This disease happens naturally and cannot be completely avoided. However the impact of it can be significantly reduced by having a hospital provided with medical supplies.
Esta enfermedad ocurre naturalmente y no se puede evitar.Esta enfermedad ocurre naturalmente y no se puede evitar por completo. Sin embargo, su impacto puede reducirse significativamente si se cuenta con un hospital provisto de suministros médicos.
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.
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.
o todos los que están contribuyendo!
Corrección de errores significativos
* Se corrigió el reciclaje de oro que devolvía incorrectamente solo 1/3 del valor esperado.
* Se solucionó el problema con el mantenimiento gratuito cuando la cantidad de mantenimiento global excedía la capacidad.
* Contratos fijos que en algunos casos cobraban más Unity de lo que deberían.
* Se corrigió el bloqueo del juego al hacer clic en "continuar" para un archivo guardado que se eliminó mientras tanto.
* Representación de terreno fijo que mostraba franjas más claras en pendientes pronunciadas.
* Se corrigió el colapso del astillero que no estaba destruyendo adecuadamente los productos, lo que podría causar problemas de radiación permanentes.
* Se corrigió el brillo incorrecto del sol y la intensidad de las sombras cuando se cargaba un juego durante un clima lluvioso.
Corrección de errores relacionados con el transporte
* Los conectores de transporte ahora devuelven los productos al astillero cuando se destruyen (en lugar de destruirlos).
* Se corrigieron las tuberías enterradas que ya no se destruyen cuando se construye otro transporte encima de ellas.
* Se corrigió la fijación de la tubería al pilar que a veces estaba mal orientada.
* Se corrigió el colapso del transporte espontáneo que a veces ocurría durante el giro, la conexión o la actualización.
* Se corrigieron los pilares de transporte que a veces se atascaban como un plano.
* El estado de construcción de un transporte (por ejemplo, actualización en curso o pausa de construcción) ahora se conserva correctamente cuando se une a otros transportes.
* Se corrigió la visualización de cubos de construcción cuando el transporte en construcción estaba conectado a otros transportes.
* Los transportes en pausa ya no aceptan productos.
* Los transportes en modo de compensación ya no mueven productos y ya no aceptan productos.
* Se corrigió la herramienta de destrucción que seleccionaba incorrectamente todo el transporte cuando el cursor estaba previamente en cualquier otro edificio que no fuera transporte.
* Se corrigió la herramienta de destrucción de transporte que no mostraba la vista previa de destrucción cuando se pasaba repetidamente sobre el mismo lugar en un transporte.
Otras correcciones de errores
* Los bastidores de servidores ya no se pueden agregar a centros de datos no construidos.
* Se corrigió la superposición de vehículos que a veces se mostraba para una clase de vehículo incorrecta.
* Se corrigió la desaparición de madera cuando el edicto de sobrecarga de camiones estaba activo.
* Se corrigió la incapacidad de seleccionar recolectores de árboles a veces.
* Se corrigió el panel de edictos para mostrar correctamente los efectos de los edictos positivos para la unidad.
* Se corrigió el exceso de consumo de los equipos de laboratorio al terminar o cambiar la investigación.
* Los módulos de depósito de carga ahora tienen un estado inactivo.
* Se corrigió que la baliza no perdía progreso cuando estaba en pausa.
* Resaltado de edificios fijos durante la asignación de ruta.
* Se corrigió la representación de partículas fantasmas de edificios debajo de las designaciones de terreno.
* La actualización de las máquinas ahora elimina correctamente los búferes de productos obsoletos. Esto significa que el alto horno II mejorado ya no aceptará mineral de hierro, ya que ni siquiera puede procesarlo.
* Los camiones ya no superan las reservas de otros camiones al momento de entregar su carga
* Se corrigieron las estadísticas de unidad que no contenían elementos que superaban el límite de unidad.
* Se corrigieron algunas recetas que se desbloquearon demasiado pronto o no estaban visibles en la investigación.
* Se corrigió que cortar y pegar un edificio con vehículos asignados no conservaba las asignaciones de vehículos.
* Cuando las personas se vayan por falta de alimentos, cualquier persona sin hogar ahora será acomodada adecuadamente en su lugar.
* Minería fija de designaciones de esquina que a veces no era posible para excavadoras grandes.
Corrección de errores significativos
* Se corrigió el reciclaje de oro que devolvía incorrectamente solo 1/3 del valor esperado.
* Se solucionó el problema con el mantenimiento gratuito cuando la cantidad de mantenimiento global excedía la capacidad.
* Contratos fijos que en algunos casos cobraban más Unity de lo que deberían.
* Se corrigió el bloqueo del juego al hacer clic en "continuar" para un archivo guardado que se eliminó mientras tanto.
* Representación de terreno fijo que mostraba franjas más claras en pendientes pronunciadas.
* Se corrigió el colapso del astillero que no estaba destruyendo adecuadamente los productos, lo que podría causar problemas de radiación permanentes.
* Se corrigió el brillo incorrecto del sol y la intensidad de las sombras cuando se cargaba un juego durante un clima lluvioso.
Corrección de errores relacionados con el transporte
* Los conectores de transporte ahora devuelven los productos al astillero cuando se destruyen (en lugar de destruirlos).
* Se corrigieron las tuberías enterradas que ya no se destruyen cuando se construye otro transporte encima de ellas.
* Se corrigió la fijación de la tubería al pilar que a veces estaba mal orientada.
* Se corrigió el colapso del transporte espontáneo que a veces ocurría durante el giro, la conexión o la actualización.
* Se corrigieron los pilares de transporte que a veces se atascaban como un plano.
* El estado de construcción de un transporte (por ejemplo, actualización en curso o pausa de construcción) ahora se conserva correctamente cuando se une a otros transportes.
* Se corrigió la visualización de cubos de construcción cuando el transporte en construcción estaba conectado a otros transportes.
* Los transportes en pausa ya no aceptan productos.
* Los transportes en modo de compensación ya no mueven productos y ya no aceptan productos.
* Se corrigió la herramienta de destrucción que seleccionaba incorrectamente todo el transporte cuando el cursor estaba previamente en cualquier otro edificio que no fuera transporte.
* Se corrigió la herramienta de destrucción de transporte que no mostraba la vista previa de destrucción cuando se pasaba repetidamente sobre el mismo lugar en un transporte.
Otras correcciones de errores
* Los bastidores de servidores ya no se pueden agregar a centros de datos no construidos.
* Se corrigió la superposición de vehículos que a veces se mostraba para una clase de vehículo incorrecta.
* Se corrigió la desaparición de madera cuando el edicto de sobrecarga de camiones estaba activo.
* Se corrigió la incapacidad de seleccionar recolectores de árboles a veces.
* Se corrigió el panel de edictos para mostrar correctamente los efectos de los edictos positivos para la unidad.
* Se corrigió el exceso de consumo de los equipos de laboratorio al terminar o cambiar la investigación.
* Los módulos de depósito de carga ahora tienen un estado inactivo.
* Se corrigió que la baliza no perdía progreso cuando estaba en pausa.
* Resaltado de edificios fijos durante la asignación de ruta.
* Se corrigió la representación de partículas fantasmas de edificios debajo de las designaciones de terreno.
* La actualización de las máquinas ahora elimina correctamente los búferes de productos obsoletos. Esto significa que el alto horno II mejorado ya no aceptará mineral de hierro, ya que ni siquiera puede procesarlo.
* Los camiones ya no superan las reservas de otros camiones al momento de entregar su carga
* Se corrigieron las estadísticas de unidad que no contenían elementos que superaban el límite de unidad.
* Se corrigieron algunas recetas que se desbloquearon demasiado pronto o no estaban visibles en la investigación.
* Se corrigió que cortar y pegar un edificio con vehículos asignados no conservaba las asignaciones de vehículos.
* Cuando las personas se vayan por falta de alimentos, cualquier persona sin hogar ahora será acomodada adecuadamente en su lugar.
* Minería fija de designaciones de esquina que a veces no era posible para excavadoras grandes.
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.
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.
o todos los que están contribuyendo!
Corrección de errores significativos
* Se corrigió el reciclaje de oro que devolvía incorrectamente solo 1/3 del valor esperado.
* Se solucionó el problema con el mantenimiento gratuito cuando la cantidad de mantenimiento global excedía la capacidad.
* Contratos fijos que en algunos casos cobraban más Unity de lo que deberían.
* Se corrigió el bloqueo del juego al hacer clic en "continuar" para un archivo guardado que se eliminó mientras tanto.
* Representación de terreno fijo que mostraba franjas más claras en pendientes pronunciadas.
* Se corrigió el colapso del astillero que no estaba destruyendo adecuadamente los productos, lo que podría causar problemas de radiación permanentes.
* Se corrigió el brillo incorrecto del sol y la intensidad de las sombras cuando se cargaba un juego durante un clima lluvioso.
Corrección de errores relacionados con el transporte
* Los conectores de transporte ahora devuelven los productos al astillero cuando se destruyen (en lugar de destruirlos).
* Se corrigieron las tuberías enterradas que ya no se destruyen cuando se construye otro transporte encima de ellas.
* Se corrigió la fijación de la tubería al pilar que a veces estaba mal orientada.
* Se corrigió el colapso del transporte espontáneo que a veces ocurría durante el giro, la conexión o la actualización.
* Se corrigieron los pilares de transporte que a veces se atascaban como un plano.
* El estado de construcción de un transporte (por ejemplo, actualización en curso o pausa de construcción) ahora se conserva correctamente cuando se une a otros transportes.
* Se corrigió la visualización de cubos de construcción cuando el transporte en construcción estaba conectado a otros transportes.
* Los transportes en pausa ya no aceptan productos.
* Los transportes en modo de compensación ya no mueven productos y ya no aceptan productos.
* Se corrigió la herramienta de destrucción que seleccionaba incorrectamente todo el transporte cuando el cursor estaba previamente en cualquier otro edificio que no fuera transporte.
* Se corrigió la herramienta de destrucción de transporte que no mostraba la vista previa de destrucción cuando se pasaba repetidamente sobre el mismo lugar en un transporte.
Otras correcciones de errores
* Los bastidores de servidores ya no se pueden agregar a centros de datos no construidos.
* Se corrigió la superposición de vehículos que a veces se mostraba para una clase de vehículo incorrecta.
* Se corrigió la desaparición de madera cuando el edicto de sobrecarga de camiones estaba activo.
* Se corrigió la incapacidad de seleccionar recolectores de árboles a veces.
* Se corrigió el panel de edictos para mostrar correctamente los efectos de los edictos positivos para la unidad.
* Se corrigió el exceso de consumo de los equipos de laboratorio al terminar o cambiar la investigación.
* Los módulos de depósito de carga ahora tienen un estado inactivo.
* Se corrigió que la baliza no perdía progreso cuando estaba en pausa.
* Resaltado de edificios fijos durante la asignación de ruta.
* Se corrigió la representación de partículas fantasmas de edificios debajo de las designaciones de terreno.
* La actualización de las máquinas ahora elimina correctamente los búferes de productos obsoletos. Esto significa que el alto horno II mejorado ya no aceptará mineral de hierro, ya que ni siquiera puede procesarlo.
* Los camiones ya no superan las reservas de otros camiones al momento de entregar su carga
* Se corrigieron las estadísticas de unidad que no contenían elementos que superaban el límite de unidad.
* Se corrigieron algunas recetas que se desbloquearon demasiado pronto o no estaban visibles en la investigación.
* Se corrigió que cortar y pegar un edificio con vehículos asignados no conservaba las asignaciones de vehículos.
* Cuando las personas se vayan por falta de alimentos, cualquier persona sin hogar ahora será acomodada adecuadamente en su lugar.
* Minería fija de designaciones de esquina que a veces no era posible para excavadoras grandes.
Corrección de errores significativos
* Se corrigió el reciclaje de oro que devolvía incorrectamente solo 1/3 del valor esperado.
* Se solucionó el problema con el mantenimiento gratuito cuando la cantidad de mantenimiento global excedía la capacidad.
* Contratos fijos que en algunos casos cobraban más Unity de lo que deberían.
* Se corrigió el bloqueo del juego al hacer clic en "continuar" para un archivo guardado que se eliminó mientras tanto.
* Representación de terreno fijo que mostraba franjas más claras en pendientes pronunciadas.
* Se corrigió el colapso del astillero que no estaba destruyendo adecuadamente los productos, lo que podría causar problemas de radiación permanentes.
* Se corrigió el brillo incorrecto del sol y la intensidad de las sombras cuando se cargaba un juego durante un clima lluvioso.
Corrección de errores relacionados con el transporte
* Los conectores de transporte ahora devuelven los productos al astillero cuando se destruyen (en lugar de destruirlos).
* Se corrigieron las tuberías enterradas que ya no se destruyen cuando se construye otro transporte encima de ellas.
* Se corrigió la fijación de la tubería al pilar que a veces estaba mal orientada.
* Se corrigió el colapso del transporte espontáneo que a veces ocurría durante el giro, la conexión o la actualización.
* Se corrigieron los pilares de transporte que a veces se atascaban como un plano.
* El estado de construcción de un transporte (por ejemplo, actualización en curso o pausa de construcción) ahora se conserva correctamente cuando se une a otros transportes.
* Se corrigió la visualización de cubos de construcción cuando el transporte en construcción estaba conectado a otros transportes.
* Los transportes en pausa ya no aceptan productos.
* Los transportes en modo de compensación ya no mueven productos y ya no aceptan productos.
* Se corrigió la herramienta de destrucción que seleccionaba incorrectamente todo el transporte cuando el cursor estaba previamente en cualquier otro edificio que no fuera transporte.
* Se corrigió la herramienta de destrucción de transporte que no mostraba la vista previa de destrucción cuando se pasaba repetidamente sobre el mismo lugar en un transporte.
Otras correcciones de errores
* Los bastidores de servidores ya no se pueden agregar a centros de datos no construidos.
* Se corrigió la superposición de vehículos que a veces se mostraba para una clase de vehículo incorrecta.
* Se corrigió la desaparición de madera cuando el edicto de sobrecarga de camiones estaba activo.
* Se corrigió la incapacidad de seleccionar recolectores de árboles a veces.
* Se corrigió el panel de edictos para mostrar correctamente los efectos de los edictos positivos para la unidad.
* Se corrigió el exceso de consumo de los equipos de laboratorio al terminar o cambiar la investigación.
* Los módulos de depósito de carga ahora tienen un estado inactivo.
* Se corrigió que la baliza no perdía progreso cuando estaba en pausa.
* Resaltado de edificios fijos durante la asignación de ruta.
* Se corrigió la representación de partículas fantasmas de edificios debajo de las designaciones de terreno.
* La actualización de las máquinas ahora elimina correctamente los búferes de productos obsoletos. Esto significa que el alto horno II mejorado ya no aceptará mineral de hierro, ya que ni siquiera puede procesarlo.
* Los camiones ya no superan las reservas de otros camiones al momento de entregar su carga
* Se corrigieron las estadísticas de unidad que no contenían elementos que superaban el límite de unidad.
* Se corrigieron algunas recetas que se desbloquearon demasiado pronto o no estaban visibles en la investigación.
* Se corrigió que cortar y pegar un edificio con vehículos asignados no conservaba las asignaciones de vehículos.
* Cuando las personas se vayan por falta de alimentos, cualquier persona sin hogar ahora será acomodada adecuadamente en su lugar.
* Minería fija de designaciones de esquina que a veces no era posible para excavadoras grandes.