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v0.4.13
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New map: Insula mortis
Improved experience * Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded. * Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled). * Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose. * Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save. * Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier.
Performance * Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories.
Balance changes * World map no longer gives refugees from explorations. * Beacon is now infinite with diminishing returns. * Reduced early research difficulties. * Removed electronics from collapsed radio tower. * Research labs no longer consume Unity when idle. * Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities). * Increased water requirements to make 8 acid from 4 to 6. * Reduced water yield from cleaning of 24 toxic slurry from 20 to 18.
Behavior changes * When assigning a vehicle to a building (e.g. mine tower), assign the closest one. * Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area. * Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle. * Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel. * Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower. * Improved logistics jobs priority system. * Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on. * Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile). * Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now! * It is now possible to flip entities with mechanical shaft such as turbines and generators. * It is now possible to queue any research node and all required parent nodes will be queued before it automatically. * Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP. * Improved tree harvester logic to ignore non-reachable trees if possible.
User interface * Replaced toggle buttons with checkboxes. * Improved several dialogs to properly respect the Esc key. * Total population view moved from the big top left tiles to the main top toolbar. * Removed custom starving notifications and moved them to the regular notifications. * Notification dismissal status is now persistent (loads from a save). * Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified. * Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering. * Message notifications now auto-collapse when there are more than 5 of them. * Add "delete entire transport" action into the construction toolbox for better discoverability. * Transport height now shows the correct height when connecting to other transports. * Remove the top title bar from the bottom toolbar and use tooltips for the items instead. * When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings. * Fixed idle non-assigned vehicles that were not properly updated in the UI. * Fixed an incorrect estimate of water yield in the rainwater harvester. * Fixed Recipe book that did not show some recipes as locked if the owning entity was locked. * Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool. * Fixed missing tooltips in settlement overview, added a link for tutorial about health. * Product stats titles are now ordered by name. * Made key-binging tooltips translatable. * Mining overlay can be now toggled without canceling current selection for building. * Games can be loaded/saved by double-clicking on existing file names. * Updated translations, thanks to everyone who is contributing!
Significant bug fixes * Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value. * Fixed issue with free maintenance when global maintenance amount exceeded capacity. * Fixed contracts that were in some cases charging more Unity than they should have. * Fixed game crash when clicking "continue" for a save file that was deleted in the meantime. * Fixed terrain rendering that was showing lighter stripes on steep slopes. * Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues. * Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather.
Transport related bug fixes * Transport connectors now return products to the shipyard when destroyed (instead of destroying them). * Fixed buried pipes that are no longer destroyed when another transport is built on top of them. * Fixed pipe attachment to the pillar that was sometimes incorrectly oriented. * Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade. * Fixed transport pillars that were sometimes stuck as a blueprint. * Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports. * Fixed construction cubes visualization when transport under construction was connected to other transports. * Paused transports no longer accept products. * Transports in clearing mode are no longer moving products and are no longer accepting products. * Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building. * Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport.
Other Bug fixes * Server racks can no longer be added into non-constructed data centers. * Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class. * Fixed wood disappearance when truck overload edict was active. * Fixed inability to select tree harvesters sometimes. * Fixed edict panel to correctly show effects of unity-positive edicts. * Fixed excess consumption of lab equipment on research finish or change. * Cargo depot modules now have an idle state. * Fixed that the beacon was not losing progress when paused. * Fixed buildings highlighting during route assignment. * Fixed rendering of building ghosts particles below terrain designations. * Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it. * Trucks no longer exceed reservations of other trucks when delivering their cargo * Fixed unity stats that did not contain items that went over the unity cap. * Fixed some recipes that were unlocked too early or were not visible in research. * Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments. * When people leave due to lack of food, any homeless will now get properly accommodated in their place. * Fixed mining of corner designations that was sometimes not possible for large excavators.
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Nyt kort: Insula mortis
Forbedret oplevelse * Tilføjet masseopgraderingsværktøj. Når et område er valgt til opgradering, kan et popup-vindue bruges til at vælge, hvilke enheder i det område der skal opgraderes. * Tilføjet omfattende tjekliste-baseret tutorial, der vil guide nye spillere gennem det tidlige spil (kan deaktiveres). * Omarbejdede og omstrukturerede tutorials for bedre at forklare spilmekanik, være nemmere at læse og være mindre udførlige. * Tilføjede mods-konfigurationsmuligheder, når du starter eller indlæser et spil. Dette giver dig også mulighed for at tilføje/fjerne mods, før et spil indlæses. Bemærk, at ikke alle mods sikkert kan tilføjes/fjernes fra en lagring. * Introducerede en ny klodsproduktionskæde i spillet. Mursten kan bruges som et alternativ til beton i konstruktionsdele. Klodser er designet til at gøre tidligt spil en smule lettere.
Ydeevne * Yderligere optimeret gengivelse af transportsøjler og tilføjede LOD'er, hvilket sparer mange millioner tegnede trekanter på store fabrikker.
Balanceændringer * Verdenskortet giver ikke længere flygtninge fra udforskninger. * Beacon er nu uendelig med faldende afkast. * Reducerede tidlige forskningsvanskeligheder. * Fjernet elektronik fra det kollapsede radiotårn. * Forskningslaboratorier bruger ikke længere Unity, når de er inaktive. * Reduceret stikbufferstørrelse betydeligt (størrelsen er stadig baseret på transporthastigheder for tilsluttede enheder). * Øget vandbehov for at lave 8 syre fra 4 til 6. * Reduceret vandudbytte fra rensning af 24 giftige gylle fra 20 til 18.
Adfærdsændringer * Når du tildeler et køretøj til en bygning (f.eks. minetårn), skal du tildele det nærmeste. * Gravemaskiner vender ikke længere tilbage til minetårnet, når minedriften er afsluttet, medmindre de er uden for mineområdet. * Dumping-betegnelser søges ikke længere på baggrund af nærhed til minetårnet, men på nærhed til køretøjet. * Tankningslastbiler forlader nu ikke tankstationer, mens stationen bliver ved med at fylde dem med mere brændstof. * Lastbiler og gravemaskiner foretrækker nu at tanke brændstof på den tankstation, der er tilknyttet deres minetårn. * Forbedret logistikjob prioriteringssystem. * Transportstik forsøger nu at acceptere input jævnt fra alle tilsluttede porte (output var allerede lige). Dette betyder, at en konnektor har en ækvivalent adfærd som en balancer uden nogen prioriteter eller forholdshåndhævelsesindstillinger aktiveret. * Transports konstruktionsværktøj placerer nu et stik på steder, hvor det giver mening (f.eks. to udgangsporte, der vender mod den samme flise). * Statue of maintenance giver nu vedligeholdelsesreduktion baseret på antallet af operationelle statuer. Vedligeholdelsesreduktionen af en enkelt statue blev reduceret fra 5 % til 4 %, men hver ekstra statue giver en yderligere reduktion, som er halvdelen af den foregående. For eksempel giver 3 statuer 4% + 2% + 1% = 7% total vedligeholdelsesreduktion nu! * Det er nu muligt at vende enheder med mekanisk aksel såsom turbiner og generatorer. * Det er nu muligt at sætte en hvilken som helst forskningsknude i kø, og alle påkrævede overordnede noder vil automatisk blive sat i kø før den. * Forbedret skibsovergivelseslogik, så dit skib ikke vil overgive sig, hvis fjenden har meget lavere HP. * Forbedret træhøsterlogik til at ignorere træer, der ikke kan nås, hvis det er muligt.
Brugergrænseflade * Udskiftede skifteknapper med afkrydsningsfelter. * Forbedret adskillige dialogbokse for korrekt at respektere Esc-tasten. * Samlet befolkningsvisning flyttet fra de store øverste venstre fliser til den øverste værktøjslinje. * Fjernede tilpassede sultende meddelelser og flyttede dem til de almindelige meddelelser. * Status for afvisning af meddelelser er nu vedvarende (indlæses fra en lagring). * Skjul advarselsikon på den berørte bygning forsvinder, når dens meddelelse afvises. Meddelelsen vises igen, når mere terræn under den berørte bygning ændres. * Brugerdefinerede advarsler på lager forsvinder ikke, før indholdet er mere end 5 % fra målet for at forhindre flimren. * Meddelelsesmeddelelser skjules nu automatisk, når der er mere end 5 af dem. * Tilføj handlingen "slet hele transporten" i byggeværktøjskassen for bedre synlighed. * Transporthøjde viser nu den korrekte højde ved tilslutning til andre transporter. * Fjern den øverste titellinje fra den nederste værktøjslinje og brug værktøjstip til emnerne i stedet. * Når du vælger en enhed, skal du foretrække et køretøj, hvis der er to enheder at vælge imellem. Dette gør det muligt at vælge lastbiler, der er klippet inde i bygninger. * Rettede tomgang ikke-tildelte køretøjer, der ikke var korrekt opdateret i brugergrænsefladen. * Rettet et forkert skøn over vandudbyttet i regnvandsoptageren. * Fast opskriftsbog, der ikke viste nogle opskrifter som låst, hvis ejerenheden var låst. * Fast genvejstast til prisværktøjstip virkede ikke, hvis transporteditor blev aktiveret via kopiværktøj. * Rettet manglende værktøjstip i bosættelsesoversigt, tilføjet et link til vejledning om sundhed. * Produktstatistik-titler er nu sorteret efter navn. * Gjorde flytbare værktøjsspidser med nøglebing. * Mineoverlejring kan nu skiftes uden at annullere det nuværende valg til bygning. * Spil kan indlæses/gemmes ved at dobbeltklikke på eksisterende filnavne. * Opdaterede oversættelser, tak til alle, der bidrager!
Væsentlige fejlrettelser * Fast genbrug af guld, som fejlagtigt kun returnerede 1/3 af den forventede værdi. * Rettet problem med gratis vedligeholdelse, når den globale vedligeholdelsesmængde oversteg kapaciteten. * Faste kontrakter, der i nogle tilfælde opkrævede mere Unity, end de burde have. * Rettet spilnedbrud ved at klikke på "fortsæt" for en gemt fil, der blev slettet i mellemtiden. * Fast terrængengivelse, der viste lysere striber på stejle skråninger. * Rettet skibsværftskollaps, der ikke ødelagde produkter ordentligt, hvilket potentielt kunne forårsage permanente strålingsproblemer. * Rettede forkert sollysstyrke og skyggers intensitet, når et spil blev indlæst under regnvejr.
Transportrelaterede fejlrettelser * Transportforbindelser returnerer nu produkter til værftet, når de er ødelagt (i stedet for at ødelægge dem). * Faste nedgravede rør, der ikke længere ødelægges, når der bygges en anden transport oven på dem. * Fast rørfastgørelse til søjlen, der nogle gange var forkert orienteret. * Rettet spontant transportkollaps, der nogle gange skete under flip, forbindelse eller opgradering. * Faste transportsøjler, der nogle gange sad fast som en plan. * En transports konstruktionstilstand (f.eks. løbende opgradering eller byggepause) er nu korrekt bevaret, når den forbindes med andre transporter. * Fast konstruktionskubevisualisering, når transport under konstruktion var forbundet med andre transporter. * Pausede transporter accepterer ikke længere produkter. * Transporter i clearing-tilstand er ikke længere flytteprodukter og accepterer ikke længere produkter. * Rettet ødelæggelsesværktøj, der forkert valgte hele transporten, da markøren tidligere var på en anden ikke-transportbygning. * Fixed transport destroy værktøj, der ikke viste ødelægge preview, når det gentagne gange svævede over det samme sted på en transport.
Andre fejlrettelser * Serverracks kan ikke længere tilføjes i ikke-konstruerede datacentre. * Fast køretøjsoverlejring, der nogle gange blev vist for en forkert køretøjsklasse. * Rettet træ forsvinden, når lastbil overload edict var aktiv. * Fixed manglende evne til at vælge træhøster nogle gange. * Fast ediktpanel for korrekt at vise effekter af enhedspositive edikter. * Fast overforbrug af laboratorieudstyr på forskningsafslutning eller ændring. * Lastdepotmoduler har nu en inaktiv tilstand. * Rettet, at beaconen ikke mistede fremskridt, når den blev sat på pause. * Faste bygningers fremhævelse under rutetildeling. * Fast gengivelse af bygningsspøgelsespartikler under terrænbetegnelser. * Opgradering af maskiner beskærer nu forældede produktbuffere korrekt. Det betyder, at opgraderet højovn II ikke længere vil acceptere jernmalm, da den ikke engang kan behandle den. * Lastbiler overstiger ikke længere reservationer af andre lastbiler, når de leverer deres last * Rettede enhedsstatistikker, der ikke indeholdt elementer, der gik over enhedsgrænsen. * Rettede nogle opskrifter, der blev låst op for tidligt eller ikke var synlige i forskning. * Rettet, at klipning og indsætning af en bygning med tildelte køretøjer ikke bevarede køretøjernes opgaver. * Når folk rejser på grund af mangel på mad, vil enhver hjemløs nu få ordentlig plads i deres sted. * Fast udvinding af hjørnebetegnelser, der nogle gange ikke var muligt for store gravemaskiner.
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v0.4.14
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New feature: Blueprints * Parts of the factory can now bee saved as blueprints which are persisted between games. * Blueprints can be exported and shared with other players by copy-pasting strings.
Improvements * Transport construction now locks pillars for already confirmed segments, giving greater control over pillar placement. * Optimized game save encoding resulting in 5-10% smaller save size.
Fixes * Second tier of the Cargo Depot now also satisfies a goal in place of the first tier. * Assignments between entities are now honored when copy-pasting designs. * Increased max area for tools. * Cut and copy tools now correctly copy locations of transport pillars.
Balancing * Reduced the number of workers required in farms. * Added recipes to digest fruit and poppy
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Ny funktion: Blueprints * Dele af fabrikken kan nu gemmes som tegninger, der bevares mellem spil. * Blueprints kan eksporteres og deles med andre spillere ved at kopiere og indsætte strenge.
Forbedringer * Transportkonstruktion låser nu søjler til allerede bekræftede segmenter, hvilket giver større kontrol over søjlernes placering. * Optimeret spillagringskodning, hvilket resulterer i 5-10 % mindre lagringsstørrelse.
Rettelser * Anden lag i Cargo Depot opfylder nu også et mål i stedet for første lag. * Opgaver mellem enheder honoreres nu, når du kopierer og indsætter designs. * Øget maks. areal for værktøj. * Klip og kopier værktøjer kopierer nu placeringen af transportsøjler korrekt.
Balancering * Reduceret antallet af arbejdere, der kræves i gårde. * Tilføjet opskrifter til at fordøje frugt og valmue
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v0.5.0
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Graphics improvements * Added sun, dynamic fog, and dynamic sky that change based on weather. * New high-quality terrain textures for nearly all materials. * New simulated ocean that adapts its wave pattern and color properties to the current weather conditions (old ocean is still available as a low-fidelity setting). * New tree models: spruce and fir. * Added rocks to the terrain. Rocks are impassable for vehicles but buildings can be built on top of them. Excavators can also remove rocks when on mining designations. * New terrain grass coverage system, mixing multiple types of grass and flowers. * Refreshed all maps with better resource placement and improved tree distribution. * Trees leave stumps after they are harvested. Stumps decay over time. * Products are now visibly stacked on conveyors, trucks, and around storages. * Storage units now show icons of what is stored in them. * New models for Excavator T1 and T2, Truck T1 and T2. * UI improvements.
Music * Added 8 new tracks totalling 30 minutes of new music.
Forestry * New Forestry tower and tree planter vehicle can perform tree replanting and fully automated harvesting. * Trees are planted using saplings that grow on farms. * Tree harvester now visibly slices trees into smaller logs. * World map lumber mill was removed.
Vehicles improvements * Mixed mining: Excavators can mine mixed products, always scooping a full bucket. * Mixed hauling: Trucks can be loaded by excavators with mixed cargo, significantly increasing mining efficiency. For now, mixed cargo can be only loaded by excavators. * New widget for vehicles that allows a choice for their replacement with a different tier. Replaced vehicles keep their assignments. * New vehicle scheduling that is more performant and allows assigning jobs to the closest available vehicles.
Major features * Pipes can now be constructed vertically, taking up less space when changing levels. * Added leveling terrain designation (combination of mining and dumping designation). * Stacker: allows dumping of loose material from conveyors directly on the terrain.
Nuclear energy changes & new content * Brand new model for Nuclear reactor I. * Added a new MOX reactor (tier II reactor), allowing to reprocess spent fuel and minimizing waste that needs to be stored. Also provides extra 33% of power compared to the previous tier. * Added a new Fast Breeder Reactor (FBR) (tier III reactor), allowing to reprocess and burn all the waste while providing twice more power than the MOX reactor by generating super-pressured steam (a new type of steam). * Added a new Nuclear reprocessing facility that was designed to work together with FBR and MOX reactors. * Added more than 12 new products: Enriched uranium (4%, 20%), Reprocessed uranium, Depleted uranium, Plutonium, MOX rod, Core fuel, Blanket fuel, Fission product, Spent MOX, Retired waste, and more. * Introduced a new Super pressure steam turbine to be used with FBR. * Reduced capacity of nuclear waste storage from 5k to 1.6k since all waste can be now processed eventually. * Nuclear reactor now needs to be turned off before an upgrade is possible. * Fuel gets loaded into the reactor without requiring positive target power.
Quartz & sand changes * Added a new mineable resource: quartz, available on all maps. * Sand is no longer made by crushing rock but by crushing quartz instead. * Silicon production now requires sand instead of quartz. * Introduced manufactured sand that is produced by crushing Rock and can be used to produce Concrete and Filter media. * Reduced unity cost for world map Quartz mines from 0.5 to 0.4.
Computing changes * Added mainframe: predecessor to datacenter, making bootstrapping of microchips easier. * Made microchip production 25% faster and also 25% cheaper on computing. * Increased server rack cost from 20 to 25 servers but doubled its computing output. This means that a datacenter still requires the same maintenance while providing twice more computing.
New machines & buildings * New Captain’s office I - Makes blueprints available much sooner and provides basic edicts. - The previous office is now Captain Office II and provides access to advanced edicts. * Thermal storage: enables storing heat and use it later in the form of Steam. * Tier 2 diesel generator: more efficient and 6x more powerful than tier 1 and allows to filter exhaust. * Tier 2 electrolyzer, both tiers also got new models. * Tier 2 mixer, both tiers also got new models. * Tier 2 crusher: 4x the size and 6x the throughput compared to tier 1. * Waste incineration plant: allows to burn waste more efficiently while also providing free Steam. Also outputs exhaust for potential filtration. * Compactor: Allows compacting trash in 1:3 ratio. * Shredder: Allows reversing compacting and also can shred wood.
New recipes & changed recipes * Hydrogen can be created more efficiently from water using super-pressure steam. * Dirt can be made out of compost and gravel using a mixer. * Wood can be converted into woodchips and burned in the boiler to produce steam. * New product paper that can be made from wood and limestone and used in lab supplies instead of a nitrogen tank. Removed nitrogen tank as a product (nitrogen gas remains). * Chicken can be converted directly into trimmings instead of having to go through meat.
New mechanics * Electricity surplus: Entities can now be set as "surplus consumers", only consuming power generated by "surplus generators". * Conveyor belts and storages can now operate in three selectable modes: 1) Belts and storages do not consume any power. 2) Belts and storages consume power with the highest priority but still function without power. 3) Belts and storages consume power and won’t work without it. * Landfill now decays over time and produces pollution. It takes 4 years to fully decay, at which point the pollution stops.
Balancing and changes in production chains * Major - All food types now feed +20% more people. - Reduced costs of pipes and conveyors by 30%. - Minimum intervals between diseases were increased by 30-100% (based on disease). - Gold ore yields half the gold and comes with increased crushing costs. * Electricity inflation - All machines consume 4x more and all generators generate 4x more. - Conveyors only consume 2x more, reducing their consumption by 50%. - Settlement transformers only consume 3x more, resulting in a 25% decrease. * Electricity production - Increased steam energy density by 50% (less steam is needed for the same amount of power, but it costs more to make to compensate). - 50% increased mechanical power throughput on turbines and mech. power generators - High-pressure and low-pressure turbines now have the same throughput and their layouts have been changed as well. * Bricks - Brickworks has double throughput and costs 10 CP less. - One brick now costs 1.75 dirt instead of 2. - Starting bricks in ruins reduced from 800 to 600. * Wood - Wood now yields almost twice as much coal in a charcoal burner. - Reduced wood required in construction parts from 4 to 3. - Doubled wood input in household goods but reduced steel from 2 to 1 and glass from 10 to 8. * Refinery - Fixed that the cracking unit was returning less diesel (6) than it should (8) (based on the energy density of the input). - Increased ethanol yield from sugar cane by +50%, making it more energy efficient. - Increased diesel yield from canola and sugar cane by 40%. - Increased hydrogen reforming yield from 12 to 14 (to account for extra 2 hydrogen from input steam). The recipe for fuel gas takes extra 2 hydrogen to compensate for that. - Fuel gas to diesel recipe now returns water as a bi-product instead of Co2. - Decreased cooking oil needed in diesel production from 12 to 9. - More acid yield from 2 sulfur increased from 8 to 12. * Fertilizer - Fertilizer is now made with ammonia + oxygen instead of ammonia + nitrogen + water. - Sour water stripper ammonia output reduced from 4 to 3. - Fertilizer I was made cheaper as the chemical plant produces 10 instead of 8 in the same recipe. - Fertilizer II production increased from 10 to 12 by accepting extra sulfur and limestone. * Electronics rebalance - Reduced cost of Electronics II by requiring half of Electronics I and Polysilicon. - Increased cost of PCB by requiring 2x more glass. - Electronics II and PCB production throughput increased by 100%. - Reduced cost of Construction Parts IV by requiring half of Electronics II. - Lab equipment 3 now costs 2 electronics II instead of 8 glass. - Lab equipment 4 now costs 2 electronics III instead of 2 electronics II. - Servers now require 5 Electronics III instead of 4. * Desalination - Reduced desalination cost by 15% (energy-wise). - Thermal desalination plant throughput increased by 85% when using HP steam, by 400% when using LP steam, and by 300% when using Depleted steam. * Electrolysis - Electrolyzer I throughput for hydrogen production increased by 100% (power demand increased as well) - Electrolyzer can no longer be boosted. - The volume of depleted steam returned from burning hydrogen in a boiler changed to be equal to the volume of water it takes to make the hydrogen using an electrolyzer. * Maintenance - Crushers now cost maintenance. - Maintenance II requires 25% fewer mechanical parts. - Maintenance II depot throughput increased by 100%. - Maintenance III depot throughput increased by 50%. - Reduced maintenance costs of robotic assembler I from 5 to 4. - Changed robotic assembler II to require maintenance II (7x) instead of tier III. - Moved several machines and tier III vehicles to use maintenance II as it now comes * Other - Crushing is now 2.5x more power-hungry. - Decreased ocean pump output from 20 to 18 water. - Decreased effectiveness of cooling of HP steam from 12 to 10 output water. - Waste burning in a regular burner changed to take twice as long. - Sludge digestion and composting are now 30% faster. - Settlements now return biomass for wood consumed from household goods - Increased radiation tolerance due to new, more radioactive products. * Rewards - Increased world map rewards by 10-20%. - Added more rewards after goals completion. - Removed microchips and servers as rewards from the world map.
Changes in research * Electronics II is now available earlier due to the removed Quartz input. This also allowed making Construction Parts IV and Maintenance II available earlier as well. * Solar panels, Power generation IV, Household appliances, and Hydrogen Reformer all come before Research Lab IV. * Moved cooling tower II from nuclear research to power production IV. * Ship weapons II are no longer locked by Electronics II * Merged reforming and cracking so cracking comes earlier. * Early research is faster to unlock. * Research locks: Some research nodes now require a certain amount of products created in order to be researched.
Quality-of-life and UI * Added a quick remove unity action for storage units when they are being cleared. * Added new dashboards that provide a breakdown of the consumption and production of electricity, computing, workers, and maintenance. * Blueprints now automatically downgrade their locked items on placement. * When a blueprint is locked, a list of locked entities is shown on hover. * Notifications in entity inspectors are now shown in a panel on the side, eliminating jumping UI. * Clicking on a machine icon in a recipe book now starts building it. * Power, computing, and workers displays in entity inspectors are now grayed out when the is not consuming the resource.
Other changes * Transports can no longer turn and initiate a ramp up/down at the same time. These types of ramps were removed as they were not extendable once placed. * Recycling plant now returns sorted products via a single conveyor, final sorting has to be done using sorters. This provides more extensibility in the future. * World structures are now paused after repair. * Advanced tools such as cut or copy are now locked behind initial research. This increases discoverability and makes the game less intimidating for new players. * Main folder with save files and blueprints has been moved to the appdata folder to prevent issues with their accessibility on non-standard systems. * Chained storage units automatically disconnect corresponding vehicle import/export settings to improve vehicle jobs scheduling and performance. * Added difficulty setting to allow to increase contracts profitability. * Added more generous difficulty options to reduce maintenance. * Added more options for autosave intervals.
Terrain performance & physics * New terrain representation storing data in contiguous arrays. * Terrain can be up to 65k tiles squared large (260 km^2). * Terrain now supports up to 256 different materials (up from 28). * Terrain now properly distinguishes between solid materials (cliffs) and mined ones (mined rock), each type having its own physics parameters. * Improved terrain physics now takes material layer thickness into consideration, allowing thin layers to stick at steeper angles.
Performance * Various internal improvements increase the simulation speed of many components by 10-30%. - Completely rewritten simulation of machines - Increased performance when exchanging products between ports and buffers * New terrain rendering tech improving FPS by 1-8x (based on map size and view) and reducing memory consumption by 4x. * Terrain operations such as mining, material collapse, or disruption after vehicles are 2-4x faster. * New conveyor and pipe rendering system resulting in 3x speedup. * Ocean access area checking is 10x faster, not lagging the game when placing docks or a shipyard. * Optimizing products rendering to use batched GPU instancing (rendering multiple products per single instance). * New LOD system that adjusts ocean quality based on view distance. If the ocean is not in the view, it is not even simulated. * New terrain details rendering system (grass, flowers, etc.) with LOD support that also adjusts density based on camera distance and does not render details that are too far from the camera (previously, all details on the entire map were rendered).
Rendering infrastructure improvements * Switched to Forward rendering pipeline (from Deferred). This allowed the use of multi-sample anti-aliasing and greater control over rendered pixels. * Terrain now uses tri-planar rendering (on a high-quality setting), removing texture stretching from steep slopes. * Added rendering quality options and presets to be able to get the game to run smoothly on a wider range of hardware. * Added three separate FPS limits for the game, menus, and when the game is in the background. * Shadow distance is now dynamically adjusted based on the camera zoom. * Fully unlocked game camera, which can now look up at the horizon. * Small objects such as grass, flowers, or crops on farms no longer disappear when zoomed out slightly.
Small Quality-of-life * Holding shift while adding or removing servers to the datacenter adds or removes 8 at a time. * Recipe book now shows radiation levels for products. * Contracts view now sorts contracts by output so that similar contracts are near each other. * Changed machine UI to display "waiting for products" status instead of "missing input" together with a list of products missing on mouse hover. * Added a notification strip when transport snapping is disabled. * Added a legend for the shortcut which allows preventing applying copied config when placing entities. * Terrain grid is now visible when modifying Mine Towers areas.
Fixes * Game no longer freezes when on the loading screen. * Music now does not stop on the loading screen. * Made ocean pumps and dumping entities stop working when the ocean is no longer present. * Edicts effects are correctly combined with other effects, such as difficulty options. * Fixed that datacenter racks didn't appear on load. * Fixed that global products statistics kept increasing when machines ran partial recipes (e.g. cooling towers). * Fixed that storage units that were not built yet were already reporting their capacity. * Fixed that blueprints would add locked recipes into machines. * Fixed that launching a rocket returned its scrap value back. * Lots of improvements and fixes in how products are handled in quick build and removal. - Storage units now have priority over Shipyard to store products. - Shipyard has priority over storage units to provide products. - Cargo depot that is exporting products no longer provides them for a quick build. * Balancers and sorters now show power consumption in the entities menu popup. * Camera, even "free look", cannot go underground. * Fixed issues with map borders and added support for cargo depots built near the border. * Fixed that the fuel station had its input buffer registered into logistics instead of solely relying on piped input. * Fixed fuel station that was often sending partially loaded fuel trucks. * Trees are no longer moving when mined under but fall down instead. * Increased maximum number of rendered characters per element from 15k to 18k to accommodate Update 1 changelog.
Contracts balancing & changes * Contracts removed: - Glass => Coal - Diesel => Quartz - Diesel => Limestone - Coal => Limestone - Coal => Gold ore - Vehicle Parts II => Uranium * Contracts added: - Household goods => Coal - Lab equipment III => Coal - Rubber => Wood - Household appliances => Wood - Lab equipment II => Copper - Vehicle parts II => Quartz - Sulfur => Sludge - Consumer electronics => Crude oil - Lab equipment IV => Uranium - Servers => Gold ore
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Grafiske forbedringer * Tilføjet sol, dynamisk tåge og dynamisk himmel, der ændrer sig baseret på vejret. * Nye terrænteksturer af høj kvalitet til næsten alle materialer. * Nyt simuleret hav, der tilpasser dets bølgemønster og farveegenskaber til de aktuelle vejrforhold (gammelt hav er stadig tilgængelig som en low-fidelity indstilling). * Nye træmodeller: gran og rødgran . * Tilføjet sten til terrænet. Klipperne er ufremkommelige for køretøjer, men bygninger kan bygges oven på dem. Gravemaskiner kan også fjerne sten, når de er på minedriftsbetegnelser. * Nyt terrængræsdækningssystem, der blander flere typer græs og blomster. * Opdateret alle kort med bedre ressourceplacering og forbedret træfordeling. * Træer efterlader stubbe, efter de er høstet. Stubbe forfalder over tid. * Produkter er nu synligt stablet på transportbånd, lastbiler og omkring lagre. * Lagerenheder viser nu ikoner for, hvad der er gemt i dem. * Nye modeller til gravemaskine T1 og T2, Lastbil T1 og T2. * UI forbedringer.
Musik * Tilføjet 8 nye numre til i alt 30 minutters ny musik.
Skovbrug * Nyt skovtårn og træplantnings køretøj kan udføre genplantning af træer og fuldautomatisk træfældning. * Træer plantes ved hjælp af unge træer, der vokser på gårde. * Træhøster skærer nu synligt træer i mindre træstammer. * Verdenskortets tømmerværk blev fjernet.
Forbedringer af køretøjer * Blandet minedrift: Gravemaskiner kan mine blandede produkter og altid øse en fuld spand. * Blandet træk: Lastbiler kan læsses af gravemaskiner med blandet last, hvilket øger minedriftens effektivitet markant. Indtil videre kan blandet gods kun læsses af gravemaskiner. * Ny widget til køretøjer, der tillader et valg for deres udskiftning med et andet niveau. Udskiftede køretøjer beholder deres opgaver. * Ny bilplanlægning, der er mere effektiv og gør det muligt at tildele jobs til de nærmeste tilgængelige køretøjer.
Vigtige funktioner * Rør kan nu konstrueres lodret og optager mindre plads ved niveauskift. * Tilføjet nivellerende terrænbetegnelse (kombination af minedrift og dumpningsbetegnelse). * Stabler: tillader dumpning af løst materiale fra transportbånd direkte på terrænet.
Atomenergiændringer og nyt indhold * Helt ny model til atomreaktor I. * Tilføjet en ny MOX-reaktor (tier II-reaktor), der gør det muligt at oparbejde brugt brændsel og minimere affald, der skal opbevares. Giver også ekstra 33% strøm sammenlignet med det tidligere niveau. * Tilføjet en ny Fast Breeder Reactor (FBR) (tier III-reaktor), der gør det muligt at oparbejde og brænde alt affaldet, samtidig med at det giver to gange mere strøm end MOX-reaktoren ved at generere damp under overtryk (en ny type damp). * Tilføjet et nyt kerne omarbejdningsanlæg, der var designet til at fungere sammen med FBR- og MOX-reaktorer. * Tilføjet mere end 12 nye produkter: beriget uran (4%, 20%), omarbejdet uran, forarmet uran, Plutonium, MOX-stang, kernebrændstof, tæppebrændstof, fissionsprodukt, brugt MOX, pensioneret affald og mere. * Introduceret en ny Super tryk dampturbine, der skal bruges sammen med FBR. * Reduceret kapacitet for opbevaring af nukleart affald fra 5k til 1,6k, da alt affald nu kan behandles i sidste ende. * Atomreaktor skal nu slukkes, før en opgradering er mulig. * Brændstof bliver læsset ind i reaktoren uden at kræve positiv måleffekt.
Kvarts- og sandskift * Tilføjet en ny udvindelig ressource: kvarts, tilgængelig på alle kort. * Sand fremstilles ikke længere ved at knuse sten, men ved at knuse kvarts i stedet. * Siliciumproduktion kræver nu sand i stedet for kvarts. * Introduceret fremstillet sand, der er produceret ved at knuse sten og kan bruges til at producere beton og filtermedier. * Reducerede enhedsomkostninger for verdenskort kvartsminer fra 0,5 til 0,4.
Computerændringer * Tilføjet mainframe: forgænger til datacenter, hvilket gør bootstrapping af mikrochips lettere. * Gjorde mikrochipproduktion 25 % hurtigere og også 25 % billigere på computere. * Forøgede serverrack-omkostninger fra 20 til 25 servere, men fordoblede dets computeroutput. Det betyder, at et datacenter stadig kræver den samme vedligeholdelse, samtidig med at det giver to gange mere databehandling.
Nye maskiner og bygninger * Nyt kaptajnkontor I - Gør tegninger tilgængelige meget hurtigere og giver grundlæggende edikter. - Det tidligere kontor er nu kaptajnkontor II og giver adgang til avancerede befalinger. * Termisk lagring: gør det muligt at lagre varme og bruge den senere i form af Damp. * Tier 2 dieselgenerator: mere effektiv og 6x mere kraftfuld end Tier 1 og gør det muligt at filtrere udstødning. * Tier 2 elektrolysator, begge niveauer fik også nye modeller. * Tier 2 mixer, begge niveauer fik også nye modeller. * Tier 2 knuser: 4x størrelsen og 6x gennemløbet sammenlignet med niveau 1. * Affaldsforbrændingsanlæg: gør det muligt at brænde affald mere effektivt, samtidig med at det giver gratis damp. Udsender også udstødning til potentiel filtrering. * Kompaktor: Giver mulighed for at komprimere affald i forholdet 1:3. * Makuleringsmaskine: Tillader omvendt komprimering og kan også makulere træ.
Nye opskrifter & ændrede opskrifter * Brint kan skabes mere effektivt fra vand ved hjælp af supertryksdamp. * Jord kan laves af kompost og grus ved hjælp af en blander. * Træ kan omdannes til flis og brændes i kedlen for at producere damp. * Nyt produkt Papir, der kan fremstilles af træ og kalksten og bruges i laboratorieforsyninger i stedet for en nitrogentank. Fjernet nitrogentank som produkt (nitrogengas er tilbage). * Kylling kan omdannes direkte til beskæringer i stedet for at skulle gennem kød.
Ny mekanik * Elektricitetsoverskud: Enheder kan nu indstilles som "overskudsforbrugere", der kun bruger strøm genereret af "overskudsgeneratorer". * Transportbånd og lager kan nu fungere i tre valgbare tilstande: 1) Bælter og opbevaringsrum bruger ingen strøm. 2) Bælter og opbevaringsrum bruger strøm med højeste prioritet, men fungerer stadig uden strøm. 3) Bælter og opbevaringsrum bruger strøm og fungerer ikke uden det. * Losseplads henfalder nu over tid og producerer forurening. Det tager 4 år at forfalde fuldstændigt, hvorefter forureningen stopper.
Balancering og ændringer i produktionskæder * Større - Alle fødevaretyper fodrer nu +20 % flere mennesker. - Reducerede omkostninger til rør og transportbånd med 30%. - Minimumsintervaller mellem sygdomme blev øget med 30-100 % (baseret på sygdom). - Guldmalm giver halvdelen af guldet og kommer med øgede knusningsomkostninger. * El inflation - Alle maskiner forbruger 4x mere, og alle generatorer genererer 4x mere. - Transportører bruger kun 2x mere, hvilket reducerer deres forbrug med 50 %. - Bebyggelsestransformere bruger kun 3x mere, hvilket resulterer i et fald på 25%. * Elproduktion - Øget dampenergitæthed med 50% (mindre damp er nødvendig for den samme mængde strøm, men det koster mere at lave for at kompensere). - 50% øget mekanisk effektgennemstrømning på turbiner og mek. strømgeneratorer - Højtryks- og lavtryksturbiner har nu samme gennemløb, og deres layout er også blevet ændret. * Mursten - Teglværk har dobbelt gennemløb og koster 10 CP mindre. - En mursten koster nu 1,75 jord i stedet for 2. - Startmursten i ruiner reduceret fra 800 til 600. * Træ - Træ giver nu næsten dobbelt så meget kul i en kulbrænder. - Reduceret træ påkrævet i konstruktionsdele fra 4 til 3. - Fordoblet træinput i husholdningsartikler, men reduceret stål fra 2 til 1 og glas fra 10 til 8. * Raffinaderi - Rettede, at krakningsenheden returnerede mindre diesel (6) end den burde (8) (baseret på energitætheden af input). - Øget ethanoludbytte fra sukkerrør med +50 %, hvilket gør det mere energieffektivt. - Øget dieseludbytte fra raps og sukkerrør med 40 %. - Øget hydrogenreformeringsudbytte fra 12 til 14 (for at tage højde for ekstra 2 brint fra tilført damp). Opskriften på brændstofgas kræver ekstra 2 brint for at kompensere for det. - Brændstofgas til diesel opskrift returnerer nu vand som et biprodukt i stedet for Co2. - Mindsket behov for madolie til dieselproduktion fra 12 til 9. - Mere syreudbytte fra 2 svovl, fra 8 til 12. * Gødning - Gødning laves nu med ammoniak + ilt i stedet for ammoniak + nitrogen + vand. - Ammoniakproduktion fra survands rensningsanlæg reduceret fra 4 til 3. - Gødning I blev gjort billigere, da kemifabrikken producerer 10 i stedet for 8 i samme opskrift. - Gødning II-produktionen steg fra 10 til 12 ved at acceptere ekstra svovl og kalksten. * Elektronik genbalancering - Reducerede omkostninger til Elektronik II ved at kræve halvdelen af Elektronik I og Plastiksilikone. - Øgede omkostninger til Printkort ved at kræve 2x mere glas. - Elektronik II og Printkort-produktion steg med 100%. - Reducerede omkostninger til konstruktionsdele IV ved at kræve halvdelen af Elektronik II. - Laboratorieudstyr 3 koster nu 2 elektronik II i stedet for 8 glas. - Laboratorieudstyr 4 koster nu 2 elektronik III i stedet for 2 elektronik II. - Servere kræver nu 5 Elektronik III i stedet for 4. * Afsaltning - Reducerede afsaltningsomkostninger med 15 % (energimæssigt). - Gennemløbet af termisk afsaltningsanlæg steg med 85% ved brug af Højtryks-damp, med 400% ved brug af Lavtryks-damp og med 300% ved brug af udtømt damp. * Elektrolyse - Elektrolyser I-gennemstrømning til brintproduktion steg med 100 % (strømbehovet steg også) - Elektrolysator kan ikke længere boostes. - Mængden af udtømt damp, der returneres fra afbrænding af brint i en kedel, ændres til at være lig med den mængde vand, der skal til for at fremstille brinten ved hjælp af en elektrolysator. * Vedligeholdelse - Knusere koster nu vedligeholdelse. - Vedligeholdelse II kræver 25 % færre mekaniske dele. - Vedligeholdelse II-depotgennemløbet steg med 100%. - Vedligeholdelse III-depotgennemløbet steg med 50%. - Reducerede vedligeholdelsesomkostninger for robotanlæg I fra 5 til 4. - Ændrede robotanlæg II til at kræve vedligeholdelse II (7x) i stedet for niveau III. - Flyttede flere maskiner og tier III-køretøjer for at bruge vedligeholdelse II, som det nu kommer før. * Andet - Knusning er nu 2,5 gange mere strømkrævende. - Nedsat havpumpeydelse fra 20 til 18 vand. - Nedsat effektivitet af køling af Højtryks-damp fra 12 til 10 udgangsvand. - Affaldsafbrænding i en almindelig brænder ændret til at tage dobbelt så lang tid. - Slamnedbrydning og kompostering er nu 30 % hurtigere. - Bebyggelser returnerer nu biomasse til træ forbrugt fra husholdningsartikler - Øget strålingstolerance på grund af nye, mere radioaktive produkter. * Belønninger - Forøgede verdenskortbelønninger med 10-20%. - Tilføjet flere belønninger efter målopfyldelse. - Fjernede mikrochips og servere som belønninger fra verdenskortet.
Ændringer i forskningen * Elektronik II er nu tilgængelig tidligere på grund af den fjernede Kvarts-indgang. Dette gjorde det også muligt at gøre Konstruktionsdele IV og Vedligeholdelse II tilgængelige tidligere. * Solpaneler, Strømproduktion IV, Husholdningsapparater og Brintreformer kommer alle før Forskningslaboratorium IV. * Flyttede køletårn II fra kerne forskning til kraftproduktion IV. * Skibsvåben II er ikke længere låst af Elektronik II * Flettet reformering og cracking, så cracking kommer tidligere. * Tidlig forskning er hurtigere at låse op. * Forskningslåse: Nogle forskningsnoder kræver nu en vis mængde produkter, der er produceret for at blive undersøgt.
Livskvalitet og UI * Tilføjet en enhedshandling for hurtig fjernelse af lagerenheder, når de ryddes. * Tilføjet nye betjeningspaneler, der giver en opdeling af forbrug og produktion af elektricitet, computere, arbejdere og vedligeholdelse. * Tegninger nedgraderer nu automatisk deres låste genstande ved placering. * Når en tegning er låst, vises en liste over låste enheder, når du pejer. * Meddelelser i enhedsinspektører vises nu i et panel på siden, hvilket eliminerer springende brugergrænseflade. * Ved at klikke på et maskinikon i en opskriftsbog begynder det nu at bygge det. * Strøm-, computer- og arbejdervisninger i enhedsinspektører er nu graveret, når de ikke bruger ressourcen.
Andre ændringer * Transporter kan ikke længere dreje og igangsætte en rampe op/ned på samme tid. Disse typer ramper blev fjernet, da de ikke kunne forlænges, når de først var placeret. * Genbrugsanlæg returnerer nu sorterede produkter via en enkelt transportør, slutsortering skal ske ved hjælp af sorteringsanlæg. Dette giver flere udvidelsesmuligheder i fremtiden. * Verdensstrukturer er nu sat på pause efter reparation. * Avancerede værktøjer såsom klip eller kopier er nu låst bag indledende forskning. Dette øger opdagelsen og gør spillet mindre skræmmende for nye spillere. * Hovedmappe med gemte filer og tegninger er blevet flyttet til appdata-mappen for at forhindre problemer med deres tilgængelighed på ikke-standardiserede systemer. * Kædede lagerenheder frakobler automatisk tilsvarende køretøjsimport/eksportindstillinger for at forbedre planlægning og ydeevne for køretøjsjob. * Tilføjet sværhedsgrad for at gøre det muligt at øge kontrakternes rentabilitet. * Tilføjet mere generøse sværhedsgrader for at reducere vedligeholdelsen. * Tilføjet flere muligheder for automatisk lagringsintervaller.
Terrænpræstation og fysik * Ny terrænrepræsentation, der gemmer data i sammenhængende arrays. * Terræn kan være op til 65.000 fliser i kvadrat (260 km^2). * Terræn understøtter nu op til 256 forskellige materialer (op fra 28). * Terrænet skelner nu korrekt mellem faste materialer (klipper) og minegravede (mineret sten), hver type har sine egne fysikparametre. * Forbedret terrænfysik tager nu højde for materialelagstykkelse, hvilket tillader tynde lag at klæbe i stejlere vinkler. Ydeevne * Forskellige interne forbedringer øger simuleringshastigheden af mange komponenter med 10-30%. - Fuldstændig omskrevet simulering af maskiner - Øget ydeevne ved udveksling af produkter mellem porte og buffere * Ny terrængengivelsesteknologi, der forbedrer FPS med 1-8x (baseret på kortstørrelse og visning) og reducerer hukommelsesforbruget med 4x. * Terrænoperationer såsom minedrift, materialekollaps eller forstyrrelse efter køretøjer er 2-4 gange hurtigere. * Nyt transportbånd og rørrenderingssystem resulterer i 3x speedup. * Kontrol af havadgangsområde er 10 gange hurtigere, og halter ikke spillet, når du anbringer kajer eller et skibsværft. * Optimering af produktgengivelse for at bruge batched GPU-instansering (gengivelse af flere produkter pr. enkelt forekomst). * Nyt LOD-system, der justerer havkvaliteten baseret på udsigtsafstand. Hvis havet ikke er i visningen, er det ikke engang simuleret. * Nyt terrændetaljergengivelsessystem (græs, blomster osv.) med LOD-understøttelse, der også justerer tætheden baseret på kameraafstand og ikke gengiver detaljer, der er for langt fra kameraet (tidligere blev alle detaljer på hele kortet gengivet).
Rendering af infrastrukturforbedringer * Skiftet til Forward rendering pipeline (fra Deferred). Dette tillod brugen af multi-sample anti-aliasing og større kontrol over gengivet pixels. * Terræn bruger nu tri-plan gengivelse (i højkvalitetsindstilling), hvilket fjerner tekstur, der strækker sig fra stejle skråninger. * Tilføjet muligheder for gengivelseskvalitet og forudindstillinger for at kunne få spillet til at køre problemfrit på en bredere vifte af hardware. * Tilføjet tre separate FPS-grænser for spillet, menuer og når spillet er i baggrunden. * Skyggeafstanden justeres nu dynamisk baseret på kameraets zoom. * Fuldt ulåst vildtkamera, som nu kan se op i horisonten. * Små genstande såsom græs, blomster eller afgrøder på gårde forsvinder ikke længere, når de zoomes lidt ud.
Lille livskvalitet * At holde shift mens du tilføjer eller fjerner servere til datacenteret tilføjer eller fjerner 8 ad gangen. * Opskriftsbogen viser nu strålingsniveauer for produkter. * Kontraktvisningen sorterer nu kontrakter efter output, så lignende kontrakter er tæt på hinanden. * Ændrede maskinens brugergrænseflade til at vise "venter på produkter"-status i stedet for "mangler input" sammen med en liste over produkter, der mangler ved musebevægelse. * Tilføjet en notifikationsstrimmel, når transport snapping er deaktiveret. * Tilføjet en forklaring til genvejen, som gør det muligt at forhindre anvendelse af kopieret konfiguration ved placering af entiteter. * Terrængitteret er nu synligt, når du ændrer minetårne-områder.
Rettelser * Spillet fryser ikke længere, når det er på indlæsningsskærmen. * Musik stopper nu ikke på indlæsningsskærmen. * Havde pumper og dumpingenheder til at holde op med at virke, når havet ikke længere er til stede. * Edicts-effekter er korrekt kombineret med andre effekter, såsom sværhedsgrader. * Rettet, at datacenterracks ikke dukkede op under indlæsning. * Rettede, at globale produktstatistikker blev ved med at stige, når maskiner kørte delvise opskrifter (f.eks. køletårne). * Rettet, at lagerenheder, der endnu ikke var bygget, allerede rapporterede deres kapacitet. * Rettet, at tegninger ville tilføje låste opskrifter til maskiner. * Rettet, at affyring af en raket returnerede dens skrotværdi tilbage. * Masser af forbedringer og rettelser i, hvordan produkter håndteres i hurtig opbygning og fjernelse. - Lagerenheder har nu prioritet frem for skibsværft til at opbevare produkter. - Værft har prioritet frem for lagerenheder til at levere produkter. - Fragtdepot, der eksporterer produkter, giver dem ikke længere en hurtig opbygning. * Balancere og sorterere viser nu strømforbruget i entitetsmenuen popup. * Kamera, selv "frit udseende", kan ikke gå under jorden. * Rettede problemer med kortgrænser og tilføjet støtte til fragtdepoter bygget nær grænsen. * Rettede, at tankstationen havde sin inputbuffer registreret i logistikken i stedet for udelukkende at være afhængig af pipelinet input. * Fast tankstation, der ofte sendte delvist lastede brændstofbiler. * Træer bevæger sig ikke længere, når de udvindes, men falder ned i stedet. * Øget maksimalt antal gengivede tegn pr. element fra 15k til 18k for at imødekomme Update 1 changelog.
Kontraktbalancering og ændringer * Fjernede kontrakter: - Glas => Kul - Diesel => Kvarts - Diesel => Kalksten - Kul => Kalksten - Kul => Guldmalm - Køretøjsdele II => Uran * Kontrakter tilføjet: - Husholdningsgoder => Kul - Laboratorieudstyr III => Kul - Gummi => Træ - Husholdningsapparater => Træ - Laboratorieudstyr II => Kobber - Køretøjsdele II => Kvarts - Svovl => Slam - Forbrugerelektronik => Råolie - Laboratorieudstyr IV => Uran - Servere => Guldmalm
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v0.6.0
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v0.6.0 (Update 2) Compatibility * Save files from Update 1 are fully compatible and all new features are available in legacy saves. * In order to enjoy updated maps and improved terrain generation, you need to start a new game.
Map editor and terrain generation * Fully-featured map editor that allows editing maps as a set of manually-configured procedurally-generated features. * Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features. * New map representation that ensures maps are maximally forward-compatible and future-proof. * Increased maximum map size to 17M tiles, 4x larger than the largest map so far. * New maps may contain more than one starting location. * Improved map generation pipeline to allow parallelization of all generation stages, decreasing game load times. * New hydraulic erosion simulation that makes the terrain (especially mountains and cliffs) look more realistic. * Procedurally-generated features such as mountain ranges are now configurable as polygons, not only as lines. * All existing maps were recreated and improved, all containing new starting locations for fresh playthroughs.
Community Hub * Created and launched a community hub for sharing blueprints, maps, and mods: https://hub.coigame.com/ * Hub offers better integration with the game (compared to other third-party services) such as validating blueprint strings, or showing contents of uploaded maps.
Custom surfaces & decals * It is now possible to manually place surfaces such as concrete on the ground. * There are 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone * Exclusive gold floor is available in the Supporters Edition (thanks for everyone's generous support!). * All surfaces now have curbs at their boundary. * All surfaces can be painted with decals such as lines, stripes, arrows, numbers, and other decorative elements. There are over 70 different decals to choose from available in 8 colors. * Decals can also be copy-pasted or saved into blueprints * Vehicles driving on custom surfaces have reduced maintenance.
Improved difficulties settings * Game difficulty setup in the new game flow is now split into two parts: difficulties and mechanics. * Difficulties adjust factors like production, yields, and resource availability. * Mechanics alter gameplay in more significant ways, e.g. whether vehicles should keep driving slowly without fuel or stop. * It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, or to make it even more challenging for veterans. * All game difficulty settings can be now changed during the game, however, any change will be recorded in a log and a cooldown period prevents changing the same settings too often. * There are now more than 30 individual game difficulty settings available. - New option to disable death by starvation, starving people will not work though. - New option to keep vehicles running slowly without fuel. - New option to keep ships running on unity when no fuel is available. - New option to keep machines working for some time without electricity or computing. - New option to keep machines working slowly when broken down due to low maintenance. - New option to stop conveyor belts from working when low on power. - New option to keep water pumps working when no water with reduced throughput. - New option to keep world mines working slowly when without Unity. - New option for full deconstruction refund. - Added research cost multiplier. - Added quick actions Unity cost multiplier. - Added solar power production multiplier. - Added contracts profitability multiplier. - Added loan conditions multiplier. - Removed power production multiplier.
Additional new features * Hydrogen vehicles - New class of vehicles that run on hydrogen instead of diesel. - Hydrogen vehicles include: T2 and T3 trucks and excavators, T2 tree harvester, tree planter, and cargo ship. * More fuels for Cargo ships - Ships can use Diesel or Heavy oil interchangeably - New hydrogen ship * Conveyor lifts - Vertical transports allowing vertical movement of unit and loose products. - Lift up to a height difference of 6 tiles on 1x2 tiles of space which allows transporting materials over retaining walls. * Ores sorting - When enabled, trucks with mixed materials from a mine will have to dump their cargo to a dedicated ore sorting plant, instead of directly delivering individual materials. - Ores sorting can be changed in new or existing games via new game difficulty settings. * Loans - It is now possible to loan certain materials from friendly settlements. - Loans can help with averting crises or speeding-up progress. * Props removal tool for easy removal of tree stumps, rocks, and bushes.
Improvements * Balancers can be suspended on pillars, similar to transports or connectors. Other transports or balancers can be built on top of them, allowing for truly multi-level conveyor networks. * Logistics now won’t schedule delivery jobs if the second leg of the trip is not accessible. This solves issues where trucks were being loaded with material and was then unable to deliver it to its destination. * Trucks no longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiple vehicles get reported via a notification. * Molten transports and balancers can now be elevated, but must still remain flat. * Initial transport placement no longer requires a valid pillar to start the transport construction.
New UI * New user interface for the main menu, map editor, in-game settings and difficulty configuration. * Revamped save/load game screen to group saves by game sessions. This is also reflected on disk where games from one session are organized in directories. - This also prevents auto-saves from mixing between different sessions. * Mods that fail to load are now marked in the UI together with the copyable error message. * Improved sound effects for many UI actions
Graphics improvements * Pipes are now colored based on their contents. This change is slow and gradual to avoid any sudden changes and to support pipes with mixed contents. * Trucks with tank attachments are colored similar to pipes and have a product icon on the side. * Fluid storages have a product icon on top. * Three new deciduous tree variants: birch, maple, and oak. * New terrain props: bushes. * Clouds now cast shadows on the ground. * Improved particle effects for various machines, especially those emitting fire or steam. * Interactions with terrain such as mining, dumping, or terrain collapse now generate dust particles. * Vehicles now emit smoke from exhausts. * Trees now sway in the wind slightly. * Terrain rendering now reacts to wetness from weather and ocean.
Balancing * Vehicles and cargo ships now cause pollution when using fossil fuels. * Cost of Vehicle barriers was reduced from 10 to 1 concrete. * Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per tile. * Increased output and upgrade levels for world map’s rock mine
Changes in the early game * Abandoned radio tower is now set to be recycled by default. * The main ship no longer requires initial repairs, just the dock. * Early assembler now requires power so power production is unlocked from the start, initial diesel supplies were increased to reflect that.
Modding * Significant changes were made in the modding API, all mods will likely need to be updated and recompiled. * Mods are now selected at the start of the new game (instead of at the end), allowing them to affect the new game setup flow, e.g. providing maps for selection. * Improved how mod configs are being handled, now all mod configs must derive IModConfig interface.
Fixes * Fixed disappearing large entities under some camera angles in rare cases. * Fixed a slight memory leak after quitting a game to the main menu. * Fixed settlement health/unity generation when more than one settlement was constructed.
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