en	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
da	Grafiske forbedringer * Tilføjet sol, dynamisk tåge og dynamisk himmel, der ændrer sig baseret på vejret. * Nye terrænteksturer af høj kvalitet til næsten alle materialer. * Nyt simuleret hav, der tilpasser dets bølgemønster og farveegenskaber til de aktuelle vejrforhold (gammelt hav er stadig tilgængelig som en low-fidelity indstilling). * Nye træmodeller: gran og rødgran . * Tilføjet sten til terrænet. Klipperne er ufremkommelige for køretøjer, men bygninger kan bygges oven på dem. Gravemaskiner kan også fjerne sten, når de er på minedriftsbetegnelser. * Nyt terrængræsdækningssystem, der blander flere typer græs og blomster. * Opdateret alle kort med bedre ressourceplacering og forbedret træfordeling. * Træer efterlader stubbe, efter de er høstet. Stubbe forfalder over tid. * Produkter er nu synligt stablet på transportbånd, lastbiler og omkring lagre. * Lagerenheder viser nu ikoner for, hvad der er gemt i dem. * Nye modeller til gravemaskine T1 og T2, Lastbil T1 og T2. * UI forbedringer. Musik * Tilføjet 8 nye numre til i alt 30 minutters ny musik. Skovbrug * Nyt skovtårn og træplantnings køretøj kan udføre genplantning af træer og fuldautomatisk træfældning. * Træer plantes ved hjælp af unge træer, der vokser på gårde. * Træhøster skærer nu synligt træer i mindre træstammer. * Verdenskortets tømmerværk blev fjernet. Forbedringer af køretøjer * Blandet minedrift: Gravemaskiner kan mine blandede produkter og altid øse en fuld spand. * Blandet træk: Lastbiler kan læsses af gravemaskiner med blandet last, hvilket øger minedriftens effektivitet markant. Indtil videre kan blandet gods kun læsses af gravemaskiner. * Ny widget til køretøjer, der tillader et valg for deres udskiftning med et andet niveau. Udskiftede køretøjer beholder deres opgaver. * Ny bilplanlægning, der er mere effektiv og gør det muligt at tildele jobs til de nærmeste tilgængelige køretøjer. Vigtige funktioner * Rør kan nu konstrueres lodret og optager mindre plads ved niveauskift. * Tilføjet nivellerende terrænbetegnelse (kombination af minedrift og dumpningsbetegnelse). * Stabler: tillader dumpning af løst materiale fra transportbånd direkte på terrænet. Atomenergiændringer og nyt indhold * Helt ny model til atomreaktor I. * Tilføjet en ny MOX-reaktor (tier II-reaktor), der gør det muligt at oparbejde brugt brændsel og minimere affald, der skal opbevares. Giver også ekstra 33% strøm sammenlignet med det tidligere niveau. * Tilføjet en ny Fast Breeder Reactor (FBR) (tier III-reaktor), der gør det muligt at oparbejde og brænde alt affaldet, samtidig med at det giver to gange mere strøm end MOX-reaktoren ved at generere damp under overtryk (en ny type damp). * Tilføjet et nyt kerne omarbejdningsanlæg, der var designet til at fungere sammen med FBR- og MOX-reaktorer. * Tilføjet mere end 12 nye produkter: beriget uran (4%, 20%), omarbejdet uran, forarmet uran, Plutonium, MOX-stang, kernebrændstof, tæppebrændstof, fissionsprodukt, brugt MOX, pensioneret affald og mere. * Introduceret en ny Super tryk dampturbine, der skal bruges sammen med FBR. * Reduceret kapacitet for opbevaring af nukleart affald fra 5k til 1,6k, da alt affald nu kan behandles i sidste ende. * Atomreaktor skal nu slukkes, før en opgradering er mulig. * Brændstof bliver læsset ind i reaktoren uden at kræve positiv måleffekt. Kvarts- og sandskift * Tilføjet en ny udvindelig ressource: kvarts, tilgængelig på alle kort. * Sand fremstilles ikke længere ved at knuse sten, men ved at knuse kvarts i stedet. * Siliciumproduktion kræver nu sand i stedet for kvarts. * Introduceret fremstillet sand, der er produceret ved at knuse sten og kan bruges til at producere beton og filtermedier. * Reducerede enhedsomkostninger for verdenskort kvartsminer fra 0,5 til 0,4. Computerændringer * Tilføjet mainframe: forgænger til datacenter, hvilket gør bootstrapping af mikrochips lettere. * Gjorde mikrochipproduktion 25 % hurtigere og også 25 % billigere på computere. * Forøgede serverrack-omkostninger fra 20 til 25 servere, men fordoblede dets computeroutput. Det betyder, at et datacenter stadig kræver den samme vedligeholdelse, samtidig med at det giver to gange mere databehandling. Nye maskiner og bygninger * Nyt kaptajnkontor I - Gør tegninger tilgængelige meget hurtigere og giver grundlæggende edikter. - Det tidligere kontor er nu kaptajnkontor II og giver adgang til avancerede befalinger. * Termisk lagring: gør det muligt at lagre varme og bruge den senere i form af Damp. * Tier 2 dieselgenerator: mere effektiv og 6x mere kraftfuld end Tier 1 og gør det muligt at filtrere udstødning. * Tier 2 elektrolysator, begge niveauer fik også nye modeller. * Tier 2 mixer, begge niveauer fik også nye modeller. * Tier 2 knuser: 4x størrelsen og 6x gennemløbet sammenlignet med niveau 1. * Affaldsforbrændingsanlæg: gør det muligt at brænde affald mere effektivt, samtidig med at det giver gratis damp. Udsender også udstødning til potentiel filtrering. * Kompaktor: Giver mulighed for at komprimere affald i forholdet 1:3. * Makuleringsmaskine: Tillader omvendt komprimering og kan også makulere træ. Nye opskrifter & ændrede opskrifter * Brint kan skabes mere effektivt fra vand ved hjælp af supertryksdamp. * Jord kan laves af kompost og grus ved hjælp af en blander. * Træ kan omdannes til flis og brændes i kedlen for at producere damp. * Nyt produkt Papir, der kan fremstilles af træ og kalksten og bruges i laboratorieforsyninger i stedet for en nitrogentank. Fjernet nitrogentank som produkt (nitrogengas er tilbage). * Kylling kan omdannes direkte til beskæringer i stedet for at skulle gennem kød. Ny mekanik * Elektricitetsoverskud: Enheder kan nu indstilles som "overskudsforbrugere", der kun bruger strøm genereret af "overskudsgeneratorer". * Transportbånd og lager kan nu fungere i tre valgbare tilstande: 1) Bælter og opbevaringsrum bruger ingen strøm. 2) Bælter og opbevaringsrum bruger strøm med højeste prioritet, men fungerer stadig uden strøm. 3) Bælter og opbevaringsrum bruger strøm og fungerer ikke uden det. * Losseplads henfalder nu over tid og producerer forurening. Det tager 4 år at forfalde fuldstændigt, hvorefter forureningen stopper. Balancering og ændringer i produktionskæder * Større - Alle fødevaretyper fodrer nu +20 % flere mennesker. - Reducerede omkostninger til rør og transportbånd med 30%. - Minimumsintervaller mellem sygdomme blev øget med 30-100 % (baseret på sygdom). - Guldmalm giver halvdelen af guldet og kommer med øgede knusningsomkostninger. * El inflation - Alle maskiner forbruger 4x mere, og alle generatorer genererer 4x mere. - Transportører bruger kun 2x mere, hvilket reducerer deres forbrug med 50 %. - Bebyggelsestransformere bruger kun 3x mere, hvilket resulterer i et fald på 25%. * Elproduktion - Øget dampenergitæthed med 50% (mindre damp er nødvendig for den samme mængde strøm, men det koster mere at lave for at kompensere). - 50% øget mekanisk effektgennemstrømning på turbiner og mek. strømgeneratorer - Højtryks- og lavtryksturbiner har nu samme gennemløb, og deres layout er også blevet ændret. * Mursten - Teglværk har dobbelt gennemløb og koster 10 CP mindre. - En mursten koster nu 1,75 jord i stedet for 2. - Startmursten i ruiner reduceret fra 800 til 600. * Træ - Træ giver nu næsten dobbelt så meget kul i en kulbrænder. - Reduceret træ påkrævet i konstruktionsdele fra 4 til 3. - Fordoblet træinput i husholdningsartikler, men reduceret stål fra 2 til 1 og glas fra 10 til 8. * Raffinaderi - Rettede, at krakningsenheden returnerede mindre diesel (6) end den burde (8) (baseret på energitætheden af input). - Øget ethanoludbytte fra sukkerrør med +50 %, hvilket gør det mere energieffektivt. - Øget dieseludbytte fra raps og sukkerrør med 40 %. - Øget hydrogenreformeringsudbytte fra 12 til 14 (for at tage højde for ekstra 2 brint fra tilført damp). Opskriften på brændstofgas kræver ekstra 2 brint for at kompensere for det. - Brændstofgas til diesel opskrift returnerer nu vand som et biprodukt i stedet for Co2. - Mindsket behov for madolie til dieselproduktion fra 12 til 9. - Mere syreudbytte fra 2 svovl, fra 8 til 12. * Gødning - Gødning laves nu med ammoniak + ilt i stedet for ammoniak + nitrogen + vand. - Ammoniakproduktion fra survands rensningsanlæg reduceret fra 4 til 3. - Gødning I blev gjort billigere, da kemifabrikken producerer 10 i stedet for 8 i samme opskrift. - Gødning II-produktionen steg fra 10 til 12 ved at acceptere ekstra svovl og kalksten. * Elektronik genbalancering - Reducerede omkostninger til Elektronik II ved at kræve halvdelen af Elektronik I og Plastiksilikone. - Øgede omkostninger til Printkort ved at kræve 2x mere glas. - Elektronik II og Printkort-produktion steg med 100%. - Reducerede omkostninger til konstruktionsdele IV ved at kræve halvdelen af Elektronik II. - Laboratorieudstyr 3 koster nu 2 elektronik II i stedet for 8 glas. - Laboratorieudstyr 4 koster nu 2 elektronik III i stedet for 2 elektronik II. - Servere kræver nu 5 Elektronik III i stedet for 4. * Afsaltning - Reducerede afsaltningsomkostninger med 15 % (energimæssigt). - Gennemløbet af termisk afsaltningsanlæg steg med 85% ved brug af Højtryks-damp, med 400% ved brug af Lavtryks-damp og med 300% ved brug af udtømt damp. * Elektrolyse - Elektrolyser I-gennemstrømning til brintproduktion steg med 100 % (strømbehovet steg også) - Elektrolysator kan ikke længere boostes. - Mængden af udtømt damp, der returneres fra afbrænding af brint i en kedel, ændres til at være lig med den mængde vand, der skal til for at fremstille brinten ved hjælp af en elektrolysator. * Vedligeholdelse - Knusere koster nu vedligeholdelse. - Vedligeholdelse II kræver 25 % færre mekaniske dele. - Vedligeholdelse II-depotgennemløbet steg med 100%. - Vedligeholdelse III-depotgennemløbet steg med 50%. - Reducerede vedligeholdelsesomkostninger for robotanlæg I fra 5 til 4. - Ændrede robotanlæg II til at kræve vedligeholdelse II (7x) i stedet for niveau III. - Flyttede flere maskiner og tier III-køretøjer for at bruge vedligeholdelse II, som det nu kommer før. * Andet - Knusning er nu 2,5 gange mere strømkrævende. - Nedsat havpumpeydelse fra 20 til 18 vand. - Nedsat effektivitet af køling af Højtryks-damp fra 12 til 10 udgangsvand. - Affaldsafbrænding i en almindelig brænder ændret til at tage dobbelt så lang tid. - Slamnedbrydning og kompostering er nu 30 % hurtigere. - Bebyggelser returnerer nu biomasse til træ forbrugt fra husholdningsartikler - Øget strålingstolerance på grund af nye, mere radioaktive produkter. * Belønninger - Forøgede verdenskortbelønninger med 10-20%. - Tilføjet flere belønninger efter målopfyldelse. - Fjernede mikrochips og servere som belønninger fra verdenskortet. Ændringer i forskningen * Elektronik II er nu tilgængelig tidligere på grund af den fjernede Kvarts-indgang. Dette gjorde det også muligt at gøre Konstruktionsdele IV og Vedligeholdelse II tilgængelige tidligere. * Solpaneler, Strømproduktion IV, Husholdningsapparater og Brintreformer kommer alle før Forskningslaboratorium IV. * Flyttede køletårn II fra kerne forskning til kraftproduktion IV. * Skibsvåben II er ikke længere låst af Elektronik II * Flettet reformering og cracking, så cracking kommer tidligere. * Tidlig forskning er hurtigere at låse op. * Forskningslåse: Nogle forskningsnoder kræver nu en vis mængde produkter, der er produceret for at blive undersøgt. Livskvalitet og UI * Tilføjet en enhedshandling for hurtig fjernelse af lagerenheder, når de ryddes. * Tilføjet nye betjeningspaneler, der giver en opdeling af forbrug og produktion af elektricitet, computere, arbejdere og vedligeholdelse. * Tegninger nedgraderer nu automatisk deres låste genstande ved placering. * Når en tegning er låst, vises en liste over låste enheder, når du pejer. * Meddelelser i enhedsinspektører vises nu i et panel på siden, hvilket eliminerer springende brugergrænseflade. * Ved at klikke på et maskinikon i en opskriftsbog begynder det nu at bygge det. * Strøm-, computer- og arbejdervisninger i enhedsinspektører er nu graveret, når de ikke bruger ressourcen. Andre ændringer * Transporter kan ikke længere dreje og igangsætte en rampe op/ned på samme tid. Disse typer ramper blev fjernet, da de ikke kunne forlænges, når de først var placeret. * Genbrugsanlæg returnerer nu sorterede produkter via en enkelt transportør, slutsortering skal ske ved hjælp af sorteringsanlæg. Dette giver flere udvidelsesmuligheder i fremtiden. * Verdensstrukturer er nu sat på pause efter reparation. * Avancerede værktøjer såsom klip eller kopier er nu låst bag indledende forskning. Dette øger opdagelsen og gør spillet mindre skræmmende for nye spillere. * Hovedmappe med gemte filer og tegninger er blevet flyttet til appdata-mappen for at forhindre problemer med deres tilgængelighed på ikke-standardiserede systemer. * Kædede lagerenheder frakobler automatisk tilsvarende køretøjsimport/eksportindstillinger for at forbedre planlægning og ydeevne for køretøjsjob. * Tilføjet sværhedsgrad for at gøre det muligt at øge kontrakternes rentabilitet. * Tilføjet mere generøse sværhedsgrader for at reducere vedligeholdelsen. * Tilføjet flere muligheder for automatisk lagringsintervaller. Terrænpræstation og fysik * Ny terrænrepræsentation, der gemmer data i sammenhængende arrays. * Terræn kan være op til 65.000 fliser i kvadrat (260 km^2). * Terræn understøtter nu op til 256 forskellige materialer (op fra 28). * Terrænet skelner nu korrekt mellem faste materialer (klipper) og minegravede (mineret sten), hver type har sine egne fysikparametre. * Forbedret terrænfysik tager nu højde for materialelagstykkelse, hvilket tillader tynde lag at klæbe i stejlere vinkler. Ydeevne * Forskellige interne forbedringer øger simuleringshastigheden af mange komponenter med 10-30%. - Fuldstændig omskrevet simulering af maskiner - Øget ydeevne ved udveksling af produkter mellem porte og buffere * Ny terrængengivelsesteknologi, der forbedrer FPS med 1-8x (baseret på kortstørrelse og visning) og reducerer hukommelsesforbruget med 4x. * Terrænoperationer såsom minedrift, materialekollaps eller forstyrrelse efter køretøjer er 2-4 gange hurtigere. * Nyt transportbånd og rørrenderingssystem resulterer i 3x speedup. * Kontrol af havadgangsområde er 10 gange hurtigere, og halter ikke spillet, når du anbringer kajer eller et skibsværft. * Optimering af produktgengivelse for at bruge batched GPU-instansering (gengivelse af flere produkter pr. enkelt forekomst). * Nyt LOD-system, der justerer havkvaliteten baseret på udsigtsafstand. Hvis havet ikke er i visningen, er det ikke engang simuleret. * Nyt terrændetaljergengivelsessystem (græs, blomster osv.) med LOD-understøttelse, der også justerer tætheden baseret på kameraafstand og ikke gengiver detaljer, der er for langt fra kameraet (tidligere blev alle detaljer på hele kortet gengivet). Rendering af infrastrukturforbedringer * Skiftet til Forward rendering pipeline (fra Deferred). Dette tillod brugen af multi-sample anti-aliasing og større kontrol over gengivet pixels. * Terræn bruger nu tri-plan gengivelse (i højkvalitetsindstilling), hvilket fjerner tekstur, der strækker sig fra stejle skråninger. * Tilføjet muligheder for gengivelseskvalitet og forudindstillinger for at kunne få spillet til at køre problemfrit på en bredere vifte af hardware. * Tilføjet tre separate FPS-grænser for spillet, menuer og når spillet er i baggrunden. * Skyggeafstanden justeres nu dynamisk baseret på kameraets zoom. * Fuldt ulåst vildtkamera, som nu kan se op i horisonten. * Små genstande såsom græs, blomster eller afgrøder på gårde forsvinder ikke længere, når de zoomes lidt ud. Lille livskvalitet * At holde shift mens du tilføjer eller fjerner servere til datacenteret tilføjer eller fjerner 8 ad gangen. * Opskriftsbogen viser nu strålingsniveauer for produkter. * Kontraktvisningen sorterer nu kontrakter efter output, så lignende kontrakter er tæt på hinanden. * Ændrede maskinens brugergrænseflade til at vise "venter på produkter"-status i stedet for "mangler input" sammen med en liste over produkter, der mangler ved musebevægelse. * Tilføjet en notifikationsstrimmel, når transport snapping er deaktiveret. * Tilføjet en forklaring til genvejen, som gør det muligt at forhindre anvendelse af kopieret konfiguration ved placering af entiteter. * Terrængitteret er nu synligt, når du ændrer minetårne-områder. Rettelser * Spillet fryser ikke længere, når det er på indlæsningsskærmen. * Musik stopper nu ikke på indlæsningsskærmen. * Havde pumper og dumpingenheder til at holde op med at virke, når havet ikke længere er til stede. * Edicts-effekter er korrekt kombineret med andre effekter, såsom sværhedsgrader. * Rettet, at datacenterracks ikke dukkede op under indlæsning. * Rettede, at globale produktstatistikker blev ved med at stige, når maskiner kørte delvise opskrifter (f.eks. køletårne). * Rettet, at lagerenheder, der endnu ikke var bygget, allerede rapporterede deres kapacitet. * Rettet, at tegninger ville tilføje låste opskrifter til maskiner. * Rettet, at affyring af en raket returnerede dens skrotværdi tilbage. * Masser af forbedringer og rettelser i, hvordan produkter håndteres i hurtig opbygning og fjernelse. - Lagerenheder har nu prioritet frem for skibsværft til at opbevare produkter. - Værft har prioritet frem for lagerenheder til at levere produkter. - Fragtdepot, der eksporterer produkter, giver dem ikke længere en hurtig opbygning. * Balancere og sorterere viser nu strømforbruget i entitetsmenuen popup. * Kamera, selv "frit udseende", kan ikke gå under jorden. * Rettede problemer med kortgrænser og tilføjet støtte til fragtdepoter bygget nær grænsen. * Rettede, at tankstationen havde sin inputbuffer registreret i logistikken i stedet for udelukkende at være afhængig af pipelinet input. * Fast tankstation, der ofte sendte delvist lastede brændstofbiler. * Træer bevæger sig ikke længere, når de udvindes, men falder ned i stedet. * Øget maksimalt antal gengivede tegn pr. element fra 15k til 18k for at imødekomme Update 1 changelog. Kontraktbalancering og ændringer * Fjernede kontrakter: - Glas => Kul - Diesel => Kvarts - Diesel => Kalksten - Kul => Kalksten - Kul => Guldmalm - Køretøjsdele II => Uran * Kontrakter tilføjet: - Husholdningsgoder => Kul - Laboratorieudstyr III => Kul - Gummi => Træ - Husholdningsapparater => Træ - Laboratorieudstyr II => Kobber - Køretøjsdele II => Kvarts - Svovl => Slam - Forbrugerelektronik => Råolie - Laboratorieudstyr IV => Uran - Servere => Guldmalm

en	v0.6.0 (Update 2) Compatibility * Save files from Update 1 are fully compatible and all new features are available in legacy saves. * In order to enjoy updated maps and improved terrain generation, you need to start a new game. Map editor and terrain generation * Fully-featured map editor that allows editing maps as a set of manually-configured procedurally-generated features. * Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features. * New map representation that ensures maps are maximally forward-compatible and future-proof. * Increased maximum map size to 17M tiles, 4x larger than the largest map so far. * New maps may contain more than one starting location. * Improved map generation pipeline to allow parallelization of all generation stages, decreasing game load times. * New hydraulic erosion simulation that makes the terrain (especially mountains and cliffs) look more realistic. * Procedurally-generated features such as mountain ranges are now configurable as polygons, not only as lines. * All existing maps were recreated and improved, all containing new starting locations for fresh playthroughs. Community Hub * Created and launched a community hub for sharing blueprints, maps, and mods: https://hub.coigame.com/ * Hub offers better integration with the game (compared to other third-party services) such as validating blueprint strings, or showing contents of uploaded maps. Custom surfaces & decals * It is now possible to manually place surfaces such as concrete on the ground. * There are 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone * Exclusive gold floor is available in the Supporters Edition (thanks for everyone's generous support!). * All surfaces now have curbs at their boundary. * All surfaces can be painted with decals such as lines, stripes, arrows, numbers, and other decorative elements. There are over 70 different decals to choose from available in 8 colors. * Decals can also be copy-pasted or saved into blueprints * Vehicles driving on custom surfaces have reduced maintenance. Improved difficulties settings * Game difficulty setup in the new game flow is now split into two parts: difficulties and mechanics. * Difficulties adjust factors like production, yields, and resource availability. * Mechanics alter gameplay in more significant ways, e.g. whether vehicles should keep driving slowly without fuel or stop. * It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, or to make it even more challenging for veterans. * All game difficulty settings can be now changed during the game, however, any change will be recorded in a log and a cooldown period prevents changing the same settings too often. * There are now more than 30 individual game difficulty settings available. - New option to disable death by starvation, starving people will not work though. - New option to keep vehicles running slowly without fuel. - New option to keep ships running on unity when no fuel is available. - New option to keep machines working for some time without electricity or computing. - New option to keep machines working slowly when broken down due to low maintenance. - New option to stop conveyor belts from working when low on power. - New option to keep water pumps working when no water with reduced throughput. - New option to keep world mines working slowly when without Unity. - New option for full deconstruction refund. - Added research cost multiplier. - Added quick actions Unity cost multiplier. - Added solar power production multiplier. - Added contracts profitability multiplier. - Added loan conditions multiplier. - Removed power production multiplier. Additional new features * Hydrogen vehicles - New class of vehicles that run on hydrogen instead of diesel. - Hydrogen vehicles include: T2 and T3 trucks and excavators, T2 tree harvester, tree planter, and cargo ship. * More fuels for Cargo ships - Ships can use Diesel or Heavy oil interchangeably - New hydrogen ship * Conveyor lifts - Vertical transports allowing vertical movement of unit and loose products. - Lift up to a height difference of 6 tiles on 1x2 tiles of space which allows transporting materials over retaining walls. * Ores sorting - When enabled, trucks with mixed materials from a mine will have to dump their cargo to a dedicated ore sorting plant, instead of directly delivering individual materials. - Ores sorting can be changed in new or existing games via new game difficulty settings. * Loans - It is now possible to loan certain materials from friendly settlements. - Loans can help with averting crises or speeding-up progress. * Props removal tool for easy removal of tree stumps, rocks, and bushes. Improvements * Balancers can be suspended on pillars, similar to transports or connectors. Other transports or balancers can be built on top of them, allowing for truly multi-level conveyor networks. * Logistics now won’t schedule delivery jobs if the second leg of the trip is not accessible. This solves issues where trucks were being loaded with material and was then unable to deliver it to its destination. * Trucks no longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiple vehicles get reported via a notification. * Molten transports and balancers can now be elevated, but must still remain flat. * Initial transport placement no longer requires a valid pillar to start the transport construction. New UI * New user interface for the main menu, map editor, in-game settings and difficulty configuration. * Revamped save/load game screen to group saves by game sessions. This is also reflected on disk where games from one session are organized in directories. - This also prevents auto-saves from mixing between different sessions. * Mods that fail to load are now marked in the UI together with the copyable error message. * Improved sound effects for many UI actions Graphics improvements * Pipes are now colored based on their contents. This change is slow and gradual to avoid any sudden changes and to support pipes with mixed contents. * Trucks with tank attachments are colored similar to pipes and have a product icon on the side. * Fluid storages have a product icon on top. * Three new deciduous tree variants: birch, maple, and oak. * New terrain props: bushes. * Clouds now cast shadows on the ground. * Improved particle effects for various machines, especially those emitting fire or steam. * Interactions with terrain such as mining, dumping, or terrain collapse now generate dust particles. * Vehicles now emit smoke from exhausts. * Trees now sway in the wind slightly. * Terrain rendering now reacts to wetness from weather and ocean. Balancing * Vehicles and cargo ships now cause pollution when using fossil fuels. * Cost of Vehicle barriers was reduced from 10 to 1 concrete. * Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per tile. * Increased output and upgrade levels for world map’s rock mine Changes in the early game * Abandoned radio tower is now set to be recycled by default. * The main ship no longer requires initial repairs, just the dock. * Early assembler now requires power so power production is unlocked from the start, initial diesel supplies were increased to reflect that. Modding * Significant changes were made in the modding API, all mods will likely need to be updated and recompiled. * Mods are now selected at the start of the new game (instead of at the end), allowing them to affect the new game setup flow, e.g. providing maps for selection. * Improved how mod configs are being handled, now all mod configs must derive IModConfig interface. Fixes * Fixed disappearing large entities under some camera angles in rare cases. * Fixed a slight memory leak after quitting a game to the main menu. * Fixed settlement health/unity generation when more than one settlement was constructed.