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.

en	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.
zh-hant	新地圖：Insula mortis 改進體驗 * 新增了大量升級工具。當選擇要升級的區域時，可以使用彈出窗口選擇該區域中的哪些實體應被升級。 * 新增了清單式的教學，將引導新玩家通過早期遊戲（可以停用）。 * 重新設計和重新結構化教學，以更好地解釋遊戲機制，更簡單易讀，並更少囉嗦。 * 在開始或加載遊戲時添加了 mods 配置選項。這也允許您在加載遊戲之前添加/刪除 mods。請注意，不是所有的 mods 都可以安全地從保存中添加/刪除。 * 將新的磚塊生產鏈引入遊戲。磚塊可用作建築部件中混凝土的替代品。磚塊旨在使早期遊戲略微簡單。 性能優化 * 對運輸支柱的渲染進一步優化，並添加了 LODs，在大型工廠中節省了數百萬條繪製的三角形。 平衡調整 * 不再從世界地圖探險中獲得難民。 * 燈塔現在是無限的，但回報逐漸減少。 * 降低了早期研究的困難度。 * 從廢棄的通訊站中刪除了電子產品。 * 研究實驗室閒置時不再消耗凝聚力。 * 大幅減小連接器緩衝區大小（大小仍基於連接實體的運輸速度）。 * 增加用水需求，生產 8 單位的酸配方中的用水從 4 個增加到 6 個。 * 從 24 單位的淨化毒淤泥配方中的產水量從 20 個降低至 18 個。 行為調整 * 在將車輛分配給建築物時（例如礦塔），分配最近的車輛。 * 挖掘機在挖掘完成後不再返回礦塔，除非它們在礦區外。 * 不再根據與礦塔的鄰近性，而是根據車輛的鄰近性搜索傾倒地點。 * 加油車閒置時不會離開加油站，而加油站將持續為它們裝載更多燃料。 * 卡車和挖掘機現在更喜歡在分配給它們的礦塔的加油站加油。 * 改進了物流工作優先級制度。 * 傳輸連接器現在嘗試均勻地從所有連接的端口接受輸入（輸出已經是均勻的）。這意味著連接器與平衡器具有相同的行為，而沒有任何優先順序或比率強制設定。 * 傳輸建設工具現在自動在合理的位置放置連接器（例如，兩個輸出端口朝向相同的磚塊）。 * 維護雕像現在根據運營雕像的數量提供維護減少。單個雕像的維護減少從 5% 降低到 4%，但每個額外的雕像都會提供額外的減少，這是之前的一半。例如，3座雕像現在總共提供 4% + 2% + 1% = 7% 的維護減少！ * 現在可以翻轉帶有機械軸的實體（例如渦輪發電機和發電機）。 * 現在可以隊列任何研究節點，並且所有必要的父節點將在自動排列在前面。 * 改進了船艦投降邏輯，使船艦在敵人的生命值遠低於自己時不會投降。 * 改進了樹木伐木機邏輯，使其忽略不可到達的樹木（如果可能的話）。 用戶介面 * 用複選框替換了切換按鈕。 * 改進了幾個對話框，以正確遵循 Esc 鍵。 * 總人口視圖從左上角的區塊移到了主頂部工具欄。 * 刪除了自定義饑餓通知並將其移至常規通知。 * 通知解除狀態現在是持續的（從存檔載入）。 * 在受影響的建築物上的倒塌警告圖示在其通知解除時消失。當受影響的建築物下的地形更多地被修改時，通知會再次出現。 * 儲存器上的自定義警告通知在內容偏離目標超過5％之前不會消失，以防止閃爍。 * 當有五個以上消息通知時，它們將自動折疊。 * 將「刪除整個運輸線路」操作添加到建造工具箱中，以提高可發現性。 * 傳輸通道高度現在在連接到其他通道時顯示正確的高度。 * 從底部工具欄中刪除頂部標題欄，並改用項目的工具提示。 * 在選擇實體時，如果有兩個實體可供選擇，則優先選擇車輛。這允許選擇夾在建築物內的卡車。 * 修復了未正確更新於 UI 中的空閒未分配車輛。 * 修正了在雨水收集器中水產量的不正確估計。 * 修正了配方表，如果擁有實體被鎖定，則未顯示某些配方。 * 修正了價格工具提示的熱鍵在使用複製工具啟動傳輸編輯器時無效的問題。 * 修正了結算概覽中缺少的工具提示，並新增了有關健康的教程的連結。 * 產品統計標題現在按照名稱排序。 * 讓按鍵綁定工具提示可翻譯。 * 現在可以在不取消建築物的當前選擇的情況下切換挖掘遮罩。 * 可以通過雙擊現有文件名加載/保存遊戲。 * 更新翻譯，感謝所有貢獻者！ 重要錯誤修復 * 修復了黃金回收時，不正確地返回預期值的 1/3 的問題。 * 修復了當全局維護量超出容量時免費維護的問題。 * 修復了在某些情況下收取更多凝聚力的合同問題。 * 修復了在保存文件在此期間被刪除的情況下點擊“繼續”時遊戲崩潰的問題。 * 修復了顯示陡峭斜坡條紋更淺色的地形渲染問題。 * 修復了造船廠倒塌時未能正確銷毀產品而可能導致永久輻射的問題。 * 修復了在下雨天氣時載入遊戲時太陽亮度和陰影強度不正確的問題。 修正運輸相關錯誤 * 現在當運輸連接器被摧毀時會將產品返回造船廠（而不是摧毀它們）。 * 修正當另一種運輸工具建造在地下管道的上方時，不再被摧毀。 * 修正將管道附加到支柱上有時會錯誤轉向的問題。 * 修正有時在翻轉、連接或升級時會發生意外傳輸崩潰的問題。 * 修正有時運輸支柱會卡在藍圖狀態的的問題。 * 現在當加入其他運輸工具時，運輸工具的建造狀態（例如正在進行的升級或建造暫停）將得到妥善保留。 * 修正當正在建造的運輸工具與其他運輸工具連接時的建造立方體可視化。 * 暫停的運輸工具不再接受產品。 * 清除模式下的運輸工具不再移動產品，也不再接受產品。 * 修正了在游標先前位於任何其他非運輸工具建築物上時，摧毀工具不正確地選擇整個運輸裝置的問題。 * 修正了在運輸工具上重複懸停在同一位置時未顯示摧毀預覽的運輸摧毀工具的問題。 其他錯誤修正 * 服務器機架現在不能再加入未建造的數據中心。 * 修正有時會為不正確車輛類別顯示車輛疊加。 * 修正當卡車超載命令生效時木材消失的問題。 * 修正有時無法選擇樹木伐木機的問題。 * 修正法令面板以正確顯示統一正面法令的效果的問題。 * 修正在研究完成或更改時實驗室設備的過度消耗。 * 貨物庫儲模組現在有一個閒置狀態。 * 修正暫停時燈塔不會損失進度。 * 修正路徑分配期間建築物的高亮顯示。 * 修正地形指定下方建築物幽靈粒子的渲染。 * 現在升級機器將正確處理過時的產品緩衝區。這意味著升級後的高爐II 將不再接受鐵礦石，因為它甚至無法處理。 * 在運送貨物時，卡車不再拿取超過其他卡車的預留數量。 * 修正統計資訊未包含超過單位上限的物品。 * 修正早期解鎖或在研究中不可見的一些配方。 * 修正剪下和貼上具有車輛分配的建築物時未保留車輛分配的問題。 * 由於人們因缺乏食物而離開時，任何無家可歸者現在將在他們的位置上得到妥善安置。 * 修正有時大型挖掘機無法挖掘角落的問題。

en	New feature: Blueprints * Parts of the factory can now bee saved as blueprints which are persisted between games. * Blueprints can be exported and shared with other players by copy-pasting strings. Improvements * Transport construction now locks pillars for already confirmed segments, giving greater control over pillar placement. * Optimized game save encoding resulting in 5-10% smaller save size. Fixes * Second tier of the Cargo Depot now also satisfies a goal in place of the first tier. * Assignments between entities are now honored when copy-pasting designs. * Increased max area for tools. * Cut and copy tools now correctly copy locations of transport pillars. Balancing * Reduced the number of workers required in farms. * Added recipes to digest fruit and poppy
zh-hant	新功能：藍圖 * 部分工廠現在可以保存為藍圖，在遊戲之間保留。 * 可以通過複製粘貼字符串導出藍圖並與其他玩家共享。 改進 * 運輸建設現在鎖定已確認路段的支柱，從而更好地控制支柱放置。 * 優化的遊戲保存編碼導致保存大小減少 5-10%。 修復 * 貨站的第二層現在也可以代替第一層滿足一個目標。 * 實體之間的分配現在在復制粘貼設計時得到尊重。 * 增加工具的最大面積。 * 剪切和復制工具現在可以正確複製運輸柱的位置。 平衡 * 減少農場所需的工人數量。 * 添加了消化水果和罌粟的食譜

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
zh-hant	圖形改進 * 新增了陽光、動態霧氣，以及依天氣變化的動態天空。 * 幾乎所有材質都有了新的高質地形紋理。 * 新的模擬海洋，其波紋模式和顏色特性會根據當前的天氣條件調整（舊的海洋仍然作為低品質設定可以使用）。 * 新的樹模型：雲杉和冷杉。 * 將岩石添加到地形中。車輛無法通過岩石，但建築物可以在其上建造。挖掘機在挖礦指定區域時也可以移除岩石。 * 新的地形草皮覆蓋系統，混合多種類型的草和花。 * 重新配置所有地圖，以更好的資源放置和改善樹木分佈。 * 樹木在被收割後會留下樹樁。樹樁會隨著時間的推移而腐朽。 * 產品現在會在輸送帶、卡車和存儲周圍可視化地堆疊。 * 存儲單元現在會顯示其中存儲物品的圖標。 * 挖掘機T1和T2、卡車T1和T2的新模型。 * UI改進。 音樂 * 新增了8首新的音軌，總共新增了30分鐘的新音樂。 林業 * 新的林務管制塔和植樹機可以實現樹木的再種植和自動收割。 * 樹木是用農場上生長的樹苗來種植的。 * 樹木收割機現在可以將樹木明顯地切成更小的樹樁。 * 世界地圖上的鋸木廠已被移除。 車輛改進 * 混合採礦：挖掘機可以採集混合產品，每次都能鏟滿一個鏟子。 * 混合運輸：卡車可以被挖掘機裝載混合貨物，顯著提高了採礦效率。目前，混合貨物只能由挖掘機裝載。 * 車輛頁面的新欄位，允許選擇用不同等級的車輛替換它們。替換的車輛會保持它們的分配。 * 更高效的車輛調度，允許將工作分配給最近的可用車輛。 重要功能 * 管道現在可以垂直建造，當改變層級時佔用的空間較少。 * 新增了平整地形指定（採礦和倾倒指定的結合）。 * 堆疊輸送帶：允許將輸送帶上的鬆散貨物直接倒在地形上。 核能變更 & 新內容 * 全新的核反應爐I模型。 * 新增了一個MOX反應堆（等級II反應爐），可以再處理使用過的燃料，並將需要儲存的廢料降至最低。也比上一個等級提供額外33%的電力。 * 新增了一個快中子增殖反應堆（FBR）（等級III反應爐），允許再處理和燃燒所有的廢料，同時提供兩倍於MOX反應堆的電力，生成超高壓蒸汽（一種新型的蒸汽）。 * 新增了一個核燃料再處理設施，設計為與FBR和MOX反應堆一起工作。 * 新增了超過12種新產品：濃縮鈾(4%、20%)、再處理鈾、貧化鈾、鈽、MOX燃料棒、爐心燃料、保護層燃料、核分裂產物、用過的MOX、退役廢棄物……等等。 * 引入了一種新的超壓蒸汽渦輪機，用於與FBR一起使用。 * 由於所有廢料現在最終都可以處理，所以將核廢料儲存的容量從5k減少到1.6k。 * 在進行升級之前，需要關閉核反應堆。 * 燃料可以在不需要正向目標功率的情況下裝入反應堆。 石英 & 砂子的變更 * 新增了一種新的可採資源：石英，適用於所有地圖。 * 砂子不再由碎石製成，而是由碎石英製成。 * 硅製品現在需要砂而不是石英。 * 引入了人造砂，它是由碎石製成的，可以用來製造混凝土和濾材。 * 將世界地圖石英礦的凝聚力成本從0.5降低到0.4。 計算變更 * 新增了大型主機伺服器：它是資料中心的前身，使微晶片的啟動變得更容易。 * 微晶片生產的速度提高了25%，在計算上也便宜了25%。 * 將伺服器機櫃的成本從20增加到25個伺服器，但是其計算輸出翻倍。這意味著數據中心仍需要相同的維護，同時提供兩倍的計算量。 新的機器和建築物 * 新的船長辦公室I - 使藍圖更早地變得可用，並提供基本法令。 - 之前的辦公室現在是船長辦公室II，並提供了進階法令的進入。 * 熱能儲存：允許儲存熱量並在稍後以蒸汽的形式使用。 * 等級2柴油發電機：比等級1更高效，功率為等級1的6倍，並且允許過濾廢氣。 * 等級2電解槽，兩個等級也都有了新模型。 * 等級2攪拌機，兩個等級也都有了新模型。 * 等級2碎石機：尺寸是等級1的4倍，吞吐量是等級1的6倍。 * 垃圾焚化廠：能更高效地燃燒廢物，同時也提供了免費的蒸汽。還輸出廢氣以便於潛在的過濾。 * 壓塊機：允許以1:3的比例壓縮垃圾。 * 破碎機：允許逆向壓縮，也可以壓碎木頭。 新的配方和配方變更 * 使用超高壓蒸氣從水中更有效率地製造氫氣。 * 使用攪拌機可以將堆肥和碎石製成泥土。 * 木材可以轉換成木屑並在鍋爐中燃燒以產生蒸氣。 * 新的產品紙張可以由木材和石灰石製成，並用於實驗室用品，代替氮氣罐。已經移除氮氣罐作為產品（氮氣仍然存在）。 * 雞肉現在可以直接轉換成碎肉，而不需要經過肉類加工。 新的機制 * 電力冗餘：現在可以將實體設置為「冗餘用電戶」，只消耗由「冗餘發電設備」產生的電力。 * 輸送帶和儲存設施現在可以在三種可選模式下操作： 1) 輸送帶和儲存設施不消耗任何電力。 2) 輸送帶和儲存設施以最高優先級消耗電力，但無電力時仍然能運作。 3) 輸送帶和儲存設施消耗電力，沒有電力就不能工作。 * 現在垃圾堆填區會隨著時間而衰減並產生污染。它需要4年時間完全衰減，此時污染就會停止。 平衡與生產鏈變更 * 重大變更 - 所有食物類型現在能餵養多 20% 的人口。 - 管線和輸送帶的成本降低 30%。 - 疾病之間的最小間隔時間增加 30-100%（依疾病而定）。 - 黃金礦石產出的黃金減半，並增加了壓碎的成本。 * 電力通脹 - 所有機器消耗的電力增加 4 倍，所有發電機產生的電力增加 4 倍。 - 輸送帶只消耗多 2 倍的電力，變相減少了他們的消耗 50%。 - 定居點變壓器只消耗多 3 倍的電力，變相降低了 25%。 * 電力生產 - 蒸氣能量密度增加 50%（同等量的電力需要的蒸氣少了，但製造成本增加以彌補）。 - 渦輪機和機械動力發電機的機械動力通量增加 50%。 - 高壓和低壓渦輪機現在具有相同的通量，他們的佈局也已被更改。 * 磚塊 - 磚廠的產量翻倍，建設成本的建築零件減少 10 。 - 一塊磚塊現在的成本是 1.75 的泥土，而不是 2. - 廢墟中的起始磚塊數量從 800 降低到 600。 * 木材 - 木材在炭爐中現在產生的煤炭幾乎增加了一倍。 - 建築零件所需的木材從 4 減少到 3。 - 居家用品中的木頭成本翻倍，但鋼從 2 減少到 1，玻璃從 10 減少到 8。 * 煉油 - 修復了裂解裝置返回的柴油（6）少於應有的數量（8）的問題（根據輸入的能量密度）。 - 從甘蔗中產生的乙醇產量增加 50%，使其更具能源效益。 - 從油菜和甘蔗中產生的柴油產量增加 40%。 - 氫氣重整產量從 12 增加到 14（以彌補來自輸入蒸氣的額外 2 個氫）。製作燃氣的配方需要額外的 2 氫來補償這個差異。 - 燃氣轉柴油的配方現在返回水作為副產品，而不是二氧化碳。 - 在柴油生產中需要的食用油從 12 減少到 9。. - 從 2 硫磺產生的酸產量從 8 增加到 12。. * 化肥 - 化肥現在是用氨和氧製造，而不是氨、氮和水。 - 酸水汽提器的氨輸出從 4 減少到 3。 - 化肥 I 變得更便宜，因為化學廠在相同的配方中生產的量從 8 增加到 10。 - 化肥 II 的生產量通過接受額外的硫磺和石灰石從 10 增加到 12。 * 電子產品重平衡 - 通過將所需的電子產品 I 和多晶硅減半，降低了電子產品 II 的成本。 - 通過將所需的玻璃加倍，提高了印刷電路板的成本。 - 電子產品 II 和印刷電路板的生產通量增加 100%。 - 通過將所需的電子產品 II 減半，降低了建築零件 IV 的成本。 - 實驗室設備 III 現在需要 2 個電子產品 II ，而不是 8 個玻璃。 - 實驗室設備 IV 現在需要 2 個電子產品 III ，而不是 2 個電子產品 II 。 - 伺服器現在需要 5 個電子產品 III ，而不是 4 個。 * 海水淡化 - 降低 15% 的海水淡化成本（能源上）。 - 使用高壓蒸氣時，熱淡化廠的通量增加 85%，使用低壓蒸氣時增加 400%，使用無壓蒸氣時增加 300%。 * 電解 - 電解槽 I 的氫氣生產通量增加 100%（電力需求也增加）。 - 電解槽不能再加速。 - 在鍋爐中燃燒氫氣返回的無壓蒸氣量變為等於使用電解槽製造氫氣所需要的水的量。 * 維護 - 碎石機現在需要維護。 - 維護 II 所需的機械零件減少了 25% 。 - 維護 II 設施的通量增加了 100% 。 - 維護 II 設施的通量增加了 30% 。 - 裝配線（機械化） I 的維護成本從 5 降低到 4。 - 裝配線（機械化） II 的維護等級從維護 III 變成維護 II (7x)。 - 將幾台機器和等級 III 的車輛改為使用維護 II。 * 其他 - 碎石機現在消耗的電力增加 2.5 倍。 - 海洋抽水機的輸出從20降低到18單位的水。. - 高壓蒸汽冷卻效率從12降低到10單位的輸出水。 - 在普通燃燒器中燃燒廢料的時間變為以前的兩倍。 - 污泥消化和堆肥現在快30%。 - 定居點現在會因消耗的木材而回收生物質。 - 因新產品輻射較強，增加了對輻射的耐受力。 * 獎勵 - 世界地圖獎勵增加了10-20%。 - 達成目標後增加了更多獎勵。 - 從世界地圖的獎勵中移除了微晶片和伺服器。 研究改變 * 由於移除了石英的需求，因此電子產品 II 現在可以更早取得。這也使得建築零件 IV 和維護 II 更早取得。 * 太陽能板、發電 IV 、家電設備和氫重組器都在研究實驗室 IV 之前取得。 * 將冷卻塔 II 從核研究移至發電 IV 。 * 船艦武器 II 不再被電子產品 II 鎖定。 * 合併了重組與裂解，現在裂解可以較早出現。 * 初期研究解鎖速度加快。 * 研究鎖：一些研究節點現在需要創建一定數量的產品才能進行研究。 便利性和介面改進 * 增加了使用凝聚力快速移除存儲單位中物品的操作。 * 新增了新的儀表板，提供電力、運算、工人和維護的消耗與生產的細節。 * 藍圖現在在放置時自動降級鎖定的項目。 * 當藍圖被鎖定時，將在懸停時顯示鎖定實體的列表。 * 在實體檢查器中的通知現在顯示在側面的面板上，取代了彈出的UI。 * 在配方手冊中點擊機器圖示現在會開始建造它。 * 當不消耗資源時，實體檢查器中的電力、運算和工人顯示現在會變灰。 其他改變 * 運輸工具不再能在同一時間進行轉彎和開始/結束斜坡。這種斜坡被移除，因為放置後無法延伸。 * 回收工廠現在通過單一的輸送帶輸出分類產品，最後的分類必須使用分類器。這將在未來提供更多的可擴展性。 * 世界結構在修復後現在會先暫停。 * 如剪切或複製等高級工具現在需要初始研究後才能解鎖。這增加了可發現性，並使遊戲對新玩家更加友好。 * 存放存檔和藍圖的主文件夾已經移到appdata文件夾，以防止在非標準系統上出現無法訪問的問題。 * 鏈接的儲存設施會自動斷開相應的車輛進出口設定，以改進車輛任務排程和效能。 * 增加了難度設定，以提高合約的利潤。 * 增加了更慷慨的難度選項以降低維護成本。 * 增加了更多的自動保存間隔選項。 地形效能與物理 * 新的地形表現方法在連續陣列中存儲數據。 * 地形最大可達65k個瓷磚平方(260 平方公里)。 * 地形現在支援高達256種不同的材料（比原來的28種要多）。 * 地形現在能夠正確區分固體材料（懸崖）和已開採的材料（已開採的岩石），每種類型都有自己的物理參數。 * 改進的地形物理現在會考慮材料層厚度，允許薄層在更陡峭的角度黏附。 效能 * 各種內部改進使許多組件的模擬速度提高了10-30%。 - 從頭開始重寫機器模擬 - 當產品在港口和緩衝區間交換時，性能提高 * 新的地形渲染技術使FPS提高1-8倍（取決於地圖大小和視角），並且記憶體消耗減少了4倍。 * 例如採礦、材料塌陷或車輛破壞後的地形操作速度提高了2-4倍。 * 新的輸送帶和管道渲染系統導致速度提高了3倍。 * 海洋訪問區域檢查速度提高了10倍，在放置碼頭或船塢時不會讓遊戲卡頓。 * 產品渲染最佳化，使用批次的GPU實例化（每個實例渲染多個產品）。 * 新的LOD系統根據視距調整海洋質量。如果海洋不在視線中，則不會進行模擬。 * 新的地形細節渲染系統（草，花等），具有LOD支援，還可以根據相機距離調整密度，並且不渲染距離太遠的細節（以前，整個地圖上的所有細節都會被渲染）。 渲染基礎架構的改善 * 從延遲渲染管線切換到正向渲染管線。這樣可以使用多重取樣抗鋸齒，並對渲染的像素有更大的控制。 * 地形現在使用三平面渲染（在高品質設置上），消除了陡峭斜坡的紋理拉伸。 * 增加了渲染品質選項和預設值，以使遊戲能在更多種的硬體上順暢運行。 * 為遊戲、選單以及遊戲在背景執行時增設了三個獨立的FPS限制。 * 陰影距離現在根據相機縮放動態調整。 * 完全解鎖了遊戲攝像機，現在可以看到地平線。 * 當稍微縮放時，像草、花或農場上的作物這樣的小物件不再消失。 小型便利性改進 * 按著shift鍵時新增或移除資料中心的伺服器時，可以一次新增或移除8個。 * 配方手冊現在會顯示產品的輻射水平。 * 合約視圖現在會根據輸出對合約進行排序，使得相似的合約靠近彼此。 * 更改機器UI，以顯示「等待產品中」狀態，而不是鼠標懸停時一起顯示「沒有輸入」和缺少的產品列表。 * 當禁用運輸對齊時，添加了一個通知條。 * 為快捷方式添加了一個說明標記，可以防止在放置實體時應用複製的配置。 * 當修改礦塔區域時，地形網格現在可見。 修正 * 遊戲不再在載入畫面時凍結。 * 音樂現在不會在載入畫面時停止。 * 當海洋消失時，海洋泵和傾倒實體停止運作。 * 法令效果現在正確地與其他效果結合，例如難度選項。 * 修正了在載入時數據中心機架未出現的問題。 * 修正了當機器運行部分配方時（例如冷卻塔），全局產品統計數據仍然不斷增加的問題。 * 修正了尚未建造的儲存單元已經報告其容量的問題。 * 修正了藍圖將鎖定的配方添加到機器中的問題。 * 修正了發射火箭後回收其報廢價值的問題。 * 在快速建造和拆除中改進和修正了產品處理的許多問題。 - 儲存單元現在優先於船塢存儲產品。 - 船塢優先提供產品，而不是依賴儲存單元。 - 正在導出產品的貨物倉庫不再為快速建造提供產品。 * 平衡器和分揀器現在在實體菜單彈出窗口中顯示能源消耗。 * 即使是"自由視角"，相機也不能進入地下。 * 修正了地圖邊界的問題，並支持在邊界附近建造貨物倉庫。 * 修正了燃料站的輸入緩衝區被登記為物流而不是僅依賴管道輸入的問題。 * 修正了經常發送部分加載的燃料卡車的燃料站問題。 * 當在其下方開採時，樹木不再移動，而是倒下。 * 將每個元素的最大渲染字符數從15k增加到18k，以適應Update 1的變更日誌。 合約平衡和變更 * 移除的合約： - 玻璃 => 煤炭 - 柴油 => 石英 - 柴油 => 石灰岩 - 煤炭 => 石灰岩 - 煤炭 => 黃金礦石 - 車輛零件 II => 鈾 * 新增的合約： - 居家用品 => 煤炭 - 實驗室設備 III => 煤炭 - 橡膠 => 木材 - 家電設備 => 木材 - 實驗室設備 II => 銅 - 車輛零件 II => 石英 - 硫磺 => 污泥 - 消費電子產品 => 原油 - 實驗室設備 IV => 鈾 - 伺服器 => 黃金礦石