Cargo depot module for transferring units of products (such as construction parts). It can be built in any empty slot of a cargo depot. Unloads cargo {0} faster comparing to the basic module.
Cargo depot module for transferring units of products (such as construction parts). It can be built in any empty slot of a cargo depot. Unloads cargo {0} faster comparing to the basic module.
New map: Insula mortis Improved experience * Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded. * Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled). * Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose. * Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save. * Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier. Performance * Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories. Balance changes * World map no longer gives refugees from explorations. * Beacon is now infinite with diminishing returns. * Reduced early research difficulties. * Removed electronics from collapsed radio tower. * Research labs no longer consume Unity when idle. * Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities). * Increased water requirements to make 8 acid from 4 to 6. * Reduced water yield from cleaning of 24 toxic slurry from 20 to 18. Behavior changes * When assigning a vehicle to a building (e.g. mine tower), assign the closest one. * Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area. * Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle. * Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel. * Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower. * Improved logistics jobs priority system. * Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on. * Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile). * Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now! * It is now possible to flip entities with mechanical shaft such as turbines and generators. * It is now possible to queue any research node and all required parent nodes will be queued before it automatically. * Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP. * Improved tree harvester logic to ignore non-reachable trees if possible. User interface * Replaced toggle buttons with checkboxes. * Improved several dialogs to properly respect the Esc key. * Total population view moved from the big top left tiles to the main top toolbar. * Removed custom starving notifications and moved them to the regular notifications. * Notification dismissal status is now persistent (loads from a save). * Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified. * Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering. * Message notifications now auto-collapse when there are more than 5 of them. * Add "delete entire transport" action into the construction toolbox for better discoverability. * Transport height now shows the correct height when connecting to other transports. * Remove the top title bar from the bottom toolbar and use tooltips for the items instead. * When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings. * Fixed idle non-assigned vehicles that were not properly updated in the UI. * Fixed an incorrect estimate of water yield in the rainwater harvester. * Fixed Recipe book that did not show some recipes as locked if the owning entity was locked. * Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool. * Fixed missing tooltips in settlement overview, added a link for tutorial about health. * Product stats titles are now ordered by name. * Made key-binging tooltips translatable. * Mining overlay can be now toggled without canceling current selection for building. * Games can be loaded/saved by double-clicking on existing file names. * Updated translations, thanks to everyone who is contributing! Significant bug fixes * Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value. * Fixed issue with free maintenance when global maintenance amount exceeded capacity. * Fixed contracts that were in some cases charging more Unity than they should have. * Fixed game crash when clicking "continue" for a save file that was deleted in the meantime. * Fixed terrain rendering that was showing lighter stripes on steep slopes. * Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues. * Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather. Transport related bug fixes * Transport connectors now return products to the shipyard when destroyed (instead of destroying them). * Fixed buried pipes that are no longer destroyed when another transport is built on top of them. * Fixed pipe attachment to the pillar that was sometimes incorrectly oriented. * Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade. * Fixed transport pillars that were sometimes stuck as a blueprint. * Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports. * Fixed construction cubes visualization when transport under construction was connected to other transports. * Paused transports no longer accept products. * Transports in clearing mode are no longer moving products and are no longer accepting products. * Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building. * Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport. Other Bug fixes * Server racks can no longer be added into non-constructed data centers. * Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class. * Fixed wood disappearance when truck overload edict was active. * Fixed inability to select tree harvesters sometimes. * Fixed edict panel to correctly show effects of unity-positive edicts. * Fixed excess consumption of lab equipment on research finish or change. * Cargo depot modules now have an idle state. * Fixed that the beacon was not losing progress when paused. * Fixed buildings highlighting during route assignment. * Fixed rendering of building ghosts particles below terrain designations. * Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it. * Trucks no longer exceed reservations of other trucks when delivering their cargo * Fixed unity stats that did not contain items that went over the unity cap. * Fixed some recipes that were unlocked too early or were not visible in research. * Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments. * When people leave due to lack of food, any homeless will now get properly accommodated in their place. * Fixed mining of corner designations that was sometimes not possible for large excavators.
新地圖:Insula mortis 改進體驗 * 新增了大量升級工具。當選擇要升級的區域時,可以使用彈出窗口選擇該區域中的哪些實體應被升級。 * 新增了清單式的教學,將引導新玩家通過早期遊戲(可以停用)。 * 重新設計和重新結構化教學,以更好地解釋遊戲機制,更簡單易讀,並更少囉嗦。 * 在開始或加載遊戲時添加了 mods 配置選項。這也允許您在加載遊戲之前添加/刪除 mods。請注意,不是所有的 mods 都可以安全地從保存中添加/刪除。 * 將新的磚塊生產鏈引入遊戲。磚塊可用作建築部件中混凝土的替代品。磚塊旨在使早期遊戲略微簡單。 性能優化 * 對運輸支柱的渲染進一步優化,並添加了 LODs,在大型工廠中節省了數百萬條繪製的三角形。 平衡調整 * 不再從世界地圖探險中獲得難民。 * 燈塔現在是無限的,但回報逐漸減少。 * 降低了早期研究的困難度。 * 從廢棄的通訊站中刪除了電子產品。 * 研究實驗室閒置時不再消耗凝聚力。 * 大幅減小連接器緩衝區大小(大小仍基於連接實體的運輸速度)。 * 增加用水需求,生產 8 單位的酸配方中的用水從 4 個增加到 6 個。 * 從 24 單位的淨化毒淤泥配方中的產水量從 20 個降低至 18 個。 行為調整 * 在將車輛分配給建築物時(例如礦塔),分配最近的車輛。 * 挖掘機在挖掘完成後不再返回礦塔,除非它們在礦區外。 * 不再根據與礦塔的鄰近性,而是根據車輛的鄰近性搜索傾倒地點。 * 加油車閒置時不會離開加油站,而加油站將持續為它們裝載更多燃料。 * 卡車和挖掘機現在更喜歡在分配給它們的礦塔的加油站加油。 * 改進了物流工作優先級制度。 * 傳輸連接器現在嘗試均勻地從所有連接的端口接受輸入(輸出已經是均勻的)。這意味著連接器與平衡器具有相同的行為,而沒有任何優先順序或比率強制設定。 * 傳輸建設工具現在自動在合理的位置放置連接器(例如,兩個輸出端口朝向相同的磚塊)。 * 維護雕像現在根據運營雕像的數量提供維護減少。單個雕像的維護減少從 5% 降低到 4%,但每個額外的雕像都會提供額外的減少,這是之前的一半。例如,3座雕像現在總共提供 4% + 2% + 1% = 7% 的維護減少! * 現在可以翻轉帶有機械軸的實體(例如渦輪發電機和發電機)。 * 現在可以隊列任何研究節點,並且所有必要的父節點將在自動排列在前面。 * 改進了船艦投降邏輯,使船艦在敵人的生命值遠低於自己時不會投降。 * 改進了樹木伐木機邏輯,使其忽略不可到達的樹木(如果可能的話)。 用戶介面 * 用複選框替換了切換按鈕。 * 改進了幾個對話框,以正確遵循 Esc 鍵。 * 總人口視圖從左上角的區塊移到了主頂部工具欄。 * 刪除了自定義饑餓通知並將其移至常規通知。 * 通知解除狀態現在是持續的(從存檔載入)。 * 在受影響的建築物上的倒塌警告圖示在其通知解除時消失。當受影響的建築物下的地形更多地被修改時,通知會再次出現。 * 儲存器上的自定義警告通知在內容偏離目標超過5%之前不會消失,以防止閃爍。 * 當有五個以上消息通知時,它們將自動折疊。 * 將「刪除整個運輸線路」操作添加到建造工具箱中,以提高可發現性。 * 傳輸通道高度現在在連接到其他通道時顯示正確的高度。 * 從底部工具欄中刪除頂部標題欄,並改用項目的工具提示。 * 在選擇實體時,如果有兩個實體可供選擇,則優先選擇車輛。這允許選擇夾在建築物內的卡車。 * 修復了未正確更新於 UI 中的空閒未分配車輛。 * 修正了在雨水收集器中水產量的不正確估計。 * 修正了配方表,如果擁有實體被鎖定,則未顯示某些配方。 * 修正了價格工具提示的熱鍵在使用複製工具啟動傳輸編輯器時無效的問題。 * 修正了結算概覽中缺少的工具提示,並新增了有關健康的教程的連結。 * 產品統計標題現在按照名稱排序。 * 讓按鍵綁定工具提示可翻譯。 * 現在可以在不取消建築物的當前選擇的情況下切換挖掘遮罩。 * 可以通過雙擊現有文件名加載/保存遊戲。 * 更新翻譯,感謝所有貢獻者! 重要錯誤修復 * 修復了黃金回收時,不正確地返回預期值的 1/3 的問題。 * 修復了當全局維護量超出容量時免費維護的問題。 * 修復了在某些情況下收取更多凝聚力的合同問題。 * 修復了在保存文件在此期間被刪除的情況下點擊“繼續”時遊戲崩潰的問題。 * 修復了顯示陡峭斜坡條紋更淺色的地形渲染問題。 * 修復了造船廠倒塌時未能正確銷毀產品而可能導致永久輻射的問題。 * 修復了在下雨天氣時載入遊戲時太陽亮度和陰影強度不正確的問題。 修正傳輸相關錯誤
* 現在當傳輸連接器被摧毀時會將產品返回造船廠(而不是摧毀它們)。
* 修正當另一種傳輸工具建造在地下管道的上方時,不再被摧毀。
* 修正將管道附加到支柱上有時會錯誤轉向的問題。
* 修正有時在翻轉、連接或升級時會發生意外傳輸崩潰的問題。
* 修正有時傳輸支柱會卡在藍圖狀態的的問題。
* Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports.
* Fixed construction cubes visualization when transport under construction was connected to other transports.
* Paused transports no longer accept products.
* Transports in clearing mode are no longer moving products and are no longer accepting products.
* Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building.
* Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport.
Other Bug fixes
* Server racks can no longer be added into non-constructed data centers.
* Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class.
* Fixed wood disappearance when truck overload edict was active.
* Fixed inability to select tree harvesters sometimes.
* Fixed edict panel to correctly show effects of unity-positive edicts.
* Fixed excess consumption of lab equipment on research finish or change.
* Cargo depot modules now have an idle state.
* Fixed that the beacon was not losing progress when paused.
* Fixed buildings highlighting during route assignment.
* Fixed rendering of building ghosts particles below terrain designations.
* Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it.
* Trucks no longer exceed reservations of other trucks when delivering their cargo
* Fixed unity stats that did not contain items that went over the unity cap.
* Fixed some recipes that were unlocked too early or were not visible in research.
* Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments.
* When people leave due to lack of food, any homeless will now get properly accommodated in their place.
* Fixed mining of corner designations that was sometimes not possible for large excavators.運輸相關錯誤 * 現在當運輸連接器被摧毀時會將產品返回造船廠(而不是摧毀它們)。 * 修正當另一種運輸工具建造在地下管道的上方時,不再被摧毀。 * 修正將管道附加到支柱上有時會錯誤轉向的問題。 * 修正有時在翻轉、連接或升級時會發生意外傳輸崩潰的問題。 * 修正有時運輸支柱會卡在藍圖狀態的的問題。 * 現在當加入其他運輸工具時,運輸工具的建造狀態(例如正在進行的升級或建造暫停)將得到妥善保留。 * 修正當正在建造的運輸工具與其他運輸工具連接時的建造立方體可視化。 * 暫停的運輸工具不再接受產品。 * 清除模式下的運輸工具不再移動產品,也不再接受產品。 * 修正了在游標先前位於任何其他非運輸工具建築物上時,摧毀工具不正確地選擇整個運輸裝置的問題。 * 修正了在運輸工具上重複懸停在同一位置時未顯示摧毀預覽的運輸摧毀工具的問題。 其他錯誤修正 * 服務器機架現在不能再加入未建造的數據中心。 * 修正有時會為不正確車輛類別顯示車輛疊加。 * 修正當卡車超載命令生效時木材消失的問題。 * 修正有時無法選擇樹木伐木機的問題。 * 修正法令面板以正確顯示統一正面法令的效果的問題。 * 修正在研究完成或更改時實驗室設備的過度消耗。 * 貨物庫儲模組現在有一個閒置狀態。 * 修正暫停時燈塔不會損失進度。 * 修正路徑分配期間建築物的高亮顯示。 * 修正地形指定下方建築物幽靈粒子的渲染。 * 現在升級機器將正確處理過時的產品緩衝區。這意味著升級後的高爐II 將不再接受鐵礦石,因為它甚至無法處理。 * 在運送貨物時,卡車不再拿取超過其他卡車的預留數量。 * 修正統計資訊未包含超過單位上限的物品。 * 修正早期解鎖或在研究中不可見的一些配方。 * 修正剪下和貼上具有車輛分配的建築物時未保留車輛分配的問題。 * 由於人們因缺乏食物而離開時,任何無家可歸者現在將在他們的位置上得到妥善安置。 * 修正有時大型挖掘機無法挖掘角落的問題。
New map: Insula mortis Improved experience * Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded. * Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled). * Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose. * Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save. * Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier. Performance * Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories. Balance changes * World map no longer gives refugees from explorations. * Beacon is now infinite with diminishing returns. * Reduced early research difficulties. * Removed electronics from collapsed radio tower. * Research labs no longer consume Unity when idle. * Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities). * Increased water requirements to make 8 acid from 4 to 6. * Reduced water yield from cleaning of 24 toxic slurry from 20 to 18. Behavior changes * When assigning a vehicle to a building (e.g. mine tower), assign the closest one. * Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area. * Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle. * Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel. * Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower. * Improved logistics jobs priority system. * Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on. * Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile). * Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now! * It is now possible to flip entities with mechanical shaft such as turbines and generators. * It is now possible to queue any research node and all required parent nodes will be queued before it automatically. * Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP. * Improved tree harvester logic to ignore non-reachable trees if possible. User interface * Replaced toggle buttons with checkboxes. * Improved several dialogs to properly respect the Esc key. * Total population view moved from the big top left tiles to the main top toolbar. * Removed custom starving notifications and moved them to the regular notifications. * Notification dismissal status is now persistent (loads from a save). * Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified. * Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering. * Message notifications now auto-collapse when there are more than 5 of them. * Add "delete entire transport" action into the construction toolbox for better discoverability. * Transport height now shows the correct height when connecting to other transports. * Remove the top title bar from the bottom toolbar and use tooltips for the items instead. * When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings. * Fixed idle non-assigned vehicles that were not properly updated in the UI. * Fixed an incorrect estimate of water yield in the rainwater harvester. * Fixed Recipe book that did not show some recipes as locked if the owning entity was locked. * Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool. * Fixed missing tooltips in settlement overview, added a link for tutorial about health. * Product stats titles are now ordered by name. * Made key-binging tooltips translatable. * Mining overlay can be now toggled without canceling current selection for building. * Games can be loaded/saved by double-clicking on existing file names. * Updated translations, thanks to everyone who is contributing! Significant bug fixes * Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value. * Fixed issue with free maintenance when global maintenance amount exceeded capacity. * Fixed contracts that were in some cases charging more Unity than they should have. * Fixed game crash when clicking "continue" for a save file that was deleted in the meantime. * Fixed terrain rendering that was showing lighter stripes on steep slopes. * Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues. * Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather. Transport related bug fixes * Transport connectors now return products to the shipyard when destroyed (instead of destroying them). * Fixed buried pipes that are no longer destroyed when another transport is built on top of them. * Fixed pipe attachment to the pillar that was sometimes incorrectly oriented. * Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade. * Fixed transport pillars that were sometimes stuck as a blueprint. * Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports. * Fixed construction cubes visualization when transport under construction was connected to other transports. * Paused transports no longer accept products. * Transports in clearing mode are no longer moving products and are no longer accepting products. * Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building. * Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport. Other Bug fixes * Server racks can no longer be added into non-constructed data centers. * Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class. * Fixed wood disappearance when truck overload edict was active. * Fixed inability to select tree harvesters sometimes. * Fixed edict panel to correctly show effects of unity-positive edicts. * Fixed excess consumption of lab equipment on research finish or change. * Cargo depot modules now have an idle state. * Fixed that the beacon was not losing progress when paused. * Fixed buildings highlighting during route assignment. * Fixed rendering of building ghosts particles below terrain designations. * Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it. * Trucks no longer exceed reservations of other trucks when delivering their cargo * Fixed unity stats that did not contain items that went over the unity cap. * Fixed some recipes that were unlocked too early or were not visible in research. * Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments. * When people leave due to lack of food, any homeless will now get properly accommodated in their place. * Fixed mining of corner designations that was sometimes not possible for large excavators.
新地圖:Insula mortis 改進體驗 * 新增了大量升級工具。當選擇要升級的區域時,可以使用彈出窗口選擇該區域中的哪些實體應被升級。 * 新增了清單式的教學,將引導新玩家通過早期遊戲(可以停用)。 * 重新設計和重新結構化教學,以更好地解釋遊戲機制,更簡單易讀,並更少囉嗦。 * 在開始或加載遊戲時添加了 mods 配置選項。這也允許您在加載遊戲之前添加/刪除 mods。請注意,不是所有的 mods 都可以安全地從保存中添加/刪除。 * 將新的磚塊生產鏈引入遊戲。磚塊可用作建築部件中混凝土的替代品。磚塊旨在使早期遊戲略微簡單。 性能優化 * 對運輸支柱的渲染進一步優化,並添加了 LODs,在大型工廠中節省了數百萬條繪製的三角形。 平衡調整 * 不再從世界地圖探險中獲得難民。 * 燈塔現在是無限的,但回報逐漸減少。 * 降低了早期研究的困難度。 * 從廢棄的通訊站中刪除了電子產品。 * 研究實驗室閒置時不再消耗凝聚力。 * 大幅減小連接器緩衝區大小(大小仍基於連接實體的運輸速度)。 * 增加用水需求,生產 8 單位的酸配方中的用水從 4 個增加到 6 個。 * 從 24 單位的淨化毒淤泥配方中的產水量從 20 個降低至 18 個。 行為調整 * 在將車輛分配給建築物時(例如礦塔),分配最近的車輛。 * 挖掘機在挖掘完成後不再返回礦塔,除非它們在礦區外。 * 不再根據與礦塔的鄰近性,而是根據車輛的鄰近性搜索傾倒地點。 * 加油車閒置時不會離開加油站,而加油站將持續為它們裝載更多燃料。 * 卡車和挖掘機現在更喜歡在分配給它們的礦塔的加油站加油。 * 改進了物流工作優先級制度。 * 傳輸連接器現在嘗試均勻地從所有連接的端口接受輸入(輸出已經是均勻的)。這意味著連接器與平衡器具有相同的行為,而沒有任何優先順序或比率強制設定。 * 傳輸建設工具現在自動在合理的位置放置連接器(例如,兩個輸出端口朝向相同的磚塊)。 * 維護雕像現在根據運營雕像的數量提供維護減少。單個雕像的維護減少從 5% 降低到 4%,但每個額外的雕像都會提供額外的減少,這是之前的一半。例如,3座雕像現在總共提供 4% + 2% + 1% = 7% 的維護減少! * 現在可以翻轉帶有機械軸的實體(例如渦輪發電機和發電機)。 * 現在可以隊列任何研究節點,並且所有必要的父節點將在自動排列在前面。 * 改進了船艦投降邏輯,使船艦在敵人的生命值遠低於自己時不會投降。 * 改進了樹木伐木機邏輯,使其忽略不可到達的樹木(如果可能的話)。 用戶介面 * 用複選框替換了切換按鈕。 * 改進了幾個對話框,以正確遵循 Esc 鍵。 * 總人口視圖從左上角的區塊移到了主頂部工具欄。 * 刪除了自定義饑餓通知並將其移至常規通知。 * 通知解除狀態現在是持續的(從存檔載入)。 * 在受影響的建築物上的倒塌警告圖示在其通知解除時消失。當受影響的建築物下的地形更多地被修改時,通知會再次出現。 * 儲存器上的自定義警告通知在內容偏離目標超過5%之前不會消失,以防止閃爍。 * 當有五個以上消息通知時,它們將自動折疊。 * 將「刪除整個運輸線路」操作添加到建造工具箱中,以提高可發現性。 * 傳輸通道高度現在在連接到其他通道時顯示正確的高度。 * 從底部工具欄中刪除頂部標題欄,並改用項目的工具提示。 * 在選擇實體時,如果有兩個實體可供選擇,則優先選擇車輛。這允許選擇夾在建築物內的卡車。 * 修復了未正確更新於 UI 中的空閒未分配車輛。 * 修正了在雨水收集器中水產量的不正確估計。 * 修正了配方表,如果擁有實體被鎖定,則未顯示某些配方。 * 修正了價格工具提示的熱鍵在使用複製工具啟動傳輸編輯器時無效的問題。 * 修正了結算概覽中缺少的工具提示,並新增了有關健康的教程的連結。 * 產品統計標題現在按照名稱排序。 * 讓按鍵綁定工具提示可翻譯。 * 現在可以在不取消建築物的當前選擇的情況下切換挖掘遮罩。 * 可以通過雙擊現有文件名加載/保存遊戲。 * 更新翻譯,感謝所有貢獻者! 重要錯誤修復 * 修復了黃金回收時,不正確地返回預期值的 1/3 的問題。 * 修復了當全局維護量超出容量時免費維護的問題。 * 修復了在某些情況下收取更多凝聚力的合同問題。 * 修復了在保存文件在此期間被刪除的情況下點擊“繼續”時遊戲崩潰的問題。 * 修復了顯示陡峭斜坡條紋更淺色的地形渲染問題。 * 修復了造船廠倒塌時未能正確銷毀產品而可能導致永久輻射的問題。 * 修復了在下雨天氣時載入遊戲時太陽亮度和陰影強度不正確的問題。 修正傳輸相關錯誤 * 現在當傳輸連接器被摧毀時會將產品返回造船廠(而不是摧毀它們)。 * 修正當另一種傳輸工具建造在地下管道的上方時,不再被摧毀。 * 修正將管道附加到支柱上有時會錯誤轉向的問題。 * 修正有時在翻轉、連接或升級時會發生意外傳輸崩潰的問題。 * 修正有時傳輸支柱會卡在藍圖狀態的的問題。 * Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports. * Fixed construction cubes visualization when transport under construction was connected to other transports. * Paused transports no longer accept products. * Transports in clearing mode are no longer moving products and are no longer accepting products. * Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building. * Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport. Other Bug fixes * Server racks can no longer be added into non-constructed data centers. * Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class. * Fixed wood disappearance when truck overload edict was active. * Fixed inability to select tree harvesters sometimes. * Fixed edict panel to correctly show effects of unity-positive edicts. * Fixed excess consumption of lab equipment on research finish or change. * Cargo depot modules now have an idle state. * Fixed that the beacon was not losing progress when paused. * Fixed buildings highlighting during route assignment. * Fixed rendering of building ghosts particles below terrain designations. * Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it. * Trucks no longer exceed reservations of other trucks when delivering their cargo * Fixed unity stats that did not contain items that went over the unity cap. * Fixed some recipes that were unlocked too early or were not visible in research. * Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments. * When people leave due to lack of food, any homeless will now get properly accommodated in their place. * Fixed mining of corner designations that was sometimes not possible for large excavators.
Land your crew on an abandoned island! Mine raw materials, grow food, build factories, craft products, research technologies and trade with others. Become an industrial giant! It won't be easy to keep your colony alive.
Build conveyor belts and pipes Use conveyor belts and pipes to route products efficiently and relieve stress on truck-based logistics. The transport system supports vertical stacking and auto-pathing for easy placement. Balancers and sorters also help organize your assembly lines by providing priority and sorting functionalities.
Expand your colony and support your people. To staff your factories, farms, and vehicles, you need people, and lots of them. Build housing and provide essential goods to your citizens such as food, water, electricity, healthcare and household items. The population will grow on its own based on its health and happiness, but you can also recruit and rescue populations on the world map to help your island.