned
independently. Please check assignments after loading old saves.
* Area delete tool can now cut transports based on area. You can hold Shift to
delete all selected belts in their entire length.
* Fixed all area tools (such as quick build dragged over area) to properly register
transports, even if selected only partially.
* Quick build and quick remove now automatically unpause a paused construction.
* Fixed fallback logic for trucks to properly take items back to the shipyard if
needed.
* Transport connectors don't get constructed until the first connected entity is
constructed. This allows using the cut tool on them (otherwise they get constructed
immediately and cut tool would not work on them).
* You can now hold Ctrl when deleting a structure to quickly remove it using Unity.
* Copy using Ctrl + C and cut using Ctrl + X will not immediately select the entity
under cursor but just activates the tool. C key (without Ctrl) will still copy the
entity under the cursor immediately.
* Increased export priority on fuel stations for fuel to make it the preferred
choice for refueling over storages.
* Shipyard pending world map repairs list is now scrollable.
* Added option to temporarily cancel world map repairs.
* Added delete save button to in-game save menu (previously was only in main menu).
* Game speed is set to 1x when the first rocket launch countdown is started.
* Fixed time-lapse rendering that was sometimes producing corrupted images.
* Fixed time-lapse rendering that was not resetting lightning conditions properly.
* Line area renderings (like editing of mine tower area) are no longer shown in
time-lapses.

v0.4.4c
* Fixed entity icons that sometimes appeared out of nowhere.

v0.4.4b
* Fixed Tomb of Captain's deconstruction that was breaking the game.
* Trucks that have no designation for dumping no longer deliver cargo to the
shipyard and just report undeliverable cargo.
* Added a new option to discard cargo for unity when the truck has nowhere to
deliver it.
* Fixed copy configuration tool that did not apply power generation priority
properly.
* Fixed ports icons for turbines, power generators and flywheels that were not
showing.
* Added missing research lab and settlement modules recipes to the recipes book.
* Added search to the recipe book.
* Made the recipe book window movable.
* Fixed vehicle recovery that did not work when the vehicle was next to a vehicle
depot.
* Updated translations, thanks to everyone who is contributing!

v0.4.4a
* Fixed notifications that were sometimes non-dismissable due to changes in
messages. This fix will reset all notifications in loaded games.
* Fixed cargo ship that was not departing if all cargo depot modules were preparing
to be upgraded.
* If vehicle recovery is not possible, more information explaining the reason is
now shown.
* Fixed quick trade that did not remove products from cargo depot modules.
* Fixed dumping that was sometimes ignoring assignments.
* Fixed electric boiler power balance on non-default difficulty making infinite
energy possible in some cases.
* Fixed potential issues with keyboard shortcuts defined by mods.
* Updated translations, Korean and Hungarian are now 100% translated! Thanks to
everyone who is contributing!
* Added a new console commands 'print_translation_errors' and
'print_translation_warnings' to help translators fix broken translations.

v0.4.4
* Added ability to rename entities.
* Entity names now also appear in some notifications.
* Added save file location path and button that opens it.
* Fixed issue when listing save files but some were not readable (possibly open by
another process).
* Fixed excessive food consumption by homeless people.
* Fixed food consumption "overflow" during starvation.
* Fixed chicken farm state when all chicken died due to starvation.
* Fixed loop in logistics in vehicle depot when conveyors were connected.
* Fixed "keep empty" in the shipyard to not cause logistics jobs with small
quantities.
* Fixed ID collision in key bindings for camera rotation.
* Added more info to the error message when the game fails to start. This should be
especially helpful to mod developers and users.
* We are also working on supporting conveyors during area clone/cut operations,
stay tuned!

v0.4.3
* Added ability to reorder recipes in machines. If a machine has more than one
recipe ready to be performed, it will pick the top-most one.
* All enabled recipes are now on top of the list, before all disabled ones.
* Removed power requirements from distillation towers, they are now fully powered
by steam (steam consumption may be increased in the future). This should allow
making diesel even when power is out, making recovery from certain situations
easier.
* Added ability to follow vehicle with camera, use button on the top of its
inspector window to enable.
* Fixed oil rig production rates estimation.
* Further decreased severity of diseases and increased minimal delays.
* Diseases have now reduced mortality but increased health penalty, so that players
can combat them with increased health and edicts (hospitals are still very
important to have).
* Fixed asynchronous save that now properly waits for save to finish writing all
data to disk before announcing save completion. Also added an error message with
helpful info in case save failed.
* Slightly increased camera pan speed (fix from previous change).
* Updated translations, thanks to everyone who is contributing!

v0.4.2a
* Fixed that mining trucks were incorrectly delivering ores to the shipyard.
* Prevented multiple power transformers per one settlement to overproduce Unity.
This was also breaking settlement bonus and preventing getting 100% unity for
water.
* Fixed dangling price popup when building a transport.
* Prevented animal farms from accepting eggs back (farm rebuild required for fix to
work).
* Fixed that world mines and oil rigs ignored "per 60" selection.
* Add more tooltips and hints.
* Camera movement keys (WSAD) can be now properly remapped.
* Added Ctrl + D for demolish.
* Added a camera rotation binding with a default bound to Alt + Q/E.
* Restore +/- keys for changing game speed, camera zoom is now mapped to [ ] and /
* keys by default.
* Fixed Ctrl key for alternative transport routing.
v0.4.2
* Added fully-configurable key-bindings. These can also serve as a place for
discovery of possible controls.
* Added ability to control camera zoom with keys.
* Remove designation can be done with CTRL + left click.
* Demolish can be done with Ctrl + X.
* Transport no longer sets terrain when they are split/merged. This was causing
issues when pipes were underground (yes, you can make underground pipes by dumping
material over them!).
* Transports no longer snap to non-compatible transports via mini-zipper.
* Add diesel trade to the first village to prevent possible deadlocks when diesel
runs out before another village is explored.
* Removed Electronics II from ship costs to prevent potential deadlock when ship
was upgraded but no Electronics II source was yet found and the ship could remain
unrepairable.
* Fixed Electronics II product model.
* Updated translations, Spanish is now 100% translated! Thanks to everyone who is
contributing!

v0.4.1e
* Added an option for recovery of ocean access for the main shipyard and cargo
depots when they were accidentally blocked by dumped material.
* Fixed tier 3 truck attachment animation that sometimes "jumped" on the very first
fill.
* Truck now dumps all material before returning back to the mining tower.
Previously, it was possible that not all cargo was dumped before returning.
* Added a more helpful error message when attempting to build something outside of
the map. The Previous message was suggesting that the area is blocked by another
entity, which was confusing.
* Fix a case where a contract could not be assigned to a cargo depot module.
* Add missing recipe to Assembler II so that upgrade won't remove it: iron ->
mechanical parts.
* Game is now paused on load.
* Dialogs on the World map can be closed with an Escape key.
* Updated translations (thanks to everyone who contributed).

v0.4.1d
* Fixed a rare case where trucks were stuck refueling other vehicle.

v0.4.1c
* Improved refueling source prioritization for vehicles so that they consider
source distance with more weight. This should minimize excessively long trips for
refueling if there is an alternative source nearby.
* Reduced threshold for refueling slightly so that vehicles work longer before
refueling, increasing their effectiveness.
* When a cargo depot collapses, attached modules now collapse as well. Any cargo
depot modules without an attached depot can be now properly destroyed too.
* Fixed an issue with stuck construction when deconstruction was canceled. Any
stuck entities in such a state will be fixed after loading a save game in this
version.
* Quick deliver and quick remove buttons are now always visible, even when there
are not enough materials/unity to execute them.
* Fixed issue with some entities not accepting products via logistics (e.g. vehicle
depots, labs). If this problem persists, try destroying and building them again.
* Reduced severity of some diseases.
* Fixed misaligned waste dump model.
* Updated translations (big thanks to everyone who contributed).
v0.4.1b
* Fixed missing text in some UI elements.
* Fixed tooltips preventing mouse clicks.
* Added command line option to force-clear all game settings (use with care): --
reset-all-settings

v0.4.1a
* Fixed incorrectly saved V-Sync and FPS limit settings. Please check these options
again in Video settings.
* Fixed mods loading (when enabled, mods will now be properly loaded from Mods
folder).
* Fixed buffers in vehicle depot so that they don't consume unlimited amounts of
products.
* Fixed that vehicle would go scrap itself into a paused depot.
* Trading dock construction cost is no longer dependent on concrete.
* Fixed incorrect upgrade cost calculation in some cases.
* Add more tooltips for main screen elements.
* Lowered volume of ship air horns slightly.
* Instead of showing seconds in the vehicle queue, show text like "busy", "idle"
etc.
* Increased starting resources, mainly concrete.

v0.4.1
* Improved how quantity counters (right toolbar) work. Instead of global quantity,
now they show just quantity in storages. This means that they no longer include
items in machine buffers, transports, trucks, etc. This should make the displayed
numbers more useful since they represent the amount available for use. Please note
that you may observe a jump in statistics because of this change.
* Trucks will no longer transport items between directly joined storages. This
prevents an "infinite" loop of transporting products for no reason.
* Lowered reputation threshold for early trades to make them easier to use.
* Improved visuals of lightning by lowering intensity and adding secondary flashes.
Keep in mind that lightning flashes can be disabled in settings.
* Fixed camera that was unable to go lower than height 0 (sea level).
* Reduced landfill collapse threshold on terrain. Note that your landfill mountains
might slightly collapse due to this change.
* Show entity-related notification in the entity inspector. For example, if a tree
harvester has no trees to harvest, the notification will not only appear in the top
right corner, but also in the inspector when the tree harvester is selected. This
should make it easier to discover what is wrong with an entity that does not work.
* Added settings for V-Sync and FPS limiter. You can select these settings in Video
options.
* Unified pillar spacing for all transport tiers to make it easier to make gaps for
vehicles with many transports next to each other.
* Updated translations, thanks everyone who is contributing!
* Fixed tree harvester that was not consuming fuel when harvesting and loading
trucks.
* Fixed tree harvester animation glitch when unloading wood to truck.
* Fixed tree harvester driving to refuel with the cabin not pointing straight.

v0.4.0
- Early Eccess Release! \o/\o/
- (changelog is too long to display here, see our blog for details)

v0.3.11
- Huge performance optimizations across the board, FPS increased by 2-3x,
simulation is 30-50% faster.
- Added two new and larger vehicle ramps. A medium ramp has 2x more space for
transports, a large ramp has 4.6x more space!
- Added a new recipe for sand which can be now made by crushing gravel.

v0.3.10
- Added experimental support for capturing timelapses. See
`timelapse_start_at_current_camera_pose` console command for details.
- Improved quality and speed of captured screenshots in photo-mode (F11). They are
now nicer than what you can gen with just a screen grab.
- Fixed visual glitches in navigation overlay on steep terrain.

v0.3.9
- Added per-60 recipe switches to steam turbines and diesel generator.
- Fixed grass that was not growing when dirt was dumped on some surfaces. This also
fixes it for all old saves!
- Fixed issue where path-finding was unable to get to entities in tight spaces (GH
issue #74).
- Fixed issue where path-finding was giving up too early when goal was blocked but
close approach was still possible (GH issue #86).
Modding:
- Added `also_log_to_console` console command that prints all logs to the console
for easier debugging.
- Added `generate_layout_entity_mesh_template` console command for exporting 3D
model template for any entity. This can be used as a template for making new game
models to make sure the scale, orientations, and port locations match.

v0.3.8a
- Fixed some issues with translations and updated all translation files.

v0.3.8
- Added support for asset loading in mods. Mods can now add any new assets to the
game, such as new 3D models, icons, etc. For more info see documentation at
github.com/MaFi-Games/Captain-of-industry-modding.
- Rotation of entities during construction and terrain designations is now clock-
wise (was ccw).
- Lots of small internal fixes and improvements to error messages for easier
debugging of reported issues.

v0.3.7
- Added navigation overlay that shows where vehicles can or cannot navigate. This
can help with factory planning and determining why some goals are unreachable. You
can enable it in vehicle inspector.
- Crushed slag can be now dumped (and will be mined back as normal slag, for now).
- Fixed the turbine upgrade that in some cases did not reconnect to existing pipes.
- Fixed minor translation string discovery. Even more strings will be translatable
now (such as map names and descriptions).
- Optimized vehicle pathfinder that will now use less CPU resources to create and
update its data structures.
- Fix that planning mode that was pausing transport pillars.
- Show products for ports for all recipes when a machine has no recipe selected.
- Fixed wood icon for sawmill.

v0.3.6
- Added planning mode. Once enabled, construction of all placed buildings is
automatically paused.
- Fixed issues with excavator scraping while waiting for fuel.
- Recipes of a machine are properly updated after upgrade.
- Fix that maintenance T0 research was unlocking T1 recipe.
- Fix undismissable research notification.
- Fixed that cancellation of paused (de)construction did not revert its pause.
- Import config for non-irrigated farms is now hidden.
- Fixed full output status for machines that had more than once recipes where one
had full input.
- Fixed infinite rubber trading from a trading dock.

v0.3.5
- Decoupled construction pause from entity pause. Entities that cannot be paused
(like flywheel) can have construction paused.
- Fixed world mine capacities to be always larger than fully upgraded cargo ship.
- Improved rendering of resource bars which are now in front of terrain
designations, they are aligned to designations grid, and slightly slimmer to not
occlude the view as much.
- Terrain designations are slightly less transparent to improve legibility.

v0.3.4
- When slider in a storage is dragged the target quantity is shown.
- Show notification text when save / autosave is in progress.
- Show toolbox for pause tool to explain right click and ctrl actions.
- Fix cargo ship & depot that had small fuel storage for tier II ships on Admiral
difficulty.
- Fix first unlocked village that did not show nodes behind it.

v0.3.3
- Added an option to disable partial truck loading in logistics.
- Added auto-repair option for the main ship.
- Improved You Shall Not Pass map so that it is playable even on 100% resources
settings.
- Right clicking an icon in the resources panel opens the recipe book.
- Recipe book now shows the title of machines on hover.
- Recipe book now shows which resources can be dumped and mined (for dumping it
also warns if mine tower is required).
- Recipe book now properly shows slurry.
- Tree harvesting can be done at slightly longer distance, making some trees easier
to harvest.
- Fixed Alert checkboxes that were not synchronized with game state.

v0.3.2
- Added storage alerts, you can now configure custom alerts for storage fullness or
emptiness.
- Added logistics control to farms and diesel generators (farms have import
disabled by default).
- Fixed localization issues where some translated strings were not loaded.
- Translations data is now in "Translations" folder in the game installation so it
is much easier change them by players.
- Fixed turbines that fail to connect to transports after upgrade.
- Increased path-finding limits to be able to find very long and complex paths on
You Shall Not Pass map.

v0.3.1
- New recipe book! Right click on a product in any recipe to open it.
- Added notification for idle excavators that have no reachable designation to
mine.
- Fixed tree harvester UI.
- Dumping configuration on the mine tower is always available (no longer locked by
a tech).
- Updated all community translations.

v0.3.0 (BETA)
New soundtrack
- 64 minutes of industrial-themed music!
Maps
- 3 brand new maps for Beta from advanced to a challenging one.
- Ability to parametrize maps from the UI, such as forest size, resources size,
cliff height.
- Added limestone as a mineable terrain material. It is primarily used for concrete
production but has many other uses throughout the factory.
- Improved ores deposit shapes to make them easier to mine.
- Grass is now generated over flat areas of the rocky terrain for nicer looking
maps. Also, many deposits are now partially covered by rock.

Mining and dumping


- Terrain designations size reduced from 6x6 to 4x4. This allows greater
flexibility when designing mines and allows steeper ramps.
- Improved excavators mining logic, allowed mining/dumping across designation
borders, and maximized excavator load per dig.
- Increased mining speed of plain rock by 30% to make it easier to remove while
mining resources.

Game difficulties
- It is now possible to choose game difficulty when creating a new game. There are
3 presets and we allow players to create their own unique experience by tweaking
any of the existing options.

Priority system
- The player can now set a general priority for each machine & building to affect
their consumption of electricity, workers, maintenance, and unity. This also
affects cargo priority for logistics. Some entities such as storages have dedicated
priority configurations.
- A dedicated set of priorities for electricity generation. With this system
players can now build backup electricity generation.

Vehicles navigation redesign


- Our original navigation for vehicles had several smart auto-recovery systems in
case vehicles got lost. This turned out to be too tricky to grasp for players and
sometimes this system was confused as bugs. We have removed automated recoveries
and now we let players deal with it while providing them a recovery action (costs
Unity).

Quick- build & trading


- Quick- build no longer “cheats” new materials. It was changed to “quick-delivery”
so it instantly delivers missing materials that the player already has.
- To reduce hard- locks (especially in the early game), the player starts with an
already discovered village that enables them to trade important commodities. Added
a new building called “trading dock” to facilitate goods delivery and to make
trading more discoverable and tangible.

New content
- Blast Furnace II (advanced smelting)
- Arc furnace I & Arc furnace II
- Silicon reactor
- polymerization plant (plastic production)
- Hydrogen reforming
- Power production
- Nuclear reactor
- Nuclear waste storage
- Uranium enrichment facility
- Spent fuel storage
- HP & LP turbines tier II
- Large cooling tower
- Gas and electric boilers
- Rotary kiln & cement production
- Anaerobic digester
- Greenhouse II
- Ship bridge III
- Housing III
- Household electronics module for settlement
- New early game buildings: Research Lab tier 0, Maintenance depot tier 0 - these
help to reduce initial demands in the early game
- New products: Limestone, Graphite, UraniumOre, YellowCake, UraniumPellets,
UraniumRod, SpentFuel, ToxicSlurry, Ammonia, CarbonDioxide, Cement, PCB, Gravel,
Digestate, Sludge, FilterMedia,

Existing chains redesigns


- New thermal desalinatior that no longer requires coal but uses steam. It provides
the ability to utilize nuclear power or waste steam for desalination.
- Crude oil distillation was redesigned to follow more closely real processes.
Also, its bi- products can now be burned in a gas boiler.
- Introduced sulfur to decouple sour water from acid. Also a sulfur mine was added
to the world map. This enables players to scale acid independently of oil
production.
- Removed acid recycling. Instead, sulfur can be neutralized using limestone.
- Advanced smelting enables the addition of extra materials into smelting to
increase the efficiency.
- Salt can be now produced directly without the need to produce brine, it just
takes longer.
- Fertilizer production via hydrogen is now much more expensive. But it is still
cheap when made from oil chain via ammonia.
- Copper electrolysis can work with just water (but yields less pure copper). This
removes the oil chain as a blocker for copper production that was causing hard
locks.
- Redesigned Construction parts: CPs I requires concrete, CPs II requires copper,
CP3 III requires steel.

New production chains


- Introduced fuel gas that can be made in anaerobic digester. This enables the
recycling of sludge from the settlement (makes water treatment even more
beneficial). Gas can be processed to diesel via a cracking unit.
- Electronics production, household electronics, maintenance II.

Balancing
- Maintenance significantly reduced for idle machines & vehicles.
- Exhaust scrubber is now more beneficial (more power, more useful resources
returned).
- Higher settlement tiers come with a slight increase in services consumption.
- Maintenance depots now produce more frequently.

Performance improvements
- Greatly reduced game save duration (less lag during auto- save).
- 5x improved rendering performance of terrain designations (was noticeable for
large designated areas) and made their bookkeeping 100x faster.

Other changes
- World map and weather are now fully randomized (based on a few predefined
constraints) and players can configure game seed in the new game wizard.
- Added a new edict that increases settlement services consumption for extra Unity.

Fixes
- Fixed that shortcuts did not close windows that they opened.
- Fixed clipped windows on the main screen for smaller resolutions.
- Improvements in pathfinding.
- Removed crushed concrete, digging into concrete returns rock instead.
- Fixed cloning tool that did not deactivate in some cases.

v0.2.14
- Made the flip function more intuitive. Now it always flips horizontally from the
point of view of the player.
- Flip function can now also flip vertically by holding the SHIFT key when
flipping.
- Fixed cargo depot modules that can be now attached in any orientation of the
cargo depot.
- Fixed issue with homeless leaving the island immediately when they had no food.
This solves unexpected game-over when the player pauses all settlements. Now, 50%
of all starving homeless will leave the island every month.
- Fixed entity icon overlay that disappeared after upgrade.
- Fixed the "Not enough" unity icon for boost that did not disappear when boost was
disabled.
- Fixed issue when a shipyard would not load its ship.

v0.2.13
- Added rotation and flip functionality to the clone tool.
- Added tile validation overlay during construction to aid with building placement.
It shows what tiles have placement issues and color-codes them based on their
constraints (e.g. blue for ocean).
- The enable-tool pauses with left click & drag and unpauses with right click &
drag. It also only pauses machines and buildings. Press CTRL to pause transports as
well.
- All the build menus for machines, buildings, and transports can now be searched
for quick access.
- Build menus now do not disappear when an entity is selected, or when other tools
such as destroy tool are used.
- Improved port icons so that they do not disappear/blink when entity preview is
moving.
- Added "error" sound effect when attempting to flip an entity that cannot be
flipped.
- Port connection status is now shown even for direct connections between entities.
- Port and entity validation results are now shown immediately when ready, not when
the mouse cursor stops for a while.
- Entity and transport previews are now always updated, even when the mouse is not
moving. This solves issues when the camera was moved using the keyboard and
previews were not updated correctly.

v0.2.12
- Added fuel station tier II (with increased capacity refueling speed).
- Fixed fuel stations refueling logic that was not working in some cases.
- Fuel trucks no longer try to refuel their station with fuel. Notification is
shown when no fuel pipe is connected.
- Refueling truck always refuels itself and its cargo when parked at the station.
This means that the truck is always ready to go when it is needed.
- When a truck delivers fuel to an excavator it also gives any leftovers to nearby
excavators. This makes T2 trucks super efficient at refueling.
- Improved how fueling stations are chosen. We used to always force the closest
fuel station for
refueling. Now we just prioritize the closest one but if it is too busy, another
one is chosen.
- Changed tree harvesting. Only selected trees are being harvested now. This can
alleviate issues where a tree harvester was attempting to navigate to blocked trees
and was seemingly stuck.
- Fixed issues with vehicle spawning where vehicles may not get spawned in some
situations. Non-spawned vehicles should be fixed after load.
- Improved terrain rendering to not cause lags when there are many terrain updates
(many operational mines, etc).

v0.2.11
- Added truck assignment to storages. Players can also decide if the assigned
trucks should be used exclusively to serve that particular storage.
- Improved UI of turbines and generators to be more informational.
- Entities menu popup now shows icons of products supported by each storage and
transport.
- Improved logistics job randomization that should make logistics work better.
- Increase capacity of Excavator from 18 to 20 so it loads large trucks in 3
scoops.
- Speed can be controlled via num keys.
- Rename filtration station to exhaust scrubber (that is the correct technical
term).
- Improved housing upgrades description to say that they generate more unity.
- Improved visibility & clarity of hovered product names.
- Fixed preview of buildings that could be sometimes doubled.
- Fixed issue #44 where unassigned recipes with existing buffers got registered to
logistics when set to ON mode.
- Fixed minor recipe normalization display issues.
- Fixed that storages that had routes set up before being constructed could not
receive materials
- Fixed dumping priorities. Slag dumping is no longer the lowest priority.
- Fixed that dumping from storages was ignoring assigned routes from mining towers
- Fixed that dump trucks from mine towers would ignore dumping opportunities in
other assigned mine towers.
- Fixed issues with the Cargo depot where a ship was sometimes unable to unload.
- Fixed vehicle building that could take an incorrect number of materials.

v0.2.10a
- Fixed cloning of non-cloneable entities with the new area clone tool.
- Fixed minor issues in some translations.

v0.2.10
- Pause & destroy tools now support range selection.
- Clone tool supports range selection as well (except transports).
- Added mining prioritization for excavators. You can now specify preferred
material to mine.
- Added unity & power warning icons for machines, beacon, and research labs.
- Fixed issue when attempting to place a second beacon.
- Fixed issue when upgrading cargo ship.
- Fixed issues in UI of vehicles overview.

v0.2.9
- Increased coal yield during mining by 30%.
- Trucks will no longer deliver wastewater and sour water to the shipyard.
- Trucks will now properly clear the shipyard, even when there are small quantities
left.
- Added ability to control logistics for cargo depots the same way as storage (on /
off). This enables trucks to deliver or retrieve fuel from it. By default, fuel
export from cargo depots is forbidden.
- Cargo depot can no longer serve for refueling.
- Added patch notes window to show patch notes in game.
- Updated all translations.
v0.2.8a
- Added error message for upgrade if not available.
- Increased size of cargo depot to prevent ships collision.

v0.2.8
- Added shifts mechanic to oil rigs which allows to select how much oil should be
pumped.
- Added tier 2 cargo depot and cargo ship to allow importing more crude oil.
- Added ability to not snap transports while building (key R).
- Clicking on a notification now shows the affected entity. Multiple clicks cycles
though.
- Clicking on an assigned building or vehicle shows them. Multiple clicks cycles
through.
- Moved "Custom routes & dumping filter" tech to be available earlier.
- Storages and cargo depots are now more expensive to build.
- Improved notification check on mine tower's non-mineable designations.
- Fixed images on the Main screen that were not clickable in some areas.
- Fixed 3 bugs in cargo ship upgrade flow.
- Fixed particles on some entities when they are flipped, such as on wastewater
treatment plants.

v0.2.7
- Added a research queue! This was one of the top-requested features.
- Added a cooling tower that is able to condense depleted steam back to water.
- Added a link to our suggestions tracker to the main menu.
- Fixed issues with turbine output normalization.

v0.2.6a
- Fixed broken label in Maintenance depot UI.

v0.2.6
- Trucks deliveries and pickup for machines and storages can be now explicitly
controlled in UI (off/auto/on).
- Drilling tech is now unlocked by any oil rig.
- Diesel generators and turbines are no longer accepting inputs even under
construction or paused.
- Remove strict ratio setting from the balancer UI (for now).
- Balancers can no longer be connected directly to other buildings, only to other
transports. This is to make priorities work properly.
- Normalize quantities in power entities UI.
- Added an arrow while building a cargo depot to better see its orientation.
- Fixed game startup issues when not connected to the Internet.
- Fixed saving/loading of files with '.' in their name.

v0.2.5
Improved resource visualization:
- Virtual resources such as oil and water are now visualized with a cylinder and at
on offset.
- Real resources now show real depth.
- If resources are covered by overburden (dirt/rock), this is now visualized so it
is clear how deep resources are.
- Resource bars now show depth via stripes, each stripe is one depth unit.
Other improvements and fixes:
- Transport throughput is now shown in transport popup and is properly normalized
when /60 is enabled.
- Fixed issue with dumping filters that were sometimes not working properly.
- Fixed fuel station having lower refueling priority than other entities.
- Fixed balancer priority that was not working properly in some cases.
- Months of the year are now translated via CultureInfo in .NET, no manual
translations are needed.

v0.2.4
- Added throughput limit of 40/sec to all ports. This fixed several issues where
instant product transfer was confusing.
- Added error messages when trying to construct two neighboring transport
connectors, since they won't connect and it was causing confusion.
- Added confirmation messages when quitting the game, overwriting a save file, and
status info after save is complete.
- Added save deletion.
- Optimized a few arithmetic functions and fixed potential arithmetic overflow in
some cases.
- Fixed issue where unreachable vehicles were not correctly marked as such, causing
issues in logistics.
- Fixed some cases where transport construction was not correctly showing preview
and error message.
- Fixed construction cubes of waste liquid dump.

v0.2.3
Maintenance changes:
- Broken entities no longer consume maintenance.
- Lower max chance of breakdown from 75% to 50% (when maintenance is 0).
- Maintenance depot buffers increased by 20%.
- Starting maintenance for new entities increased by 10%.
- Maintenance quick repair is 50% cheaper now.
- Notification for lack of maintenance now shows earlier.
- Global maintenance status is now shown on the main screen next to products.
- Increased min broken duration from 5 to 10 days, making switching between broken
and not broken state less frequent.
Other changes:
- Recipes now have a toggle to show normalized time per 60 sec.

v0.2.2a
- Fixed issue where jobs sometimes disappeared from vehicle's queue. This should
fix various logistics and mining problems.

v0.2.2
- Added experimental modding support, see https://github.com/MaFi-Games/Captain-of-
industry-modding for more info.
- Increase starting diesel and food by 20%.
- Increased island crude oil deposit by 10%.
- Fixed research lab UI not showing lab's real status.
- Fixed long research panel not being visible in small resolution.
- Fixed autosave intervals.

v0.2.1
- Increased crude oil on the island by 10% (only in new games).
- Show turbines output in the UI.
- Fixed issues with excavator refueling.
- Fixed cargo ship docking position.
- Cargo ship is closer to home island.
- Updated all translation files.

v0.2.0c
- Ignore input from game controllers and other hardware that was causing constant
camera panning (issue #1).
- Fixed variable rain sound intensity caused by camera rotation (issue #2).
- Disallow saving game with empty name (issue #3).
- Add default value (timestamp) to new saves.
- Minor error fixes.

v0.2.0b
- Attempted fix of trucks getting stuck and not responding to anything.

v0.2.0a
- Fixed displaying and loading of saves when there is a file with empty name (issue
#3).
- Allowed all alphanumeric characters in save files (previously only a-z, 0-9 were
allowed) to support non-English saves.

v0.2.0 (alpha)
Translations
- Added German, French, Spanish, Dutch, Czech, Swedish, Estonian, Polish
translation done by our community

New features
- Players can now build multiple separate settlements and each one can be provided
by services independently
- Cargo ship including cargo depot to automate crude oil transport
- Pirate battles & ship upgrades
- Captain office + edicts toggleable by the player (Kickstarter stretch goal)
- Advanced logistics
- Assign storage and mine towers to each other to form custom supply routes for
trucks
- Added dumping filter into mine tower to enable fine-grained control for
dumping and also to dump materials that were not dumpable by default like coal for
instance
- Building priority system
- Also vehicles prefer constructing entities that already got some materials
delivered

New content
- New 2 tiers of research labs
- Vehicles bridge
- Flywheel
- Transports & pipes tier II
- Settlements
- Housing tier II
- Settlement transformer
- Settlement household goods module
- Seawater processing
- Evaporation pond
- Desalination plant
- Ocean pump I and II
- Metallurgy
- Air separator
- Industrial mixer
- Oxygen furnace
- Other processing
- Glassmaker
- Assembly electric II
- Ecology
- Exhaust filtration station
- Wastewater treatment plant
- Farming
- Fertilizer maker + Electrolyzer
- Greenhouse
- Vehicles
- Truck II
- Excavator II
- Tree harvester

New production chains


- Construction parts 3
- Glassmaking
- Steelmaking + more efficient maintenance from steel
- Seawater processing
- Wastewater & pollution processing
- Household goods
- Fertilizer

Major changes
- Transports improvements
- Transports builder now has 100x faster path-finding
- Massive speedup in transports rendering (400x) and simulation (benefit for
larger factories)
- Transport pillars are no longer underneath transports but around them. That
enables a single pillar to support multiple transports instead of support one and
blocking others. That enables to build in much more tight spaces and provides a
great degree of freedom and flexibility.
- Also, quality of life improvements like hold shift to build in a straight
line, auto-snap to nearest port when hovering over a building or machine
Improved upgrades
- Machines & transports stay fully operational until all the material required
for an upgrade is delivered. That makes the upgrading process much smoother.
- Upgrades now also preserve internal buffers of machines.
- Electricity changes
- Turbine no longer stops when it reaches full utilization, instead, it wastes
the steam. However, to prevent the waste, the player can build a flywheel. Turbine
now also has start / stop penalty.
- Water management
Groundwater is now in deposits that are extracted individually (rain still
replenishes them)
- Added a fresh water source in the world map for the desperate ones :)
- Exhaust changes
- Exhaust is no longer emitted every second like before but only once at the
beginning. This means that exhaust quantities now match what is displayed in the
recipes.
- Smokestack throughput is significantly increased
- Pollution from the exhaust is now reflected in population growth

Other changes
- Trucks can now refuel in fuel stations (can be turned off)
- Reduced ocean depth to make it easier to create new land by dumping
- Vehicle depot now gives materials for scrapped vehicles

Quality of life improvements


- New products display on the side of the screen. Can contains lots of products and
players can also pin/unpin any products they like.
- New status display for research and ship to the top bar
- Transport inspector now shows the throughput of the selected transport
- Enabled closer zoom for regular game camera and even more camera flexibility in
photo mode
- Mine tower now notifies player when it runs out of mineable designations
- Lots of improvements in tutorials. Significant reduction of text and
repetitiveness. Several videos illustrating principles. Increased font size.
- Research node parents highlight
- Pause tool
- Performance improvements in terrain rendering

Graphical improvements
- New transports textures
- More particle effects
- Improved metal caster animation
- Improved weather visuals

Balancing
- The first village is now closer to the player
- Population no longer grows without player’s initiatives
- Diseases temporarily disabled
- Maintenance depot has 25% increased throughput
- Unity repairs are a bit cheaper
- Delayed dry weather and made it progress more granularly

Bug fixes
- Fixed broken upgrade cancelations
- Fixed broken window positioning
- Fixed elements scaling in product stats and product picker
- Fixed cropped tooltips on the right side of the screen
- Food market now reports stored products to the global state of stored products.
- Vehicles now also cost fuel so it can't be cheated by constructing new vehicles
- Vehicles no longer animated when paused
- Excavators that are assigned with a refueling truck will no longer ignore that
they ran out of fuel
- Ocean no longer renders over dumping designations

v0.1.9a
- Newly added recipes in previous versions now also show-up in loaded games.

v0.1.9
- Fixed vehicles scrapping that was not working in some scenarios.
- Clone tool now works on transports too.
- Impure copper is now available earlier, not blcked by map exploration (copper
might need to be researched again).
- Entities menu also shows its shortcut.

v0.1.8
- Diesel can be now burned in a Flare.
- More initial copper.
- Alternative way of making maintenance using impure copper.
- Impure copper is now storable and transportable by trucks.

v0.1.1 - 0.1.7
- Fixes and stability improvements.

v0.1.0 (pre-alpha)
- Initial version.

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