Context English Chinese (Simplified)
v0.6.0 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.
v0.6.0 (更新 2)
兼容性
* 更新 1 的存档文件完全兼容,所有新功能都可在旧版存档中使用。
* 只有新的存档能享受新的地图和改进后的地形生成效果。

地图编辑器和地形生成
* 功能齐全的地图编辑器,通过手动控制参数的程序化生成来编辑地图。
* 地图编辑器提供广泛的可配置性,从简单的形状控制和参数配置,到更改 2D 噪声函数如何连锁生成地形特征。

* 新的地图描绘法可确保地图最大程度地向前兼容并面向未来。
* 将最大地图尺寸增加到 17M 瓦片,比目前最大的地图大 4 倍。
* 新地图可包含多个起始位置。
* 改进了地图生成流水线,允许所有生成阶段并行化,减少了游戏加载时间。
* 新的水力侵蚀模拟,使地形(尤其是山脉和悬崖)看起来更加逼真。
* 程序生成的地物(如山脉)现在可以配置为多边形,而不仅仅是线条。
* 重新制作并改进了所有现有地图,所有地图都包含新的起始地点,供玩家重新体验。

Community Hub 社区网站
* 创建并启动了共享蓝图、地图和修改器的社区中心: https://hub.coigame.com/
* 与其他第三方服务相比,Hub 能更好地与游戏集成,例如验证蓝图字符串或显示上传地图的内容。、

自定义路面和贴花
* 现在可以手动在地面上放置混凝土等路面。
* 有 10 种材质可供选择:2 种混凝土、4 种金属、2 种砂岩、砖和鹅卵石
* 支持者版中有独家金色地板(感谢大家的慷慨支持!)。
* 所有路面的外轮廓都有路缘石。
* 所有路面都可以涂上贴花,如线条、条纹、箭头、数字和其他装饰元素。有 8 种颜色的 70 多种不同贴花可供选择。
* 贴花也可复制粘贴或保存到蓝图中
* 在定制路面上行驶的车辆可减少维护消耗。

改进难度设置
* 新游戏流程中的游戏难度设置现在分为两个部分:难度和机制。
* 难度-调整生产、产量和资源供应等因素。
* 机制-会以更重要的方式改变游戏玩法,例如,车辆是否应在没有燃料的情况下继续缓慢行驶或停止行驶。
* 现在可以对游戏设置进行配置,避免恶性循环,让休闲玩家更容易上手,或让老玩家更有挑战性。
* 现在可以在游戏过程中更改所有游戏难度设置,但任何更改都将记录在日志中,并有冷却时间防止频繁更改相同设置。
* 有 30 多种单独的游戏难度选项可供选择。
- 新增选项:禁用饿死,但饥饿的工人将无法工作。
- 新增选项:让车辆在没有燃料的情况下可以缓慢行驶。
- 新增选项:船只在没有燃料的情况下也能消耗凝聚力行驶。
- 新增选项:在没有电力或算力时,让机器仍能工作一段时间。
- 新增选项:使机器在低维护时以低速工作。
- 新增选项:在电力不足时使传送带停止工作。
- 新增选项:在地下水枯竭时保持水泵工作,但降低产量。
- 新增选项:在凝聚力耗尽时,世界矿藏可以低速工作。
- 新增选项:拆除时退还所有材料。
- 新增选项:研究成本的乘数。
- 新增选项:快速行动的凝聚力消耗的乘数。
- 新增选项:太阳能发电的乘数。
- 新增选项:合同盈利的乘数。
- 新增选项:贷款条件的乘数。
- 移除选项:能源产量的乘数。

新增功能
* 氢能源载具
- 以氢代替柴油的新载具类型。
- 包括T2 和 T3 卡车和挖掘机、T2 伐木机、植树机和货船。
* 为货船提供更多燃料类型
- 船只可在使用柴油或重油间切换
- 新增氢能源船只
* 垂直输送机
- 垂直输送机可实现平板货物和散装物的垂直移动。
- 在 1x2 格的空间内,最多可提升 6 格的高度差,以便越过挡土墙运输材料。
* 矿石分拣
- 启用后,从矿场运载混合材料的卡车必须将货物倾倒到专门的矿石分拣厂,而不是直接运送每种材料。
- 可新游戏或现有游戏中,通过新的游戏难度设置功能来改变矿石分类选项。
* 贷款
- 现在可以从友好定居点借用某些材料。
- 贷款有助于避免危机或加快进度。
* props移除工具,可轻松移除树桩、石头和灌木丛。

功能改进
* 平衡器可以抬升在支架上,类似于传送带或连接器。允许在平衡器上方建设其他平衡器或传送带,从而形成真正的多层输送网络。
* 如果第二段行程无法到达,物流系统现在不会安排车辆任务。这解决了卡车装载材料后无法将其运送到目的地的问题。
* 卡车不再因目的地无法到达而卡住;这些目标会直接被标记为无法到达。无法被多辆车辆到达的目标会通过通知进行报告。
* 熔体通道和熔体平衡器现在可以抬高,但仍必须保持平坦。
* 传送带起点不再强制要求支架能被放置。

新的用户界面
* 主菜单、地图编辑器、游戏内设置和难度配置的全新用户界面。
* 修改了保存/加载游戏界面,按游戏会话对保存进行分组。这也反映在磁盘上,一个会话中的游戏被组织在目录中。
- 这还可以防止自动保存在不同会话之间混合。
* 加载失败的模组现在会在用户界面中标记出来,并附上可复制的错误信息。
* 改进了许多用户界面操作的音效

图形改进
* 管道现在根据其内容物自动着色。这种变化是缓慢而渐进的,以避免任何突然的变化,并支持混合内容的管道。
* 装载流体的卡车储罐颜色拥有与管道类似的自动着色,并在侧面显示产品图标。
* 流体存储器顶部会显示产品图标。
* 三种新的落叶树变种:桦树、枫树和橡树。
* 新地形摆件:灌木丛。
* 云层在地面上投下阴影。
* 改进了各种机器的粒子效果,尤其是那些喷火或蒸汽的机器。
* 采矿、倾倒或地形坍塌等与地形的交互作用现在会产生尘埃粒子。
* 现在车辆的排气管会冒烟。
* 树木在风中会微微摇摆。
* 地形渲染现在能对天气和海洋的湿度做出反应。

平衡
* 现在,汽车和货船在使用化石燃料时会造成污染。
* 路障的成本从 10 块混凝土减少到 1 块。
* 挡土墙的成本从每块瓷砖 10 块混凝土减少到 6 块,4 块铁减少到 2 块。
* 提高世界地图岩石矿藏的产量和升级水平

游戏前期的变化
* 废弃的无线电塔现在默认设置为回收。
* 主船不再需要初始维修,只需维修船坞。
* 早期装配机现在需要电力,因此电力生产从一开始就已解锁,初始柴油供应量也相应增加。

模组
* 模组 API 发生了重大变化,所有模组都可能需要更新并重新编译。
* 现在可在新游戏的一开始就选择模组(而不是在最后),这允许模组影响新游戏的设置流程,例如提供供选择的地图。
* 改进了模组配置的处理方式,现在所有模组配置都必须派生 IModConfig 接口。

修复
* 修正了在极少数情况下,大型实体在某些摄像机角度下消失的问题。
* 修正了退出游戏进入主菜单后的轻微内存泄漏。
* 修复了当建造了一个以上的定居点时,定居点的健康/凝聚力的生成问题。