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
* 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
Grafikverbesserungen
* Sonne, dynamischer Nebel und dynamischer Himmel wurden hinzugefügt, die sich je nach Wetterlage verändern.
* Neue hochwertige Geländetexturen für fast alle Materialien.
* Neuer simulierter Ozean, der sein Wellenmuster und seine Farbeigenschaften an die aktuellen Wetterbedingungen anpasst (der alte Ozean ist weiterhin als Low-Fidelity-Einstellung verfügbar).
* Neue Baummodelle: Fichte und Tanne.
* Dem Gelände wurden Steine hinzugefügt. Felsen sind für Fahrzeuge unpassierbar, aber es können Gebäude darauf gebaut werden. Bagger können in Bergbaugebieten Steine entfernen.
* Neues Grasbedeckungssystem für das Gelände, das mehrere Arten von Gras und Blumen mischt.
* Alle Karten mit besserer Ressourcenplatzierung und verbesserter Baumverteilung aktualisiert.
* Bäume hinterlassen nach dem ernten Stümpfe. Stümpfe zerfallen mit der Zeit.
* Produkte werden jetzt sichtbar auf Förderbändern, Lastwagen und in der Nähe von Lagerhallen gestapelt.
* Lagereinheiten zeigen jetzt Symbole an, die darauf hinweisen, was darin gespeichert ist.
* Neue Modelle für Bagger T1 und T2, LKW T1 und T2.
* Verbesserungen der Benutzeroberfläche.
Musik
* 8 neue Titel mit insgesamt 30 Minuten neuer Musik hinzugefügt.
Forstwirtschaft
* Der neue Forstturm und das neue Baumpflanzfahrzeug können Baumpflanzungen und eine vollautomatische Ernte durchführen.
* Bäume werden durch Setzlingen gepflanzt, die auf Bauernhöfen wachsen.
* Baumerntemaschine schneidet Bäume jetzt sichtbar in kleinere Stämme.
* Die Holzmühle wurde von der Weltkarte entfernt.
Fahrzeugverbesserungen
* Gemischter Abbau: Bagger können gemischte Produkte abbauen und dabei immer eine volle Schaufel schöpfen.
* Gemischter Transport: LKWs können von Baggern mit gemischter Ladung beladen werden, was die Effizienz im Bergbau erheblich steigert. Stückgut kann derzeit nur mit Baggern verladen werden.
* Neues Widget für Fahrzeuge, das die Möglichkeit bietet, sie durch eine andere Stufe zu ersetzen. Ersetzte Fahrzeuge behalten ihre Aufgaben.
* Neue Fahrzeugplanung, die leistungsfähiger ist und die Zuweisung von Aufträgen an die nächstgelegenen verfügbaren Fahrzeuge ermöglicht.
Hauptmerkmale
* Rohre können jetzt vertikal konstruiert werden und nehmen beim Ebenenwechsel weniger Platz ein.
* Nivellierungsgeländebezeichnung hinzugefügt (Kombination aus Bergbau- und Deponiebezeichnung).
* Stapler: Ermöglicht das Abladen von losem Material von Förderbändern direkt auf das Gelände.
Veränderungen in der Kernenergie und neue Inhalte
* Brandneues Modell für Kernreaktor I.
* Ein neuer MOX-Reaktor (Reaktor der Stufe II) wurde hinzugefügt, der die Wiederaufbereitung abgebrannter Brennelemente ermöglicht und die Menge der zu lagernden Abfälle minimiert. Bietet außerdem 33 % mehr Leistung im Vergleich zur vorherigen Stufe.
* Ein neuer Schneller Brüter (FBR) (Reaktor der Stufe III) wurde hinzugefügt, der die Wiederaufbereitung und Verbrennung des gesamten Abfalls ermöglicht und gleichzeitig doppelt so viel Leistung wie der MOX-Reaktor liefert, indem er Hochdruckdampf (eine neue Art von Dampf) erzeugt.
* Eine neue nukleare Wiederaufbereitungsanlage wurde hinzugefügt, die für die Zusammenarbeit mit FBR- und MOX-Reaktoren ausgelegt ist.
* Mehr als 12 neue Produkte hinzugefügt: Angereichertes Uran (4 %, 20 %), wiederaufbereitetes Uran, abgereichertes Uran, Plutonium, MOX-Stab, Kernbrennstoff, Deckenbrennstoff, Spaltprodukt, verbrauchtes MOX, ausgemusterter Abfall und mehr.
* Einführung einer neuen Superdruck-Dampfturbine zur Verwendung mit FBR.
* Reduzierte Kapazität der Atommülllagerung von 5.000 auf 1,6.000, da nun alle Abfälle irgendwann verarbeitet werden können.
* Der Kernreaktor muss jetzt abgeschaltet werden, bevor ein Upgrade möglich ist.
* Brennstoff wird in den Reaktor geladen, ohne dass eine positive Zielleistung erforderlich ist.
Quarz- und Sandwechsel
* Eine neue abbaubare Ressource hinzugefügt: Quarz, verfügbar auf allen Karten.
* Sand wird nicht mehr durch Zerkleinern von Gestein, sondern durch Zerkleinern von Quarz hergestellt.
* Für die Siliziumproduktion wird jetzt Sand statt Quarz benötigt.
* Einführung von künstlichem Sand, der durch Zerkleinern von Gestein entsteht und zur Herstellung von Beton und Filtermedien verwendet werden kann.
* Die Einheitskosten für Quarzminen auf der Weltkarte wurden von 0,5 auf 0,4 reduziert.
Computing-Änderungen
* Mainframe hinzugefügt: Vorgänger des Rechenzentrums, wodurch das Bootstrapping von Mikrochips einfacher wird.
* Die Produktion von Mikrochips wurde um 25 % beschleunigt und der Rechenaufwand um 25 % gesenkt.
* Server-Rack-Kosten von 20 auf 25 Server erhöht, aber die Rechenleistung verdoppelt. Das bedeutet, dass ein Rechenzentrum immer noch den gleichen Wartungsaufwand erfordert und gleichzeitig doppelt so viel Rechenleistung bereitstellt.
Neue Maschinen und Gebäude
* Neues Kapitänsbüro I
- Stellt Blaupausen viel schneller zur Verfügung und stellt grundlegende Erlasse bereit.
- Das bisherige Amt heißt jetzt Captain Office II und bietet Zugriff auf erweiterte Erlasse.
* Wärmespeicher: ermöglicht die Speicherung von Wärme und deren spätere Nutzung in Form von Dampf.
* Dieselgenerator der Stufe 2: effizienter und 6-mal leistungsstärker als der Stufe 1 und ermöglicht die Filterung von Abgasen.
* Elektrolyseur der Stufe 2, beide Stufen erhielten ebenfalls neue Modelle.
* Mischer der Stufe 2, beide Stufen erhielten ebenfalls neue Modelle.
* Brecher der Stufe 2: 4-fache Größe und 6-facher Durchsatz im Vergleich zu Stufe 1.
* Müllverbrennungsanlage: ermöglicht eine effizientere Verbrennung von Abfällen und stellt gleichzeitig kostenlosen Dampf bereit. Gibt auch Abgase zur möglichen Filterung aus.
* Kompaktor: Ermöglicht das Komprimieren von Müll im Verhältnis 1:3.
* Schredder: Ermöglicht die umgekehrte Verdichtung und kann auch Holz zerkleinern.
Neue Rezepte & geänderte Rezepte
* Mithilfe von Hochdruckdampf lässt sich Wasserstoff effizienter aus Wasser erzeugen.
* Erde kann mit einem Mixer aus Kompost und Kies hergestellt werden.
* Holz kann in Hackschnitzel umgewandelt und im Kessel verbrannt werden, um Dampf zu erzeugen.
* Neues Produktpapier, das aus Holz und Kalkstein hergestellt und in Laborbedarf anstelle eines Stickstofftanks verwendet werden kann. Stickstofftank als Produkt entfernt (Stickstoffgas verbleibt).
* Hühnchen kann direkt in Fleischreste umgewandelt werden, anstatt Fleisch zu verarbeiten.
Neue Mechanik
* Stromüberschuss: Verbraucher können jetzt als „Überschussverbraucher“ festgelegt werden und verbrauchen nur Strom, der von „Überschussgeneratoren“ erzeugt wird.
* Förderbänder und Lager können jetzt in drei wählbaren Modi betrieben werden:
1) Bänder und Lager verbrauchen keinen Strom.
2) Bänder und Speicher verbrauchen Strom mit höchster Priorität, funktionieren aber trotzdem ohne Strom.
3) Bänder und Speicher verbrauchen Strom und funktionieren ohne diesen nicht.
* Deponien verfallen jetzt mit der Zeit und verursachen Umweltverschmutzung. Der vollständige Zerfall dauert vier Jahre, dann hört die Verschmutzung auf.
Ausbalancierung und Veränderungen in Produktionsketten
* Generell
- Alle Lebensmittelarten ernähren jetzt +20 % mehr Menschen.
- Reduzierte Kosten für Rohre und Förderbänder um 30 %.
- Die Mindestabstände zwischen Krankheiten wurden um 30–100 % erhöht (je nach Krankheit).
- Golderz liefert die Hälfte des Goldes und ist mit höheren Zerkleinerungskosten verbunden.
* Strominflation
- Alle Maschinen verbrauchen 4x mehr und alle Generatoren erzeugen 4x mehr.
- Förderer verbrauchen nur 2x mehr und reduzieren ihren Verbrauch um 50 %.
- Ausgleichstransformatoren verbrauchen nur dreimal mehr, was zu einer Reduzierung um 25 % führt.
* Stromerzeugung
- Erhöhte Dampfenergiedichte um 50 % (für die gleiche Energiemenge wird weniger Dampf benötigt, aber die Herstellung kostet zum Ausgleich mehr).
- 50 % erhöhter mechanischer Leistungsdurchsatz bei Turbinen und Mech. Stromgenerator
- Hochdruck- und Niederdruckturbinen haben jetzt den gleichen Durchsatz und auch ihre Anordnung wurde geändert.
* Ziegel
- Ziegeleien haben den doppelten Durchsatz und kostet 10 CP weniger.
- Ein Stein kostet jetzt 1,75 Dreck statt 2.
- Startsteine in Ruinen von 800 auf 600 reduziert.
* Holz
- Holz ergibt im Holzkohlebrenner mittlerweile fast doppelt so viel Kohle.
- Reduzierter Holzbedarf in Bauteilen von 4 auf 3.
- Der Holzeinsatz bei Haushaltswaren wurde verdoppelt, der Stahlanteil wurde jedoch von 2 auf 1 und der Glasanteil von 10 auf 8 reduziert.
* Sonne, dynamischer Nebel und dynamischer Himmel wurden hinzugefügt, die sich je nach Wetterlage verändern.
* Neue hochwertige Geländetexturen für fast alle Materialien.
* Neuer simulierter Ozean, der sein Wellenmuster und seine Farbeigenschaften an die aktuellen Wetterbedingungen anpasst (der alte Ozean ist weiterhin als Low-Fidelity-Einstellung verfügbar).
* Neue Baummodelle: Fichte und Tanne.
* Dem Gelände wurden Steine hinzugefügt. Felsen sind für Fahrzeuge unpassierbar, aber es können Gebäude darauf gebaut werden. Bagger können in Bergbaugebieten Steine entfernen.
* Neues Grasbedeckungssystem für das Gelände, das mehrere Arten von Gras und Blumen mischt.
* Alle Karten mit besserer Ressourcenplatzierung und verbesserter Baumverteilung aktualisiert.
* Bäume hinterlassen nach dem ernten Stümpfe. Stümpfe zerfallen mit der Zeit.
* Produkte werden jetzt sichtbar auf Förderbändern, Lastwagen und in der Nähe von Lagerhallen gestapelt.
* Lagereinheiten zeigen jetzt Symbole an, die darauf hinweisen, was darin gespeichert ist.
* Neue Modelle für Bagger T1 und T2, LKW T1 und T2.
* Verbesserungen der Benutzeroberfläche.
Musik
* 8 neue Titel mit insgesamt 30 Minuten neuer Musik hinzugefügt.
Forstwirtschaft
* Der neue Forstturm und das neue Baumpflanzfahrzeug können Baumpflanzungen und eine vollautomatische Ernte durchführen.
* Bäume werden durch Setzlingen gepflanzt, die auf Bauernhöfen wachsen.
* Baumerntemaschine schneidet Bäume jetzt sichtbar in kleinere Stämme.
* Die Holzmühle wurde von der Weltkarte entfernt.
Fahrzeugverbesserungen
* Gemischter Abbau: Bagger können gemischte Produkte abbauen und dabei immer eine volle Schaufel schöpfen.
* Gemischter Transport: LKWs können von Baggern mit gemischter Ladung beladen werden, was die Effizienz im Bergbau erheblich steigert. Stückgut kann derzeit nur mit Baggern verladen werden.
* Neues Widget für Fahrzeuge, das die Möglichkeit bietet, sie durch eine andere Stufe zu ersetzen. Ersetzte Fahrzeuge behalten ihre Aufgaben.
* Neue Fahrzeugplanung, die leistungsfähiger ist und die Zuweisung von Aufträgen an die nächstgelegenen verfügbaren Fahrzeuge ermöglicht.
Hauptmerkmale
* Rohre können jetzt vertikal konstruiert werden und nehmen beim Ebenenwechsel weniger Platz ein.
* Nivellierungsgeländebezeichnung hinzugefügt (Kombination aus Bergbau- und Deponiebezeichnung).
* Stapler: Ermöglicht das Abladen von losem Material von Förderbändern direkt auf das Gelände.
Veränderungen in der Kernenergie und neue Inhalte
* Brandneues Modell für Kernreaktor I.
* Ein neuer MOX-Reaktor (Reaktor der Stufe II) wurde hinzugefügt, der die Wiederaufbereitung abgebrannter Brennelemente ermöglicht und die Menge der zu lagernden Abfälle minimiert. Bietet außerdem 33 % mehr Leistung im Vergleich zur vorherigen Stufe.
* Ein neuer Schneller Brüter (FBR) (Reaktor der Stufe III) wurde hinzugefügt, der die Wiederaufbereitung und Verbrennung des gesamten Abfalls ermöglicht und gleichzeitig doppelt so viel Leistung wie der MOX-Reaktor liefert, indem er Hochdruckdampf (eine neue Art von Dampf) erzeugt.
* Eine neue nukleare Wiederaufbereitungsanlage wurde hinzugefügt, die für die Zusammenarbeit mit FBR- und MOX-Reaktoren ausgelegt ist.
* Mehr als 12 neue Produkte hinzugefügt: Angereichertes Uran (4 %, 20 %), wiederaufbereitetes Uran, abgereichertes Uran, Plutonium, MOX-Stab, Kernbrennstoff, Deckenbrennstoff, Spaltprodukt, verbrauchtes MOX, ausgemusterter Abfall und mehr.
* Einführung einer neuen Superdruck-Dampfturbine zur Verwendung mit FBR.
* Reduzierte Kapazität der Atommülllagerung von 5.000 auf 1,6.000, da nun alle Abfälle irgendwann verarbeitet werden können.
* Der Kernreaktor muss jetzt abgeschaltet werden, bevor ein Upgrade möglich ist.
* Brennstoff wird in den Reaktor geladen, ohne dass eine positive Zielleistung erforderlich ist.
Quarz- und Sandwechsel
* Eine neue abbaubare Ressource hinzugefügt: Quarz, verfügbar auf allen Karten.
* Sand wird nicht mehr durch Zerkleinern von Gestein, sondern durch Zerkleinern von Quarz hergestellt.
* Für die Siliziumproduktion wird jetzt Sand statt Quarz benötigt.
* Einführung von künstlichem Sand, der durch Zerkleinern von Gestein entsteht und zur Herstellung von Beton und Filtermedien verwendet werden kann.
* Die Einheitskosten für Quarzminen auf der Weltkarte wurden von 0,5 auf 0,4 reduziert.
Computing-Änderungen
* Mainframe hinzugefügt: Vorgänger des Rechenzentrums, wodurch das Bootstrapping von Mikrochips einfacher wird.
* Die Produktion von Mikrochips wurde um 25 % beschleunigt und der Rechenaufwand um 25 % gesenkt.
* Server-Rack-Kosten von 20 auf 25 Server erhöht, aber die Rechenleistung verdoppelt. Das bedeutet, dass ein Rechenzentrum immer noch den gleichen Wartungsaufwand erfordert und gleichzeitig doppelt so viel Rechenleistung bereitstellt.
Neue Maschinen und Gebäude
* Neues Kapitänsbüro I
- Stellt Blaupausen viel schneller zur Verfügung und stellt grundlegende Erlasse bereit.
- Das bisherige Amt heißt jetzt Captain Office II und bietet Zugriff auf erweiterte Erlasse.
* Wärmespeicher: ermöglicht die Speicherung von Wärme und deren spätere Nutzung in Form von Dampf.
* Dieselgenerator der Stufe 2: effizienter und 6-mal leistungsstärker als der Stufe 1 und ermöglicht die Filterung von Abgasen.
* Elektrolyseur der Stufe 2, beide Stufen erhielten ebenfalls neue Modelle.
* Mischer der Stufe 2, beide Stufen erhielten ebenfalls neue Modelle.
* Brecher der Stufe 2: 4-fache Größe und 6-facher Durchsatz im Vergleich zu Stufe 1.
* Müllverbrennungsanlage: ermöglicht eine effizientere Verbrennung von Abfällen und stellt gleichzeitig kostenlosen Dampf bereit. Gibt auch Abgase zur möglichen Filterung aus.
* Kompaktor: Ermöglicht das Komprimieren von Müll im Verhältnis 1:3.
* Schredder: Ermöglicht die umgekehrte Verdichtung und kann auch Holz zerkleinern.
Neue Rezepte & geänderte Rezepte
* Mithilfe von Hochdruckdampf lässt sich Wasserstoff effizienter aus Wasser erzeugen.
* Erde kann mit einem Mixer aus Kompost und Kies hergestellt werden.
* Holz kann in Hackschnitzel umgewandelt und im Kessel verbrannt werden, um Dampf zu erzeugen.
* Neues Produktpapier, das aus Holz und Kalkstein hergestellt und in Laborbedarf anstelle eines Stickstofftanks verwendet werden kann. Stickstofftank als Produkt entfernt (Stickstoffgas verbleibt).
* Hühnchen kann direkt in Fleischreste umgewandelt werden, anstatt Fleisch zu verarbeiten.
Neue Mechanik
* Stromüberschuss: Verbraucher können jetzt als „Überschussverbraucher“ festgelegt werden und verbrauchen nur Strom, der von „Überschussgeneratoren“ erzeugt wird.
* Förderbänder und Lager können jetzt in drei wählbaren Modi betrieben werden:
1) Bänder und Lager verbrauchen keinen Strom.
2) Bänder und Speicher verbrauchen Strom mit höchster Priorität, funktionieren aber trotzdem ohne Strom.
3) Bänder und Speicher verbrauchen Strom und funktionieren ohne diesen nicht.
* Deponien verfallen jetzt mit der Zeit und verursachen Umweltverschmutzung. Der vollständige Zerfall dauert vier Jahre, dann hört die Verschmutzung auf.
Ausbalancierung und Veränderungen in Produktionsketten
* Generell
- Alle Lebensmittelarten ernähren jetzt +20 % mehr Menschen.
- Reduzierte Kosten für Rohre und Förderbänder um 30 %.
- Die Mindestabstände zwischen Krankheiten wurden um 30–100 % erhöht (je nach Krankheit).
- Golderz liefert die Hälfte des Goldes und ist mit höheren Zerkleinerungskosten verbunden.
* Strominflation
- Alle Maschinen verbrauchen 4x mehr und alle Generatoren erzeugen 4x mehr.
- Förderer verbrauchen nur 2x mehr und reduzieren ihren Verbrauch um 50 %.
- Ausgleichstransformatoren verbrauchen nur dreimal mehr, was zu einer Reduzierung um 25 % führt.
* Stromerzeugung
- Erhöhte Dampfenergiedichte um 50 % (für die gleiche Energiemenge wird weniger Dampf benötigt, aber die Herstellung kostet zum Ausgleich mehr).
- 50 % erhöhter mechanischer Leistungsdurchsatz bei Turbinen und Mech. Stromgenerator
- Hochdruck- und Niederdruckturbinen haben jetzt den gleichen Durchsatz und auch ihre Anordnung wurde geändert.
* Ziegel
- Ziegeleien haben den doppelten Durchsatz und kostet 10 CP weniger.
- Ein Stein kostet jetzt 1,75 Dreck statt 2.
- Startsteine in Ruinen von 800 auf 600 reduziert.
* Holz
- Holz ergibt im Holzkohlebrenner mittlerweile fast doppelt so viel Kohle.
- Reduzierter Holzbedarf in Bauteilen von 4 auf 3.
- Der Holzeinsatz bei Haushaltswaren wurde verdoppelt, der Stahlanteil wurde jedoch von 2 auf 1 und der Glasanteil von 10 auf 8 reduziert.
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
* 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
Grafikverbesserungen
* Sonne, dynamischer Nebel und dynamischer Himmel wurden hinzugefügt, die sich je nach Wetterlage verändern.
* Neue hochwertige Geländetexturen für fast alle Materialien.
* Neuer simulierter Ozean, der sein Wellenmuster und seine Farbeigenschaften an die aktuellen Wetterbedingungen anpasst (der alte Ozean ist weiterhin als Low-Fidelity-Einstellung verfügbar).
* Neue Baummodelle: Fichte und Tanne.
* Dem Gelände wurden Steine hinzugefügt. Felsen sind für Fahrzeuge unpassierbar, aber es können Gebäude darauf gebaut werden. Bagger können in Bergbaugebieten Steine entfernen.
* Neues Grasbedeckungssystem für das Gelände, das mehrere Arten von Gras und Blumen mischt.
* Alle Karten mit besserer Ressourcenplatzierung und verbesserter Baumverteilung aktualisiert.
* Bäume hinterlassen nach dem ernten Stümpfe. Stümpfe zerfallen mit der Zeit.
* Produkte werden jetzt sichtbar auf Förderbändern, Lastwagen und in der Nähe von Lagerhallen gestapelt.
* Lagereinheiten zeigen jetzt Symbole an, die darauf hinweisen, was darin gespeichert ist.
* Neue Modelle für Bagger T1 und T2, LKW T1 und T2.
* Verbesserungen der Benutzeroberfläche.
Musik
* 8 neue Titel mit insgesamt 30 Minuten neuer Musik hinzugefügt.
Forstwirtschaft
* Der neue Forstturm und das neue Baumpflanzfahrzeug können Baumpflanzungen und eine vollautomatische Ernte durchführen.
* Bäume werden durch Setzlingen gepflanzt, die auf Bauernhöfen wachsen.
* Baumerntemaschine schneidet Bäume jetzt sichtbar in kleinere Stämme.
* Die Holzmühle wurde von der Weltkarte entfernt.
Fahrzeugverbesserungen
* Gemischter Abbau: Bagger können gemischte Produkte abbauen und dabei immer eine volle Schaufel schöpfen.
* Gemischter Transport: LKWs können von Baggern mit gemischter Ladung beladen werden, was die Effizienz im Bergbau erheblich steigert. Stückgut kann derzeit nur mit Baggern verladen werden.
* Neues Widget für Fahrzeuge, das die Möglichkeit bietet, sie durch eine andere Stufe zu ersetzen. Ersetzte Fahrzeuge behalten ihre Aufgaben.
* Neue Fahrzeugplanung, die leistungsfähiger ist und die Zuweisung von Aufträgen an die nächstgelegenen verfügbaren Fahrzeuge ermöglicht.
Hauptmerkmale
* Rohre können jetzt vertikal konstruiert werden und nehmen beim Ebenenwechsel weniger Platz ein.
* Nivellierungsgeländebezeichnung hinzugefügt (Kombination aus Bergbau- und Deponiebezeichnung).
* Stapler: Ermöglicht das Abladen von losem Material von Förderbändern direkt auf das Gelände.
* Sonne, dynamischer Nebel und dynamischer Himmel wurden hinzugefügt, die sich je nach Wetterlage verändern.
* Neue hochwertige Geländetexturen für fast alle Materialien.
* Neuer simulierter Ozean, der sein Wellenmuster und seine Farbeigenschaften an die aktuellen Wetterbedingungen anpasst (der alte Ozean ist weiterhin als Low-Fidelity-Einstellung verfügbar).
* Neue Baummodelle: Fichte und Tanne.
* Dem Gelände wurden Steine hinzugefügt. Felsen sind für Fahrzeuge unpassierbar, aber es können Gebäude darauf gebaut werden. Bagger können in Bergbaugebieten Steine entfernen.
* Neues Grasbedeckungssystem für das Gelände, das mehrere Arten von Gras und Blumen mischt.
* Alle Karten mit besserer Ressourcenplatzierung und verbesserter Baumverteilung aktualisiert.
* Bäume hinterlassen nach dem ernten Stümpfe. Stümpfe zerfallen mit der Zeit.
* Produkte werden jetzt sichtbar auf Förderbändern, Lastwagen und in der Nähe von Lagerhallen gestapelt.
* Lagereinheiten zeigen jetzt Symbole an, die darauf hinweisen, was darin gespeichert ist.
* Neue Modelle für Bagger T1 und T2, LKW T1 und T2.
* Verbesserungen der Benutzeroberfläche.
Musik
* 8 neue Titel mit insgesamt 30 Minuten neuer Musik hinzugefügt.
Forstwirtschaft
* Der neue Forstturm und das neue Baumpflanzfahrzeug können Baumpflanzungen und eine vollautomatische Ernte durchführen.
* Bäume werden durch Setzlingen gepflanzt, die auf Bauernhöfen wachsen.
* Baumerntemaschine schneidet Bäume jetzt sichtbar in kleinere Stämme.
* Die Holzmühle wurde von der Weltkarte entfernt.
Fahrzeugverbesserungen
* Gemischter Abbau: Bagger können gemischte Produkte abbauen und dabei immer eine volle Schaufel schöpfen.
* Gemischter Transport: LKWs können von Baggern mit gemischter Ladung beladen werden, was die Effizienz im Bergbau erheblich steigert. Stückgut kann derzeit nur mit Baggern verladen werden.
* Neues Widget für Fahrzeuge, das die Möglichkeit bietet, sie durch eine andere Stufe zu ersetzen. Ersetzte Fahrzeuge behalten ihre Aufgaben.
* Neue Fahrzeugplanung, die leistungsfähiger ist und die Zuweisung von Aufträgen an die nächstgelegenen verfügbaren Fahrzeuge ermöglicht.
Hauptmerkmale
* Rohre können jetzt vertikal konstruiert werden und nehmen beim Ebenenwechsel weniger Platz ein.
* Nivellierungsgeländebezeichnung hinzugefügt (Kombination aus Bergbau- und Deponiebezeichnung).
* Stapler: Ermöglicht das Abladen von losem Material von Förderbändern direkt auf das Gelände.
* 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
* Sonne, dynamischer Nebel und dynamischer Himmel wurden hinzugefügt, die sich je nach Wetterlage verändern.
* Neue hochwertige Geländetexturen für fast alle Materialien.
* Neuer simulierter Ozean, der sein Wellenmuster und seine Farbeigenschaften an die aktuellen Wetterbedingungen anpasst (der alte Ozean ist weiterhin als Low-Fidelity-Einstellung verfügbar).
* Neue Baummodelle: Fichte und Tanne.
* Dem Gelände wurden Steine hinzugefügt. Felsen sind für Fahrzeuge unpassierbar, aber es können Gebäude darauf gebaut werden. Bagger können in Bergbaugebieten Steine entfernen.
* Neues Grasbedeckungssystem für das Gelände, das mehrere Arten von Gras und Blumen mischt.
* Alle Karten mit besserer Ressourcenplatzierung und verbesserter Baumverteilung aktualisiert.
* Bäume hinterlassen nach dem ernten Stümpfe. Stümpfe zerfallen mit der Zeit.
* Produkte werden jetzt sichtbar auf Förderbändern, Lastwagen und in der Nähe von Lagerhallen gestapelt.
* Lagereinheiten zeigen jetzt Symbole an, die darauf hinweisen, was darin gespeichert ist.
* Neue Modelle für Bagger T1 und T2, LKW T1 und T2.
* Verbesserungen der Benutzeroberfläche.
Musik
* 8 neue Titel mit insgesamt 30 Minuten neuer Musik hinzugefügt.
Forstwirtschaft
* Der neue Forstturm und das neue Baumpflanzfahrzeug können Baumpflanzungen und eine vollautomatische Ernte durchführen.
* Bäume werden durch Setzlingen gepflanzt, die auf Bauernhöfen wachsen.
* Baumerntemaschine schneidet Bäume jetzt sichtbar in kleinere Stämme.
* Die Holzmühle wurde von der Weltkarte entfernt.
Fahrzeugverbesserungen
* Gemischter Abbau: Bagger können gemischte Produkte abbauen und dabei immer eine volle Schaufel schöpfen.
* Gemischter Transport: LKWs können von Baggern mit gemischter Ladung beladen werden, was die Effizienz im Bergbau erheblich steigert. Stückgut kann derzeit nur mit Baggern verladen werden.
* Neues Widget für Fahrzeuge, das die Möglichkeit bietet, sie durch eine andere Stufe zu ersetzen. Ersetzte Fahrzeuge behalten ihre Aufgaben.
* Neue Fahrzeugplanung, die leistungsfähiger ist und die Zuweisung von Aufträgen an die nächstgelegenen verfügbaren Fahrzeuge ermöglicht.
Hauptmerkmale
* Rohre können jetzt vertikal konstruiert werden und nehmen beim Ebenenwechsel weniger Platz ein.
* Nivellierungsgeländebezeichnung hinzugefügt (Kombination aus Bergbau- und Deponiebezeichnung).
* Stapler: Ermöglicht das Abladen von losem Material von Förderbändern direkt auf das Gelände.
Veränderungen in der Kernenergie und neue Inhalte
* Brandneues Modell für Kernreaktor I.
* Ein neuer MOX-Reaktor (Reaktor der Stufe II) wurde hinzugefügt, der die Wiederaufbereitung abgebrannter Brennelemente ermöglicht und die Menge der zu lagernden Abfälle minimiert. Bietet außerdem 33 % mehr Leistung im Vergleich zur vorherigen Stufe.
* Ein neuer Schneller Brüter (FBR) (Reaktor der Stufe III) wurde hinzugefügt, der die Wiederaufbereitung und Verbrennung des gesamten Abfalls ermöglicht und gleichzeitig doppelt so viel Leistung wie der MOX-Reaktor liefert, indem er Hochdruckdampf (eine neue Art von Dampf) erzeugt.
* Eine neue nukleare Wiederaufbereitungsanlage wurde hinzugefügt, die für die Zusammenarbeit mit FBR- und MOX-Reaktoren ausgelegt ist.
* Mehr als 12 neue Produkte hinzugefügt: Angereichertes Uran (4 %, 20 %), wiederaufbereitetes Uran, abgereichertes Uran, Plutonium, MOX-Stab, Kernbrennstoff, Deckenbrennstoff, Spaltprodukt, verbrauchtes MOX, ausgemusterter Abfall und mehr.
* Einführung einer neuen Superdruck-Dampfturbine zur Verwendung mit FBR.
* Reduzierte Kapazität der Atommülllagerung von 5.000 auf 1,6.000, da nun alle Abfälle irgendwann verarbeitet werden können.
* Der Kernreaktor muss jetzt abgeschaltet werden, bevor ein Upgrade möglich ist.
* Brennstoff wird in den Reaktor geladen, ohne dass eine positive Zielleistung erforderlich ist.
Quarz- und Sandwechsel
* Eine neue abbaubare Ressource hinzugefügt: Quarz, verfügbar auf allen Karten.
* Sand wird nicht mehr durch Zerkleinern von Gestein, sondern durch Zerkleinern von Quarz hergestellt.
* Für die Siliziumproduktion wird jetzt Sand statt Quarz benötigt.
* Einführung von künstlichem Sand, der durch Zerkleinern von Gestein entsteht und zur Herstellung von Beton und Filtermedien verwendet werden kann.
* Die Einheitskosten für Quarzminen auf der Weltkarte wurden von 0,5 auf 0,4 reduziert.
Computing-Änderungen
* Mainframe hinzugefügt: Vorgänger des Rechenzentrums, wodurch das Bootstrapping von Mikrochips einfacher wird.
* Die Produktion von Mikrochips wurde um 25 % beschleunigt und der Rechenaufwand um 25 % gesenkt.
* Server-Rack-Kosten von 20 auf 25 Server erhöht, aber die Rechenleistung verdoppelt. Das bedeutet, dass ein Rechenzentrum immer noch den gleichen Wartungsaufwand erfordert und gleichzeitig doppelt so viel Rechenleistung bereitstellt.
Neue Maschinen und Gebäude
* Neues Kapitänsbüro I
- Stellt Blaupausen viel schneller zur Verfügung und stellt grundlegende Erlasse bereit.
- Das bisherige Amt heißt jetzt Captain Office II und bietet Zugriff auf erweiterte Erlasse.
* Wärmespeicher: ermöglicht die Speicherung von Wärme und deren spätere Nutzung in Form von Dampf.
* Dieselgenerator der Stufe 2: effizienter und 6-mal leistungsstärker als der Stufe 1 und ermöglicht die Filterung von Abgasen.
* Elektrolyseur der Stufe 2, beide Stufen erhielten ebenfalls neue Modelle.
* Mischer der Stufe 2, beide Stufen erhielten ebenfalls neue Modelle.
* Brecher der Stufe 2: 4-fache Größe und 6-facher Durchsatz im Vergleich zu Stufe 1.
* Müllverbrennungsanlage: ermöglicht eine effizientere Verbrennung von Abfällen und stellt gleichzeitig kostenlosen Dampf bereit. Gibt auch Abgase zur möglichen Filterung aus.
* Kompaktor: Ermöglicht das Komprimieren von Müll im Verhältnis 1:3.
* Schredder: Ermöglicht die umgekehrte Verdichtung und kann auch Holz zerkleinern.
Neue Rezepte & geänderte Rezepte
* Mithilfe von Hochdruckdampf lässt sich Wasserstoff effizienter aus Wasser erzeugen.
* Erde kann mit einem Mixer aus Kompost und Kies hergestellt werden.
* Holz kann in Hackschnitzel umgewandelt und im Kessel verbrannt werden, um Dampf zu erzeugen.
* Neues Produktpapier, das aus Holz und Kalkstein hergestellt und in Laborbedarf anstelle eines Stickstofftanks verwendet werden kann. Stickstofftank als Produkt entfernt (Stickstoffgas verbleibt).
* Hühnchen kann direkt in Fleischreste umgewandelt werden, anstatt Fleisch zu verarbeiten.
Neue Mechanik
* Stromüberschuss: Verbraucher können jetzt als „Überschussverbraucher“ festgelegt werden und verbrauchen nur Strom, der von „Überschussgeneratoren“ erzeugt wird.
* Förderbänder und Lager können jetzt in drei wählbaren Modi betrieben werden:
1) Bänder und Lager verbrauchen keinen Strom.
2) Bänder und Speicher verbrauchen Strom mit höchster Priorität, funktionieren aber trotzdem ohne Strom.
3) Bänder und Speicher verbrauchen Strom und funktionieren ohne diesen nicht.
* Deponien verfallen jetzt mit der Zeit und verursachen Umweltverschmutzung. Der vollständige Zerfall dauert vier Jahre, dann hört die Verschmutzung auf.
Ausbalancierung und Veränderungen in Produktionsketten
* Generell
- Alle Lebensmittelarten ernähren jetzt +20 % mehr Menschen.
- Reduzierte Kosten für Rohre und Förderbänder um 30 %.
- Die Mindestabstände zwischen Krankheiten wurden um 30–100 % erhöht (je nach Krankheit).
- Golderz liefert die Hälfte des Goldes und ist mit höheren Zerkleinerungskosten verbunden.
* Strominflation
- Alle Maschinen verbrauchen 4x mehr und alle Generatoren erzeugen 4x mehr.
- Förderer verbrauchen nur 2x mehr und reduzieren ihren Verbrauch um 50 %.
- Ausgleichstransformatoren verbrauchen nur dreimal mehr, was zu einer Reduzierung um 25 % führt.
* Stromerzeugung
- Erhöhte Dampfenergiedichte um 50 % (für die gleiche Energiemenge wird weniger Dampf benötigt, aber die Herstellung kostet zum Ausgleich mehr).
- 50 % erhöhter mechanischer Leistungsdurchsatz bei Turbinen und Mech. Stromgenerator
- Hochdruck- und Niederdruckturbinen haben jetzt den gleichen Durchsatz und auch ihre Anordnung wurde geändert.
* Ziegel
- Ziegeleien haben den doppelten Durchsatz und kostet 10 CP weniger.
- Ein Stein kostet jetzt 1,75 Dreck statt 2.
- Startsteine in Ruinen von 800 auf 600 reduziert.
* Holz
- Holz ergibt im Holzkohlebrenner mittlerweile fast doppelt so viel Kohle.
- Reduzierter Holzbedarf in Bauteilen von 4 auf 3.
- Der Holzeinsatz bei Haushaltswaren wurde verdoppelt, der Stahlanteil wurde jedoch von 2 auf 1 und der Glasanteil von 10 auf 8 reduziert.
* Raffinerie
- Es wurde behoben, dass die Crackeinheit weniger Diesel (6) zurückgab, als sie sollte (8) (basierend auf der Energiedichte des Inputs).
- Erhöhte Ethanolausbeute aus Zuckerrohr um +50 %, wodurch es energieeffizienter wird.
- Erhöhte Dieselausbeute aus Raps und Zuckerrohr um 40 %.
- Erhöhung der Wasserstoffreformierungsausbeute von 12 auf 14 (um zusätzliche 2 Wasserstoffe aus dem Eingangsdampf zu berücksichtigen). Das Rezept für Brenngas benötigt zusätzlich 2 Wasserstoff, um dies auszugleichen.
- Die Rezeptur von Brenngas zu Diesel liefert jetzt Wasser als Nebenprodukt anstelle von CO2.
- Der Speiseölbedarf für die Dieselproduktion wurde von 12 auf 9 verringert.
- Mehr Säureausbeute von 2 Schwefel von 8 auf 12 erhöht.
* Dünger
- Dünger wird jetzt aus Ammoniak + Sauerstoff anstelle von Ammoniak + Stickstoff + Wasser hergestellt.
- Der Ammoniakausstoß des Sauerwasserstrippers wurde von 4 auf 3 reduziert.
- Dünger I wurde billiger gemacht, da die Chemiefabrik im gleichen Rezept 10 statt 8 produziert.
- Die Produktion von Düngemittel II wurde durch die Aufnahme von zusätzlichem Schwefel und Kalkstein von 10 auf 12 erhöht.
* Neuausrichtung der Elektronik
- Reduzierte Kosten für Elektronik II, da die Hälfte von Elektronik I und Polysilizium benötigt wird.
- Erhöhte PCB-Kosten, da doppelt so viel Glas erforderlich ist.
- Der Produktionsdurchsatz von Elektronik II und Leiterplatten stieg um 100 %.
- Reduzierte Kosten für Konstruktionsteile IV, da die Hälfte von Elektronik II erforderlich ist.
- Laborausrüstung 3 kostet jetzt 2 Elektronik II statt 8 Glas.
- Laborausrüstung 4 kostet jetzt 2 Elektronik III statt 2 Elektronik II.
- Server benötigen jetzt 5 Electronics III statt 4.
* Entsalzung
- Reduzierte Entsalzungskosten um 15 % (energiemäßig).
- Der Durchsatz der thermischen Entsalzungsanlage stieg um 85 % bei Verwendung von HP-Dampf, um 400 % bei Verwendung von ND-Dampf und um 300 % bei Verwendung von abgereichertem Dampf.
* Elektrolyse
- Der Durchsatz des Elektrolyseurs I für die Wasserstoffproduktion wurde um 100 % erhöht (auch der Strombedarf stieg)
- Elektrolyseur kann nicht mehr geboostet werden.
- Die Menge an abgereichertem Dampf, der bei der Wasserstoffverbrennung in einem Kessel zurückgeführt wird, entspricht nun der Wassermenge, die zur Herstellung von Wasserstoff mithilfe eines Elektrolyseurs benötigt wird.
* Wartung
- Brecher haben nun jetzt Wartungskosten.
- Wartung II erfordert 25 % weniger mechanische Teile.
- Der Durchsatz des Wartungs-II-Depots wurde um 100 % erhöht.
- Der Durchsatz des Wartungs-III-Depots wurde um 50 % erhöht.
- Reduzierte Wartungskosten des Roboter-Monteurs I von 5 auf 4.
- Der Roboter-Assembler II wurde so geändert, dass er Wartung II (7x) anstelle von Stufe III erfordert.
- Mehrere Maschinen und Fahrzeuge der Stufe III wurden verschoben, um die aktuelle Wartung II zu nutzen
* Andere Änderungen
- Das Zerkleinern ist jetzt 2,5-mal energiehungriger.
- Die Leistung der Ozeanpumpe wurde von 20 auf 18 Wasser verringert.
- Verringerte Wirksamkeit der Kühlung von HP-Dampf von 12 auf 10 Ausgangswasser.
- Die Abfallverbrennung in einem normalen Brenner dauert jetzt doppelt so lange.
- Schlammgärung und Kompostierung sind jetzt 30 % schneller.
- Siedlungen geben jetzt Biomasse für Holz zurück, das aus Haushaltswaren verbraucht wird
- Erhöhte Strahlungstoleranz durch neue, radioaktivere Produkte.
* Belohnung
- Die Belohnungen auf der Weltkarte wurden um 10–20 % erhöht.
- Nach Abschluss der Ziele wurden weitere Belohnungen hinzugefügt.
- Mikrochips und Server als Belohnungen von der Weltkarte entfernt.
Veränderungen in der Forschung
* Elektronik II ist aufgrund des späten Quartzgebrauchs jetzt früher verfügbar. Dies ermöglichte es auch, die Bauteile IV und Instandhaltung II bereits früher herzustellen.
* Sonnenkollektoren, Stromerzeugung IV, Haushaltsgeräte und Wasserstoffreformer kommen alle vor Forschungslabor IV.
* Kühlturm II wurde von der Kernforschung zur Stromerzeugung IV verschoben.
* Schiffswaffen II werden nicht mehr durch Elektronik II gesperrt
* Reformieren und Cracken zusammengeführt, so dass das Cracken früher auftritt.
* Frühzeitige Forschung lässt sich schneller freischalten.
* Forschungssperren: Einige Forschungsknoten erfordern jetzt eine bestimmte Anzahl erstellter Produkte, um erforscht zu werden.
Spielqualität und Benutzeroberfläche
* Es wurde eine Aktion zum schnellen Entfernen von Einheiten für Lagereinheiten hinzugefügt, wenn diese geräumt werden.
* Neue Dashboards hinzugefügt, die eine Aufschlüsselung des Verbrauchs und der Produktion von Strom, Computer, Arbeitern und Wartung bieten.
* Blaupausen stufen ihre gesperrten Gegenstände jetzt bei der Platzierung automatisch herab.
* Wenn eine Blaupause gesperrt ist, wird beim Bewegen des Mauszeigers eine Liste der gesperrten Entitäten angezeigt.
* Benachrichtigungen in Entitätsinspektoren werden jetzt in einem Panel an der Seite angezeigt, wodurch ein Springen in der Benutzeroberfläche entfällt.
* Durch Klicken auf ein Maschinensymbol in einem Rezeptbuch wird nun mit dem Erstellen begonnen.
* Die Energie-, Computer- und Arbeitsanzeigen in den Entitätsinspektoren sind jetzt ausgegraut, wenn die Ressource nicht verbraucht wird.
Weitere Änderungen
* Transporter können nicht mehr gleichzeitig wenden und eine Rampe nach oben/unten befahren. Diese Art von Rampen wurden entfernt, da sie nach ihrer Platzierung nicht mehr erweiterbar waren.
* Die Recyclinganlage führt die sortierten Produkte jetzt über ein einziges Förderband zurück, die Endsortierung muss mithilfe von Sortierern erfolgen. Dies sorgt für mehr Erweiterbarkeit in der Zukunft.
* Weltstrukturen werden jetzt nach der Reparatur angehalten.
* Fortgeschrittene Tools wie Ausschneiden oder Kopieren bleiben jetzt hinter der anfänglichen Recherche verborgen. Dies erhöht die Auffindbarkeit und macht das Spiel für neue Spieler übersichtlicher.
* Der Hauptordner mit den gespeicherten Dateien und Blaupausen wurde in den Appdata-Ordner verschoben, um Probleme mit der Zugänglichkeit auf nicht standardmäßigen Systemen zu vermeiden.
* Verkettete Speichereinheiten trennen automatisch die entsprechenden Import-/Exporteinstellungen für Fahrzeuge, um die Planung und Leistung von Fahrzeugaufträgen zu verbessern.
* Schwierigkeitseinstellung hinzugefügt, um die Rentabilität von Verträgen zu erhöhen.
* Großzügigere Schwierigkeitsoptionen hinzugefügt, um den Wartungsaufwand zu reduzieren.
* Weitere Optionen für automatische Speicherintervalle hinzugefügt.
Geländeleistung und Physik
* Neue Geländedarstellung, die Daten in zusammenhängenden Arrays speichert.
* Das Gelände kann bis zu 65.000 Kacheln im Quadrat groß sein (260 km^2).
* Gelände unterstützt jetzt bis zu 256 verschiedene Materialien (vorher 28).
* Das Gelände unterscheidet jetzt ordnungsgemäß zwischen festen Materialien (Klippen) und abgebautem Material (abgebautes Gestein), wobei jeder Typ seine eigenen physikalischen Parameter hat.
* Die verbesserte Geländephysik berücksichtigt jetzt die Dicke der Materialschicht, sodass dünne Schichten in steileren Winkeln haften bleiben.
Leistung
* Verschiedene interne Verbesserungen erhöhen die Simulationsgeschwindigkeit vieler Komponenten um 10-30 %.
- Komplett neu geschriebene Simulation von Maschinen
- Erhöhte Leistung beim Austausch von Produkten zwischen Ports und Puffern
* Neue Terrain-Rendering-Technologie, die die FPS um das 1- bis 8-fache verbessert (basierend auf Kartengröße und -ansicht) und den Speicherverbrauch um das 4-fache reduziert.
* Geländeeinsätze wie Bergbau, Materialeinsturz oder Störungen nach Fahrzeugen sind 2-4x schneller.
* Neues Förderband- und Rohr-Rendering-System, was zu einer dreifachen Geschwindigkeitssteigerung führt.
* Die Überprüfung des Meereszugangsbereichs ist 10x schneller und verzögert das Spiel nicht, wenn Docks oder eine Werft platziert werden.
* Optimierung des Produkt-Renderings zur Verwendung einer gestapelten GPU-Instanzierung (Rendering mehrerer Produkte pro einzelner Instanz).
* Neues LOD-System, das die Meeresqualität basierend auf der Sichtentfernung anpasst. Wenn das Meer nicht im Blickfeld ist, wird es nicht einmal simuliert.
* Neues System zum Rendern von Geländedetails (Gras, Blumen usw.) mit LOD-Unterstützung, das auch die Dichte basierend auf der Kameraentfernung anpasst und keine Details rendert, die zu weit von der Kamera entfernt sind (zuvor wurden alle Details auf der gesamten Karte gerendert).
Rendering von Infrastrukturverbesserungen
* Auf Forward rendering pipeline umgestellt (von „Verzögert“). Dies ermöglichte die Verwendung von Multi-Sample-Anti-Aliasing und eine bessere Kontrolle über gerenderte Pixel.
* Gelände verwendet jetzt triplanares Rendering (mit einer hohen Qualitätseinstellung), wodurch Texturdehnungen von steilen Hängen entfernt werden.
* Optionen und Voreinstellungen für die Renderqualität hinzugefügt, damit das Spiel auf einer größeren Auswahl an Hardware reibungslos läuft.
* Drei separate FPS-Limits für das Spiel, Menüs und wenn das Spiel im Hintergrund läuft, hinzugefügt.
* Der Schattenabstand wird jetzt basierend auf dem Kamerazoom dynamisch angepasst.
* Vollständig freigeschaltete Wildkamera, die jetzt zum Horizont blicken kann.
* Kleine Objekte wie Gras, Blumen oder Feldfrüchte auf Bauernhöfen verschwinden nicht mehr, wenn man leicht herauszoomt.
Kleine Verbesserungen der Spielqualität
* Wenn beim Hinzufügen oder Entfernen von Servern zum Rechenzentrum die Umschalttaste gedrückt gehalten wird, werden jeweils acht Server hinzugefügt oder entfernt.
* Das Rezeptbuch zeigt jetzt die Strahlungswerte für Produkte an.
* Die Ansicht „Verträge“ sortiert Verträge jetzt nach Ausgabe, sodass ähnliche Verträge näher beieinander liegen.
* Die Benutzeroberfläche der Produktionen wurde so geändert, dass beim Bewegen der Maus mit der Maus der Status „Warten auf Produkte“ anstelle von „Fehlende Eingabe“ sowie eine Liste der fehlenden Produkte angezeigt wird.
* Es wurde eine Benachrichtigungsleiste hinzugefügt, wenn die Transporteinrastung deaktiviert ist.
* Für die Verknüpfung wurde eine Legende hinzugefügt, die es ermöglicht, die Anwendung kopierter Konfigurationen beim Platzieren von Entitäten zu verhindern.
* Das Geländegitter ist jetzt sichtbar, wenn Bereiche von Minentürmen geändert werden.
Korrekturen
* Das Spiel friert nicht mehr ein, wenn der Ladebildschirm angezeigt wird.
* Musik stoppt jetzt nicht auf dem Ladebildschirm.
* Meerespumpen und Entleerungseinheiten funktionieren nicht mehr, wenn das Meer nicht mehr vorhanden ist.
* Edikteffekte werden korrekt mit anderen Effekten kombiniert, beispielsweise mit Schwierigkeitsoptionen.
* Es wurde behoben, dass Rechenzentrums-Racks beim Laden nicht angezeigt wurden.
* Es wurde behoben, dass die globalen Produktstatistiken immer weiter anstiegen, wenn Maschinen Teilrezepte ausführten (z. B. Kühltürme).
* Es wurde behoben, dass Lagereinheiten, die noch nicht gebaut wurden, bereits ihre Kapazität meldeten.
* Es wurde behoben, dass Blaupausen gesperrte Rezepte zu Maschinen hinzufügten.
* Es wurde behoben, dass beim Abfeuern einer Rakete der Schrottwert zurückgegeben wurde.
* Viele Verbesserungen und Korrekturen bei der Handhabung von Produkten beim schnellen Erstellen und Entfernen.
- Lagereinheiten haben jetzt Vorrang vor der Werft, um Produkte zu lagern.
- Die Werft hat bei der Bereitstellung von Produkten Vorrang vor Lagereinheiten.
- Frachtdepot, das Produkte exportiert, stellt diese nicht mehr für einen schnellen Aufbau bereit.
* Balancer und Sortierer zeigen jetzt den Stromverbrauch im Popup-Menü der Entitäten an.
* Kamera, auch „Free Look“, kann nicht in den Untergrund gehen.
* Probleme mit Kartengrenzen behoben und Unterstützung für Frachtdepots in der Nähe der Grenze hinzugefügt.
* Es wurde behoben, dass der Eingabepuffer der Tankstelle in der Logistik registriert wurde, anstatt sich ausschließlich auf die weitergeleitete Eingabe zu verlassen.
* Die Tankstelle, die häufig teilweise beladene Tankwagen schickte, wurde behoben.
* Bäume bewegen sich nicht mehr, wenn sie unter Minen stehen, sondern fallen stattdessen um.
* Die maximale Anzahl gerenderter Zeichen pro Element wurde von 15.000 auf 18.000 erhöht, um das Änderungsprotokoll von Update 1 zu berücksichtigen.
Vertragsgleichgewicht und -änderungen
* Verträge entfernt:
- Glas => Kohle
- Diesel => Quarz
- Diesel => Kalkstein
- Kohle => Kalkstein
- Kohle => Golderz
- Fahrzeugteile II => Uran
* Verträge hinzugefügt:
- Haushaltswaren => Kohle
- Laborausrüstung III => Kohle
- Gummi => Holz
- Haushaltsgeräte => Holz
- Laborausrüstung II => Kupfer
- Fahrzeugteile II => Quarz
- Schwefel => Schlamm
- Unterhaltungselektronik => Rohöl
- Laborausrüstung IV => Uran
- Server => Golderz