4 |
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All strings — 5,744 words | Browse Edit Zen |
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4 |
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Translated strings — 5,744 words | Browse Edit Zen |
2 |
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Translated strings with dismissed checks — 4,283 words | Browse Edit Zen |
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
pt_BR.po
|
Last change | April 9, 2024, 12:12 a.m. |
Last author | Victor Bortolucci |
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 | 0% | 0 | 0% | 0 | 0% | 0 |
Strings with suggestions | 0% | 0 | 0% | 0 | 0% | 0 |
Not translated strings | 0% | 0 | 0% | 0 | 0% | 0 |
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 (atualização 2)
Compatibilidade
* Os arquivos salvos da Atualização 1 são totalmente compatíveis e todos os novos recursos estão disponíveis em salvamentos legados.
* Para aproveitar mapas atualizados e geração de terreno aprimorada, você precisa iniciar um novo jogo.
Editor de mapas e geração de terreno
* Editor de mapas completo que permite a edição de mapas como um conjunto de recursos gerados processualmente configurados manualmente.
* O editor de mapas oferece uma ampla gama de configurabilidade, desde o simples controle de forma e configuração de parâmetros até a alteração de como as funções de ruído 2D são encadeadas para gerar características do terreno.
* Nova representação de mapa que garante que os mapas sejam compatíveis com o máximo e à prova de futuro.
* Aumento do tamanho máximo do mapa para 17 milhões de blocos, 4x maior que o maior mapa até agora.
* Novos mapas podem conter mais de um local inicial.
* Pipeline de geração de mapas aprimorado para permitir a paralelização de todos os estágios de geração, diminuindo o tempo de carregamento do jogo.
* Nova simulação de erosão hidráulica que torna o terreno (especialmente montanhas e falésias) mais realista.
* Recursos gerados processualmente, como cadeias de montanhas, agora podem ser configurados como polígonos, não apenas como linhas.
* Todos os mapas existentes foram recriados e melhorados, todos contendo novos locais de partida para novas jogadas.
Centro da comunidade
* Criou e lançou um centro comunitário para compartilhar projetos, mapas e mods: https://hub.coigame.com/
* O Hub oferece melhor integração com o jogo (em comparação com outros serviços de terceiros), como validação de sequências de projetos ou exibição de conteúdo de mapas carregados.
Superfícies e decalques personalizados
* Agora é possível colocar manualmente superfícies como concreto no solo.
* Existem 10 superfícies disponíveis: 2 tipos de concreto, 4 tipos de metal, 2 tipos de arenito, tijolos e paralelepípedos
* O piso dourado exclusivo está disponível na Edição de Apoiador (obrigado pelo generoso apoio de todos!).
* Todas as superfícies agora possuem meios-fios em seus limites.
* Todas as superfícies podem ser pintadas com decalques como linhas, listras, setas, números e outros elementos decorativos. Existem mais de 70 decalques diferentes para escolher, disponíveis em 8 cores.
* Os decalques também podem ser copiados e colados ou salvos em plantas
* Os veículos que circulam em superfícies personalizadas têm manutenção reduzida.
Configurações de dificuldades aprimoradas
* A configuração da dificuldade do jogo no novo fluxo de jogo agora está dividida em duas partes: dificuldades e mecânica.
* As dificuldades ajustam fatores como produção, rendimento e disponibilidade de recursos.
* A mecânica altera a jogabilidade de maneiras mais significativas, por ex. se os veículos devem continuar dirigindo lentamente sem combustível ou parar.
* Agora é possível definir as configurações do jogo para eliminar espirais mortais, tornando o jogo mais acessível para jogadores casuais, ou ainda mais desafiador para veteranos.
* Todas as configurações de dificuldade do jogo agora podem ser alteradas durante o jogo, no entanto, qualquer alteração será registrada em um registro e um período de espera evita alterar as mesmas configurações com muita frequência.
* Existem agora mais de 30 configurações de dificuldade de jogo individuais disponíveis.
- Nova opção para desabilitar a morte por fome, mas pessoas famintas não funcionarão.
- Nova opção para manter os veículos rodando lentamente sem combustível.
- Nova opção para manter os navios funcionando em unidade quando não houver combustível disponível.
- Nova opção para manter as máquinas funcionando por algum tempo sem energia elétrica ou informática.
- Nova opção para manter as máquinas funcionando lentamente quando quebradas devido à baixa manutenção.
- Nova opção para interromper o funcionamento das correias transportadoras quando houver pouca energia.
- Nova opção para manter as bombas de água funcionando quando não há água com vazão reduzida.
- Nova opção para manter as minas mundiais funcionando lentamente quando não há Unity.
- Nova opção de reembolso total da desconstrução.
- Adicionado multiplicador de custo de pesquisa.
- Adicionado multiplicador de custo unitário de ações rápidas.
- Adicionado multiplicador de produção de energia solar.
- Adicionado multiplicador de rentabilidade dos contratos.
- Adicionado multiplicador de condições de empréstimo.
- Removido o multiplicador de produção de energia.
Novos recursos adicionais
* Veículos a hidrogênio
- Nova classe de veículos que funcionam com hidrogénio em vez de gasóleo.
- Os veículos a hidrogênio incluem: caminhões e escavadeiras T2 e T3, colheitadeira de árvores T2, plantador de árvores e navio de carga.
* Mais combustíveis para navios de carga
- Os navios podem usar diesel ou óleo pesado de forma intercambiável
- Novo navio a hidrogênio
* Elevadores transportadores
- Transportes verticais permitindo movimentação vertical de produtos unitários e soltos.
- Elevar até uma diferença de altura de 6 peças em 1x2 peças de espaço que permite transportar materiais sobre muros de contenção.
* Classificação de minérios
- Quando habilitado, os caminhões com materiais mistos de uma mina terão que despejar sua carga em uma planta de triagem de minério dedicada, em vez de entregar diretamente os materiais individuais.
- A classificação dos minérios pode ser alterada em jogos novos ou existentes através de novas configurações de dificuldade do jogo.
* Empréstimos
- Agora é possível emprestar determinados materiais de acordos amistosos.
- Os empréstimos podem ajudar a evitar crises ou a acelerar o progresso.
* Ferramenta de remoção de adereços para fácil remoção de tocos de árvores, pedras e arbustos.
Melhorias
* Os balanceadores podem ser suspensos em pilares, semelhantes a transportes ou conectores. Outros transportes ou balanceadores podem ser construídos sobre eles, permitindo redes de transporte verdadeiramente multiníveis.
* A logística agora não agendará trabalhos de entrega se o segundo trecho da viagem não estiver acessível. Isso resolve problemas em que os caminhões estavam sendo carregados com material e não conseguiam entregá-lo ao destino.
* Os caminhões não ficam mais presos em metas inalcançáveis; em vez disso, eles marcam esses objetivos como inacessíveis. Alvos que não podem ser alcançados por vários veículos são informados por meio de uma notificação.
* Os transportes e balanceadores fundidos agora podem ser elevados, mas ainda devem permanecer planos.
* A colocação inicial do transporte não requer mais um pilar válido para iniciar a construção do transporte.
Nova IU
* Nova interface de usuário para o menu principal, editor de mapas, configurações do jogo e configuração de dificuldade.
* Tela de salvamento/carregamento de jogo renovada para agrupar salvamentos por sessões de jogo. Isto também se reflete no disco onde os jogos de uma sessão são organizados em diretórios.
- Isso também evita que os salvamentos automáticos se misturem entre sessões diferentes.
* Mods que não carregam agora são marcados na interface do usuário junto com a mensagem de erro copiável.
* Efeitos sonoros aprimorados para muitas ações da interface do usuário
Melhorias gráficas
* Os tubos agora são coloridos com base em seu conteúdo. Esta mudança é lenta e gradual para evitar mudanças bruscas e para suportar tubos com conteúdos mistos.
* Os caminhões com acessórios para tanques têm cores semelhantes às dos canos e possuem um ícone do produto na lateral.
* Os armazenamentos de fluidos têm um ícone de produto na parte superior.
* Três novas variantes de árvores decíduas: bétula, bordo e carvalho.
* Novos adereços de terreno: arbustos.
* As nuvens agora lançam sombras no chão.
* Efeitos de partículas aprimorados para diversas máquinas, especialmente aquelas que emitem fogo ou vapor.
* Interações com terrenos como mineração, despejo ou colapso de terreno agora geram partículas de poeira.
* Os veículos agora emitem fumaça pelos escapamentos.
* As árvores agora balançam levemente com o vento.
* A renderização do terreno agora reage à umidade do clima e do oceano.
Equilíbrio
* Veículos e navios de carga agora causam poluição quando utilizam combustíveis fósseis.
* O custo das barreiras de veículos foi reduzido de 10 para 1 concreto.
* O custo dos muros de contenção foi reduzido de 10 para 6 concretos e 4 para 2 ferro por telha.
* Maior produção e níveis de atualização para a mina de rocha do mapa mundial
Mudanças no início do jogo
* A torre de rádio abandonada agora está configurada para ser reciclada por padrão.
* O navio principal não necessita mais de reparos iniciais, apenas o cais.
* Os primeiros montadores agora necessitam de energia para que a produção de energia seja desbloqueada desde o início. Os suprimentos iniciais de diesel foram aumentados para refletir isso.
Modificação
* Mudanças significativas foram feitas na API de modding, todos os mods provavelmente precisarão ser atualizados e recompilados.
* Os mods agora são selecionados no início do novo jogo (em vez de no final), permitindo que afetem o fluxo de configuração do novo jogo, por exemplo. fornecendo mapas para seleção.
* Melhorado o modo como as configurações de mod estão sendo tratadas, agora todas as configurações de mod devem derivar da interface IModConfig.
Conserta
* Corrigido o desaparecimento de grandes entidades sob alguns ângulos de câmera em casos raros.
* Corrigido um pequeno vazamento de memória após sair de um jogo no menu principal.
* Corrigida a geração de saúde/unidade do assentamento quando mais de um assentamento era construído.
Compatibilidade
* Os arquivos salvos da Atualização 1 são totalmente compatíveis e todos os novos recursos estão disponíveis em salvamentos legados.
* Para aproveitar mapas atualizados e geração de terreno aprimorada, você precisa iniciar um novo jogo.
Editor de mapas e geração de terreno
* Editor de mapas completo que permite a edição de mapas como um conjunto de recursos gerados processualmente configurados manualmente.
* O editor de mapas oferece uma ampla gama de configurabilidade, desde o simples controle de forma e configuração de parâmetros até a alteração de como as funções de ruído 2D são encadeadas para gerar características do terreno.
* Nova representação de mapa que garante que os mapas sejam compatíveis com o máximo e à prova de futuro.
* Aumento do tamanho máximo do mapa para 17 milhões de blocos, 4x maior que o maior mapa até agora.
* Novos mapas podem conter mais de um local inicial.
* Pipeline de geração de mapas aprimorado para permitir a paralelização de todos os estágios de geração, diminuindo o tempo de carregamento do jogo.
* Nova simulação de erosão hidráulica que torna o terreno (especialmente montanhas e falésias) mais realista.
* Recursos gerados processualmente, como cadeias de montanhas, agora podem ser configurados como polígonos, não apenas como linhas.
* Todos os mapas existentes foram recriados e melhorados, todos contendo novos locais de partida para novas jogadas.
Centro da comunidade
* Criou e lançou um centro comunitário para compartilhar projetos, mapas e mods: https://hub.coigame.com/
* O Hub oferece melhor integração com o jogo (em comparação com outros serviços de terceiros), como validação de sequências de projetos ou exibição de conteúdo de mapas carregados.
Superfícies e decalques personalizados
* Agora é possível colocar manualmente superfícies como concreto no solo.
* Existem 10 superfícies disponíveis: 2 tipos de concreto, 4 tipos de metal, 2 tipos de arenito, tijolos e paralelepípedos
* O piso dourado exclusivo está disponível na Edição de Apoiador (obrigado pelo generoso apoio de todos!).
* Todas as superfícies agora possuem meios-fios em seus limites.
* Todas as superfícies podem ser pintadas com decalques como linhas, listras, setas, números e outros elementos decorativos. Existem mais de 70 decalques diferentes para escolher, disponíveis em 8 cores.
* Os decalques também podem ser copiados e colados ou salvos em plantas
* Os veículos que circulam em superfícies personalizadas têm manutenção reduzida.
Configurações de dificuldades aprimoradas
* A configuração da dificuldade do jogo no novo fluxo de jogo agora está dividida em duas partes: dificuldades e mecânica.
* As dificuldades ajustam fatores como produção, rendimento e disponibilidade de recursos.
* A mecânica altera a jogabilidade de maneiras mais significativas, por ex. se os veículos devem continuar dirigindo lentamente sem combustível ou parar.
* Agora é possível definir as configurações do jogo para eliminar espirais mortais, tornando o jogo mais acessível para jogadores casuais, ou ainda mais desafiador para veteranos.
* Todas as configurações de dificuldade do jogo agora podem ser alteradas durante o jogo, no entanto, qualquer alteração será registrada em um registro e um período de espera evita alterar as mesmas configurações com muita frequência.
* Existem agora mais de 30 configurações de dificuldade de jogo individuais disponíveis.
- Nova opção para desabilitar a morte por fome, mas pessoas famintas não funcionarão.
- Nova opção para manter os veículos rodando lentamente sem combustível.
- Nova opção para manter os navios funcionando em unidade quando não houver combustível disponível.
- Nova opção para manter as máquinas funcionando por algum tempo sem energia elétrica ou informática.
- Nova opção para manter as máquinas funcionando lentamente quando quebradas devido à baixa manutenção.
- Nova opção para interromper o funcionamento das correias transportadoras quando houver pouca energia.
- Nova opção para manter as bombas de água funcionando quando não há água com vazão reduzida.
- Nova opção para manter as minas mundiais funcionando lentamente quando não há Unity.
- Nova opção de reembolso total da desconstrução.
- Adicionado multiplicador de custo de pesquisa.
- Adicionado multiplicador de custo unitário de ações rápidas.
- Adicionado multiplicador de produção de energia solar.
- Adicionado multiplicador de rentabilidade dos contratos.
- Adicionado multiplicador de condições de empréstimo.
- Removido o multiplicador de produção de energia.
Novos recursos adicionais
* Veículos a hidrogênio
- Nova classe de veículos que funcionam com hidrogénio em vez de gasóleo.
- Os veículos a hidrogênio incluem: caminhões e escavadeiras T2 e T3, colheitadeira de árvores T2, plantador de árvores e navio de carga.
* Mais combustíveis para navios de carga
- Os navios podem usar diesel ou óleo pesado de forma intercambiável
- Novo navio a hidrogênio
* Elevadores transportadores
- Transportes verticais permitindo movimentação vertical de produtos unitários e soltos.
- Elevar até uma diferença de altura de 6 peças em 1x2 peças de espaço que permite transportar materiais sobre muros de contenção.
* Classificação de minérios
- Quando habilitado, os caminhões com materiais mistos de uma mina terão que despejar sua carga em uma planta de triagem de minério dedicada, em vez de entregar diretamente os materiais individuais.
- A classificação dos minérios pode ser alterada em jogos novos ou existentes através de novas configurações de dificuldade do jogo.
* Empréstimos
- Agora é possível emprestar determinados materiais de acordos amistosos.
- Os empréstimos podem ajudar a evitar crises ou a acelerar o progresso.
* Ferramenta de remoção de adereços para fácil remoção de tocos de árvores, pedras e arbustos.
Melhorias
* Os balanceadores podem ser suspensos em pilares, semelhantes a transportes ou conectores. Outros transportes ou balanceadores podem ser construídos sobre eles, permitindo redes de transporte verdadeiramente multiníveis.
* A logística agora não agendará trabalhos de entrega se o segundo trecho da viagem não estiver acessível. Isso resolve problemas em que os caminhões estavam sendo carregados com material e não conseguiam entregá-lo ao destino.
* Os caminhões não ficam mais presos em metas inalcançáveis; em vez disso, eles marcam esses objetivos como inacessíveis. Alvos que não podem ser alcançados por vários veículos são informados por meio de uma notificação.
* Os transportes e balanceadores fundidos agora podem ser elevados, mas ainda devem permanecer planos.
* A colocação inicial do transporte não requer mais um pilar válido para iniciar a construção do transporte.
Nova IU
* Nova interface de usuário para o menu principal, editor de mapas, configurações do jogo e configuração de dificuldade.
* Tela de salvamento/carregamento de jogo renovada para agrupar salvamentos por sessões de jogo. Isto também se reflete no disco onde os jogos de uma sessão são organizados em diretórios.
- Isso também evita que os salvamentos automáticos se misturem entre sessões diferentes.
* Mods que não carregam agora são marcados na interface do usuário junto com a mensagem de erro copiável.
* Efeitos sonoros aprimorados para muitas ações da interface do usuário
Melhorias gráficas
* Os tubos agora são coloridos com base em seu conteúdo. Esta mudança é lenta e gradual para evitar mudanças bruscas e para suportar tubos com conteúdos mistos.
* Os caminhões com acessórios para tanques têm cores semelhantes às dos canos e possuem um ícone do produto na lateral.
* Os armazenamentos de fluidos têm um ícone de produto na parte superior.
* Três novas variantes de árvores decíduas: bétula, bordo e carvalho.
* Novos adereços de terreno: arbustos.
* As nuvens agora lançam sombras no chão.
* Efeitos de partículas aprimorados para diversas máquinas, especialmente aquelas que emitem fogo ou vapor.
* Interações com terrenos como mineração, despejo ou colapso de terreno agora geram partículas de poeira.
* Os veículos agora emitem fumaça pelos escapamentos.
* As árvores agora balançam levemente com o vento.
* A renderização do terreno agora reage à umidade do clima e do oceano.
Equilíbrio
* Veículos e navios de carga agora causam poluição quando utilizam combustíveis fósseis.
* O custo das barreiras de veículos foi reduzido de 10 para 1 concreto.
* O custo dos muros de contenção foi reduzido de 10 para 6 concretos e 4 para 2 ferro por telha.
* Maior produção e níveis de atualização para a mina de rocha do mapa mundial
Mudanças no início do jogo
* A torre de rádio abandonada agora está configurada para ser reciclada por padrão.
* O navio principal não necessita mais de reparos iniciais, apenas o cais.
* Os primeiros montadores agora necessitam de energia para que a produção de energia seja desbloqueada desde o início. Os suprimentos iniciais de diesel foram aumentados para refletir isso.
Modificação
* Mudanças significativas foram feitas na API de modding, todos os mods provavelmente precisarão ser atualizados e recompilados.
* Os mods agora são selecionados no início do novo jogo (em vez de no final), permitindo que afetem o fluxo de configuração do novo jogo, por exemplo. fornecendo mapas para seleção.
* Melhorado o modo como as configurações de mod estão sendo tratadas, agora todas as configurações de mod devem derivar da interface IModConfig.
Conserta
* Corrigido o desaparecimento de grandes entidades sob alguns ângulos de câmera em casos raros.
* Corrigido um pequeno vazamento de memória após sair de um jogo no menu principal.
* Corrigida a geração de saúde/unidade do assentamento quando mais de um assentamento era construído.
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
Melhorias gráficas
* Adicionadoo sol, neblinévoa dinâmica, e um céu dinâmico que muda de acordo com o tempom com base no clima.
* Novas texturas de terreno de alta qualidade para quase todaos os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e propriedades de cor para aàs condições de tempoclimáticas atuais (o oceano antigo ainda está disponível como uma definiconfiguração de pequenbaixa fidelidade).
* Novos modelos deaárvores: abeto e abeto.
* Adicionado pedraspara ao terreno. PedrAs rochas são impassntransitáveis para veículos, mas contruçõeedifícios podem ser construídaos em cima delas. exAs escavadoeiras também podem remover pedras quando estiverem designadas parações de mineração.
* Novo sistema de cobertura de grama do terreno, misturando vários tipos de grama e flores.
*Atualizado todos os mapas com melhor localização de minérios eTodos os mapas atualizados com melhor posicionamento de recursos e melhor distribuição de árvores.
*ÁAs árvores deixam tocos após serem cortalhidas. TOs tocos apodrecese deterioram com o tempo.
*POs produtos empilhados agora sestão visíiveis em correiaslmente empilhados em transportadoraes, caminhões e envolta dosm torno de armazémns.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos paraas exEscavadoeiras T1 e T2, cCaminhão T1 e T2.
* Melhorias naUI
interface do usuário.
Música
* Adicionadaso 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
*NA nova torre de silvicultura eflorestal e o veículo plantador de árvores podem executrealizar ao replantaçãio de árvores e a colheita totalmente automáaticzada.
*ÁAs árvores são plantadas utilizandocom mudas que crescem em fazendas.
* A colheitadeira de árvores agoravisuacorta visivelmente cortas árvores em pequenas ttoras menoraes.
* A serraria do mapa-múndi foi removida.
Melhorias nos veículos
* Mineração mista: As escavadeiras podem minerar produtos mistos, sempre escavando um balde cheio.
* Transporte misto: Caminhões podem ser carregados por escavadeiras com carga mista, aumentando significativamente a eficiência da mineração. Por enquanto, a carga mista só pode ser carregada por escavadeiras.
* Novo widget para veículos que permite a escolha de sua substituição por um nível diferente. Os veículos substituídos mantêm as suas atribuições.
* Novo agendamento de veículos com maior desempenho e que permite atribuir trabalhos aos veículos disponíveis mais próximos.
Principais características
* Tubos agora podem ser construídos verticalmente, ocupando menos espaço ao mudar de nível.
* Adicionado designação de terreno de nivelamento (combinação de designação de mineração e despejo).
* Empilhaderaor: permite descarregar o material solto das esteiras diretamente no terreno.
Mudanças na energia nuclear e novos conteúdos
* Novo modelo para o reator nuclear I.
* Adicionado um novo reator MOX (reator nível II), permitindo reprocessar o combustível usado e minimizando o desperdício que precisa ser armazenado. Também fornece 33% de energia extra em comparação com o nível anterior.
* Adicionado um novo Fast Breeder Reactor (FBR) (reator de nível III), permitindo reprocessar e queimar todos os resíduos enquanto fornece duas vezes mais energia do que o reator MOX, gerando vapor super pressurizado (um novo tipo de vapor).
* Adicionada uma nova instalação de reprocessamento nuclear que foi projetada para trabalhar em conjunto com os reatores FBR e MOX.
* Adicionado mais de 12 novos produtos: urânio enriquecido (4%, 20%), urânio reprocessado, urânio empobrecido, plutônio, haste MOX, combustível de núcleo, combustível de manta, produto de fissão, MOX gasto, resíduos retirados e muito mais.
* Introduzidau uma nova turbina a vapor de super pressão para ser usada com FBR.
* Capacidade reduzida de armazenamento de resíduos nucleares de 5k para 1,6k, já que todos os resíduos podem ser processados eventualmente.
* O reator nuclear agora precisa ser desligado antes que uma atualização seja possível.
* O combustível é carregado no reator sem exigir potência alvo positiva.
Mudançasnode quartzo e areia
* Adicionado um novo recurso minerável: quartzo, disponível em todos os mapas.
* A areia não é mais feita pela trituração de rocha, mas sim pela trituração de quartzo.
* A produção de silício agora requer areia em vez de quartzo.
* Introduzidau a areia manufaturada que é produzida por britagem de rocha e pode ser usada para produzir concreto e mídia filtrante.
* Custo unitário reduzido para as minas de quartzo do mapa mundial de 0,5 para 0,4.
Mudanças de computação
* Adicionado mainframe: antecessor do datacenter, facilitando o bootstrap dos microchips.
* Tornadaou a produção de microchips 25% mais rápida e também 25% mais barata em computação.
* Custo de rack de servidor aumentado de 20 para 25 servidores, mas dobrou sua saída de computação. Isso significa que um datacenter ainda requer a mesma manutenção enquanto fornece o dobro de computação.
Novas máquinas e edifícios
*Novo gGabinete do novo capitão I
- Disponibiliza plantas muito mais cedo e fornece editais básicos.
- O cargo anterior agora é Capitão Gabinetedo Capitão II e dá acesso a editais avançados.
* Armazenamento térmico: permite armazenar o calor e utilizá-lo posteriormente na forma de Vapor.
* Gerador a diesel Tier 2: mais eficiente e 6x mais potente que o Tier 1 e permite filtrar o escapamento.
* Eletrolisador de nível 2, ambos os níveis também receberam novos modelos.
* Mixer nível 2, ambos os níveis também ganharam novos modelos.
* Triturador de nível 2: 4x o tamanho e 6x o rendimento em comparação com o nível 1.
* Usina de incineração de resíduos: permite queimar os resíduos de forma mais eficiente, ao mesmo tempo em que fornece Vapor gratuito. Também emite exaustão parapotencial filtragemfiltragem potencial.
* Compactador: Permite compactar o lixo na proporção 1:3.
* Triturador: Permite reverter a compactação e também pode triturar madeira.
Novas receitas e receitas alteradas
* O hidrogênio pode ser criado de forma mais eficiente a partir da água usando vapor de superpressão.
* A sujeira pode ser feita de composto e cascalho usando um misturador.
* A madeira pode ser convertida em cavacos e queimada na caldeira para produzir vapor.
* Novo produto de papel que pode ser feito de madeira e calcário e usado em suprimentos de laboratório em vez de um tanque de nitrogênio. Removido o tanque de nitrogênio como produto (o gás nitrogênio permanece).
* O frango pode ser convertido diretamente em guarnições ao invés de passar pela carne.
Novas mecânicas
* Excesso de energia elétrica: As entidades agora podem ser definidas como "consumidores excedentes", consumindo apenas energia gerada por "geradores excedentes".
* Esteiras transportadoras e armazéns agora podem operar em três modos selecionáveis:
1) Cintos e armazenamentos não consomem energia.
2) Correias e armazenamentos consomem energia com a mais alta prioridade, mas ainda funcionam sem energia.
3) Correias e armazenamentos consomem energia e não funcionam sem ela.
* O aterro agora se deteriora com o tempo e produz poluição. Leva 4 anos para se decompor completamente, ponto em que a poluição para. 1) Cintos e armazenamentos não consomem energia.
2) Correias e armazenamentos consomem energia com a mais alta prioridade, mas ainda funcionam sem energia.
3) Correias e armazenamentos consomem energia e não funcionam sem ela.
* O aterro agora se deteriora com o tempo e produz poluição. Leva 4 anos para se decompor completamente, ponto em que a poluição para.
Balanceamento e mudanças nas cadeias produtivas
* Principal
- Todos os tipos de comida agora alimentam +20% mais pessoas.
- Redução de custos com tubulações e transportadores em 30%.
- Os intervalos mínimos entre doenças foram aumentados em 30-100% (com base na doença).
- O minério de ouro rende metade do ouro e vem com maiores custos de moagem.
* Inflação de eletricidade
- Todas as máquinas consomem 4x mais e todos os geradores geram 4x mais.
- Os transportadores consomem apenas 2x mais, reduzindo seu consumo em 50%.
- Os transformadores de liquidação consomem apenas 3x mais, resultando em uma redução de 25%.
* Produção de eletricidade
- Aumento da densidade de energia do vapor em 50% (menos vapor é necessário para a mesma quantidade de energia, mas custa mais para compensar).
- 50% de aumento de potência mecânica em turbinas e mech. geradores de energia
- Turbinas de alta e baixa pressão agora têm o mesmo rendimento e seus layouts também foram alterados.
* Tijolos
- Brickworks tem rendimento duplo e custa 10 CP a menos.
- Um tijolo agora custa 1,75 sujeira em vez de 2.
- Tijolos iniciais em ruínas reduzidos de 800 para 600.
* Madeira
- A madeira agora produz quase o dobro de carvão em um queimador de carvão.
- Redução de madeira necessária em peças de construção de 4 para 3.
- Duplicou a entrada de madeira em utensílios domésticos, mas reduziu o aço de 2 para 1 e o vidro de 10 para 8.
* Refinaria
- Corrigido que a unidade de craqueamento estava retornando menos diesel (6) do que deveria (8) (com base na densidade de energia da entrada).
- Aumento da produção de etanol da cana-de-açúcar em +50%, tornando-a mais eficiente energeticamente.
- Aumento do rendimento do diesel de canola e cana-de-açúcar em 40%.
- Maior rendimento de reforma de hidrogênio de 12 para 14 (para contabilizar 2 hidrogênios extras do vapor de entrada). A receita do gás combustível requer 2 hidrogênios extras para compensar isso.
- A receita de gás combustível para diesel agora retorna água como um subproduto em vez de Co2.
- Diminuição do óleo de cozinha necessário na produção de diesel de 12 para 9.
- Mais rendimento de ácido de 2 enxofre aumentou de 8 para 12.
* Fertilizante
- O fertilizante agora é feito com amônia + oxigênio ao invés de amônia + nitrogênio + água.
- Saída de amônia do removedor de água ácida reduzida de 4 para 3.
- O fertilizante I ficou mais barato porque a fábrica de produtos químicos produz 10 em vez de 8 na mesma receita.
- A produção de Fertilizante II aumentou de 10 para 12 por aceitar enxofre e calcário extras.
* Reequilíbrio eletrônico
- Custo reduzido de Eletrônica II ao exigir metade de Eletrônica I e Polissilício.
- Aumento do custo do PCB ao exigir 2x mais vidro.
- O rendimento da produção de Electronics II e PCB aumentou em 100%.
- Redução do custo das Partes de Construção IV exigindo metade da Eletrônica II.
- O equipamento de laboratório 3 agora custa 2 eletrônicos II em vez de 8 vidros.
- O equipamento de laboratório 4 agora custa 2 eletrônicos III em vez de 2 eletrônicos II.
- Os servidores agora requerem 5 Eletrônicos III em vez de 4.
* Dessalinização
- Custo de dessalinização reduzido em 15% (em termos de energia).
- O rendimento da usina de dessalinização térmica aumentou 85% ao usar vapor HP, 400% ao usar vapor LP e 300% ao usar vapor esgotado.
* Eletrólise
- O rendimento do eletrolisador I para produção de hidrogênio aumentou em 100% (a demanda de energia também aumentou)
- O eletrolisador não pode mais ser impulsionado.
- O volume de vapor esgotado retornado da queima de hidrogênio em uma caldeira mudou para ser igual ao volume de água necessário para produzir o hidrogênio usando um eletrolisador.
* Manutenção
- Os trituradores agora custam manutenção.
- Manutenção II requer 25% menos peças mecânicas.
- Taxa de transferência do depósito de Manutenção II aumentada em 100%.
- Taxa de transferência do depósito de Manutenção III aumentada em 50%.
- Redução dos custos de manutenção do montador robótico I de 5 para 4.
- Alterado montador robótico II para exigir manutenção II (7x) em vez de nível III.
- Mudou várias máquinas e veículos de nível III para usar a manutenção II como agora vem
* Outro
- O esmagamento agora consome 2,5 vezes mais energia.
- Diminuição da saída da bomba oceânica de 20 para 18 água.
- Diminuição da eficácia do resfriamento do vapor HP de 12 para 10 saída de água.
- A queima de resíduos em um queimador comum mudou para o dobro do tempo.
- A digestão do lodo e a compostagem são agora 30% mais rápidas.
- Assentamentos agora devolvem biomassa para madeira consumida de utensílios domésticos
- Maior tolerância à radiação devido a novos produtos mais radioativos.
* Recompensas
- Aumento das recompensas do mapa mundial em 10-20%.
- Adicionado mais recompensas após a conclusão das metas.
- Microchips e servidores removidos como recompensas do mapa mundial.
Mudanças na pesquisa
* Electronics II agora está disponível anteriormente devido à entrada de quartzo removida. Isso também permitiu disponibilizar as Partes de Construção IV e Manutenção II mais cedo.
* Painéis solares, geração de energia IV, eletrodomésticos e reformador de hidrogênio vêm antes do Laboratório de pesquisa IV.
* Moveu a torre de resfriamento II da pesquisa nuclear para a produção de energia IV.
* As armas do navio II não são mais bloqueadas pela Eletrônica II
* Reforma e rachadura mescladas, de modo que a rachadura ocorre mais cedo.
* A pesquisa inicial é mais rápida de desbloquear.
* Bloqueios de pesquisa: Alguns nodos de pesquisa agora exigem uma certa quantidade de produtos criados para serem pesquisados.
Qualidade de vida e interface do usuário
* Adicionada uma ação rápida de remoção de unidade para unidades de armazenamento quando elas estão sendo limpas.
* Adicionado novos painéis que fornecem uma análise do consumo e produção de eletricidade, computação, trabalhadores e manutenção.
* Projetos agora rebaixam automaticamente seus itens bloqueados na colocação.
* Quando um projeto é bloqueado, uma lista de entidades bloqueadas é mostrada ao passar o mouse.
* As notificações nos inspetores de entidade agora são mostradas em um painel ao lado, eliminando a interface do usuário de salto.
* Clicar em um ícone de máquina em um livro de receitas agora começa a construí-lo.
* As exibições de energia, computação e trabalhadores nos inspetores de entidade agora ficam esmaecidas quando não estão consumindo o recurso.
Outras mudanças
* Os transportes não podem mais girar e iniciar uma aceleração/desaceleração ao mesmo tempo. Esses tipos de rampas foram removidos, pois não eram extensíveis depois de colocados.
* A usina de reciclagem agora retorna produtos separados por meio de um único transportador, a classificação final deve ser feita usando classificadores. Isso fornece mais extensibilidade no futuro.
* As estruturas do mundo agora estão pausadas após o reparo.
* Ferramentas avançadas, como cortar ou copiar, agora estão bloqueadas por trás da pesquisa inicial. Isso aumenta a capacidade de descoberta e torna o jogo menos intimidador para novos jogadores.
* A pasta principal com arquivos salvos e projetos foi movida para a pasta appdata para evitar problemas com sua acessibilidade em sistemas fora do padrão.
* As unidades de armazenamento encadeadas desconectam automaticamente as configurações correspondentes de importação/exportação do veículo para melhorar o agendamento e o desempenho dos trabalhos do veículo.
* Adicionado configuração de dificuldade para permitir aumentar a lucratividade dos contratos.
* Adicionado opções de dificuldade mais generosas para reduzir a manutenção.
* Adicionado mais opções para intervalos de salvamento automático.
Desempenho e física do terreno
* Nova representação de terreno armazenando dados em matrizes contíguas.
* O terreno pode ter até 65 mil blocos ao quadrado (260 km^2).
* O terreno agora suporta até 256 materiais diferentes (acima de 28).
* O terreno agora distingue adequadamente entre materiais sólidos (penhascos) e materiais minerados (rocha extraída), cada tipo com seus próprios parâmetros físicos.
* A física do terreno aprimorada agora leva em consideração a espessura da camada de material, permitindo que camadas finas grudem em ângulos mais acentuados.
Desempenho
* Várias melhorias internas aumentam a velocidade de simulação de muitos componentes em 10-30%.
- Simulação de máquinas completamente reescrita
- Maior desempenho ao trocar produtos entre portas e buffers
* Nova tecnologia de renderização de terreno melhorando o FPS em 1-8x (com base no tamanho e visualização do mapa) e reduzindo o consumo de memória em 4x.
* Operações de terreno, como mineração, colapso de material ou interrupção após veículos, são 2 a 4 vezes mais rápidas.
* Novo sistema de renderização de transportadores e tubos, resultando em aumento de velocidade de 3x.
* A verificação da área de acesso ao oceano é 10x mais rápida, não atrasando o jogo ao colocar docas ou estaleiros.
* Otimizando a renderização de produtos para usar instâncias de GPU em lote (renderizando vários produtos por única instância).
* Novo sistema LOD que ajusta a qualidade do oceano com base na distância de visualização. Se o oceano não estiver à vista, nem sequer é simulado.
* Novo sistema de renderização de detalhes do terreno (grama, flores, etc.) com suporte a LOD que também ajusta a densidade com base na distância da câmera e não renderiza detalhes muito distantes da câmera (anteriormente, todos os detalhes do mapa inteiro eram renderizados).
Melhorias na infraestrutura de renderização
* Alterado para o pipeline de renderização Avançar (de Adiado). Isso permitiu o uso de multi-sample anti-aliasing e maior controle sobre os pixels renderizados.
* O terreno agora usa renderização tri-planar (em uma configuração de alta qualidade), removendo a textura que se estende de encostas íngremes.
* Adicionado opções de qualidade de renderização e predefinições para poder fazer o jogo rodar sem problemas em uma ampla gama de hardware.
* Adicionado três limites de FPS separados para o jogo, menus e quando o jogo está em segundo plano.
* A distância da sombra agora é ajustada dinamicamente com base no zoom da câmera.
* Câmera de jogo totalmente desbloqueada, que agora pode olhar para o horizonte.
* Pequenos objetos, como grama, flores ou plantações em fazendas, não desaparecem mais quando o zoom é ligeiramente reduzido.
Qualidade de vida pequena
* Manter o turno enquanto adiciona ou remove servidores do datacenter adiciona ou remove 8 de cada vez.
* O livro de receitas agora mostra os níveis de radiação dos produtos.
* A exibição de contratos agora classifica os contratos por saída para que os contratos semelhantes fiquem próximos uns dos outros.
* UI da máquina alterada para exibir o status "aguardando produtos" em vez de "entrada ausente" junto com uma lista de produtos ausentes ao passar o mouse.
* Adicionado uma faixa de notificação quando o ajuste de transporte está desativado.
* Adicionado uma legenda para o atalho que permite impedir a aplicação de configuração copiada ao colocar entidades.
* A grade do terreno agora é visível ao modificar as áreas das Mine Towers.
Conserta
* O jogo não congela mais na tela de carregamento.
* A música agora não para na tela de carregamento.
* Fez bombas oceânicas e entidades de despejo pararem de funcionar quando o oceano não estiver mais presente.
* Os efeitos dos editais são combinados corretamente com outros efeitos, como opções de dificuldade.
* Corrigido que os racks do datacenter não apareciam no carregamento.
* Corrigido que as estatísticas globais de produtos continuavam aumentando quando as máquinas executavam receitas parciais (por exemplo, torres de resfriamento).
* Corrigido que as unidades de armazenamento que ainda não foram construídas já estavam relatando sua capacidade.
* Corrigido que os projetos adicionariam receitas bloqueadas nas máquinas.
* Corrigido que o lançamento de um foguete retornava seu valor de sucata.
* Muitas melhorias e correções em como os produtos são manipulados na construção e remoção rápidas.
- As unidades de armazenamento agora têm prioridade sobre o estaleiro para armazenar produtos.
- O Estaleiro tem prioridade sobre as unidades de armazenamento para fornecer produtos.
- O depósito de carga que está exportando produtos não os fornece mais para uma construção rápida.
* Balanceadores e classificadores agora mostram o consumo de energia no pop-up do menu de entidades.
* Câmera, mesmo "olhar livre", não pode ir para o subsolo.
* Corrigidos problemas com as bordas do mapa e adicionado suporte para depósitos de carga construídos perto da fronteira.
* Corrigido que o posto de combustível tinha seu buffer de entrada registrado na logística, em vez de depender apenas da entrada canalizada.
* Posto de combustível fixo que frequentemente enviava caminhões de combustível parcialmente carregados.
* As árvores não se movem mais quando minadas, mas caem.
* Aumento do número máximo de caracteres renderizados por elemento de 15k para 18k para acomodar o changelog da Atualização 1.
Balanceamento e alterações de contratos
* Contratos removidos:
- Vidro => Carvão
- Diesel => Quartzo
- Diesel => Calcário
- Carvão => Calcário
- Carvão => minério de ouro
- Partes do Veículo II => Urânio
* Contratos adicionados:
- Bens domésticos => Carvão
- Equipamento de laboratório III => Carvão
- Borracha => Madeira
- Eletrodomésticos => Madeira
- Equipamento de laboratório II => Cobre
- Partes do veículo II => Quartzo
- Enxofre => Lodo
- Eletrônicos de consumo => Petróleo bruto
- Equipamento de laboratório IV => Urânio
- Servidores => Minério de ouro
* Adicionado
* Novas texturas de terreno de alta qualidade para quase tod
* Novo oceano simulado que adap
* Novos modelos de
* Adicionado pedras
* Novo sistema de cobertura de grama do terreno, misturando vários tipos de grama e flores.
*
*
*
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para
* Melhorias na
Música
* Adicionad
Silvicultura
*
*
* A colheitadeira de árvores agora
* A serraria do mapa-múndi foi removida.
Melhorias nos veículos
* Mineração mista: As escavadeiras podem minerar produtos mistos, sempre escavando um balde cheio.
* Transporte misto: Caminhões podem ser carregados por escavadeiras com carga mista, aumentando significativamente a eficiência da mineração. Por enquanto, a carga mista só pode ser carregada por escavadeiras.
* Novo widget para veículos que permite a escolha de sua substituição por um nível diferente. Os veículos substituídos mantêm as suas atribuições.
Principais características
* Tubos agora podem ser construídos verticalmente, ocupando menos espaço ao mudar de nível.
* Adicionado designação de terreno de nivelamento (combinação de designação de mineração e despejo).
* Empilhad
Mudanças na energia nuclear e novos conteúdos
* Novo modelo para o reator nuclear I.
* Adicionado um novo reator MOX (reator nível II), permitindo reprocessar o combustível usado e minimizando o desperdício que precisa ser armazenado. Também fornece 33% de energia extra em comparação com o nível anterior.
* Adicionado um novo Fast Breeder Reactor (FBR) (reator de nível III), permitindo reprocessar e queimar todos os resíduos enquanto fornece duas vezes mais energia do que o reator MOX, gerando vapor super pressurizado (um novo tipo de vapor).
* Adicionada uma nova instalação de reprocessamento nuclear que foi projetada para trabalhar em conjunto com os reatores FBR e MOX.
* Adicionado mais de 12 novos produtos: urânio enriquecido (4%, 20%), urânio reprocessado, urânio empobrecido, plutônio, haste MOX, combustível de núcleo, combustível de manta, produto de fissão, MOX gasto, resíduos retirados e muito mais.
* Introduzi
* Capacidade reduzida de armazenamento de resíduos nucleares de 5k para 1,6k, já que todos os resíduos podem ser processados eventualmente.
* O reator nuclear agora precisa ser desligado antes que uma atualização seja possível.
* O combustível é carregado no reator sem exigir potência alvo positiva.
Mudanças
* Adicionado um novo recurso minerável: quartzo, disponível em todos os mapas.
* A areia não é mais feita pela trituração de rocha, mas sim pela trituração de quartzo.
* A produção de silício agora requer areia em vez de quartzo.
* Introduzi
* Custo unitário reduzido para as minas de quartzo do mapa mundial de 0,5 para 0,4.
Mudanças de computação
* Adicionado mainframe: antecessor do datacenter, facilitando o bootstrap dos microchips.
* Torn
* Custo de rack de servidor aumentado de 20 para 25 servidores, mas dobrou sua saída de computação. Isso significa que um datacenter ainda requer a mesma manutenção enquanto fornece o dobro de computação.
Novas máquinas e edifícios
*
- Disponibiliza plantas muito mais cedo e fornece editais básicos.
- O cargo anterior agora é Capitão Gabinete
* Armazenamento térmico: permite armazenar o calor e utilizá-lo posteriormente na forma de Vapor.
* Gerador a diesel Tier 2: mais eficiente e 6x mais potente que o Tier 1 e permite filtrar o escapamento.
* Eletrolisador de nível 2, ambos os níveis também receberam novos modelos.
* Mixer nível 2, ambos os níveis também ganharam novos modelos.
* Triturador de nível 2: 4x o tamanho e 6x o rendimento em comparação com o nível 1.
* Usina de incineração de resíduos: permite queimar os resíduos de forma mais eficiente, ao mesmo tempo em que fornece Vapor gratuito. Também emite exaustão para
* Compactador: Permite compactar o lixo na proporção 1:3.
* Triturador: Permite reverter a compactação e também pode triturar madeira.
Novas receitas e receitas alteradas
* O hidrogênio pode ser criado de forma mais eficiente a partir da água usando vapor de superpressão.
* A sujeira pode ser feita de composto e cascalho usando um misturador.
* A madeira pode ser convertida em cavacos e queimada na caldeira para produzir vapor.
* Novo produto de papel que pode ser feito de madeira e calcário e usado em suprimentos de laboratório em vez de um tanque de nitrogênio. Removido o tanque de nitrogênio como produto (o gás nitrogênio permanece).
* O frango pode ser convertido diretamente em guarnições ao invés de passar pela carne.
Nova
* Excesso de energia elétrica: As entidades agora podem ser definidas como "consumidores excedentes", consumindo apenas energia gerada por "geradores excedentes".
* Esteiras transportadoras e armazéns agora podem operar em três modos selecionáveis:
2) Correias e armazenamentos consomem energia com a mais alta prioridade, mas ainda funcionam sem energia.
3) Correias e armazenamentos consomem energia e não funcionam sem ela.
* O aterro agora se deteriora com o tempo e produz poluição. Leva 4 anos para se decompor completamente, ponto em que a poluição para.
Balanceamento e mudanças nas cadeias produtivas
* Principal
- Todos os tipos de comida agora alimentam +20% mais pessoas.
- Redução de custos com tubulações e transportadores em 30%.
- Os intervalos mínimos entre doenças foram aumentados em 30-100% (com base na doença).
- O minério de ouro rende metade do ouro e vem com maiores custos de moagem.
* Inflação de eletricidade
- Todas as máquinas consomem 4x mais e todos os geradores geram 4x mais.
- Os transportadores consomem apenas 2x mais, reduzindo seu consumo em 50%.
- Os transformadores de liquidação consomem apenas 3x mais, resultando em uma redução de 25%.
* Produção de eletricidade
- Aumento da densidade de energia do vapor em 50% (menos vapor é necessário para a mesma quantidade de energia, mas custa mais para compensar).
- 50% de aumento de potência mecânica em turbinas e mech. geradores de energia
- Turbinas de alta e baixa pressão agora têm o mesmo rendimento e seus layouts também foram alterados.
* Tijolos
- Brickworks tem rendimento duplo e custa 10 CP a menos.
- Um tijolo agora custa 1,75 sujeira em vez de 2.
- Tijolos iniciais em ruínas reduzidos de 800 para 600.
* Madeira
- A madeira agora produz quase o dobro de carvão em um queimador de carvão.
- Redução de madeira necessária em peças de construção de 4 para 3.
- Duplicou a entrada de madeira em utensílios domésticos, mas reduziu o aço de 2 para 1 e o vidro de 10 para 8.
* Refinaria
- Corrigido que a unidade de craqueamento estava retornando menos diesel (6) do que deveria (8) (com base na densidade de energia da entrada).
- Aumento da produção de etanol da cana-de-açúcar em +50%, tornando-a mais eficiente energeticamente.
- Aumento do rendimento do diesel de canola e cana-de-açúcar em 40%.
- Maior rendimento de reforma de hidrogênio de 12 para 14 (para contabilizar 2 hidrogênios extras do vapor de entrada). A receita do gás combustível requer 2 hidrogênios extras para compensar isso.
- A receita de gás combustível para diesel agora retorna água como um subproduto em vez de Co2.
- Diminuição do óleo de cozinha necessário na produção de diesel de 12 para 9.
- Mais rendimento de ácido de 2 enxofre aumentou de 8 para 12.
* Fertilizante
- O fertilizante agora é feito com amônia + oxigênio ao invés de amônia + nitrogênio + água.
- Saída de amônia do removedor de água ácida reduzida de 4 para 3.
- O fertilizante I ficou mais barato porque a fábrica de produtos químicos produz 10 em vez de 8 na mesma receita.
- A produção de Fertilizante II aumentou de 10 para 12 por aceitar enxofre e calcário extras.
* Reequilíbrio eletrônico
- Custo reduzido de Eletrônica II ao exigir metade de Eletrônica I e Polissilício.
- Aumento do custo do PCB ao exigir 2x mais vidro.
- O rendimento da produção de Electronics II e PCB aumentou em 100%.
- Redução do custo das Partes de Construção IV exigindo metade da Eletrônica II.
- O equipamento de laboratório 3 agora custa 2 eletrônicos II em vez de 8 vidros.
- O equipamento de laboratório 4 agora custa 2 eletrônicos III em vez de 2 eletrônicos II.
- Os servidores agora requerem 5 Eletrônicos III em vez de 4.
* Dessalinização
- Custo de dessalinização reduzido em 15% (em termos de energia).
- O rendimento da usina de dessalinização térmica aumentou 85% ao usar vapor HP, 400% ao usar vapor LP e 300% ao usar vapor esgotado.
* Eletrólise
- O rendimento do eletrolisador I para produção de hidrogênio aumentou em 100% (a demanda de energia também aumentou)
- O eletrolisador não pode mais ser impulsionado.
- O volume de vapor esgotado retornado da queima de hidrogênio em uma caldeira mudou para ser igual ao volume de água necessário para produzir o hidrogênio usando um eletrolisador.
* Manutenção
- Os trituradores agora custam manutenção.
- Manutenção II requer 25% menos peças mecânicas.
- Taxa de transferência do depósito de Manutenção II aumentada em 100%.
- Taxa de transferência do depósito de Manutenção III aumentada em 50%.
- Redução dos custos de manutenção do montador robótico I de 5 para 4.
- Alterado montador robótico II para exigir manutenção II (7x) em vez de nível III.
- Mudou várias máquinas e veículos de nível III para usar a manutenção II como agora vem
* Outro
- O esmagamento agora consome 2,5 vezes mais energia.
- Diminuição da saída da bomba oceânica de 20 para 18 água.
- Diminuição da eficácia do resfriamento do vapor HP de 12 para 10 saída de água.
- A queima de resíduos em um queimador comum mudou para o dobro do tempo.
- A digestão do lodo e a compostagem são agora 30% mais rápidas.
- Assentamentos agora devolvem biomassa para madeira consumida de utensílios domésticos
- Maior tolerância à radiação devido a novos produtos mais radioativos.
* Recompensas
- Aumento das recompensas do mapa mundial em 10-20%.
- Adicionado mais recompensas após a conclusão das metas.
- Microchips e servidores removidos como recompensas do mapa mundial.
Mudanças na pesquisa
* Electronics II agora está disponível anteriormente devido à entrada de quartzo removida. Isso também permitiu disponibilizar as Partes de Construção IV e Manutenção II mais cedo.
* Painéis solares, geração de energia IV, eletrodomésticos e reformador de hidrogênio vêm antes do Laboratório de pesquisa IV.
* Moveu a torre de resfriamento II da pesquisa nuclear para a produção de energia IV.
* As armas do navio II não são mais bloqueadas pela Eletrônica II
* Reforma e rachadura mescladas, de modo que a rachadura ocorre mais cedo.
* A pesquisa inicial é mais rápida de desbloquear.
* Bloqueios de pesquisa: Alguns nodos de pesquisa agora exigem uma certa quantidade de produtos criados para serem pesquisados.
Qualidade de vida e interface do usuário
* Adicionada uma ação rápida de remoção de unidade para unidades de armazenamento quando elas estão sendo limpas.
* Adicionado novos painéis que fornecem uma análise do consumo e produção de eletricidade, computação, trabalhadores e manutenção.
* Projetos agora rebaixam automaticamente seus itens bloqueados na colocação.
* Quando um projeto é bloqueado, uma lista de entidades bloqueadas é mostrada ao passar o mouse.
* As notificações nos inspetores de entidade agora são mostradas em um painel ao lado, eliminando a interface do usuário de salto.
* Clicar em um ícone de máquina em um livro de receitas agora começa a construí-lo.
* As exibições de energia, computação e trabalhadores nos inspetores de entidade agora ficam esmaecidas quando não estão consumindo o recurso.
Outras mudanças
* Os transportes não podem mais girar e iniciar uma aceleração/desaceleração ao mesmo tempo. Esses tipos de rampas foram removidos, pois não eram extensíveis depois de colocados.
* A usina de reciclagem agora retorna produtos separados por meio de um único transportador, a classificação final deve ser feita usando classificadores. Isso fornece mais extensibilidade no futuro.
* As estruturas do mundo agora estão pausadas após o reparo.
* Ferramentas avançadas, como cortar ou copiar, agora estão bloqueadas por trás da pesquisa inicial. Isso aumenta a capacidade de descoberta e torna o jogo menos intimidador para novos jogadores.
* A pasta principal com arquivos salvos e projetos foi movida para a pasta appdata para evitar problemas com sua acessibilidade em sistemas fora do padrão.
* As unidades de armazenamento encadeadas desconectam automaticamente as configurações correspondentes de importação/exportação do veículo para melhorar o agendamento e o desempenho dos trabalhos do veículo.
* Adicionado configuração de dificuldade para permitir aumentar a lucratividade dos contratos.
* Adicionado opções de dificuldade mais generosas para reduzir a manutenção.
* Adicionado mais opções para intervalos de salvamento automático.
Desempenho e física do terreno
* Nova representação de terreno armazenando dados em matrizes contíguas.
* O terreno pode ter até 65 mil blocos ao quadrado (260 km^2).
* O terreno agora suporta até 256 materiais diferentes (acima de 28).
* O terreno agora distingue adequadamente entre materiais sólidos (penhascos) e materiais minerados (rocha extraída), cada tipo com seus próprios parâmetros físicos.
* A física do terreno aprimorada agora leva em consideração a espessura da camada de material, permitindo que camadas finas grudem em ângulos mais acentuados.
Desempenho
* Várias melhorias internas aumentam a velocidade de simulação de muitos componentes em 10-30%.
- Simulação de máquinas completamente reescrita
- Maior desempenho ao trocar produtos entre portas e buffers
* Nova tecnologia de renderização de terreno melhorando o FPS em 1-8x (com base no tamanho e visualização do mapa) e reduzindo o consumo de memória em 4x.
* Operações de terreno, como mineração, colapso de material ou interrupção após veículos, são 2 a 4 vezes mais rápidas.
* Novo sistema de renderização de transportadores e tubos, resultando em aumento de velocidade de 3x.
* A verificação da área de acesso ao oceano é 10x mais rápida, não atrasando o jogo ao colocar docas ou estaleiros.
* Otimizando a renderização de produtos para usar instâncias de GPU em lote (renderizando vários produtos por única instância).
* Novo sistema LOD que ajusta a qualidade do oceano com base na distância de visualização. Se o oceano não estiver à vista, nem sequer é simulado.
* Novo sistema de renderização de detalhes do terreno (grama, flores, etc.) com suporte a LOD que também ajusta a densidade com base na distância da câmera e não renderiza detalhes muito distantes da câmera (anteriormente, todos os detalhes do mapa inteiro eram renderizados).
Melhorias na infraestrutura de renderização
* Alterado para o pipeline de renderização Avançar (de Adiado). Isso permitiu o uso de multi-sample anti-aliasing e maior controle sobre os pixels renderizados.
* O terreno agora usa renderização tri-planar (em uma configuração de alta qualidade), removendo a textura que se estende de encostas íngremes.
* Adicionado opções de qualidade de renderização e predefinições para poder fazer o jogo rodar sem problemas em uma ampla gama de hardware.
* Adicionado três limites de FPS separados para o jogo, menus e quando o jogo está em segundo plano.
* A distância da sombra agora é ajustada dinamicamente com base no zoom da câmera.
* Câmera de jogo totalmente desbloqueada, que agora pode olhar para o horizonte.
* Pequenos objetos, como grama, flores ou plantações em fazendas, não desaparecem mais quando o zoom é ligeiramente reduzido.
Qualidade de vida pequena
* Manter o turno enquanto adiciona ou remove servidores do datacenter adiciona ou remove 8 de cada vez.
* O livro de receitas agora mostra os níveis de radiação dos produtos.
* A exibição de contratos agora classifica os contratos por saída para que os contratos semelhantes fiquem próximos uns dos outros.
* UI da máquina alterada para exibir o status "aguardando produtos" em vez de "entrada ausente" junto com uma lista de produtos ausentes ao passar o mouse.
* Adicionado uma faixa de notificação quando o ajuste de transporte está desativado.
* Adicionado uma legenda para o atalho que permite impedir a aplicação de configuração copiada ao colocar entidades.
* A grade do terreno agora é visível ao modificar as áreas das Mine Towers.
Conserta
* O jogo não congela mais na tela de carregamento.
* A música agora não para na tela de carregamento.
* Fez bombas oceânicas e entidades de despejo pararem de funcionar quando o oceano não estiver mais presente.
* Os efeitos dos editais são combinados corretamente com outros efeitos, como opções de dificuldade.
* Corrigido que os racks do datacenter não apareciam no carregamento.
* Corrigido que as estatísticas globais de produtos continuavam aumentando quando as máquinas executavam receitas parciais (por exemplo, torres de resfriamento).
* Corrigido que as unidades de armazenamento que ainda não foram construídas já estavam relatando sua capacidade.
* Corrigido que os projetos adicionariam receitas bloqueadas nas máquinas.
* Corrigido que o lançamento de um foguete retornava seu valor de sucata.
* Muitas melhorias e correções em como os produtos são manipulados na construção e remoção rápidas.
- As unidades de armazenamento agora têm prioridade sobre o estaleiro para armazenar produtos.
- O Estaleiro tem prioridade sobre as unidades de armazenamento para fornecer produtos.
- O depósito de carga que está exportando produtos não os fornece mais para uma construção rápida.
* Balanceadores e classificadores agora mostram o consumo de energia no pop-up do menu de entidades.
* Câmera, mesmo "olhar livre", não pode ir para o subsolo.
* Corrigidos problemas com as bordas do mapa e adicionado suporte para depósitos de carga construídos perto da fronteira.
* Corrigido que o posto de combustível tinha seu buffer de entrada registrado na logística, em vez de depender apenas da entrada canalizada.
* Posto de combustível fixo que frequentemente enviava caminhões de combustível parcialmente carregados.
* As árvores não se movem mais quando minadas, mas caem.
* Aumento do número máximo de caracteres renderizados por elemento de 15k para 18k para acomodar o changelog da Atualização 1.
Balanceamento e alterações de contratos
* Contratos removidos:
- Vidro => Carvão
- Diesel => Quartzo
- Diesel => Calcário
- Carvão => Calcário
- Carvão => minério de ouro
- Partes do Veículo II => Urânio
* Contratos adicionados:
- Bens domésticos => Carvão
- Equipamento de laboratório III => Carvão
- Borracha => Madeira
- Eletrodomésticos => Madeira
- Equipamento de laboratório II => Cobre
- Partes do veículo II => Quartzo
- Enxofre => Lodo
- Eletrônicos de consumo => Petróleo bruto
- Equipamento de laboratório IV => Urânio
- Servidores => Minério de ouro
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
Melhorias gráficas
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Música
* Adicionadas 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
* Nova torre de silvicultura e veículo plantador de árvores podem executar a replantação de árvores e colheita totalmente automática.
* Árvores são plantadas utilizando mudas que crescem em fazendas.
* A colheitadera de árvores agora visualmente corta árvores em pequenas toras.
* A serraria do mapa-múndi foi removida.
Melhorias nos veículos
* Mineração mista: As escavadeiras podem minerar produtos mistos, sempre escavando um balde cheio.
* Transporte misto: Caminhões podem ser carregados por escavadeiras com carga mista, aumentando significativamente a eficiência da mineração. Por enquanto, a carga mista só pode ser carregada por escavadeiras.
* Novo widget para veículos que permite a escolha de sua substituição por um nível diferente. Os veículos substituídos mantêm as suas atribuições.
* Novo agendamento de veículos com maior desempenho e que permite atribuir trabalhos aos veículos disponíveis mais próximos.
Principais características
* Tubos agora podem ser construídos verticalmente, ocupando menos espaço ao mudar de nível.
* Adicionado designação de terreno de nivelamento (combinação de designação de mineração e despejo).
* Empilhadera: permite descarregar o material solto das esteiras diretamente no terreno.
Mudanças na energia nuclear e novos conteúdos
* Novo modelo para o reator nuclear I.
* Adicionado um novo reator MOX (reator nível II), permitindo reprocessar o combustível usado e minimizando o desperdício que precisa ser armazenado. Também fornece 33% de energia extra em comparação com o nível anterior.
* Adicionado um novo Fast Breeder Reactor (FBR) (reator de nível III), permitindo reprocessar e queimar todos os resíduos enquanto fornece duas vezes mais energia do que o reator MOX, gerando vapor super pressurizado (um novo tipo de vapor).
* Adicionadauma nova instalação de reprocessamento nuclear que foi projetada para trabalhar em conjunto com os reatores FBR e MOX.
* Adicionado mais de 12 novos produtos: urânio enriquecido (4%, 20%), urânio reprocessado, urânio empobrecido, plutônio, haste MOX, combustível de núcleo, combustível de manta, produto de fissão, MOX gasto, resíduos retirados e muito mais.
* Introduzida uma nova turbina a vapor de super pressão para ser usada com FBR.
* Capacidade reduzida de armazenamento de resíduos nucleares de 5k para 1,6k, já que todos os resíduos podem ser processados eventualmente.
* O reator nuclear agora precisa ser desligado antes que uma atualização seja possível.
* O combustível é carregado no reator sem exigir potência alvo positiva.
Mudanças no quartzo e areia
* Adicionado um novo recurso minerável: quartzo, disponível em todos os mapas.
* A areia não é mais feita pela trituração de rocha, mas sim pela trituração de quartzo.
* A produção de silício agora requer areia em vez de quartzo.
* Introduzida a areia manufaturada que é produzida por britagem de rocha e pode ser usada para produzir concreto e mídia filtrante.
* Custo unitário reduzido para as minas de quartzo do mapa mundial de 0,5 para 0,4.
Mudanças de computação
* Adicionado mainframe: antecessor do datacenter, facilitando o bootstrap dos microchips.
* Tornada a produção de microchips 25% mais rápida e também 25% mais barata em computação.
* Custo de rack de servidor aumentado de 20 para 25 servidores, mas dobrou sua saída de computação. Isso significa que um datacenter ainda requer a mesma manutenção enquanto fornece o dobro de computação.
Novas máquinas e edifícios
* Novo gabinete do capitão I
- Disponibiliza plantas muito mais cedo e fornece editais básicos.
- O cargo anterior agora é Gabinete do Capitão II e dá acesso a editais avançados.
* Armazenamento térmico: permite armazenar o calor e utilizá-lo posteriormente na forma de Vapor.
* Gerador a diesel Tier 2: mais eficiente e 6x mais potente que o Tier 1 e permite filtrar o escapamento.
* Eletrolisador de nível 2, ambos os níveis também receberam novos modelos.
* Mixer nível 2, ambos os níveis também ganharam novos modelos.
* Triturador de nível 2: 4x o tamanho e 6x o rendimento em comparação com o nível 1.
* Usina de incineração de resíduos: permite queimar os resíduos de forma mais eficiente, ao mesmo tempo em que fornece Vapor gratuito. Também emite exaustão para potencial filtragem.
* Compactador: Permite compactar o lixo na proporção 1:3.
* Triturador: Permite reverter a compactação e também pode triturar madeira.
Novas receitas e receitas alteradas
* O hidrogênio pode ser criado de forma mais eficiente a partir da água usando vapor de superpressão.
* A sujeira pode ser feita de composto e cascalho usando um misturador.
* A madeira pode ser convertida em cavacos e queimada na caldeira para produzir vapor.
* Novo produto de papel que pode ser feito de madeira e calcário e usado em suprimentos de laboratório em vez de um tanque de nitrogênio. Removido o tanque de nitrogênio como produto (o gás nitrogênio permanece).
* O frango pode ser convertido diretamente em guarnições ao invés de passar pela carne.
Novas mecânicas
* Excesso de energia elétrica: As entidades agora podem ser definidas como "consumidores excedentes", consumindo apenas energia gerada por "geradores excedentes".
* Esteiras transportadoras e armazéns agora podem operar em três modos selecionáveis:
1) Cintos e armazenamentos não consomem energia.
2) Correias e armazenamentos consomem energia com a mais alta prioridade, mas ainda funcionam sem energia.
3) Correias e armazenamentos consomem energia e não funcionam sem ela.
* O aterro agora se deteriora com o tempo e produz poluição. Leva 4 anos para se decompor completamente, ponto em que a poluição para.
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Música
* Adicionadas 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
* Nova torre de silvicultura e veículo plantador de árvores podem executar a replantação de árvores e colheita totalmente automática.
* Árvores são plantadas utilizando mudas que crescem em fazendas.
* A colheitadera de árvores agora visualmente corta árvores em pequenas toras.
* A serraria do mapa-múndi foi removida.
Melhorias nos veículos
* Mineração mista: As escavadeiras podem minerar produtos mistos, sempre escavando um balde cheio.
* Transporte misto: Caminhões podem ser carregados por escavadeiras com carga mista, aumentando significativamente a eficiência da mineração. Por enquanto, a carga mista só pode ser carregada por escavadeiras.
* Novo widget para veículos que permite a escolha de sua substituição por um nível diferente. Os veículos substituídos mantêm as suas atribuições.
* Novo agendamento de veículos com maior desempenho e que permite atribuir trabalhos aos veículos disponíveis mais próximos.
Principais características
* Tubos agora podem ser construídos verticalmente, ocupando menos espaço ao mudar de nível.
* Adicionado designação de terreno de nivelamento (combinação de designação de mineração e despejo).
* Empilhadera: permite descarregar o material solto das esteiras diretamente no terreno.
Mudanças na energia nuclear e novos conteúdos
* Novo modelo para o reator nuclear I.
* Adicionado um novo reator MOX (reator nível II), permitindo reprocessar o combustível usado e minimizando o desperdício que precisa ser armazenado. Também fornece 33% de energia extra em comparação com o nível anterior.
* Adicionado um novo Fast Breeder Reactor (FBR) (reator de nível III), permitindo reprocessar e queimar todos os resíduos enquanto fornece duas vezes mais energia do que o reator MOX, gerando vapor super pressurizado (um novo tipo de vapor).
* Adicionada
* Adicionado mais de 12 novos produtos: urânio enriquecido (4%, 20%), urânio reprocessado, urânio empobrecido, plutônio, haste MOX, combustível de núcleo, combustível de manta, produto de fissão, MOX gasto, resíduos retirados e muito mais.
* Introduzida uma nova turbina a vapor de super pressão para ser usada com FBR.
* Capacidade reduzida de armazenamento de resíduos nucleares de 5k para 1,6k, já que todos os resíduos podem ser processados eventualmente.
* O reator nuclear agora precisa ser desligado antes que uma atualização seja possível.
* O combustível é carregado no reator sem exigir potência alvo positiva.
Mudanças no quartzo e areia
* Adicionado um novo recurso minerável: quartzo, disponível em todos os mapas.
* A areia não é mais feita pela trituração de rocha, mas sim pela trituração de quartzo.
* A produção de silício agora requer areia em vez de quartzo.
* Introduzida a areia manufaturada que é produzida por britagem de rocha e pode ser usada para produzir concreto e mídia filtrante.
* Custo unitário reduzido para as minas de quartzo do mapa mundial de 0,5 para 0,4.
Mudanças de computação
* Adicionado mainframe: antecessor do datacenter, facilitando o bootstrap dos microchips.
* Tornada a produção de microchips 25% mais rápida e também 25% mais barata em computação.
* Custo de rack de servidor aumentado de 20 para 25 servidores, mas dobrou sua saída de computação. Isso significa que um datacenter ainda requer a mesma manutenção enquanto fornece o dobro de computação.
Novas máquinas e edifícios
* Novo gabinete do capitão I
- Disponibiliza plantas muito mais cedo e fornece editais básicos.
- O cargo anterior agora é Gabinete do Capitão II e dá acesso a editais avançados.
* Armazenamento térmico: permite armazenar o calor e utilizá-lo posteriormente na forma de Vapor.
* Gerador a diesel Tier 2: mais eficiente e 6x mais potente que o Tier 1 e permite filtrar o escapamento.
* Eletrolisador de nível 2, ambos os níveis também receberam novos modelos.
* Mixer nível 2, ambos os níveis também ganharam novos modelos.
* Triturador de nível 2: 4x o tamanho e 6x o rendimento em comparação com o nível 1.
* Usina de incineração de resíduos: permite queimar os resíduos de forma mais eficiente, ao mesmo tempo em que fornece Vapor gratuito. Também emite exaustão para potencial filtragem.
* Compactador: Permite compactar o lixo na proporção 1:3.
* Triturador: Permite reverter a compactação e também pode triturar madeira.
Novas receitas e receitas alteradas
* O hidrogênio pode ser criado de forma mais eficiente a partir da água usando vapor de superpressão.
* A sujeira pode ser feita de composto e cascalho usando um misturador.
* A madeira pode ser convertida em cavacos e queimada na caldeira para produzir vapor.
* Novo produto de papel que pode ser feito de madeira e calcário e usado em suprimentos de laboratório em vez de um tanque de nitrogênio. Removido o tanque de nitrogênio como produto (o gás nitrogênio permanece).
* O frango pode ser convertido diretamente em guarnições ao invés de passar pela carne.
Novas mecânicas
* Excesso de energia elétrica: As entidades agora podem ser definidas como "consumidores excedentes", consumindo apenas energia gerada por "geradores excedentes".
* Esteiras transportadoras e armazéns agora podem operar em três modos selecionáveis:
1) Cintos e armazenamentos não consomem energia.
2) Correias e armazenamentos consomem energia com a mais alta prioridade, mas ainda funcionam sem energia.
3) Correias e armazenamentos consomem energia e não funcionam sem ela.
* O aterro agora se deteriora com o tempo e produz poluição. Leva 4 anos para se decompor completamente, ponto em que a poluição para.
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
Melhorias gráficas
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Música
* Adicionadas 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
* Nova torre de silvicultura e veículo plantador de árvores podem executar a replantação de árvores e colheita totalmente automática.
* Árvores são plantadas utilizando mudas que crescem em fazendas.
* A colheitadera de árvores agora visualmente corta árvores em pequenas toras.
* A serraria do mapa-múndi foi removida.
Melhorias nos veículos
* Mineração mista: As escavadeiras podem minerar produtos mistos, sempre escavando um balde cheio.
* Transporte misto: Caminhões podem ser carregados por escavadeiras com carga mista, aumentando significativamente a eficiência da mineração. Por enquanto, a carga mista só pode ser carregada por escavadeiras.
* Novo widget para veículos que permite a escolha de sua substituição por um nível diferente. Os veículos substituídos mantêm as suas atribuições.
* Novo agendamento de veículos com maior desempenho e que permite atribuir trabalhos aos veículos disponíveis mais próximos.
Principais características
* Tubos agora podem ser construídos verticalmente, ocupando menos espaço ao mudar de nível.
* Adicionado designação de terreno de nivelamento (combinação de designação de mineração e despejo).
* Empilhadera: permite descarregar o material solto das esteiras diretamente no terreno.
Mudanças na energia nuclear e novos conteúdos
* Novo modelo para o reator nuclear I.
* Adicionado um novo reator MOX (reator nível II), permitindo reprocessar o combustível usado e minimizando o desperdício que precisa ser armazenado. Também fornece 33% de energia extra em comparação com o nível anterior.
* Adicionado um novo Fast Breeder Reactor (FBR) (reator de nível III), permitindo reprocessar e queimar todos os resíduos enquanto fornece duas vezes mais energia do que o reator MOX, gerando vapor super pressurizado (um novo tipo de vapor).
* Adicionada uma nova instalação de reprocessamento nuclear que foi projetada para trabalhar em conjunto com os reatores FBR e MOX.
* Adicionado mais de 12 novos produtos: urânio enriquecido (4%, 20%), urânio reprocessado, urânio empobrecido, plutônio, haste MOX, combustível de núcleo, combustível de manta, produto de fissão, MOX gasto, resíduos retirados e muito mais.
* Introduzida uma nova turbina a vapor de super pressão para ser usada com FBR.
* Capacidade reduzida de armazenamento de resíduos nucleares de 5k para 1,6k, já que todos os resíduos podem ser processados eventualmente.
* O reator nuclear agora precisa ser desligado antes que uma atualização seja possível.
* O combustível é carregado no reator sem exigir potência alvo positiva.
Mudanças no quartzo e areia
* Adicionado um novo recurso minerável: quartzo, disponível em todos os mapas.
* A areia não é mais feita pela trituração de rocha, mas sim pela trituração de quartzo.
* A produção de silício agora requer areia em vez de quartzo.
* Introduzida a areia manufaturada que é produzida por britagem de rocha e pode ser usada para produzir concreto e mídia filtrante.
* Custo unitário reduzido para as minas de quartzo do mapa mundial de 0,5 para 0,4.
Mudanças de computação
* Adicionado mainframe: antecessor do datacenter, facilitando o bootstrap dos microchips.
* Tornada a produção de microchips 25% mais rápida e também 25% mais barata em computação.
* Custo de rack de servidor aumentado de 20 para 25 servidores, mas dobrou sua saída de computação. Isso significa que um datacenter ainda requer a mesma manutenção enquanto fornece o dobro de computação.
Novas máquinas e edifícios
* Novo gabinete do capitão I
- Disponibiliza plantas muito mais cedo e fornece editais básicos.
- O cargo anterior agora é Gabinete do Capitão II e dá acesso a editais avançados.
* Armazenamento térmico: permite armazenar o calor e utilizá-lo posteriormente na forma de Vapor.
* Gerador a diesel Tier 2: mais eficiente e 6x mais potente que o Tier 1 e permite filtrar o escapamento.
* Eletrolisador de nível 2, ambos os níveis também receberam novos modelos.
* Mixer nível 2, ambos os níveis também ganharam novos modelos.
* Triturador de nível 2: 4x o tamanho e 6x o rendimento em comparação com o nível 1.
* Usina de incineração de resíduos: permite queimar os resíduos de forma mais eficiente, ao mesmo tempo em que fornece Vapor gratuito. Também emite exaustão para potencial filtragem.
* Compactador: Permite compactar o lixo na proporção 1:3.
* Triturador: Permite reverter a compactação e também pode triturar madeira.
Novas receitas e receitas alteradas
* O hidrogênio pode ser criado de forma mais eficiente a partir da água usando vapor de superpressão.
* A sujeira pode ser feita de composto e cascalho usando um misturador.
* A madeira pode ser convertida em cavacos e queimada na caldeira para produzir vapor.
* Novo produto de papel que pode ser feito de madeira e calcário e usado em suprimentos de laboratório em vez de um tanque de nitrogênio. Removido o tanque de nitrogênio como produto (o gás nitrogênio permanece).
* O frango pode ser convertido diretamente em guarnições ao invés de passar pela carne.
Novas mecânicas
* Excesso de energia elétrica: As entidades agora podem ser definidas como "consumidores excedentes", consumindo apenas energia gerada por "geradores excedentes".
* Esteiras transportadoras e armazéns agora podem operar em três modos selecionáveis:
1) Cintos e armazenamentos não consomem energia.
2) Correias e armazenamentos consomem energia com a mais alta prioridade, mas ainda funcionam sem energia.
3) Correias e armazenamentos consomem energia e não funcionam sem ela.
* O aterro agora se deteriora com o tempo e produz poluição. Leva 4 anos para se decompor completamente, ponto em que a poluição para.
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Música
* Adicionadas 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
* Nova torre de silvicultura e veículo plantador de árvores podem executar a replantação de árvores e colheita totalmente automática.
* Árvores são plantadas utilizando mudas que crescem em fazendas.
* A colheitadera de árvores agora visualmente corta árvores em pequenas toras.
* A serraria do mapa-múndi foi removida.
Melhorias nos veículos
* Mineração mista: As escavadeiras podem minerar produtos mistos, sempre escavando um balde cheio.
* Transporte misto: Caminhões podem ser carregados por escavadeiras com carga mista, aumentando significativamente a eficiência da mineração. Por enquanto, a carga mista só pode ser carregada por escavadeiras.
* Novo widget para veículos que permite a escolha de sua substituição por um nível diferente. Os veículos substituídos mantêm as suas atribuições.
* Novo agendamento de veículos com maior desempenho e que permite atribuir trabalhos aos veículos disponíveis mais próximos.
Principais características
* Tubos agora podem ser construídos verticalmente, ocupando menos espaço ao mudar de nível.
* Adicionado designação de terreno de nivelamento (combinação de designação de mineração e despejo).
* Empilhadera: permite descarregar o material solto das esteiras diretamente no terreno.
Mudanças na energia nuclear e novos conteúdos
* Novo modelo para o reator nuclear I.
* Adicionado um novo reator MOX (reator nível II), permitindo reprocessar o combustível usado e minimizando o desperdício que precisa ser armazenado. Também fornece 33% de energia extra em comparação com o nível anterior.
* Adicionado um novo Fast Breeder Reactor (FBR) (reator de nível III), permitindo reprocessar e queimar todos os resíduos enquanto fornece duas vezes mais energia do que o reator MOX, gerando vapor super pressurizado (um novo tipo de vapor).
* Adicionada uma nova instalação de reprocessamento nuclear que foi projetada para trabalhar em conjunto com os reatores FBR e MOX.
* Adicionado mais de 12 novos produtos: urânio enriquecido (4%, 20%), urânio reprocessado, urânio empobrecido, plutônio, haste MOX, combustível de núcleo, combustível de manta, produto de fissão, MOX gasto, resíduos retirados e muito mais.
* Introduzida uma nova turbina a vapor de super pressão para ser usada com FBR.
* Capacidade reduzida de armazenamento de resíduos nucleares de 5k para 1,6k, já que todos os resíduos podem ser processados eventualmente.
* O reator nuclear agora precisa ser desligado antes que uma atualização seja possível.
* O combustível é carregado no reator sem exigir potência alvo positiva.
Mudanças no quartzo e areia
* Adicionado um novo recurso minerável: quartzo, disponível em todos os mapas.
* A areia não é mais feita pela trituração de rocha, mas sim pela trituração de quartzo.
* A produção de silício agora requer areia em vez de quartzo.
* Introduzida a areia manufaturada que é produzida por britagem de rocha e pode ser usada para produzir concreto e mídia filtrante.
* Custo unitário reduzido para as minas de quartzo do mapa mundial de 0,5 para 0,4.
Mudanças de computação
* Adicionado mainframe: antecessor do datacenter, facilitando o bootstrap dos microchips.
* Tornada a produção de microchips 25% mais rápida e também 25% mais barata em computação.
* Custo de rack de servidor aumentado de 20 para 25 servidores, mas dobrou sua saída de computação. Isso significa que um datacenter ainda requer a mesma manutenção enquanto fornece o dobro de computação.
Novas máquinas e edifícios
* Novo gabinete do capitão I
- Disponibiliza plantas muito mais cedo e fornece editais básicos.
- O cargo anterior agora é Gabinete do Capitão II e dá acesso a editais avançados.
* Armazenamento térmico: permite armazenar o calor e utilizá-lo posteriormente na forma de Vapor.
* Gerador a diesel Tier 2: mais eficiente e 6x mais potente que o Tier 1 e permite filtrar o escapamento.
* Eletrolisador de nível 2, ambos os níveis também receberam novos modelos.
* Mixer nível 2, ambos os níveis também ganharam novos modelos.
* Triturador de nível 2: 4x o tamanho e 6x o rendimento em comparação com o nível 1.
* Usina de incineração de resíduos: permite queimar os resíduos de forma mais eficiente, ao mesmo tempo em que fornece Vapor gratuito. Também emite exaustão para potencial filtragem.
* Compactador: Permite compactar o lixo na proporção 1:3.
* Triturador: Permite reverter a compactação e também pode triturar madeira.
Novas receitas e receitas alteradas
* O hidrogênio pode ser criado de forma mais eficiente a partir da água usando vapor de superpressão.
* A sujeira pode ser feita de composto e cascalho usando um misturador.
* A madeira pode ser convertida em cavacos e queimada na caldeira para produzir vapor.
* Novo produto de papel que pode ser feito de madeira e calcário e usado em suprimentos de laboratório em vez de um tanque de nitrogênio. Removido o tanque de nitrogênio como produto (o gás nitrogênio permanece).
* O frango pode ser convertido diretamente em guarnições ao invés de passar pela carne.
Novas mecânicas
* Excesso de energia elétrica: As entidades agora podem ser definidas como "consumidores excedentes", consumindo apenas energia gerada por "geradores excedentes".
* Esteiras transportadoras e armazéns agora podem operar em três modos selecionáveis:
1) Cintos e armazenamentos não consomem energia.
2) Correias e armazenamentos consomem energia com a mais alta prioridade, mas ainda funcionam sem energia.
3) Correias e armazenamentos consomem energia e não funcionam sem ela.
* O aterro agora se deteriora com o tempo e produz poluição. Leva 4 anos para se decompor completamente, ponto em que a poluição para.
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
Melhorias gráficas
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Música
* Adicionadas 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
* Nova torre de silvicultura e veículo plantador de árvores podem executar a replantação de árvores e colheita totalmente automática.
* Árvores são plantadas utilizando mudas que crescem em fazendas.
* A colheitadera de árvores agora visualmente corta árvores em pequenas toras.
* A serraria do mapa-múndi foi removida.
Melhorias nos veículos
* Mineração mista: As escavadeiras podem minerar produtos mistos, sempre escavando um balde cheio.
* Transporte misto: Caminhões podem ser carregados por escavadeiras com carga mista, aumentando significativamente a eficiência da mineração. Por enquanto, a carga mista só pode ser carregada por escavadeiras.
* Novo widget para veículos que permite a escolha de sua substituição por um nível diferente. Os veículos substituídos mantêm as suas atribuições.
* Novo agendamento de veículos com maior desempenho e que permite atribuir trabalhos aos veículos disponíveis mais próximos.
Principais características
* Tubos agora podem ser construídos verticalmente, ocupando menos espaço ao mudar de nível.
* Adicionado designação de terreno de nivelamento (combinação de designação de mineração e despejo).
* Empilhadorera: permite descarregar o material solto das esteiras diretamente no terreno.
Mudanças na energia nuclear e novos conteúdos
* Novo modelo para o reator nuclear I.
* Adicionado um novo reator MOX (reator nível II), permitindo reprocessar o combustível usado e minimizando o desperdício que precisa ser armazenado. Também fornece 33% de energia extra em comparação com o nível anterior.
* Adicionado um novo Fast Breeder Reactor (FBR) (reator de nível III), permitindo reprocessar e queimar todos os resíduos enquanto fornece duas vezes mais energia do que o reator MOX, gerando vapor super pressurizado (um novo tipo de vapor).
* Adicionada uma nova instalação de reprocessamento nuclear que foi projetada para trabalhar em conjunto com os reatores FBR e MOX.
* Adicionado mais de 12 novos produtos: urânio enriquecido (4%, 20%), urânio reprocessado, urânio empobrecido, plutônio, haste MOX, combustível de núcleo, combustível de manta, produto de fissão, MOX gasto, resíduos retirados e muito mais.
* Introduziuda uma nova turbina a vapor de super pressão para ser usada com FBR.
* Capacidade reduzida de armazenamento de resíduos nucleares de 5k para 1,6k, já que todos os resíduos podem ser processados eventualmente.
* O reator nuclear agora precisa ser desligado antes que uma atualização seja possível.
* O combustível é carregado no reator sem exigir potência alvo positiva.
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Música
* Adicionadas 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
* Nova torre de silvicultura e veículo plantador de árvores podem executar a replantação de árvores e colheita totalmente automática.
* Árvores são plantadas utilizando mudas que crescem em fazendas.
* A colheitadera de árvores agora visualmente corta árvores em pequenas toras.
* A serraria do mapa-múndi foi removida.
Melhorias nos veículos
* Mineração mista: As escavadeiras podem minerar produtos mistos, sempre escavando um balde cheio.
* Transporte misto: Caminhões podem ser carregados por escavadeiras com carga mista, aumentando significativamente a eficiência da mineração. Por enquanto, a carga mista só pode ser carregada por escavadeiras.
* Novo widget para veículos que permite a escolha de sua substituição por um nível diferente. Os veículos substituídos mantêm as suas atribuições.
* Novo agendamento de veículos com maior desempenho e que permite atribuir trabalhos aos veículos disponíveis mais próximos.
Principais características
* Tubos agora podem ser construídos verticalmente, ocupando menos espaço ao mudar de nível.
* Adicionado designação de terreno de nivelamento (combinação de designação de mineração e despejo).
* Empilhad
Mudanças na energia nuclear e novos conteúdos
* Novo modelo para o reator nuclear I.
* Adicionado um novo reator MOX (reator nível II), permitindo reprocessar o combustível usado e minimizando o desperdício que precisa ser armazenado. Também fornece 33% de energia extra em comparação com o nível anterior.
* Adicionado um novo Fast Breeder Reactor (FBR) (reator de nível III), permitindo reprocessar e queimar todos os resíduos enquanto fornece duas vezes mais energia do que o reator MOX, gerando vapor super pressurizado (um novo tipo de vapor).
* Adicionada uma nova instalação de reprocessamento nuclear que foi projetada para trabalhar em conjunto com os reatores FBR e MOX.
* Adicionado mais de 12 novos produtos: urânio enriquecido (4%, 20%), urânio reprocessado, urânio empobrecido, plutônio, haste MOX, combustível de núcleo, combustível de manta, produto de fissão, MOX gasto, resíduos retirados e muito mais.
* Introduzi
* Capacidade reduzida de armazenamento de resíduos nucleares de 5k para 1,6k, já que todos os resíduos podem ser processados eventualmente.
* O reator nuclear agora precisa ser desligado antes que uma atualização seja possível.
* O combustível é carregado no reator sem exigir potência alvo positiva.
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
Melhorias gráficas
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Música
* Adicionadas 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
* Nova torre de silvicultura e veículo plantador de árvores podem executar a replantação de árvores e colheita totalmente automática.
* Árvores são plantadas utilizando mudas que crescem em fazendas.
* A colheitadera de árvores agora visualmente corta árvores em pequenas toras.
* A serraria do mapa-múndi foi removida.
Melhorias nos veículos
* Mineração mista: As escavadeiras podem minerar produtos mistos, sempre escavando um balde cheio.
* Transporte misto: Caminhões podem ser carregados por escavadeiras com carga mista, aumentando significativamente a eficiência da mineração. Por enquanto, a carga mista só pode ser carregada por escavadeiras.
* Novo widget para veículos que permite a escolha de sua substituição por um nível diferente. Os veículos substituídos mantêm as suas atribuições.
* Novo agendamento de veículos com maior desempenho e que permite atribuir trabalhos aos veículos disponíveis mais próximos.
Principais características
* Tubos agora podem ser construídos verticalmente, ocupando menos espaço ao mudar de nível.
* Adicionado designação de terreno de nivelamento (combinação de designação de mineração e despejo).
* Empilhador: permite descarregar o material solto das esteiras diretamente no terreno.
Mudanças na energia nuclear e novos conteúdos
* Novo modelo para o reator nuclear I.
* Adicionado um novo reator MOX (reator nível II), permitindo reprocessar o combustível usado e minimizando o desperdício que precisa ser armazenado. Também fornece 33% de energia extra em comparação com o nível anterior.
* Adicionado um novo Fast Breeder Reactor (FBR) (reator de nível III), permitindo reprocessar e queimar todos os resíduos enquanto fornece duas vezes mais energia do que o reator MOX, gerando vapor super pressurizado (um novo tipo de vapor).
* Adicionada uma nova instalação de reprocessamento nuclear que foi projetada para trabalhar em conjunto com os reatores FBR e MOX.
* Adicionado mais de 12 novos produtos: urânio enriquecido (4%, 20%), urânio reprocessado, urânio empobrecido, plutônio, haste MOX, combustível de núcleo, combustível de manta, produto de fissão, MOX gasto, resíduos retirados e muito mais.
* Introduziu uma nova turbina a vapor de super pressão para ser usada com FBR.
* Capacidade reduzida de armazenamento de resíduos nucleares de 5k para 1,6k, já que todos os resíduos podem ser processados eventualmente.
* O reator nuclear agora precisa ser desligado antes que uma atualização seja possível.
* O combustível é carregado no reator sem exigir potência alvo positiva.
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Música
* Adicionadas 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
* Nova torre de silvicultura e veículo plantador de árvores podem executar a replantação de árvores e colheita totalmente automática.
* Árvores são plantadas utilizando mudas que crescem em fazendas.
* A colheitadera de árvores agora visualmente corta árvores em pequenas toras.
* A serraria do mapa-múndi foi removida.
Melhorias nos veículos
* Mineração mista: As escavadeiras podem minerar produtos mistos, sempre escavando um balde cheio.
* Transporte misto: Caminhões podem ser carregados por escavadeiras com carga mista, aumentando significativamente a eficiência da mineração. Por enquanto, a carga mista só pode ser carregada por escavadeiras.
* Novo widget para veículos que permite a escolha de sua substituição por um nível diferente. Os veículos substituídos mantêm as suas atribuições.
* Novo agendamento de veículos com maior desempenho e que permite atribuir trabalhos aos veículos disponíveis mais próximos.
Principais características
* Tubos agora podem ser construídos verticalmente, ocupando menos espaço ao mudar de nível.
* Adicionado designação de terreno de nivelamento (combinação de designação de mineração e despejo).
* Empilhador: permite descarregar o material solto das esteiras diretamente no terreno.
Mudanças na energia nuclear e novos conteúdos
* Novo modelo para o reator nuclear I.
* Adicionado um novo reator MOX (reator nível II), permitindo reprocessar o combustível usado e minimizando o desperdício que precisa ser armazenado. Também fornece 33% de energia extra em comparação com o nível anterior.
* Adicionado um novo Fast Breeder Reactor (FBR) (reator de nível III), permitindo reprocessar e queimar todos os resíduos enquanto fornece duas vezes mais energia do que o reator MOX, gerando vapor super pressurizado (um novo tipo de vapor).
* Adicionada uma nova instalação de reprocessamento nuclear que foi projetada para trabalhar em conjunto com os reatores FBR e MOX.
* Adicionado mais de 12 novos produtos: urânio enriquecido (4%, 20%), urânio reprocessado, urânio empobrecido, plutônio, haste MOX, combustível de núcleo, combustível de manta, produto de fissão, MOX gasto, resíduos retirados e muito mais.
* Introduziu uma nova turbina a vapor de super pressão para ser usada com FBR.
* Capacidade reduzida de armazenamento de resíduos nucleares de 5k para 1,6k, já que todos os resíduos podem ser processados eventualmente.
* O reator nuclear agora precisa ser desligado antes que uma atualização seja possível.
* O combustível é carregado no reator sem exigir potência alvo positiva.
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
Melhorias gráficas
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Musicaúsica
* Adicionadas 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
* Nova torre de silvicultura e veículo plantador de árvores
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
M
* Adicionadas 8 novas faixas de música totalizando 30 minutos de músicas novas.
Silvicultura
* Nova torre de silvicultura e veículo plantador de árvores
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
Melhorias gráficas
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Musica
* Adicionado o sol, neblina dinâmica, e um céu dinâmico que muda de acordo com o tempo.
* Novas texturas de terreno de alta qualidade para quase todas os materiais.
* Novo oceano simulado que adapita seu padrão de ondas e proriedades de cor para as condições de tempo atuais (o oceano antigo ainda está disponível como uma definição de pequena fidelidade).
* Novos modelos de arvores: abeto.
* Adicionado pedras para o terreno. Pedras são impassáveis para veículos mas contruções podem ser contruídas em cima delas. excavadoras podem remover pedras quando estiverem designadas para mineração.
* Novo sistema de cobertura de grama, misturando vários tipos de grama e flores.
* Atualizado todos os mapas com melhor localização de minérios e distribuição de árvores.
* Árvores deixam tocos após serem cortadas. Tocos apodrecem com o tempo.
* Produtos empilhados agora são visíveis em correias transportadoras, caminhões e envolta dos armazéms.
* Unidades de armazenamento agora mostram ícones do que está armazenado nelas.
* Novos modelos para as excavadoras T1 e T2, caminhão T1 e T2.
* Melhorias na UI
Musica
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.
Compatibilidade
* Os arquivos salvos da Atualização 1 são totalmente compatíveis e todos os novos recursos estão disponíveis em salvamentos legados.
* Para aproveitar mapas atualizados e geração de terreno aprimorada, você precisa iniciar um novo jogo.
Editor de mapas e geração de terreno
* Editor de mapas completo que permite a edição de mapas como um conjunto de recursos gerados processualmente configurados manualmente.
* O editor de mapas oferece uma ampla gama de configurabilidade, desde o simples controle de forma e configuração de parâmetros até a alteração de como as funções de ruído 2D são encadeadas para gerar características do terreno.
* Nova representação de mapa que garante que os mapas sejam compatíveis com o máximo e à prova de futuro.
* Aumento do tamanho máximo do mapa para 17 milhões de blocos, 4x maior que o maior mapa até agora.
* Novos mapas podem conter mais de um local inicial.
* Pipeline de geração de mapas aprimorado para permitir a paralelização de todos os estágios de geração, diminuindo o tempo de carregamento do jogo.
* Nova simulação de erosão hidráulica que torna o terreno (especialmente montanhas e falésias) mais realista.
* Recursos gerados processualmente, como cadeias de montanhas, agora podem ser configurados como polígonos, não apenas como linhas.
* Todos os mapas existentes foram recriados e melhorados, todos contendo novos locais de partida para novas jogadas.
Centro da comunidade
* Criou e lançou um centro comunitário para compartilhar projetos, mapas e mods: https://hub.coigame.com/
* O Hub oferece melhor integração com o jogo (em comparação com outros serviços de terceiros), como validação de sequências de projetos ou exibição de conteúdo de mapas carregados.
Superfícies e decalques personalizados
* Agora é possível colocar manualmente superfícies como concreto no solo.
* Existem 10 superfícies disponíveis: 2 tipos de concreto, 4 tipos de metal, 2 tipos de arenito, tijolos e paralelepípedos
* O piso dourado exclusivo está disponível na Edição de Apoiador (obrigado pelo generoso apoio de todos!).
* Todas as superfícies agora possuem meios-fios em seus limites.
* Todas as superfícies podem ser pintadas com decalques como linhas, listras, setas, números e outros elementos decorativos. Existem mais de 70 decalques diferentes para escolher, disponíveis em 8 cores.
* Os decalques também podem ser copiados e colados ou salvos em plantas
* Os veículos que circulam em superfícies personalizadas têm manutenção reduzida.
Configurações de dificuldades aprimoradas
* A configuração da dificuldade do jogo no novo fluxo de jogo agora está dividida em duas partes: dificuldades e mecânica.
* As dificuldades ajustam fatores como produção, rendimento e disponibilidade de recursos.
* A mecânica altera a jogabilidade de maneiras mais significativas, por ex. se os veículos devem continuar dirigindo lentamente sem combustível ou parar.
* Agora é possível definir as configurações do jogo para eliminar espirais mortais, tornando o jogo mais acessível para jogadores casuais, ou ainda mais desafiador para veteranos.
* Todas as configurações de dificuldade do jogo agora podem ser alteradas durante o jogo, no entanto, qualquer alteração será registrada em um registro e um período de espera evita alterar as mesmas configurações com muita frequência.
* Existem agora mais de 30 configurações de dificuldade de jogo individuais disponíveis.
- Nova opção para desabilitar a morte por fome, mas pessoas famintas não funcionarão.
- Nova opção para manter os veículos rodando lentamente sem combustível.
- Nova opção para manter os navios funcionando em unidade quando não houver combustível disponível.
- Nova opção para manter as máquinas funcionando por algum tempo sem energia elétrica ou informática.
- Nova opção para manter as máquinas funcionando lentamente quando quebradas devido à baixa manutenção.
- Nova opção para interromper o funcionamento das correias transportadoras quando houver pouca energia.
- Nova opção para manter as bombas de água funcionando quando não há água com vazão reduzida.
- Nova opção para manter as minas mundiais funcionando lentamente quando não há Unity.
- Nova opção de reembolso total da desconstrução.
- Adicionado multiplicador de custo de pesquisa.
- Adicionado multiplicador de custo unitário de ações rápidas.
- Adicionado multiplicador de produção de energia solar.
- Adicionado multiplicador de rentabilidade dos contratos.
- Adicionado multiplicador de condições de empréstimo.
- Removido o multiplicador de produção de energia.
Novos recursos adicionais
* Veículos a hidrogênio
- Nova classe de veículos que funcionam com hidrogénio em vez de gasóleo.
- Os veículos a hidrogênio incluem: caminhões e escavadeiras T2 e T3, colheitadeira de árvores T2, plantador de árvores e navio de carga.
* Mais combustíveis para navios de carga
- Os navios podem usar diesel ou óleo pesado de forma intercambiável
- Novo navio a hidrogênio
* Elevadores transportadores
- Transportes verticais permitindo movimentação vertical de produtos unitários e soltos.
- Elevar até uma diferença de altura de 6 peças em 1x2 peças de espaço que permite transportar materiais sobre muros de contenção.
* Classificação de minérios
- Quando habilitado, os caminhões com materiais mistos de uma mina terão que despejar sua carga em uma planta de triagem de minério dedicada, em vez de entregar diretamente os materiais individuais.
- A classificação dos minérios pode ser alterada em jogos novos ou existentes através de novas configurações de dificuldade do jogo.
* Empréstimos
- Agora é possível emprestar determinados materiais de acordos amistosos.
- Os empréstimos podem ajudar a evitar crises ou a acelerar o progresso.
* Ferramenta de remoção de adereços para fácil remoção de tocos de árvores, pedras e arbustos.
Melhorias
* Os balanceadores podem ser suspensos em pilares, semelhantes a transportes ou conectores. Outros transportes ou balanceadores podem ser construídos sobre eles, permitindo redes de transporte verdadeiramente multiníveis.
* A logística agora não agendará trabalhos de entrega se o segundo trecho da viagem não estiver acessível. Isso resolve problemas em que os caminhões estavam sendo carregados com material e não conseguiam entregá-lo ao destino.
* Os caminhões não ficam mais presos em metas inalcançáveis; em vez disso, eles marcam esses objetivos como inacessíveis. Alvos que não podem ser alcançados por vários veículos são informados por meio de uma notificação.
* Os transportes e balanceadores fundidos agora podem ser elevados, mas ainda devem permanecer planos.
* A colocação inicial do transporte não requer mais um pilar válido para iniciar a construção do transporte.
Nova IU
* Nova interface de usuário para o menu principal, editor de mapas, configurações do jogo e configuração de dificuldade.
* Tela de salvamento/carregamento de jogo renovada para agrupar salvamentos por sessões de jogo. Isto também se reflete no disco onde os jogos de uma sessão são organizados em diretórios.
- Isso também evita que os salvamentos automáticos se misturem entre sessões diferentes.
* Mods que não carregam agora são marcados na interface do usuário junto com a mensagem de erro copiável.
* Efeitos sonoros aprimorados para muitas ações da interface do usuário
Melhorias gráficas
* Os tubos agora são coloridos com base em seu conteúdo. Esta mudança é lenta e gradual para evitar mudanças bruscas e para suportar tubos com conteúdos mistos.
* Os caminhões com acessórios para tanques têm cores semelhantes às dos canos e possuem um ícone do produto na lateral.
* Os armazenamentos de fluidos têm um ícone de produto na parte superior.
* Três novas variantes de árvores decíduas: bétula, bordo e carvalho.
* Novos adereços de terreno: arbustos.
* As nuvens agora lançam sombras no chão.
* Efeitos de partículas aprimorados para diversas máquinas, especialmente aquelas que emitem fogo ou vapor.
* Interações com terrenos como mineração, despejo ou colapso de terreno agora geram partículas de poeira.
* Os veículos agora emitem fumaça pelos escapamentos.
* As árvores agora balançam levemente com o vento.
* A renderização do terreno agora reage à umidade do clima e do oceano.
Equilíbrio
* Veículos e navios de carga agora causam poluição quando utilizam combustíveis fósseis.
* O custo das barreiras de veículos foi reduzido de 10 para 1 concreto.
* O custo dos muros de contenção foi reduzido de 10 para 6 concretos e 4 para 2 ferro por telha.
* Maior produção e níveis de atualização para a mina de rocha do mapa mundial
Mudanças no início do jogo
* A torre de rádio abandonada agora está configurada para ser reciclada por padrão.
* O navio principal não necessita mais de reparos iniciais, apenas o cais.
* Os primeiros montadores agora necessitam de energia para que a produção de energia seja desbloqueada desde o início. Os suprimentos iniciais de diesel foram aumentados para refletir isso.
Modificação
* Mudanças significativas foram feitas na API de modding, todos os mods provavelmente precisarão ser atualizados e recompilados.
* Os mods agora são selecionados no início do novo jogo (em vez de no final), permitindo que afetem o fluxo de configuração do novo jogo, por exemplo. fornecendo mapas para seleção.
* Melhorado o modo como as configurações de mod estão sendo tratadas, agora todas as configurações de mod devem derivar da interface IModConfig.
Consertado
* Corrigido o desaparecimento de grandes entidades sob alguns ângulos de câmera em casos raros.
* Corrigido um pequeno vazamento de memória após sair de um jogo no menu principal.
* Corrigida a geração de saúde/unidade do assentamento quando mais de um assentamento era construído.