Overview
Project website | www.captain-of-industry.com |
---|---|
Instructions for translators | Hello and welcome! |
Project maintainers | CaptainMarek captainFilip |
Translation process |
|
Translation license | Creative Commons Zero v1.0 Universal |
Source code repository |
local:
|
Repository branch | main |
Weblate repository |
https://translate.captain-of-industry.com/git/captain-of-industry/patch-notes/
|
Filemask | *.po |
Monolingual base language file | en.po |
Translation file |
Download
es.po
|
Last change | Nov. 29, 2024, 2:12 a.m. |
Last author | nicolas rocha |
String statistics
Strings percent | Hosted strings | Words percent | Hosted words | Characters percent | Hosted characters | |
---|---|---|---|---|---|---|
Total | 4 | 5,744 | 35,053 | |||
Translated | 100% | 4 | 100% | 5,744 | 100% | 35,053 |
Needs editing | 0% | 0 | 0% | 0 | 0% | 0 |
Failing checks | 25% | 1 | 51% | 2,946 | 50% | 17,799 |
Strings with suggestions | 0% | 0 | 0% | 0 | 0% | 0 |
Not translated strings | 0% | 0 | 0% | 0 | 0% | 0 |
Quick numbers
5,744
Hosted words
4
Hosted strings
100%
Translated
1
Contributors
and previous 30 days
Trends of last 30 days
+100%
Hosted words
—
+100%
Hosted strings
—
+100%
Translated
—
+100%
Contributors
—
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.
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.
v0.6.0 (Actualización 2)
Compatibilidad
* Partidas guardadas de la actualización 1 son completamente compatibles y todas las nuevas características están disponibles en guardados antiguos.
* Para disfrutar de los mapas actualizados y la mejora de generación de terreno, necesitas comenzar una nueva partida.
Editor de mapa y generación de terreno
* 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 withcopiarout 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.
Nuevas características
* Vehículos de Hidrógeno
- 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.
Mejoras
* 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.
Nueva Interfaz
* 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
Mejoras gráficas
* 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.
Balance
* 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
Cambios al juego temprano
* 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.
Correcciones
* 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.
Compatibilidad
* Partidas guardadas de la actualización 1 son completamente compatibles y todas las nuevas características están disponibles en guardados antiguos.
* Para disfrutar de los mapas actualizados y la mejora de generación de terreno, necesitas comenzar una nueva partida.
Editor de mapa y generación de terreno
* 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 withcopiarout 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.
Nuevas características
* Vehículos de Hidrógeno
- 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.
Mejoras
* 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.
Nueva Interfaz
* 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
Mejoras gráficas
* 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.
Balance
* 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
Cambios al juego temprano
* 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.
Correcciones
* 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.
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.
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.
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
* 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
Mejoras gráficas:
Se añadió sol, niebla dinámica y cielo dinámico que cambian según el clima.
Nuevas texturas de terreno de alta calidad para casi todos los materiales.
Nuevo océano simulado que adapta su patrón de olas y propiedades de color a las condiciones climáticas actuales (el antiguo océano todavía está disponible como una opción de baja fidelidad).
Nuevos modelos de árboles: abeto y abeto blanco.
Se añadieron rocas al terreno. Las rocas son intransitables para los vehículos, pero se pueden construir edificios encima de ellas. Las excavadoras también pueden eliminar rocas cuando están en designaciones mineras.
Nuevo sistema de cobertura de hierba en el terreno, mezclando varios tipos de hierba y flores.
Se actualizaron todos los mapas con una mejor ubicación de recursos y una distribución de árboles mejorada.
Los árboles dejan tocones después de ser talados. Los tocones se descomponen con el tiempo.
Los productos ahora se apilan visiblemente en transportadores, camiones y alrededor de los almacenes.
Las unidades de almacenamiento ahora muestran iconos de lo que hay almacenado en ellas.
Nuevos modelos para Excavadora T1 y T2, Camión T1 y T2.
Mejoras en la interfaz de usuario (UI).
Música:
Se añadieron 8 nuevas pistas con un total de 30 minutos de música nueva.
Silvicultura:
Nueva torre forestal y vehículo plantador de árboles que pueden replantar árboles y realizar la tala totalmente automatizada.
Los árboles se plantan utilizando plántulas que crecen en granjas.
El recolector de árboles ahora corta visiblemente los árboles en trozos más pequeños.
Se eliminó el aserradero del mapa mundial.
Mejoras en vehículos:
Minería mixta: las excavadoras pueden extraer productos mixtos, recogiendo siempre una carga completa.
Transporte mixto: los camiones pueden ser cargados por excavadoras con carga mixta, lo que aumenta significativamente la eficiencia minera. Por ahora, solo las excavadoras pueden cargar carga mixta.
Nuevo widget para vehículos que permite elegir su reemplazo por un nivel diferente. Los vehículos reemplazados mantienen sus asignaciones.
Nueva programación de vehículos que es más eficiente y permite asignar trabajos a los vehículos más cercanos disponibles.
Características principales:
Ahora se pueden construir tuberías verticalmente, ocupando menos espacio al cambiar de nivel.
Se añadió la designación de nivelación del terreno (combinación de designación de minería y de descarga).
Apilador: permite la descarga de materiales sueltos desde transportadores directamente sobre el terreno.
Cambios y nuevo contenido de energía nuclear:
Nuevo modelo de reactor nuclear I.
Se añadió un nuevo reactor MOX (reactor de nivel II), que permite reprocesar el combustible gastado y minimizar los residuos que deben almacenarse. También proporciona un 33% adicional de energía en comparación con el nivel anterior.
Se añadió un nuevo reactor Fast Breeder (FBR) (reactor de nivel III), que permite reprocesar y quemar todos los residuos mientras proporciona el doble de energía que el reactor MOX generando vapor de alta presión (un nuevo tipo de vapor).
Se añadió una nueva instalación de reprocesamiento nuclear diseñada para funcionar junto con los reactores FBR y MOX.
Se añadieron más de 12 nuevos productos: uranio enriquecido (4%, 20%), uranio reprocesado, uranio empobrecido, plutonio, barra MOX, combustible del núcleo, combustible de cobertura, producto de fisión, MOX gastado, residuos retirados y más.
Se introdujo una nueva turbina de vapor de alta presión para ser utilizada con el reactor FBR.
Se redujo la capacidad de almacenamiento de desechos nucleares de 5.000 a 1.600, ya que todos los desechos ahora pueden ser procesados eventualmente.
El reactor nuclear ahora debe apagarse antes de que sea posible realizar una actualización.
El combustible se carga en el reactor sin requerir una potencia objetivo positiva.
Cambios en cuarzo y arena:
Se añadió un nuevo recurso minable: cuarzo, disponible en todos los mapas.
La arena ya no se produce triturando roca, sino triturando cuarzo en su lugar.
La producción de silicio ahora requiere arena en lugar de cuarzo.
Se introdujo arena manufacturada que se produce triturando roca y se puede utilizar para producir concreto y medios filtrantes.
Se redujo el costo de unidad de las minas de cuarzo en el mapa mundial de 0.5 a 0.4.
Cambios en informática:
Se añadió una unidad principal: predecesora del centro de datos, facilitando la creación de microchips.
Se hizo que la producción de microchips sea un 25% más rápida y también un 25% más barata en términos de potencia.
Se aumentó el costo del bastidor del servidor de 20 a 25 servidores, pero se duplicó su producción informática. Esto significa que un centro de datos sigue requiriendo el mismo mantenimiento mientras proporciona el doble de potencia informática.
Nuevas máquinas y edificios:
Nueva oficina del capitán I:
Permite obtener planos mucho antes y proporciona edictos básicos.
La oficina anterior ahora es la Oficina del Capitán II y proporciona acceso a edictos avanzados.
Almacenamiento térmico: permite almacenar calor y usarlo más tarde en forma de vapor.
Generador de diésel de nivel 2: más eficiente y 6 veces más potente que el de nivel 1, y permite filtrar los gases de escape.
Electrolizador de nivel 2, ambos niveles también obtuvieron nuevos modelos.
Mezcladora de nivel 2, ambos niveles también obtuvieron nuevos modelos.
Trituradora de nivel 2: 4 veces más grande y 6 veces más eficiente que la de nivel 1.
Planta de incineración de residuos: permite quemar los residuos de manera más eficiente y también proporciona vapor gratuito. También emite gases de escape que pueden filtrarse.
Compactadora: permite compactar la basura en una proporción de 1 a 3.
Trituradora: permite revertir la compactación y también puede triturar madera.
Nuevas recetas y recetas modificadas:
El hidrógeno se puede crear de manera más eficiente a partir del agua utilizando vapor de alta presión.
La tierra se puede crear a partir de compost y grava utilizando una mezcladora.
La madera se puede convertir en astillas y quemar en la caldera para producir vapor.
Nuevo producto, papel, que se puede hacer a partir de madera y piedra caliza, y se utiliza en suministros de laboratorio en lugar de un tanque de nitrógeno. Se eliminó el tanque de nitrógeno como producto (el gas de nitrógeno permanece).
El pollo se puede convertir directamente en recortes en lugar de tener que pasar por carne.
Nuevas mecánicas:
Superávit de electricidad: las entidades ahora se pueden configurar como "consumidores de excedentes", consumiendo solo la energía generada por "generadores de excedentes".
Las cintas transportadoras y los almacenes ahora pueden operar en tres modos seleccionables:
Las cintas transportadoras y los almacenes no consumen energía.
Las cintas transportadoras y los almacenes consumen energía con la máxima prioridad, pero siguen funcionando sin energía.
Las cintas transportadoras y los almacenes consumen energía y no funcionan sin ella.
Los vertederos ahora se descomponen con el tiempo y producen contaminación. Se necesitan 4 años para que se descompongan por completo, momento en el cual la contaminación se detiene.
Equilibrio y cambios en las cadenas de producción:
Principales:
Todos los tipos de alimentos ahora alimentan a +20% más personas.
Se redujeron los costos de las tuberías y las cintas transportadoras en un 30%.
Se aumentaron los intervalos mínimos entre enfermedades en un 30-100% (según la enfermedad).
El mineral de oro rinde la mitad del oro y viene con costos de trituración más altos.
Inflación de electricidad:
Todas las máquinas consumen 4 veces más y todos los generadores generan 4 veces más.
Las cintas transportadoras solo consumen 2 veces más, reduciendo su consumo en un 50%.
Los transformadores de asentamiento solo consumen 3 veces más, lo que resulta en una disminución del 25%.
Producción de electricidad:
Se aumentó la densidad de energía del vapor en un 50% (se necesita menos vapor para la misma cantidad de energía, pero cuesta más para compensar).
Aumentó el rendimiento de potencia mecánica en un 50% en turbinas y generadores de energía mecánica.
Las turbinas de alta presión y baja presión ahora tienen el mismo rendimiento y se cambiaron sus diseños también.
Ladrillos:
La fábrica de ladrillos tiene el doble de rendimiento y cuesta 10 CP menos.
Un ladrillo ahora cuesta 1.75 tierra en lugar de 2.
Se redujo la cantidad de ladrillos iniciales en ruinas de 800 a 600.
Madera:
La madera ahora produce casi el doble de carbón en un quemador de carbón.
Se redujo la cantidad de madera requerida en las partes de construcción de 4 a 3.
Se duplicó la entrada de madera en productos domésticos, pero se redujo el acero de 2 a 1 y el vidrio de 10 a 8.
Refinería:
Se corrigió que la unidad de craqueo devolvía menos diésel (6) de lo que debería (8) (según la densidad de energía de la entrada).
Se aumentó el rendimiento del etanol obtenido de la caña de azúcar en un 50%, haciéndolo más eficiente en términos de energía.
Se aumentó en un 40% el rendimiento de diésel obtenido de la colza y la caña de azúcar.
Se aumentó en un 40% el rendimiento de la reforma de hidrógeno de 12 a 14 (para tener en cuenta 2 hidrógenos adicionales del vapor de entrada). La receta del gas de combustión toma 2 hidrógenos adicionales para compensar eso.
La receta de gas de combustión ahora devuelve agua como subproducto en lugar de CO2.
Se redujo la cantidad de aceite de cocina necesaria en la producción de diésel de 12 a 9.
Mayor rendimiento de ácido obtenido a partir de 2 azufre, aumentado de 8 a 12.
Fertilizante:
Ahora se fabrica fertilizante con amoníaco + oxígeno en lugar de amoníaco + nitrógeno + agua.
La producción de amoníaco del separador de agua agria se redujo de 4 a 3.
Se hizo más barato el fertilizante I ya que la planta química produce 10 en lugar de 8 en la misma receta.
Se aumentó la producción de fertilizante II de 10 a 12 aceptando azufre y piedra caliza adicionales.
Reequilibrio de electrónica:
Se redujo el costo de Electronics II al requerir la mitad de Electronics I y Polisilicio.
Se aumentó el costo de PCB al requerir 2 veces más vidrio.
Se aumentó en un 100% el rendimiento de la producción de Electronics II y PCB.
Se redujo el costo de las partes de construcción IV al requerir la mitad de Electronics II.
El equipo de laboratorio 3 ahora cuesta 2 Electronics II en lugar de 8 vidrios.
El equipo de laboratorio 4 ahora cuesta 2 Electronics III en lugar de 2 Electronics II.
Los servidores ahora requieren 5 Electronics III en lugar de 4.
Desalinización:
Se redujo el costo de la desalinización en un 15% (en términos de energía).
Aumentó en un 85% el rendimiento de la planta de desalinización térmica cuando se utiliza vapor de alta presión, en un 400% cuando se utiliza vapor de baja presión y en un 300% cuando se utiliza vapor agotado.
Electrólisis:
Aumentó en un 100% el rendimiento del electrolizador I para la producción de hidrógeno (la demanda de energía también aumentó).
El electrolizador ya no se puede mejorar.
El volumen de vapor agotado devuelto de la quema de hidrógeno en una caldera cambió para ser igual al volumen de agua necesario para producir el hidrógeno utilizando un electrolizador.
Mantenimiento:
Las trituradoras ahora tienen costo de mantenimiento.
Maintenance II requiere un 25% menos de partes mecánicas.
Se aumentó en un 100% el rendimiento del depósito de mantenimiento II.
Se aumentó en un 50% el rendimiento del depósito de mantenimiento III.
Se redujeron los costos de mantenimiento del ensamblador robótico I de 5 a 4.
Se cambió el ensamblador robótico II para requerir el mantenimiento II (7 veces) en lugar del nivel III.
Se trasladaron varias máquinas y vehículos de nivel III para usar el mantenimiento II, ya que ahora está disponible más temprano.
Otros:
Triturar ahora consume 2.5 veces más energía.
Se redujo la producción de la bomba de océano de 20 a 18 de agua.
Se redujo la eficacia de enfriamiento del vapor de alta presión de 12 a 10 de agua de salida.
Quemar residuos en un quemador regular ahora tarda el doble de tiempo.
La digestión de lodo y el compostaje ahora son un 30% más rápidos.
Los asentamientos ahora devuelven biomasa por la madera consumida de los productos domésticos.
Se aumentó la tolerancia a la radiación debido a los nuevos productos más radiactivos.
Recompensas:
Se aumentaron las recompensas del mapa mundial en un 10-20%.
Se añadieron más recompensas después de completar los objetivos.
Se eliminaron los microchips y los servidores como recompensas del mapa mundial.
Cambios en la investigación:
Electronics II ahora está disponible antes debido a la eliminación de la entrada de cuarzo. Esto también permitió que las partes de construcción IV y el mantenimiento II estuvieran disponibles antes también.
Los paneles solares, la Generación de energía IV, los electrodomésticos y el Reformador de hidrógeno ahora se encuentran antes de Laboratorio de Investigación IV.
Se movió la torre de enfriamiento II de la investigación nuclear a la Producción de energía IV.
El armamento de la nave II ya no está bloqueado por Electronics II.
Se combinaron las reformas y las cracking, por lo que la cracking se encuentra antes.
La investigación temprana se desbloquea más rápidamente.
Bloqueos de investigación: algunos nodos de investigación ahora requieren una cierta cantidad de productos creados para ser investigados.
Calidad de vida y UI:
Se añadió una acción rápida de eliminación de unidades para unidades de almacenamiento cuando se están despejando.
Se añadieron nuevos paneles que desglosan el consumo y la producción de electricidad, computación, trabajadores y mantenimiento.
Los planos ahora reducen automáticamente los elementos bloqueados al colocarlos.
Cuando un plano está bloqueado, se muestra una lista de entidades bloqueadas al pasar el mouse sobre él.
Las notificaciones en los inspectores de entidades ahora se muestran en un panel en el lateral, eliminando saltos en la interfaz de usuario.
Hacer clic en un icono de máquina en un libro de recetas ahora comienza a construirla.
Las visualizaciones de potencia, computación y trabajadores en los inspectores de entidades ahora están atenuadas cuando no se consume el recurso.
Otros cambios:
Los transportes ya no pueden girar e iniciar una rampa arriba/abajo al mismo tiempo. Se eliminaron estos tipos de rampas, ya que no se pueden extender una vez colocados.
La planta de reciclaje ahora devuelve productos ordenados a través de una sola cinta transportadora, y la clasificación final debe realizarse utilizando clasificadores. Esto proporciona más extensibilidad en el futuro.
Las estructuras mundiales ahora se pausan después de la reparación.
Las herramientas avanzadas como cortar o copiar ahora están bloqueadas detrás de la investigación inicial. Esto aumenta la accesibilidad y hace que el juego sea menos intimidante para los nuevos jugadores.
La carpeta principal con archivos guardados y planos se ha movido a la carpeta de datos de la aplicación para evitar problemas con su accesibilidad en sistemas no estándar.
Las unidades de almacenamiento encadenadas desconectan automáticamente la configuración de importación/exportación de vehículos correspondiente para mejorar la programación y el rendimiento de los trabajos de los vehículos.
Se añadió una configuración de dificultad para permitir aumentar la rentabilidad de los contratos.
Se añadieron opciones de dificultad más generosas para reducir el mantenimiento y la densidad de extracción.
Los anuncios de contrato ahora incluyen la posición en el mapa y los productos necesarios para su cumplimiento.
Las oficinas de contrato y las oficinas del capitán ahora muestran un icono de problema cuando no hay contratos disponibles.
Los contractos ahora se organizan por duración.
Las fuentes de mineral y petróleo tienen un 25% más de recursos. Esto es para ajustar el juego para personas que aún no han aprendido a usar el trazado para asegurarse de que haya suficiente mineral y petróleo para ellos, incluso si no tienen acceso a minas de recursos especiales. No es suficiente para abastecer el suministro normal de energía y electrónicos, pero debería ayudar un poco.
Ahora se muestra un mensaje para informar sobre el flujo de entrada de las cintas transportadoras de alta capacidad.
Se añadió un nuevo botón "Cerrar todo" en el menú desplegable de productos, para ocultar todas las pestañas rápidamente.
Se añadió un nuevo botón de "Cambiar diseño" al panel de edición de planos, permitiendo cambiar la dirección de los planos colocados.
Se mejoró el sistema de subida de versiones de planes para evitar conflictos en la biblioteca de Steam.
Se mejoró el rendimiento del dibujo del texto en las banderas.
Los depósitos del almacén ya no se descargan directamente en transportadores, sino que están diseñados para ser utilizados solo con grasas o transportadores con cajas de cartón.
Los componentes de CPU, GPU y servidores son más grandes, lo que facilita la identificación.
Los bloques de punta de flecha son más grandes y fáciles de ver.
Los almacenes ahora muestran el icono de los productos almacenados y pueden ser coloreados.
Se agregó un botón en la pantalla de edición de diseño que permite seleccionar el archivo de la vista previa en la biblioteca de Steam.
Se añadió un botón que permite colocar un plano inmediatamente después de haberlo adquirido.
Se actualizó la física de la basura, ahora las pilas se desmoronan con el tiempo y las entidades ahora pueden caer a través de ellas, lo que permite que las cintas transportadoras se deshagan de la basura más fácilmente.
Las centrales eléctricas de fusión se ocultan en el menú desplegable, ya que ahora son reemplazadas por plantas de energía nuclear.
Los datos de progreso de Steam ahora se desbloquean antes.
La plantilla de diseño de contratos ahora usa gráficos de barras en lugar de gráficos de torta.
Se mejoró el manejo de errores al cargar archivos de guardado.
Se añadió la posibilidad de cambiar el orden de las barras de herramientas (arrastrándolas) y se guardará en la configuración de la partida.
Se añadieron más misiones de tutoriales, así como cambios en las misiones existentes, para hacer que el juego sea más accesible y fácil de entender para los nuevos jugadores.
Se añadió una misión para familiarizarse con las excavadoras y camiones.
Se aumentó el límite de miembros de la comunidad en la configuración del servidor para permitir más miembros en el servidor.
Se añadió un nuevo valor de configuración "ReduceSavedataVersion" para acelerar la carga de datos guardados.
Se mejoró la traducción al francés.
Estas son solo algunas de las muchas actualizaciones que trae la versión 1.0 del juego. Si deseas obtener una lista completa de todas las mejoras y cambios, te recomendaría visitar el sitio web oficial del juego o la plataforma de distribución donde adquiriste el juego para obtener el registro de cambios completo y detallado.
Se añadió sol, niebla dinámica y cielo dinámico que cambian según el clima.
Nuevas texturas de terreno de alta calidad para casi todos los materiales.
Nuevo océano simulado que adapta su patrón de olas y propiedades de color a las condiciones climáticas actuales (el antiguo océano todavía está disponible como una opción de baja fidelidad).
Nuevos modelos de árboles: abeto y abeto blanco.
Se añadieron rocas al terreno. Las rocas son intransitables para los vehículos, pero se pueden construir edificios encima de ellas. Las excavadoras también pueden eliminar rocas cuando están en designaciones mineras.
Nuevo sistema de cobertura de hierba en el terreno, mezclando varios tipos de hierba y flores.
Se actualizaron todos los mapas con una mejor ubicación de recursos y una distribución de árboles mejorada.
Los árboles dejan tocones después de ser talados. Los tocones se descomponen con el tiempo.
Los productos ahora se apilan visiblemente en transportadores, camiones y alrededor de los almacenes.
Las unidades de almacenamiento ahora muestran iconos de lo que hay almacenado en ellas.
Nuevos modelos para Excavadora T1 y T2, Camión T1 y T2.
Mejoras en la interfaz de usuario (UI).
Música:
Se añadieron 8 nuevas pistas con un total de 30 minutos de música nueva.
Silvicultura:
Nueva torre forestal y vehículo plantador de árboles que pueden replantar árboles y realizar la tala totalmente automatizada.
Los árboles se plantan utilizando plántulas que crecen en granjas.
El recolector de árboles ahora corta visiblemente los árboles en trozos más pequeños.
Se eliminó el aserradero del mapa mundial.
Mejoras en vehículos:
Minería mixta: las excavadoras pueden extraer productos mixtos, recogiendo siempre una carga completa.
Transporte mixto: los camiones pueden ser cargados por excavadoras con carga mixta, lo que aumenta significativamente la eficiencia minera. Por ahora, solo las excavadoras pueden cargar carga mixta.
Nuevo widget para vehículos que permite elegir su reemplazo por un nivel diferente. Los vehículos reemplazados mantienen sus asignaciones.
Nueva programación de vehículos que es más eficiente y permite asignar trabajos a los vehículos más cercanos disponibles.
Características principales:
Ahora se pueden construir tuberías verticalmente, ocupando menos espacio al cambiar de nivel.
Se añadió la designación de nivelación del terreno (combinación de designación de minería y de descarga).
Apilador: permite la descarga de materiales sueltos desde transportadores directamente sobre el terreno.
Cambios y nuevo contenido de energía nuclear:
Nuevo modelo de reactor nuclear I.
Se añadió un nuevo reactor MOX (reactor de nivel II), que permite reprocesar el combustible gastado y minimizar los residuos que deben almacenarse. También proporciona un 33% adicional de energía en comparación con el nivel anterior.
Se añadió un nuevo reactor Fast Breeder (FBR) (reactor de nivel III), que permite reprocesar y quemar todos los residuos mientras proporciona el doble de energía que el reactor MOX generando vapor de alta presión (un nuevo tipo de vapor).
Se añadió una nueva instalación de reprocesamiento nuclear diseñada para funcionar junto con los reactores FBR y MOX.
Se añadieron más de 12 nuevos productos: uranio enriquecido (4%, 20%), uranio reprocesado, uranio empobrecido, plutonio, barra MOX, combustible del núcleo, combustible de cobertura, producto de fisión, MOX gastado, residuos retirados y más.
Se introdujo una nueva turbina de vapor de alta presión para ser utilizada con el reactor FBR.
Se redujo la capacidad de almacenamiento de desechos nucleares de 5.000 a 1.600, ya que todos los desechos ahora pueden ser procesados eventualmente.
El reactor nuclear ahora debe apagarse antes de que sea posible realizar una actualización.
El combustible se carga en el reactor sin requerir una potencia objetivo positiva.
Cambios en cuarzo y arena:
Se añadió un nuevo recurso minable: cuarzo, disponible en todos los mapas.
La arena ya no se produce triturando roca, sino triturando cuarzo en su lugar.
La producción de silicio ahora requiere arena en lugar de cuarzo.
Se introdujo arena manufacturada que se produce triturando roca y se puede utilizar para producir concreto y medios filtrantes.
Se redujo el costo de unidad de las minas de cuarzo en el mapa mundial de 0.5 a 0.4.
Cambios en informática:
Se añadió una unidad principal: predecesora del centro de datos, facilitando la creación de microchips.
Se hizo que la producción de microchips sea un 25% más rápida y también un 25% más barata en términos de potencia.
Se aumentó el costo del bastidor del servidor de 20 a 25 servidores, pero se duplicó su producción informática. Esto significa que un centro de datos sigue requiriendo el mismo mantenimiento mientras proporciona el doble de potencia informática.
Nuevas máquinas y edificios:
Nueva oficina del capitán I:
Permite obtener planos mucho antes y proporciona edictos básicos.
La oficina anterior ahora es la Oficina del Capitán II y proporciona acceso a edictos avanzados.
Almacenamiento térmico: permite almacenar calor y usarlo más tarde en forma de vapor.
Generador de diésel de nivel 2: más eficiente y 6 veces más potente que el de nivel 1, y permite filtrar los gases de escape.
Electrolizador de nivel 2, ambos niveles también obtuvieron nuevos modelos.
Mezcladora de nivel 2, ambos niveles también obtuvieron nuevos modelos.
Trituradora de nivel 2: 4 veces más grande y 6 veces más eficiente que la de nivel 1.
Planta de incineración de residuos: permite quemar los residuos de manera más eficiente y también proporciona vapor gratuito. También emite gases de escape que pueden filtrarse.
Compactadora: permite compactar la basura en una proporción de 1 a 3.
Trituradora: permite revertir la compactación y también puede triturar madera.
Nuevas recetas y recetas modificadas:
El hidrógeno se puede crear de manera más eficiente a partir del agua utilizando vapor de alta presión.
La tierra se puede crear a partir de compost y grava utilizando una mezcladora.
La madera se puede convertir en astillas y quemar en la caldera para producir vapor.
Nuevo producto, papel, que se puede hacer a partir de madera y piedra caliza, y se utiliza en suministros de laboratorio en lugar de un tanque de nitrógeno. Se eliminó el tanque de nitrógeno como producto (el gas de nitrógeno permanece).
El pollo se puede convertir directamente en recortes en lugar de tener que pasar por carne.
Nuevas mecánicas:
Superávit de electricidad: las entidades ahora se pueden configurar como "consumidores de excedentes", consumiendo solo la energía generada por "generadores de excedentes".
Las cintas transportadoras y los almacenes ahora pueden operar en tres modos seleccionables:
Las cintas transportadoras y los almacenes no consumen energía.
Las cintas transportadoras y los almacenes consumen energía con la máxima prioridad, pero siguen funcionando sin energía.
Las cintas transportadoras y los almacenes consumen energía y no funcionan sin ella.
Los vertederos ahora se descomponen con el tiempo y producen contaminación. Se necesitan 4 años para que se descompongan por completo, momento en el cual la contaminación se detiene.
Equilibrio y cambios en las cadenas de producción:
Principales:
Todos los tipos de alimentos ahora alimentan a +20% más personas.
Se redujeron los costos de las tuberías y las cintas transportadoras en un 30%.
Se aumentaron los intervalos mínimos entre enfermedades en un 30-100% (según la enfermedad).
El mineral de oro rinde la mitad del oro y viene con costos de trituración más altos.
Inflación de electricidad:
Todas las máquinas consumen 4 veces más y todos los generadores generan 4 veces más.
Las cintas transportadoras solo consumen 2 veces más, reduciendo su consumo en un 50%.
Los transformadores de asentamiento solo consumen 3 veces más, lo que resulta en una disminución del 25%.
Producción de electricidad:
Se aumentó la densidad de energía del vapor en un 50% (se necesita menos vapor para la misma cantidad de energía, pero cuesta más para compensar).
Aumentó el rendimiento de potencia mecánica en un 50% en turbinas y generadores de energía mecánica.
Las turbinas de alta presión y baja presión ahora tienen el mismo rendimiento y se cambiaron sus diseños también.
Ladrillos:
La fábrica de ladrillos tiene el doble de rendimiento y cuesta 10 CP menos.
Un ladrillo ahora cuesta 1.75 tierra en lugar de 2.
Se redujo la cantidad de ladrillos iniciales en ruinas de 800 a 600.
Madera:
La madera ahora produce casi el doble de carbón en un quemador de carbón.
Se redujo la cantidad de madera requerida en las partes de construcción de 4 a 3.
Se duplicó la entrada de madera en productos domésticos, pero se redujo el acero de 2 a 1 y el vidrio de 10 a 8.
Refinería:
Se corrigió que la unidad de craqueo devolvía menos diésel (6) de lo que debería (8) (según la densidad de energía de la entrada).
Se aumentó el rendimiento del etanol obtenido de la caña de azúcar en un 50%, haciéndolo más eficiente en términos de energía.
Se aumentó en un 40% el rendimiento de diésel obtenido de la colza y la caña de azúcar.
Se aumentó en un 40% el rendimiento de la reforma de hidrógeno de 12 a 14 (para tener en cuenta 2 hidrógenos adicionales del vapor de entrada). La receta del gas de combustión toma 2 hidrógenos adicionales para compensar eso.
La receta de gas de combustión ahora devuelve agua como subproducto en lugar de CO2.
Se redujo la cantidad de aceite de cocina necesaria en la producción de diésel de 12 a 9.
Mayor rendimiento de ácido obtenido a partir de 2 azufre, aumentado de 8 a 12.
Fertilizante:
Ahora se fabrica fertilizante con amoníaco + oxígeno en lugar de amoníaco + nitrógeno + agua.
La producción de amoníaco del separador de agua agria se redujo de 4 a 3.
Se hizo más barato el fertilizante I ya que la planta química produce 10 en lugar de 8 en la misma receta.
Se aumentó la producción de fertilizante II de 10 a 12 aceptando azufre y piedra caliza adicionales.
Reequilibrio de electrónica:
Se redujo el costo de Electronics II al requerir la mitad de Electronics I y Polisilicio.
Se aumentó el costo de PCB al requerir 2 veces más vidrio.
Se aumentó en un 100% el rendimiento de la producción de Electronics II y PCB.
Se redujo el costo de las partes de construcción IV al requerir la mitad de Electronics II.
El equipo de laboratorio 3 ahora cuesta 2 Electronics II en lugar de 8 vidrios.
El equipo de laboratorio 4 ahora cuesta 2 Electronics III en lugar de 2 Electronics II.
Los servidores ahora requieren 5 Electronics III en lugar de 4.
Desalinización:
Se redujo el costo de la desalinización en un 15% (en términos de energía).
Aumentó en un 85% el rendimiento de la planta de desalinización térmica cuando se utiliza vapor de alta presión, en un 400% cuando se utiliza vapor de baja presión y en un 300% cuando se utiliza vapor agotado.
Electrólisis:
Aumentó en un 100% el rendimiento del electrolizador I para la producción de hidrógeno (la demanda de energía también aumentó).
El electrolizador ya no se puede mejorar.
El volumen de vapor agotado devuelto de la quema de hidrógeno en una caldera cambió para ser igual al volumen de agua necesario para producir el hidrógeno utilizando un electrolizador.
Mantenimiento:
Las trituradoras ahora tienen costo de mantenimiento.
Maintenance II requiere un 25% menos de partes mecánicas.
Se aumentó en un 100% el rendimiento del depósito de mantenimiento II.
Se aumentó en un 50% el rendimiento del depósito de mantenimiento III.
Se redujeron los costos de mantenimiento del ensamblador robótico I de 5 a 4.
Se cambió el ensamblador robótico II para requerir el mantenimiento II (7 veces) en lugar del nivel III.
Se trasladaron varias máquinas y vehículos de nivel III para usar el mantenimiento II, ya que ahora está disponible más temprano.
Otros:
Triturar ahora consume 2.5 veces más energía.
Se redujo la producción de la bomba de océano de 20 a 18 de agua.
Se redujo la eficacia de enfriamiento del vapor de alta presión de 12 a 10 de agua de salida.
Quemar residuos en un quemador regular ahora tarda el doble de tiempo.
La digestión de lodo y el compostaje ahora son un 30% más rápidos.
Los asentamientos ahora devuelven biomasa por la madera consumida de los productos domésticos.
Se aumentó la tolerancia a la radiación debido a los nuevos productos más radiactivos.
Recompensas:
Se aumentaron las recompensas del mapa mundial en un 10-20%.
Se añadieron más recompensas después de completar los objetivos.
Se eliminaron los microchips y los servidores como recompensas del mapa mundial.
Cambios en la investigación:
Electronics II ahora está disponible antes debido a la eliminación de la entrada de cuarzo. Esto también permitió que las partes de construcción IV y el mantenimiento II estuvieran disponibles antes también.
Los paneles solares, la Generación de energía IV, los electrodomésticos y el Reformador de hidrógeno ahora se encuentran antes de Laboratorio de Investigación IV.
Se movió la torre de enfriamiento II de la investigación nuclear a la Producción de energía IV.
El armamento de la nave II ya no está bloqueado por Electronics II.
Se combinaron las reformas y las cracking, por lo que la cracking se encuentra antes.
La investigación temprana se desbloquea más rápidamente.
Bloqueos de investigación: algunos nodos de investigación ahora requieren una cierta cantidad de productos creados para ser investigados.
Calidad de vida y UI:
Se añadió una acción rápida de eliminación de unidades para unidades de almacenamiento cuando se están despejando.
Se añadieron nuevos paneles que desglosan el consumo y la producción de electricidad, computación, trabajadores y mantenimiento.
Los planos ahora reducen automáticamente los elementos bloqueados al colocarlos.
Cuando un plano está bloqueado, se muestra una lista de entidades bloqueadas al pasar el mouse sobre él.
Las notificaciones en los inspectores de entidades ahora se muestran en un panel en el lateral, eliminando saltos en la interfaz de usuario.
Hacer clic en un icono de máquina en un libro de recetas ahora comienza a construirla.
Las visualizaciones de potencia, computación y trabajadores en los inspectores de entidades ahora están atenuadas cuando no se consume el recurso.
Otros cambios:
Los transportes ya no pueden girar e iniciar una rampa arriba/abajo al mismo tiempo. Se eliminaron estos tipos de rampas, ya que no se pueden extender una vez colocados.
La planta de reciclaje ahora devuelve productos ordenados a través de una sola cinta transportadora, y la clasificación final debe realizarse utilizando clasificadores. Esto proporciona más extensibilidad en el futuro.
Las estructuras mundiales ahora se pausan después de la reparación.
Las herramientas avanzadas como cortar o copiar ahora están bloqueadas detrás de la investigación inicial. Esto aumenta la accesibilidad y hace que el juego sea menos intimidante para los nuevos jugadores.
La carpeta principal con archivos guardados y planos se ha movido a la carpeta de datos de la aplicación para evitar problemas con su accesibilidad en sistemas no estándar.
Las unidades de almacenamiento encadenadas desconectan automáticamente la configuración de importación/exportación de vehículos correspondiente para mejorar la programación y el rendimiento de los trabajos de los vehículos.
Se añadió una configuración de dificultad para permitir aumentar la rentabilidad de los contratos.
Se añadieron opciones de dificultad más generosas para reducir el mantenimiento y la densidad de extracción.
Los anuncios de contrato ahora incluyen la posición en el mapa y los productos necesarios para su cumplimiento.
Las oficinas de contrato y las oficinas del capitán ahora muestran un icono de problema cuando no hay contratos disponibles.
Los contractos ahora se organizan por duración.
Las fuentes de mineral y petróleo tienen un 25% más de recursos. Esto es para ajustar el juego para personas que aún no han aprendido a usar el trazado para asegurarse de que haya suficiente mineral y petróleo para ellos, incluso si no tienen acceso a minas de recursos especiales. No es suficiente para abastecer el suministro normal de energía y electrónicos, pero debería ayudar un poco.
Ahora se muestra un mensaje para informar sobre el flujo de entrada de las cintas transportadoras de alta capacidad.
Se añadió un nuevo botón "Cerrar todo" en el menú desplegable de productos, para ocultar todas las pestañas rápidamente.
Se añadió un nuevo botón de "Cambiar diseño" al panel de edición de planos, permitiendo cambiar la dirección de los planos colocados.
Se mejoró el sistema de subida de versiones de planes para evitar conflictos en la biblioteca de Steam.
Se mejoró el rendimiento del dibujo del texto en las banderas.
Los depósitos del almacén ya no se descargan directamente en transportadores, sino que están diseñados para ser utilizados solo con grasas o transportadores con cajas de cartón.
Los componentes de CPU, GPU y servidores son más grandes, lo que facilita la identificación.
Los bloques de punta de flecha son más grandes y fáciles de ver.
Los almacenes ahora muestran el icono de los productos almacenados y pueden ser coloreados.
Se agregó un botón en la pantalla de edición de diseño que permite seleccionar el archivo de la vista previa en la biblioteca de Steam.
Se añadió un botón que permite colocar un plano inmediatamente después de haberlo adquirido.
Se actualizó la física de la basura, ahora las pilas se desmoronan con el tiempo y las entidades ahora pueden caer a través de ellas, lo que permite que las cintas transportadoras se deshagan de la basura más fácilmente.
Las centrales eléctricas de fusión se ocultan en el menú desplegable, ya que ahora son reemplazadas por plantas de energía nuclear.
Los datos de progreso de Steam ahora se desbloquean antes.
La plantilla de diseño de contratos ahora usa gráficos de barras en lugar de gráficos de torta.
Se mejoró el manejo de errores al cargar archivos de guardado.
Se añadió la posibilidad de cambiar el orden de las barras de herramientas (arrastrándolas) y se guardará en la configuración de la partida.
Se añadieron más misiones de tutoriales, así como cambios en las misiones existentes, para hacer que el juego sea más accesible y fácil de entender para los nuevos jugadores.
Se añadió una misión para familiarizarse con las excavadoras y camiones.
Se aumentó el límite de miembros de la comunidad en la configuración del servidor para permitir más miembros en el servidor.
Se añadió un nuevo valor de configuración "ReduceSavedataVersion" para acelerar la carga de datos guardados.
Se mejoró la traducción al francés.
Estas son solo algunas de las muchas actualizaciones que trae la versión 1.0 del juego. Si deseas obtener una lista completa de todas las mejoras y cambios, te recomendaría visitar el sitio web oficial del juego o la plataforma de distribución donde adquiriste el juego para obtener el registro de cambios completo y detallado.
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
* 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
New map: Insula mortis
Improved experience
* Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded.
* Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled).
* Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose.
* Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save.
* Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier.
Performance
* Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories.
Balance changes
* World map no longer gives refugees from explorations.
* Beacon is now infinite with diminishing returns.
* Reduced early research difficulties.
* Removed electronics from collapsed radio tower.
* Research labs no longer consume Unity when idle.
* Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities).
* Increased water requirements to make 8 acid from 4 to 6.
* Reduced water yield from cleaning of 24 toxic slurry from 20 to 18.
Behavior changes
* When assigning a vehicle to a building (e.g. mine tower), assign the closest one.
* Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area.
* Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle.
* Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel.
* Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower.
* Improved logistics jobs priority system.
* Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on.
* Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile).
* Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now!
* It is now possible to flip entities with mechanical shaft such as turbines and generators.
* It is now possible to queue any research node and all required parent nodes will be queued before it automatically.
* Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP.
* Improved tree harvester logic to ignore non-reachable trees if possible.
User interface
* Replaced toggle buttons with checkboxes.
* Improved several dialogs to properly respect the Esc key.
* Total population view moved from the big top left tiles to the main top toolbar.
* Removed custom starving notifications and moved them to the regular notifications.
* Notification dismissal status is now persistent (loads from a save).
* Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified.
* Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering.
* Message notifications now auto-collapse when there are more than 5 of them.
* Add "delete entire transport" action into the construction toolbox for better discoverability.
* Transport height now shows the correct height when connecting to other transports.
* Remove the top title bar from the bottom toolbar and use tooltips for the items instead.
* When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings.
* Fixed idle non-assigned vehicles that were not properly updated in the UI.
* Fixed an incorrect estimate of water yield in the rainwater harvester.
* Fixed Recipe book that did not show some recipes as locked if the owning entity was locked.
* Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool.
* Fixed missing tooltips in settlement overview, added a link for tutorial about health.
* Product stats titles are now ordered by name.
* Made key-binging tooltips translatable.
* Mining overlay can be now toggled without canceling current selection for building.
* Games can be loaded/saved by double-clicking on existing file names.
* Updated translations, thanks to everyone who is contributing!
Significant bug fixes
* Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value.
* Fixed issue with free maintenance when global maintenance amount exceeded capacity.
* Fixed contracts that were in some cases charging more Unity than they should have.
* Fixed game crash when clicking "continue" for a save file that was deleted in the meantime.
* Fixed terrain rendering that was showing lighter stripes on steep slopes.
* Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues.
* Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather.
Transport related bug fixes
* Transport connectors now return products to the shipyard when destroyed (instead of destroying them).
* Fixed buried pipes that are no longer destroyed when another transport is built on top of them.
* Fixed pipe attachment to the pillar that was sometimes incorrectly oriented.
* Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade.
* Fixed transport pillars that were sometimes stuck as a blueprint.
* Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports.
* Fixed construction cubes visualization when transport under construction was connected to other transports.
* Paused transports no longer accept products.
* Transports in clearing mode are no longer moving products and are no longer accepting products.
* Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building.
* Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport.
Other Bug fixes
* Server racks can no longer be added into non-constructed data centers.
* Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class.
* Fixed wood disappearance when truck overload edict was active.
* Fixed inability to select tree harvesters sometimes.
* Fixed edict panel to correctly show effects of unity-positive edicts.
* Fixed excess consumption of lab equipment on research finish or change.
* Cargo depot modules now have an idle state.
* Fixed that the beacon was not losing progress when paused.
* Fixed buildings highlighting during route assignment.
* Fixed rendering of building ghosts particles below terrain designations.
* Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it.
* Trucks no longer exceed reservations of other trucks when delivering their cargo
* Fixed unity stats that did not contain items that went over the unity cap.
* Fixed some recipes that were unlocked too early or were not visible in research.
* Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments.
* When people leave due to lack of food, any homeless will now get properly accommodated in their place.
* Fixed mining of corner designations that was sometimes not possible for large excavators.
Improved experience
* Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded.
* Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled).
* Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose.
* Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save.
* Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier.
Performance
* Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories.
Balance changes
* World map no longer gives refugees from explorations.
* Beacon is now infinite with diminishing returns.
* Reduced early research difficulties.
* Removed electronics from collapsed radio tower.
* Research labs no longer consume Unity when idle.
* Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities).
* Increased water requirements to make 8 acid from 4 to 6.
* Reduced water yield from cleaning of 24 toxic slurry from 20 to 18.
Behavior changes
* When assigning a vehicle to a building (e.g. mine tower), assign the closest one.
* Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area.
* Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle.
* Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel.
* Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower.
* Improved logistics jobs priority system.
* Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on.
* Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile).
* Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now!
* It is now possible to flip entities with mechanical shaft such as turbines and generators.
* It is now possible to queue any research node and all required parent nodes will be queued before it automatically.
* Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP.
* Improved tree harvester logic to ignore non-reachable trees if possible.
User interface
* Replaced toggle buttons with checkboxes.
* Improved several dialogs to properly respect the Esc key.
* Total population view moved from the big top left tiles to the main top toolbar.
* Removed custom starving notifications and moved them to the regular notifications.
* Notification dismissal status is now persistent (loads from a save).
* Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified.
* Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering.
* Message notifications now auto-collapse when there are more than 5 of them.
* Add "delete entire transport" action into the construction toolbox for better discoverability.
* Transport height now shows the correct height when connecting to other transports.
* Remove the top title bar from the bottom toolbar and use tooltips for the items instead.
* When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings.
* Fixed idle non-assigned vehicles that were not properly updated in the UI.
* Fixed an incorrect estimate of water yield in the rainwater harvester.
* Fixed Recipe book that did not show some recipes as locked if the owning entity was locked.
* Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool.
* Fixed missing tooltips in settlement overview, added a link for tutorial about health.
* Product stats titles are now ordered by name.
* Made key-binging tooltips translatable.
* Mining overlay can be now toggled without canceling current selection for building.
* Games can be loaded/saved by double-clicking on existing file names.
* Updated translations, thanks to everyone who is contributing!
Significant bug fixes
* Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value.
* Fixed issue with free maintenance when global maintenance amount exceeded capacity.
* Fixed contracts that were in some cases charging more Unity than they should have.
* Fixed game crash when clicking "continue" for a save file that was deleted in the meantime.
* Fixed terrain rendering that was showing lighter stripes on steep slopes.
* Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues.
* Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather.
Transport related bug fixes
* Transport connectors now return products to the shipyard when destroyed (instead of destroying them).
* Fixed buried pipes that are no longer destroyed when another transport is built on top of them.
* Fixed pipe attachment to the pillar that was sometimes incorrectly oriented.
* Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade.
* Fixed transport pillars that were sometimes stuck as a blueprint.
* Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports.
* Fixed construction cubes visualization when transport under construction was connected to other transports.
* Paused transports no longer accept products.
* Transports in clearing mode are no longer moving products and are no longer accepting products.
* Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building.
* Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport.
Other Bug fixes
* Server racks can no longer be added into non-constructed data centers.
* Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class.
* Fixed wood disappearance when truck overload edict was active.
* Fixed inability to select tree harvesters sometimes.
* Fixed edict panel to correctly show effects of unity-positive edicts.
* Fixed excess consumption of lab equipment on research finish or change.
* Cargo depot modules now have an idle state.
* Fixed that the beacon was not losing progress when paused.
* Fixed buildings highlighting during route assignment.
* Fixed rendering of building ghosts particles below terrain designations.
* Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it.
* Trucks no longer exceed reservations of other trucks when delivering their cargo
* Fixed unity stats that did not contain items that went over the unity cap.
* Fixed some recipes that were unlocked too early or were not visible in research.
* Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments.
* When people leave due to lack of food, any homeless will now get properly accommodated in their place.
* Fixed mining of corner designations that was sometimes not possible for large excavators.
Experiencia mejorada
* Herramienta de actualización masiva agregada. Cuando se selecciona un área para actualizar, se puede usar una ventana emergente para seleccionar qué entidades en esa área deben actualizarse.
* Se agregó un tutorial completo basado en una lista de verificación que guiará a los nuevos jugadores durante el juego inicial (se puede desactivar).
* Tutoriales revisados y reestructurados para explicar mejor la mecánica del juego, ser más simples de leer y menos detallados.
* Se agregaron opciones de configuración de mods al iniciar o cargar un juego. Esto también te permite agregar/eliminar mods antes de que se cargue un juego. Tenga en cuenta que no todas las modificaciones se pueden agregar o eliminar de manera segura de una partida guardada.
* Introdujo una nueva cadena de producción de ladrillos en el juego. Los ladrillos se pueden utilizar como alternativa al hormigón en piezas de construcción. Los ladrillos están diseñados para hacer que el juego inicial sea un poco más fácil.
Actuación
* Representación de pilares de transporte optimizada aún más y LOD agregados, ahorrando muchos millones de triángulos dibujados en grandes fábricas.
Cambios de saldo
* El mapa mundial ya no ofrece refugiados de las exploraciones.
* Beacon ahora es infinito con rendimientos decrecientes.
* Reducción de las primeras dificultades de investigación.
* Electrónica eliminada de la torre de radio colapsada.
* Los laboratorios de investigación ya no consumen Unity cuando están inactivos.
* Se redujo significativamente el tamaño del búfer del conector (el tamaño todavía se basa en las velocidades de transporte de las entidades conectadas).
* Aumento de los requisitos de agua para hacer 8 ácidos de 4 a 6.
* Reducción del rendimiento de agua de la limpieza de 24 lodos tóxicos de 20 a 18.
Cambios de comportamiento
* Cuando asigne un vehículo a un edificio (p. ej., torre de mina), asigne el más cercano.
* Las excavadoras ya no regresan a la torre de la mina cuando finaliza la extracción, a menos que estén fuera del área de la mina.
* Las designaciones de vertido ya no se buscan en función de la proximidad a la torre de la mina, sino de la proximidad al vehículo.
* Los camiones de reabastecimiento ahora no salen de las estaciones de combustible mientras la estación los sigue cargando con más combustible.
* Los camiones y excavadoras ahora prefieren repostar en la estación de combustible asignada a su torre de mina.
* Sistema de prioridad de trabajos de logística mejorado.
* El conector de transporte ahora intenta aceptar entradas de manera uniforme desde todos los puertos conectados (las salidas ya eran iguales). Esto significa que un conector tiene un comportamiento equivalente a un equilibrador sin ninguna prioridad o configuración de aplicación de relación activada.
* La herramienta de construcción de transportes ahora coloca un conector en lugares donde tiene sentido (por ejemplo, dos puertos de salida frente al mismo mosaico).
* La estatua de mantenimiento ahora proporciona una reducción de mantenimiento basada en la cantidad de estatuas operativas. La reducción de mantenimiento de una sola estatua se redujo del 5 % al 4 %, pero cada estatua adicional otorga una reducción adicional que es la mitad de la anterior. ¡Por ejemplo, 3 estatuas dan 4% + 2% + 1% = 7% de reducción de mantenimiento total ahora!
* Ahora es posible voltear entidades con eje mecánico como turbinas y generadores.
* Ahora es posible poner en cola cualquier nodo de investigación y todos los nodos principales requeridos se pondrán en cola antes que él automáticamente.
* Lógica de rendición de barcos mejorada para que tu barco no se rinda si el enemigo tiene HP mucho más bajo.
* Se mejoró la lógica del cosechador de árboles para ignorar los árboles no accesibles si es posible.
Interfaz de usuario
* Se reemplazaron los botones de alternar con casillas de verificación.
* Se mejoraron varios diálogos para respetar correctamente la tecla Esc.
* La vista de la población total se movió de los mosaicos superiores izquierdos a la barra de herramientas superior principal.
* Se eliminaron las notificaciones de hambre personalizadas y se movieron a las notificaciones regulares.
* El estado de rechazo de la notificación ahora es persistente (se carga desde una partida guardada).
* El ícono de advertencia de colapso en el edificio afectado desaparece cuando se descarta su notificación. La notificación vuelve a aparecer cuando se modifica más terreno debajo del edificio afectado.
* Las notificaciones de advertencia personalizadas en los almacenamientos no desaparecen hasta que el contenido está más del 5% por debajo del objetivo para evitar el parpadeo.
* Las notificaciones de mensajes ahora se colapsan automáticamente cuando hay más de 5 de ellos.
* Agregue la acción "eliminar todo el transporte" en la caja de herramientas de construcción para una mejor visibilidad.
* La altura del transporte ahora muestra la altura correcta cuando se conecta a otros transportes.
* Elimine la barra de título superior de la barra de herramientas inferior y use información sobre herramientas para los elementos en su lugar.
* Al seleccionar una entidad, prefiera un vehículo si hay dos entidades para elegir. Esto permite seleccionar camiones clipados dentro de edificios.
* Se corrigieron los vehículos inactivos no asignados que no se actualizaron correctamente en la interfaz de usuario.
* Se corrigió una estimación incorrecta del rendimiento de agua en la cosechadora de agua de lluvia.
* Se corrigió el libro de recetas que no mostraba algunas recetas como bloqueadas si la entidad propietaria estaba bloqueada.
* La tecla de acceso rápido fija para la información sobre herramientas de precios no funcionaba si el editor de transporte se activaba a través de la herramienta de copia.
* Se corrigió la información sobre herramientas que faltaba en la descripción general del acuerdo, se agregó un enlace para un tutorial sobre la salud.
* Los títulos de estadísticas de productos ahora están ordenados por nombre.
* Hizo que la información sobre herramientas de combinación de teclas sea traducible.
* La superposición de minería ahora se puede alternar sin cancelar la selección actual para la construcción.
* Los juegos se pueden cargar/guardar haciendo doble clic en los nombres de archivo existentes.
* Traducciones actualizadas, ¡gracias a todos los que están contribuyendo!
Corrección de errores significativos
* Se corrigió el reciclaje de oro que devolvía incorrectamente solo 1/3 del valor esperado.
* Se solucionó el problema con el mantenimiento gratuito cuando la cantidad de mantenimiento global excedía la capacidad.
* Contratos fijos que en algunos casos cobraban más Unity de lo que deberían.
* Se corrigió el bloqueo del juego al hacer clic en "continuar" para un archivo guardado que se eliminó mientras tanto.
* Representación de terreno fijo que mostraba franjas más claras en pendientes pronunciadas.
* Se corrigió el colapso del astillero que no estaba destruyendo adecuadamente los productos, lo que podría causar problemas de radiación permanentes.
* Se corrigió el brillo incorrecto del sol y la intensidad de las sombras cuando se cargaba un juego durante un clima lluvioso.
Corrección de errores relacionados con el transporte
* Los conectores de transporte ahora devuelven los productos al astillero cuando se destruyen (en lugar de destruirlos).
* Se corrigieron las tuberías enterradas que ya no se destruyen cuando se construye otro transporte encima de ellas.
* Se corrigió la fijación de la tubería al pilar que a veces estaba mal orientada.
* Se corrigió el colapso del transporte espontáneo que a veces ocurría durante el giro, la conexión o la actualización.
* Se corrigieron los pilares de transporte que a veces se atascaban como un plano.
* El estado de construcción de un transporte (por ejemplo, actualización en curso o pausa de construcción) ahora se conserva correctamente cuando se une a otros transportes.
* Se corrigió la visualización de cubos de construcción cuando el transporte en construcción estaba conectado a otros transportes.
* Los transportes en pausa ya no aceptan productos.
* Los transportes en modo de compensación ya no mueven productos y ya no aceptan productos.
* Se corrigió la herramienta de destrucción que seleccionaba incorrectamente todo el transporte cuando el cursor estaba previamente en cualquier otro edificio que no fuera transporte.
* Se corrigió la herramienta de destrucción de transporte que no mostraba la vista previa de destrucción cuando se pasaba repetidamente sobre el mismo lugar en un transporte.
Otras correcciones de errores
* Los bastidores de servidores ya no se pueden agregar a centros de datos no construidos.
* Se corrigió la superposición de vehículos que a veces se mostraba para una clase de vehículo incorrecta.
* Se corrigió la desaparición de madera cuando el edicto de sobrecarga de camiones estaba activo.
* Se corrigió la incapacidad de seleccionar recolectores de árboles a veces.
* Se corrigió el panel de edictos para mostrar correctamente los efectos de los edictos positivos para la unidad.
* Se corrigió el exceso de consumo de los equipos de laboratorio al terminar o cambiar la investigación.
* Los módulos de depósito de carga ahora tienen un estado inactivo.
* Se corrigió que la baliza no perdía progreso cuando estaba en pausa.
* Resaltado de edificios fijos durante la asignación de ruta.
* Se corrigió la representación de partículas fantasmas de edificios debajo de las designaciones de terreno.
* La actualización de las máquinas ahora elimina correctamente los búferes de productos obsoletos. Esto significa que el alto horno II mejorado ya no aceptará mineral de hierro, ya que ni siquiera puede procesarlo.
* Los camiones ya no superan las reservas de otros camiones al momento de entregar su carga
* Se corrigieron las estadísticas de unidad que no contenían elementos que superaban el límite de unidad.
* Se corrigieron algunas recetas que se desbloquearon demasiado pronto o no estaban visibles en la investigación.
* Se corrigió que cortar y pegar un edificio con vehículos asignados no conservaba las asignaciones de vehículos.
* Cuando las personas se vayan por falta de alimentos, cualquier persona sin hogar ahora será acomodada adecuadamente en su lugar.
* Minería fija de designaciones de esquina que a veces no era posible para excavadoras grandes.
4 | File in original format as translated in the repository | gettext PO file (monolingual) | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
4 | All strings, converted files enriched with comments; suitable for offline translation | Android String Resource | CSV | JSON | gettext PO | iOS strings | TBX | TMX | XLIFF with gettext extensions | XLIFF 1.1 | XLSX |
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.
v0.6.0 (Actualización 2)Compatibilidad
* Partidas guardadas de la actualización 1 son completamente compatibles y todas las nuevas características están disponibles en guardados antiguos.
* Para disfrutar de los mapas actualizados y la mejora de generación de terreno, necesitas comenzar una nueva partida.
Editor de mapa y generación de terreno
*
Fully-featured map editor that allowsUn editor de mapa completamente equipado que te permite editingar mapas asa set of manually-configured procedurally-generated features. * Map editor offers a wideí como también un set de características de configuración manual generadas proceduralmente*El editor de mapas ofrece un amplio rang
e ofo de configurability fromciones, desde un simpleshapecontrolandy paraámetersros de configuration, to changing how 2D noiseción de formas, cambiar como functions are chained together to generate terrain features.a el ruido 2D para entrelazarlos juntos y crear características del terreno* 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 withcopiarout 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.
Nuevas características
* Vehículos de Hidrógeno
- 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.
Mejoras
* 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.
Nueva Interfaz
* 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
Mejoras gráficas
* 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.
Balance
* 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
Cambios al juego temprano
* 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.
Correcciones
* 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.