Newmap: Insula mortis Improved experience * Added mass upgrade tool. When an areaisselected for upgrade, a popup window can be used to select what entities in that areashould 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 startingor loading a game. This also allowsyoutoadd/remove mods before a game isloaded. Note that notall mods can be safely added/removed froma save. * Introduced anewbricks production chain intothe game. Bricks can be used as an alternative for Concrete inConstruction parts. Bricksare designed to make early game a bit easier. Performance * Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles inlarge factories. Balance changes * World mapno longer gives refugeesfrom explorations. * Beacon is now infinite with diminishing returns. * Reduced early research difficulties. * Removed electronics from collapsed radio tower. * Researchlabsno longer consume Unity when idle. * Reduced connector buffer size significantly (sizeis 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 avehicletoabuilding (e.g. mine tower), assignthe closest one. * Excavators no longer returntothe mine tower when mining finishes, unless they areoutsideofthe mine area. * Dumpingdesignationsareno longer searched based on proximity tothe mine towerbuton proximity tothevehicle. * Refueling trucks now don’t leave fuel stations while the station keeps loading themwithmorefuel. * Trucksand excavators now prefer torefuelatthefuel station that isassignedto their mine tower. * Improved logistics jobs priority system. * Transport connector now attempts to accept inputs evenly fromall connected ports (outputs were already even). This means that a connector has an equivalent behavior toa balancer without any priorities or ratio enforcement settings on. * Transports construction tool now places a connector in places where it makes sense (e.g. twooutputports facing the same tile). * Statue of maintenance now provides maintenance reduction based onthenumberof operational statues. The maintenance reduction ofa single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which isa half ofthe 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 anyresearch node andall required parent nodes will be queued before it automatically. * Improved ship surrender logic so that yourship 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 fromthe big top left tiles tothe main top toolbar. * Removed custom starving notifications and moved themtothe regular notifications. * Notification dismissal status is now persistent (loads froma save). * Collapse warning icon onaffectedbuilding disappears when its notification is dismissed. Notification reappears when moreterrainundertheaffectedbuildingis modified. * Custom warning notifications on storages don't go away untilthe contents aremore than 5% off the target to prevent flickering. * Message notifications now auto-collapse when therearemore than 5 ofthem. * Add "delete entire transport" action intothe construction toolbox for better discoverability. * Transport height now showsthe correct height when connecting toothertransports. * Remove the top title bar fromthe bottom toolbar anduse tooltips for the items instead. * When selecting an entity, prefer avehicle if therearetwo entities to choose from. Thisallowsselectingtrucks clipped inside ofbuildings. * Fixed idle non-assignedvehicles that were not properly updated inthe UI. * Fixed an incorrect estimate ofwater yield inthe 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 notwork 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 onexisting file names. * Updated translations, thanks to everyone who is contributing! Significant bug fixes * Fixed recyclingof gold which was incorrectly returning only 1/3 ofthe expected value. * Fixed issue with free maintenance when global maintenance amount exceeded capacity. * Fixed contracts that were insome cases charging moreUnity than they should have. * Fixed game crash when clicking "continue" for asave file that was deleted inthe 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 returnproductstotheshipyard when destroyed (instead of destroying them). * Fixed buried pipes that areno longer destroyed when another transport is built on topofthem. * Fixed pipe attachment tothe 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 ablueprint. * Construction state ofa transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it withothertransports. * Fixed construction cubes visualization when transport under construction was connected toothertransports. * Paused transportsno longer accept products. * Transportsin clearing mode areno longer moving productsandareno longer accepting products. * Fixed destroy tool that was incorrectly selectingthe entire transport when the cursor was previously onanyother non-transport building. * Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered overthe same spot ona 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 ofunity-positive edicts. * Fixed excess consumptionoflabequipmentonresearch 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 ofbuilding ghosts particles belowterraindesignations. * 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. * Trucksno longer exceed reservations ofothertrucks when delivering their cargo * Fixed unity stats that did not contain items that went overtheunity cap. * Fixed some recipes that were unlockedtoo early or were not visible inresearch. * Fixed that cutting andpastingofabuildingwithvehiclesassigned did not preserve thevehicles assignments. * When people leave due to lack of food, any homeless will now get properly accommodated in their place. * Fixed miningofcornerdesignations that was sometimes not possible for large excavators.
New feature: Blueprints * Parts ofthefactory can now bee saved as blueprints which are persisted between games. * Blueprints can be exported and shared withother 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 oftheCargo Depot now also satisfies a goal inplaceofthe first tier. * Assignments between entities are now honored when copy-pasting designs. * Increased maxarea for tools. * Cut andcopy tools now correctly copylocationsof transport pillars. Balancing * Reduced thenumberofworkers required infarms. * Added recipes to digest fruit and poppy
Graphics improvements * Added sun, dynamic fog, and dynamic sky that change based on weather. * Newhigh-quality terrain textures for nearly all materials. * New simulated ocean that adapts its wave pattern and color properties tothecurrent weather conditions (old ocean is still available as alow-fidelity setting). * Newtree models: spruce and fir. * Added rocks totheterrain. Rocks are impassable for vehiclesbutbuildings can be built on topofthem. Excavators can also remove rocks when onminingdesignations. * Newterrain grass coverage system, mixing multiple types of grass and flowers. * Refreshed all maps with better resource placementand improved tree distribution. * Trees leave stumps after they are harvested. Stumps decay over time. * Productsare now visibly stacked on conveyors, trucks, and around storages. * Storage units now show icons of what isstoredinthem. * New models for Excavator T1 and T2, Truck T1 and T2. * UI improvements. Music * Added 8 new tracks totalling 30 minutes ofnew music. Forestry * NewForestrytowerandtree planter vehicle can perform tree replanting and fully automated harvesting. * Trees are planted usingsaplings that grow onfarms. * 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 onlyloaded by excavators. * New widget for vehicles that allowsa choice for their replacement withadifferent tier. Replaced vehicles keep their assignments. * Newvehicle scheduling that ismore performant andallows assigning jobs tothe closest availablevehicles. Major features * Pipes can now be constructed vertically, taking up less space when changing levels. * Added levelingterraindesignation (combination ofmininganddumpingdesignation). * Stacker: allowsdumpingof loose materialfrom conveyors directly ontheterrain. Nuclear energy changes & newcontent * Brand new model for Nuclear reactor I. * Added anew MOX reactor (tier II reactor), allowing to reprocess spent fueland minimizing waste that needs to bestored. Also providesextra 33% of power compared tothe previous tier. * Added anew Fast Breeder Reactor (FBR) (tier III reactor), allowing to reprocess and burn allthe waste while providing twice more power than the MOX reactor by generating super-pressured steam (anew type of steam). * Added anew Nuclear reprocessing facility that was designed towork together with FBR and MOX reactors. * Added more than 12 newproducts: Enriched uranium (4%, 20%), Reprocessed uranium, Depleted uranium, Plutonium, MOX rod, Core fuel, Blanket fuel, Fission product, Spent MOX, Retired waste, andmore. * Introduced anew Super pressure steam turbine to be used with FBR. * Reduced capacityof 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 loadedintothe reactor without requiring positive target power. Quartz & sand changes * Added anew mineable resource: quartz, availableonall maps. * Sandisno longer made by crushing rock but by crushing quartz instead. * Silicon production now requiressand instead of quartz. * Introduced manufactured sand that is produced by crushing Rock and can be used toproduce 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% fasterand also 25% cheaper oncomputing. * Increased server rack cost from 20 to 25 servers but doubled itscomputingoutput. This means that a datacenter still requiresthe same maintenance while providing twice morecomputing. New machines & buildings * NewCaptain’s office I - Makes blueprints available much sooner andprovides basic edicts. - The previous office is nowCaptain Office II andprovidesaccesstoadvancededicts. * Thermal storage: enables storing heat anduse it later inthe form of Steam. * Tier 2 diesel generator: more efficient and 6x more powerful than tier 1 andallowsto filter exhaust. * Tier 2 electrolyzer, both tiers also got new models. * Tier 2 mixer, both tiers also got new models. * Tier 2 crusher: 4x thesizeand 6x the throughput compared to tier 1. * Waste incineration plant: allowsto 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 fromwaterusing super-pressure steam. * Dirt can be made out of compost and gravel usinga mixer. * Wood can be converted into woodchips and burned intheboilertoproduce steam. * Newproduct paper that can be made from wood and limestone and used inlab supplies instead ofanitrogen tank. Removed nitrogen tank as aproduct (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 withthe highest prioritybut still function without power. 3) Belts and storages consume power and won’t work without it. * Landfill now decays over timeandproduces 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% morepeople. - 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 moreandall generators generate 4x more. - Conveyors only consume 2x more, reducing their consumption by 50%. - Settlement transformers only consume 3x more, resulting ina 25% decrease. * Electricity production - Increased steam energy density by 50% (less steam is needed for the same amount of power, but it costs moreto make to compensate). - 50% increased mechanical power throughput on turbines and mech. power generators - High-pressure andlow-pressure turbines now havethe same throughput and their layouts have been changed as well. * Bricks - Brickworkshas double throughput and costs 10 CP less. - One brick now costs 1.75 dirt instead of 2. - Startingbricksin ruins reduced from 800 to 600. * Wood - Wood now yields almost twice as much coal ina charcoal burner. - Reduced wood required inconstruction partsfrom 4 to 3. - Doubled wood inputin 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 onthe energy density oftheinput). - 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 frominput 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 - Fertilizeris 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 inthe 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 ofConstruction Parts IV by requiring half of Electronics II. - Labequipment 3 now costs 2 electronics II instead of 8 glass. - Labequipment 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 inaboiler changed to be equaltothe volume ofwater 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 vehiclestouse maintenance II as it now comes * Other - Crushing is now 2.5x more power-hungry. - Decreased ocean pump outputfrom 20 to 18 water. - Decreased effectiveness of cooling of HP steam from 12 to 10 outputwater. - Waste burning ina 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 tonew, more radioactive products. * Rewards - Increased world map rewards by 10-20%. - Added more rewards after goals completion. - Removed microchips and servers as rewards fromthe world map. Changes inresearch * Electronics II is now available earlier due tothe 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 ResearchLab IV. * Moved cooling tower II from nuclear researchto power production IV. * Ship weapons II areno longer locked by Electronics II * Merged reforming and cracking so cracking comes earlier. * Early researchisfasterto unlock. * Research locks: Someresearch nodes now require a certain amount ofproducts 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 oftheconsumptionand production of electricity, computing, workers, and maintenance. * Blueprints now automatically downgrade their locked items onplacement. * When ablueprintis locked, a list of locked entities is shown on hover. * Notifications in entity inspectors are now shown ina panel onthe side, eliminating jumping UI. * Clicking onamachine icon ina recipe book now starts building it. * Power, computing, andworkers displays in entity inspectors are now grayed out when theisnot consuming the resource. Other changes * Transports can no longer turn and initiate a ramp up/down atthe same time. These types oframps were removed as they were not extendable once placed. * Recycling plant now returns sorted products via a single conveyor, final sorting hasto be done using sorters. Thisprovidesmore extensibility inthe future. * World structuresare now paused after repair. * Advanced tools such as cut orcopyare now locked behind initialresearch. This increases discoverability and makes the game less intimidating for new players. * Main folder with save files and blueprints has been moved tothe appdata folder to prevent issues with their accessibilityon 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 * Newterrain 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 thicknessinto 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 portsand buffers * Newterrain rendering tech improving FPS by 1-8x (based onmapsizeand view) and reducing memory consumption by 4x. * Terrain operations such asmining, material collapse, or disruption after vehiclesare 2-4x faster. * New conveyor and pipe rendering system resulting in 3x speedup. * Ocean accessarea checking is 10x faster, not lagging the game when placing docks orashipyard. * Optimizing products rendering touse batched GPU instancing (rendering multipleproducts per single instance). * New LOD system that adjusts ocean quality based on view distance. If the oceanisnotinthe view, it isnot even simulated. * Newterrain details rendering system (grass, flowers, etc.) with LOD support that also adjusts density based on camera distance and does not render details that aretoo far fromthe camera (previously, all details onthe entire map were rendered). Rendering infrastructure improvements * Switched to Forward rendering pipeline (from Deferred). This allowed theuseof multi-sample anti-aliasing and greater control over rendered pixels. * Terrain now uses tri-planar rendering (onahigh-quality setting), removing texture stretching from steep slopes. * Added rendering quality options and presets to be able togetthe game to run smoothly ona wider range of hardware. * Added three separateFPS limits for the game, menus, and when the game isinthe background. * Shadow distance is now dynamically adjusted based onthe camera zoom. * Fully unlocked game camera, which can now look up atthe horizon. * Small objects such as grass, flowers, orcropsonfarmsno longer disappear when zoomed out slightly. Small Quality-of-life * Holding shift while adding or removing servers tothe datacenter adds or removes 8 ata time. * Recipe book now showsradiation levels for products. * Contracts view now sorts contracts by output so that similar contractsare near each other. * Changed machine UI todisplay "waiting for products" status instead of "missinginput" together witha list ofproductsmissingon 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 onthe loading screen. * Music now does not stop onthe loading screen. * Made ocean pumps anddumping entities stop working when the oceanisno longer present. * Edicts effects are correctly combined withother effects, such asdifficulty 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 productsare handled in quick buildandremoval. - Storage units now havepriorityoverShipyardto store products. - Shipyardhaspriorityoverstorage unitsto provide products. - Cargo depot that is exporting productsno longer providesthem for a quick build. * Balancers and sorters now show power consumptioninthe entities menu popup. * Camera, even "free look", cannot go underground. * Fixed issues withmap borders and added support for cargo depots built near the border. * Fixed that thefuel station had itsinput buffer registered into logistics instead of solely relying on piped input. * Fixed fuel station that was often sending partially loadedfueltrucks. * Trees areno longer moving when mined underbut fall down instead. * Increased maximum numberof 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 - Labequipment III => Coal - Rubber => Wood - Household appliances => Wood - Labequipment II => Copper - Vehicle parts II => Quartz - Sulfur => Sludge - Consumer electronics => Crude oil - Labequipment IV => Uranium - Servers => Gold ore
v0.6.0 (Update 2) Compatibility * Save files from Update 1 are fully compatibleandallnew features areavailablein legacy saves. * In order to enjoy updated maps and improved terrain generation, youneedtostartanew game. Map editor andterrain generation * Fully-featured map editor that allows editing maps as asetof 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. * Newmap representation that ensures maps are maximally forward-compatibleand future-proof. * Increased maximum mapsizeto 17M tiles, 4x larger than the largest map so far. * New maps may contain more than one startinglocation. * Improved map generation pipeline to allow parallelization ofall generation stages, decreasing game load times. * New hydraulic erosion simulation that makes theterrain (especially mountainsand cliffs) look more realistic. * Procedurally-generated features such as mountain ranges are now configurable as polygons, notonly as lines. * Allexisting maps were recreated and improved, all containing newstartinglocations 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 withthe game (compared toother 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 ontheground. * Thereare 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone * Exclusive gold floor isavailableinthe 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, andother decorative elements. Thereareover 70 different decals to choose fromavailablein 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 inthenew game flow is now split intotwo parts: difficulties and mechanics. * Difficulties adjust factors like production, yields, and resource availability. * Mechanics alter gameplay inmore significant ways, e.g. whether vehicles should keep driving slowly without fuelor stop. * It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, orto make it even more challenging for veterans. * All game difficulty settings can be now changed during the game, however, any change will be recorded ina log anda cooldown period prevents changing the same settings too often. * Thereare now more than 30 individual game difficulty settings available. - Newoptiontodisable death by starvation, starving people will notwork though. - Newoptionto keep vehicles running slowly without fuel. - Newoptionto keep ships running onunity when nofuelisavailable. - Newoptionto keep machines working for some time without electricity orcomputing. - Newoptionto keep machines working slowly when broken down due tolow maintenance. - Newoptionto stop conveyor belts from working when lowon power. - Newoptionto keep water pumps working when nowaterwith reduced throughput. - Newoptionto keep world mines working slowly when without Unity. - Newoption 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 ofvehicles that run on hydrogen instead of diesel. - Hydrogen vehicles include: T2 and T3 trucksand excavators, T2 tree harvester, tree planter, andcargoship. * Morefuels 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 toa height difference of 6 tiles on 1x2 tiles ofspace which allows transporting materials over retaining walls. * Ores sorting - When enabled, truckswith mixed materials froma mine will haveto dump their cargotoadedicated ore sorting plant, instead of directly delivering individual materials. - Ores sorting can be changed inneworexisting 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 removaloftree stumps, rocks, and bushes. Improvements * Balancers can be suspended on pillars, similar totransportsor connectors. Othertransportsor balancers can be built on topofthem, allowing for truly multi-level conveyor networks. * Logistics now won’t schedule delivery jobs if the second leg ofthe trip isnot accessible. This solves issues where trucks were being loadedwithmaterialand was then unable to deliver it toits destination. * Trucksno longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiplevehiclesget reported via a notification. * Molten transportsand balancers can now be elevated, but must still remain flat. * Initial transport placementno longer requiresa valid pillar tostartthe transport construction. New UI * New user interface for the main menu, map editor, in-game settings anddifficulty configuration. * Revamped save/load game screen to group saves by game sessions. Thisis 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 inthe UI together withthe 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 andto support pipes with mixed contents. * Truckswith tank attachments are colored similar to pipes andhaveaproduct icon onthe side. * Fluid storages haveaproduct icon on top. * Three new deciduous tree variants: birch, maple, and oak. * Newterrain props: bushes. * Clouds now cast shadows ontheground. * Improved particle effects for various machines, especially those emitting fire or steam. * Interactions withterrainsuch asmining, dumping, orterrain collapse now generate dust particles. * Vehicles now emit smoke from exhausts. * Trees now sway inthe wind slightly. * Terrain rendering now reacts to wetness from weather and ocean. Balancing * Vehiclesandcargo ships now cause pollution when using fossil fuels. * Cost ofVehicle 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 outputand upgrade levels for world map’s rock mine Changes inthe early game * Abandoned radio toweris now setto be recycled by default. * The main shipno longer requiresinitialrepairs, just the dock. * Early assembler now requires power so power production isunlockedfromthestart, initial diesel supplies were increased to reflect that. Modding * Significant changes were made inthe modding API, all mods will likely needto be updated and recompiled. * Mods are now selectedatthestartofthenew game (instead ofatthe end), allowing themto affect thenew 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 undersome camera angles in rare cases. * Fixed a slight memory leak after quitting a game tothe main menu. * Fixed settlement health/unity generation when more than one settlement was constructed.