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