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Captain's Diary #50: Post-launch payload

  • Writer: zuff35
    zuff35
  • Jun 11
  • 25 min read

Hi everyone, Captain Marek here with our 50th diary post. It’s been four weeks since Update 3 dropped, and we’ve already shipped five major patches that add new content, polish the UI/UX, and squash lots of bugs. Let’s take a look at how the launch went, what’s new since then, and what’s coming next!


Update 3 launch recap & highlights

Update 3 landed with a bang! We shattered our previous record of 6.1k concurrent players (set back in 2022) on every weekend since release, peaking at 11121 players! It’s been fantastic to see so many new and returning Captains diving into the fresh features, especially the long-awaited trains. Thank you all for the incredible support!


And if you haven’t done so yet, swing by our Steam page and leave us a review. Even a quick “Choo-choo!” helps keep the hype train going.


Concurrent players chart. Source: SteamDB.info
Concurrent players chart. Source: SteamDB.info

Speaking of trains, rolling out our signal-free rail system was a leap of faith. The design and implementation were complex. And let’s be honest, some of you were skeptical. But as it turned out, the streamlined, no-signal approach makes building networks easier without capping their complexity. We are truly impressed by the extensive rail networks that many of you are building. There’s still more improvements ahead, particularly around advanced scheduling for train logistics, but the foundation is solid.


An expansive trains empire on the Beach map by SamuraiJones
An expansive trains empire on the Beach map by SamuraiJones

To help everyone get up to speed with our unique trains implementation, Zuff prepared a short video tutorial for you. We are also working on a second video covering more advanced topics.



Another success story from Update 3 was overall stability and how quickly we could fix issues. Our “Canary” testers spent a full week with the build before release and uncovered lots of issues, giving us time to patch them in advance. Thank you Canaries, you made a huge difference!


Once Update 3 went live, we delivered one patch per day for the first four days to smooth out any remaining rough edges. Being able to hot-patch while more than 10k players are online is something we take pride in. Nearly 5k automated tests, a clean code base, and a seasoned dev team let us push rapid fixes without risking severe regressions or corrupted save files.


The steady flow of post-launch patches has been about more than bug fixes. Thanks to your feedback we have added new features and delivered many of the top-requested improvements. Today we shipped the fifth and largest major patch, v0.7.5, which brings, among other things, hydrogen locomotives and performance optimizations. Here are the most significant additions since Update 3 went live (full patch notes can be found at the end of the post).


Patch 0.7.5

Added a hydrogen locomotive.

It’s finally here, a pollution-free alternative for trains (just don’t ask how the hydrogen was made). The peak power is slightly lower compared to the diesel locomotive, but it has higher top speed.


The new hydrogen locomotive pulling tank wagons.
The new hydrogen locomotive pulling tank wagons.

Added a focus (office bonus) for train capacity increase. It also increases modules capacity and loading throughput.

Some players have already expanded their factories to end-game scale and need even higher rail throughput. This update answers that demand by increasing wagons and stations capacities, and loading/unloading speed. Tier 2 trains are still on the table for the future updates, so stay tuned!


Screenshot showing train capacity focus on 4th level giving extra 10% to trains capacity.
Screenshot showing train capacity focus on 4th level giving extra 10% to trains capacity.

Increased maximum train length per train depot extension from 2 to 4 and increased extra wagon storage space from 1 to 4.

Thanks to continuous loading, trains can grow in length independently from station sizes. Longer trains tend to be more efficient, but train depot size was limiting the max train length. The other day, I saw someone on Reddit asking what the maximum train length is – there is none! So go and have fun with long trains!


Long trains can be very efficient in moving large amounts of products, but be careful to not block your main line!
Long trains can be very efficient in moving large amounts of products, but be careful to not block your main line!

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.

Apparently, the game was “literally unplayable”. Vehicle ramps were an even number of tiles wide while crossings were odd. Crossings are now one tile wider, everything lines up on the grid, and the game is “playable” again.


Screenshot from a reddit post by havoc1428 titled “Literally unplayable.”
Screenshot from a reddit post by havoc1428 titled “Literally unplayable.”
Screenshot from a reddit post by xTMagTx titled “Playable Game.”
Screenshot from a reddit post by xTMagTx titled “Playable Game.”

Added a contract that trades rocks for fuel gas.

Turns out there are people who don’t want to flatten the entire island, and we support that! Now you can get rid of excess rock, and get some sweet fuel gas in return.


Screenshot of Aceman’s island with caption: “Does anyone have a solution to Copious amounts of dirt and rock”.
Screenshot of Aceman’s island with caption: “Does anyone have a solution to Copious amounts of dirt and rock”.

Increased minimum number of loans from 1 to 2 on easy and medium difficulties.

Added option for 50-year loan.

Increased maximum base loan amount from 5k to 25k.

Added a loan for rail parts.

Loans were made more useful by allowing more loans when having low trade reputation, and significantly increased the loan cap when having high trade reputation. And you can now loan rail parts!


Improved rendering performance of trains, train stations and level crossings, resulting in 10-40% FPS gain in train-heavy saves.

Players love trains so much that they’ve been building a lot of them and performance started to deteriorate for train-heavy saves. We’ve taken a pass to optimize 3D models, add more LODs (level of details, simpler models that show when model is far from camera), and utilize instanced rendering where possible. This resulted in significant performance gain in the range of 10 to 40%.


Performance gain on three different saves, Coin’s save was just a large test map full of trains, stations, and storages.
Performance gain on three different saves, Coin’s save was just a large test map full of trains, stations, and storages.

Save from Verteks where we measured rendering performance gain of 27%, from 59 to 75 FPS.
Save from Verteks where we measured rendering performance gain of 27%, from 59 to 75 FPS.

Upgraded to the latest Unity 6.0.50f1 with hope to minimize random crashes.

Upgrading Unity from version 2022.3 (the previous long-term-support version) to 6.0 (the current LTS version) was a significant internal change. While it hasn’t resulted in more FPS, it should reduce rare crashes and rendering glitches.


Note that due to the Unity upgrade, Windows 7 is no longer supported.


Patch 0.7.4

Added a mass-upgrade tool for vehicles.


Mass vehicle upgrade was on our radar for some time, but with Update 3’s doubled vehicle limit, it was needed more than ever.


The new tool allows replacing vehicles by type and you can choose whether to replace all of them, or only a certain group, like all trucks assigned to a mining tower.


New mass-replacement tool for vehicles in action.
New mass-replacement tool for vehicles in action.

Patch 0.7.3

Added logistics zones.

Update 3 super-sized every map and doubled the vehicle cap, putting heavy pressure on truck logistics. To keep deliveries running smoothly, we’ve introduced logistics zones which allow you to completely separate parts of your island into independent sections restricting trucks, refueling, construction jobs, dumping and even tree harvesting to be performed only by vehicles assigned to each zone.


Logistic zones UI
Logistic zones UI

Added train tutorials.

Long-overdue train tutorials were added shortly after launch, and we are also working on a video version for anyone who prefers watching over reading. Let us know if there are more topics that in-game tutorials should cover.



Improved train path-finding heuristics and added path re-planning on every fork.

Previously, a train would recalculate its route only while stopped and waiting for a clear track. That often wasn’t enough. By the time it reached the next junction, another train might have moved into the branch it had chosen, causing it to be delayed or stuck. Now each train reevaluates its route at every junction, always choosing the best path based on real-time track conditions. Our path-finder is fast and runs on its own thread, so it comfortably handles the increased volume of routing requests.


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.

Thanks to our dedicated community, Captain of Industry is available in 19 languages, which include symbol-based languages like Chinese, Japanese, and Korean. Some of these languages share the same Unicode code points, but each requires its own stylistic glyph.


Updating the font-rendering pipeline to select the correct glyphs was anything but simple, but we hope that the change makes text easier to read for our Asian players. And while we were at it, we improved clarity and contrast of all our fonts.


Example of a character U+5203 that should be shown differently depending on the language.
Example of a character U+5203 that should be shown differently depending on the language.

Fixed a memory leak caused by transport previews not properly disposing of the preview meshes.


When a GameObject is destroyed in Unity, its attached Mesh isn’t freed unless you destroy it explicitly. Our transport-preview system created fresh meshes each time but never cleaned them up, so they accumulated in memory. The leak only became noticeable during very long play sessions or when using blueprints with lots of transport pieces.


Patch 0.7.2

Added per-wagon products filters which can be set directly on trains.

In addition to per-train filters that can be specified in train schedules, we added per-wagon filters that allow trains to load multiple different products of the same type, like rock and dirt, at one station. 


Train carrying sand and iron ore with wagon filter set.


Improved train alignment logic so that trains will now always align all wagons that have any compatible modules at a station.

Our initial philosophy about continuous train loading and wagon alignments to station modules was to keep things very simple. The logic was:

  • Align the first unserviced wagon to the forward-most compatible station module and service it.

  • If other wagons happen to be also aligned, service them too.

  • If a wagon cannot be serviced, skip it.

  • Repeat this until all wagons are serviced or skipped.


The problem lies in the first step. We chose to align the first wagon to the forward-most compatible module to maximize chances of all other wagons also being serviced, but some other wagons may have passed its only chance to be serviced due to “greedy” behavior of the first wagon. Here is an example of this situation:

A train with coal-water-coal wagons visiting stations with coal-coal-water modules. The first alignment according to our old logic was to align the first wagon with the forward-most coal module, but this caused the water wagon to “overshoot” and never get serviced.
A train with coal-water-coal wagons visiting stations with coal-coal-water modules. The first alignment according to our old logic was to align the first wagon with the forward-most coal module, but this caused the water wagon to “overshoot” and never get serviced.
Improved alignment logic guarantees that all wagons will be serviced, so the train has to stop early for the water wagon.
Improved alignment logic guarantees that all wagons will be serviced, so the train has to stop early for the water wagon.

Based on feedback, we learned that it's better for the system to consistently do the right thing rather than restrict it to a set of simple rules.  So we have changed our strategy and developed an algorithm that guarantees that all wagons that are serviceable by a station will be serviced. In our example, this means that the train will stop for the water first.



Our new alignment solver is also able to deal with tricky situations like station building in the middle of loading modules. It is also attempting to minimize the number of alignments necessary to service all wagons.


Train servicing all wagons in a station that has the root building in the middle, complicating alignment logic since the root has different width to the wagons and modules.
Train servicing all wagons in a station that has the root building in the middle, complicating alignment logic since the root has different width to the wagons and modules.

Clicking on a recipe in the toolbar menu popup will now open the entity placement flow with this recipe selected.


Click on recipe in the build menu, place building, enjoy your new building with a pre-selected recipe.
Click on recipe in the build menu, place building, enjoy your new building with a pre-selected recipe.

It is now possible to cycle through tiers or buildings (including conveyors/pipes) when placing them by holding CTRL + scrolling up / down.

Another frequently requested feature was to be able to change the tier of the currently selected building. Since we already categorized tiers of buildings in the build menu, tier selection using scroll-wheel feels natural. I especially like it when building conveyor belts and pipes.


Cycling through all four tiers of furnaces with Ctrl+Scroll-wheel while in the build mode.
Cycling through all four tiers of furnaces with Ctrl+Scroll-wheel while in the build mode.

Added placement clipboard: Pressing Ctrl+V recalls last cut or pasted item, Ctrl+Shift+wheel cycles history of last 50 cut/pasted items.

Have you ever cut a planned design to move it elsewhere, only to accidentally cancel it and watch the entire design disappear? Not fun! That issue is gone forever. The new clipboard history lets you recall up to 50 previous designs, so nothing gets lost.


Added keybinds for Vehicle management window, Train lines window, Storage, Terraforming, and Train build menus.


More key-bindings, more customization!


Fixed possible self-intersection of long trains on loops and added a notification when it happens.

Originally, a long train could intersect itself on a large loop if the entire loop was reserved at once (for instance, when a no-stopping zone covered the track). The bug lay in the reservation system: it allowed two overlapping blocks to be reserved simultaneously, which must never happen if collisions are to be avoided.


Our first fix prevented any overlapping reservations during the reservation phase. That solved the immediate problem, but a little too aggressively. Afterward, trains failed to reserve every route that might self-intersect, even when a shorter train could have passed safely.


The final solution adds train-length checks during the reservation phase. A route that geometrically self-intersects is now permitted as long as the train itself is short enough to clear the overlap.


Despite the train having a self-intersecting path, it can proceed since it is short enough to not get stuck. This is the only case where two overlapping blocks can be reserved at the same time.
Despite the train having a self-intersecting path, it can proceed since it is short enough to not get stuck. This is the only case where two overlapping blocks can be reserved at the same time.

Fixed a rare issue that was causing game freezing and required forced restart.

Since Update 2, a rare bug was lurking in the game that could trap the game loading in an endless loop. We only noticed it after Update 3, when the problem started to show up a bit more often. Restarting the game always fixed the issue, so we had no reliable way to reproduce it, just months of guessing. To help players, we added code that detects a stalled load and pops up an error message telling them to restart.


I’d never seen the bug myself, but, by pure luck, Jeremy did hit it once. He attached a debugger while the game was still stuck and finally caught the culprit: our hash-map deserialization. In some cases it touched half-initialized objects whose GetHashCode returned a value that sent the loader into a circular loop and the game never finished loading. Restarting helped because hash codes of objects are randomized on each program start. 


The fix was easy and a huge relief for our entire team.


Patch 0.7.1

Added option to disable frosted glass effect in UI.

Our new UI uses a blurred-glass overlay to lighten large dark panels. While most players like the effect, some find the blurred background distracting and the text laid over it harder to read. To help, we’ve darkened the glass for better contrast and added a toggle to turn the effect off completely.


Animated gif showing the new UI with and without the glass effect.
Animated gif showing the new UI with and without the glass effect.

Added an option to automatically disable logistics for all newly constructed buildings.

Experienced players prefer to deliver all products by conveyor belts, especially in late-game. Switching logistics off for every new building was unnecessary micro-management, so now it’s possible to globally switch it off.


Disable logistics for newly placed buildings toggle can be found in the vehicles management window.
Disable logistics for newly placed buildings toggle can be found in the vehicles management window.

Added an option to set a rectangular area of mining and forestry towers directly via a new button in the bottom toolbar in the area editing mode.

Update 3 introduced polygon areas that allow more freedom, but many people wanted to keep simple rectangles, so now we can do both! 


To set a rectangular area, look for the Rect button in the bottom toolbar when editing areas.
To set a rectangular area, look for the Rect button in the bottom toolbar when editing areas.

Added an option to set larger text in Settings => Video => Accessibility (note that this is an experimental feature).

Another accessibility feature, handy for players who want larger fonts without having to scale up the entire UI.


Increased maximum area size for mining and forestry towers by 2x.

Bigger maps ask for bigger mining operations and 2x larger areas should help a lot. We may allow larger ones in the future, but we need to do some optimizations on our end first.


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.

A rare bug showed up when the game tried to switch monitors while running in borderless-fullscreen. The hand-off sometimes failed and Unity shrank the render target to a 1×1-pixel framebuffer. Because the bad resolution was stored in the registry, the game stayed that way after every restart, even reinstalling didn’t help! The only escape was editing the registry or unplugging monitors.


We traced the root cause to a race condition in Unity’s borderless-fullscreen handling. The fix was to perform the following carefully orchestrated set of steps:


  1. Switch to windowed mode.

  2. Resize the window to the target display’s resolution.

  3. Move the window onto that display.

  4. Wait a few frames for the OS to realize that the move has happened.

  5. Restore the original fullscreen/borderless mode.


That brief flicker you now see when swapping displays is this sequence at work.


We’ve also added two extra safeguards:

  1. A recovery code resets the resolution settings if it ever detects a 1×1 px framebuffer on startup.

  2. A 15-second “Confirm display change” dialog automatically rolls back the settings if you don’t click the “Confirm” button.


New confirmation dialog shown after display is changed.
New confirmation dialog shown after display is changed.

COI Hub

One thing that went under radar for most players is that we launched a brand new community-driven translation tool on our COI Hub. The previous system was not very good at surfacing the voting system, so many strings collected a lot of suggestions without ever reaching consensus. In addition, updating strings was brittle and slow, and a few times we even had to do manual database editing to resolve issues.


Screenshots of a list of available languages in our new translation system.
Screenshots of a list of available languages in our new translation system.

Our new tool treats each string as a poll: contributors are encouraged to vote for existing options first, and proposing a fresh translation automatically lowers the score of the others to keep clutter in check. We can now deprecate old strings, view detailed stats, and updating strings has a solid pipeline that minimizes opportunities for errors and accidental removals.


To lighten the workload for volunteer translators, every string can get pre-filled with an AI-generated suggestion. Because the model receives rich context, including similar strings, usage notes, and examples, about 70-80% of these suggestions are accepted unchanged, leaving only minor tweaks for the rest. Each prompt is lengthy (over 1000 words), which costs a bit more to generate, but the accuracy more than pays off in reduced review time.


If you’d like to help translate Captain of Industry, drop by the new portal and start voting on translations, or submit your own improvements.


Huge thanks to everyone who has already contributed!


An example of our new translation tool, with some pre-populated suggestions from the Captain Bot.
An example of our new translation tool, with some pre-populated suggestions from the Captain Bot.

What’s next

Over the next few weeks you’ll still see hot-fixes and smaller improvements. Behind the scenes we’re entering a planning sprint: stacking up your feedback against our own vision and mapping out the next major milestone. If there’s a big-ticket feature you’re eager for, drop it on the ideas forum, Reddit, or Discord – now is the perfect time.


As we chart the path from Early Access to 1.0, we’re looking for sustainable ways to keep development moving quickly, without moving the goalposts on the core game. Captain of Industry is built by a small team, yet many of you have already logged 100+ hours, and our feature wish-list still runs 15+ pages long. We also already added several features we did not even plan to have for 1.0. 


One idea is to offer extras that would fund more hands on deck: another supporter pack, smaller DLCs for players who crave extra depth, or cosmetic skins for vehicles or buildings. Nothing is set in stone, and delivering 1.0 will remain our top priority. However, there are lots of expectations on us and we need to make sure our revenue stream can sustain such intensive development. Calling COI as 1.0 prematurely would not help as that would come with a freeze on save state preventing us from doing any significant reworks and improvements. We’d love to hear your honest thoughts: would paid add-ons that accelerate development feel welcome?


Oh, and we are hiring! See https://www.captain-of-industry.com/jobs, and if your specialty isn’t listed but you’re convinced you could level up Captain of Industry, drop us a line anyway, we can consider opening a position for an exciting candidate


And that’s all I have for today, Captain Marek out.


Patch notes

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.


v0.7.1a

* 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.


v0.7.1b

* 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.


v0.7.1c

* 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.


v0.7.1d

* 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.


v0.7.1e

* 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.


v0.7.2

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.


v0.7.2a

* 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.


v0.7.3

* 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-planing.

  - 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.


0.7.3a

* 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 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.


0.7.4

* 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.


0.7.5

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.

 
 
 

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