New map: Insula mortis Improved experience * Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded. * Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled). * Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose. * Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save. * Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier. Performance * Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories. Balance changes * World map no longer gives refugees from explorations. * Beacon is now infinite with diminishing returns. * Reduced early research difficulties. * Removed electronics from collapsed radio tower. * Research labs no longer consume Unity when idle. * Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities). * Increased water requirements to make 8 acid from 4 to 6. * Reduced water yield from cleaning of 24 toxic slurry from 20 to 18. Behavior changes * When assigning a vehicle to a building (e.g. mine tower), assign the closest one. * Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area. * Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle. * Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel. * Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower. * Improved logistics jobs priority system. * Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on. * Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile). * Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now! * It is now possible to flip entities with mechanical shaft such as turbines and generators. * It is now possible to queue any research node and all required parent nodes will be queued before it automatically. * Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP. * Improved tree harvester logic to ignore non-reachable trees if possible. User interface * Replaced toggle buttons with checkboxes. * Improved several dialogs to properly respect the Esc key. * Total population view moved from the big top left tiles to the main top toolbar. * Removed custom starving notifications and moved them to the regular notifications. * Notification dismissal status is now persistent (loads from a save). * Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified. * Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering. * Message notifications now auto-collapse when there are more than 5 of them. * Add "delete entire transport" action into the construction toolbox for better discoverability. * Transport height now shows the correct height when connecting to other transports. * Remove the top title bar from the bottom toolbar and use tooltips for the items instead. * When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings. * Fixed idle non-assigned vehicles that were not properly updated in the UI. * Fixed an incorrect estimate of water yield in the rainwater harvester. * Fixed Recipe book that did not show some recipes as locked if the owning entity was locked. * Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool. * Fixed missing tooltips in settlement overview, added a link for tutorial about health. * Product stats titles are now ordered by name. * Made key-binging tooltips translatable. * Mining overlay can be now toggled without canceling current selection for building. * Games can be loaded/saved by double-clicking on existing file names. * Updated translations, thanks to everyone who is contributing! Significant bug fixes * Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value. * Fixed issue with free maintenance when global maintenance amount exceeded capacity. * Fixed contracts that were in some cases charging more Unity than they should have. * Fixed game crash when clicking "continue" for a save file that was deleted in the meantime. * Fixed terrain rendering that was showing lighter stripes on steep slopes. * Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues. * Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather. Transport related bug fixes * Transport connectors now return products to the shipyard when destroyed (instead of destroying them). * Fixed buried pipes that are no longer destroyed when another transport is built on top of them. * Fixed pipe attachment to the pillar that was sometimes incorrectly oriented. * Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade. * Fixed transport pillars that were sometimes stuck as a blueprint. * Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports. * Fixed construction cubes visualization when transport under construction was connected to other transports. * Paused transports no longer accept products. * Transports in clearing mode are no longer moving products and are no longer accepting products. * Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building. * Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport. Other Bug fixes * Server racks can no longer be added into non-constructed data centers. * Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class. * Fixed wood disappearance when truck overload edict was active. * Fixed inability to select tree harvesters sometimes. * Fixed edict panel to correctly show effects of unity-positive edicts. * Fixed excess consumption of lab equipment on research finish or change. * Cargo depot modules now have an idle state. * Fixed that the beacon was not losing progress when paused. * Fixed buildings highlighting during route assignment. * Fixed rendering of building ghosts particles below terrain designations. * Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it. * Trucks no longer exceed reservations of other trucks when delivering their cargo * Fixed unity stats that did not contain items that went over the unity cap. * Fixed some recipes that were unlocked too early or were not visible in research. * Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments. * When people leave due to lack of food, any homeless will now get properly accommodated in their place. * Fixed mining of corner designations that was sometimes not possible for large excavators.
New map: Insula mortis Improved experience * Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded. * Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled). * Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose. * Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save. * Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier. Performance * Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories. Balance changes * World map no longer gives refugees from explorations. * Beacon is now infinite with diminishing returns. * Reduced early research difficulties. * Removed electronics from collapsed radio tower. * Research labs no longer consume Unity when idle. * Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities). * Increased water requirements to make 8 acid from 4 to 6. * Reduced water yield from cleaning of 24 toxic slurry from 20 to 18. Behavior changes * When assigning a vehicle to a building (e.g. mine tower), assign the closest one. * Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area. * Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle. * Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel. * Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower. * Improved logistics jobs priority system. * Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on. * Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile). * Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now! * It is now possible to flip entities with mechanical shaft such as turbines and generators. * It is now possible to queue any research node and all required parent nodes will be queued before it automatically. * Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP. * Improved tree harvester logic to ignore non-reachable trees if possible. User interface * Replaced toggle buttons with checkboxes. * Improved several dialogs to properly respect the Esc key. * Total population view moved from the big top left tiles to the main top toolbar. * Removed custom starving notifications and moved them to the regular notifications. * Notification dismissal status is now persistent (loads from a save). * Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified. * Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering. * Message notifications now auto-collapse when there are more than 5 of them. * Add "delete entire transport" action into the construction toolbox for better discoverability. * Transport height now shows the correct height when connecting to other transports. * Remove the top title bar from the bottom toolbar and use tooltips for the items instead. * When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings. * Fixed idle non-assigned vehicles that were not properly updated in the UI. * Fixed an incorrect estimate of water yield in the rainwater harvester. * Fixed Recipe book that did not show some recipes as locked if the owning entity was locked. * Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool. * Fixed missing tooltips in settlement overview, added a link for tutorial about health. * Product stats titles are now ordered by name. * Made key-binging tooltips translatable. * Mining overlay can be now toggled without canceling current selection for building. * Games can be loaded/saved by double-clicking on existing file names. * Updated translations, thanks to everyone who is contributing! Significant bug fixes * Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value. * Fixed issue with free maintenance when global maintenance amount exceeded capacity. * Fixed contracts that were in some cases charging more Unity than they should have. * Fixed game crash when clicking "continue" for a save file that was deleted in the meantime. * Fixed terrain rendering that was showing lighter stripes on steep slopes. * Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues. * Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather. Transport related bug fixes * Transport connectors now return products to the shipyard when destroyed (instead of destroying them). * Fixed buried pipes that are no longer destroyed when another transport is built on top of them. * Fixed pipe attachment to the pillar that was sometimes incorrectly oriented. * Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade. * Fixed transport pillars that were sometimes stuck as a blueprint. * Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports. * Fixed construction cubes visualization when transport under construction was connected to other transports. * Paused transports no longer accept products. * Transports in clearing mode are no longer moving products and are no longer accepting products. * Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building. * Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport. Other Bug fixes * Server racks can no longer be added into non-constructed data centers. * Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class. * Fixed wood disappearance when truck overload edict was active. * Fixed inability to select tree harvesters sometimes. * Fixed edict panel to correctly show effects of unity-positive edicts. * Fixed excess consumption of lab equipment on research finish or change. * Cargo depot modules now have an idle state. * Fixed that the beacon was not losing progress when paused. * Fixed buildings highlighting during route assignment. * Fixed rendering of building ghosts particles below terrain designations. * Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it. * Trucks no longer exceed reservations of other trucks when delivering their cargo * Fixed unity stats that did not contain items that went over the unity cap. * Fixed some recipes that were unlocked too early or were not visible in research. * Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments. * When people leave due to lack of food, any homeless will now get properly accommodated in their place. * Fixed mining of corner designations that was sometimes not possible for large excavators.
Improved experience
* Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded.
* Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled).
* Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose.
* Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save.
* Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier.
Performance
* Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories.
Balance changes
* World map no longer gives refugees from explorations.
* Beacon is now infinite with diminishing returns.
* Reduced early research difficulties.
* Removed electronics from collapsed radio tower.
* Research labs no longer consume Unity when idle.
* Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities).
* Increased water requirements to make 8 acid from 4 to 6.
* Reduced water yield from cleaning of 24 toxic slurry from 20 to 18.
Behavior changes
* When assigning a vehicle to a building (e.g. mine tower), assign the closest one.
* Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area.
* Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle.
* Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel.
* Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower.
* Improved logistics jobs priority system.
* Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on.
* Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile).
* Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now!
* It is now possible to flip entities with mechanical shaft such as turbines and generators.
* It is now possible to queue any research node and all required parent nodes will be queued before it automatically.
* Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP.
* Improved tree harvester logic to ignore non-reachable trees if possible.
User interface
* Replaced toggle buttons with checkboxes.
* Improved several dialogs to properly respect the Esc key.
* Total population view moved from the big top left tiles to the main top toolbar.
* Removed custom starving notifications and moved them to the regular notifications.
* Notification dismissal status is now persistent (loads from a save).
* Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified.
* Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering.
* Message notifications now auto-collapse when there are more than 5 of them.
* Add "delete entire transport" action into the construction toolbox for better discoverability.
* Transport height now shows the correct height when connecting to other transports.
* Remove the top title bar from the bottom toolbar and use tooltips for the items instead.
* When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings.
* Fixed idle non-assigned vehicles that were not properly updated in the UI.
* Fixed an incorrect estimate of water yield in the rainwater harvester.
* Fixed Recipe book that did not show some recipes as locked if the owning entity was locked.
* Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool.
* Fixed missing tooltips in settlement overview, added a link for tutorial about health.
* Product stats titles are now ordered by name.
* Made key-binging tooltips translatable.
* Mining overlay can be now toggled without canceling current selection for building.
* Games can be loaded/saved by double-clicking on existing file names.
* Updated translations, thanks to everyone who is contributing!
Significant bug fixes
* Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value.
* Fixed issue with free maintenance when global maintenance amount exceeded capacity.
* Fixed contracts that were in some cases charging more Unity than they should have.
* Fixed game crash when clicking "continue" for a save file that was deleted in the meantime.
* Fixed terrain rendering that was showing lighter stripes on steep slopes.
* Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues.
* Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather.
Transport related bug fixes
* Transport connectors now return products to the shipyard when destroyed (instead of destroying them).
* Fixed buried pipes that are no longer destroyed when another transport is built on top of them.
* Fixed pipe attachment to the pillar that was sometimes incorrectly oriented.
* Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade.
* Fixed transport pillars that were sometimes stuck as a blueprint.
* Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports.
* Fixed construction cubes visualization when transport under construction was connected to other transports.
* Paused transports no longer accept products.
* Transports in clearing mode are no longer moving products and are no longer accepting products.
* Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building.
* Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport.
Other Bug fixes
* Server racks can no longer be added into non-constructed data centers.
* Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class.
* Fixed wood disappearance when truck overload edict was active.
* Fixed inability to select tree harvesters sometimes.
* Fixed edict panel to correctly show effects of unity-positive edicts.
* Fixed excess consumption of lab equipment on research finish or change.
* Cargo depot modules now have an idle state.
* Fixed that the beacon was not losing progress when paused.
* Fixed buildings highlighting during route assignment.
* Fixed rendering of building ghosts particles below terrain designations.
* Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it.
* Trucks no longer exceed reservations of other trucks when delivering their cargo
* Fixed unity stats that did not contain items that went over the unity cap.
* Fixed some recipes that were unlocked too early or were not visible in research.
* Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments.
* When people leave due to lack of food, any homeless will now get properly accommodated in their place.
* Fixed mining of corner designations that was sometimes not possible for large excavators.
改善点
* 大規模アップグレードツールを追加しました。アップグレードするエリアを選択すると、ポップアップウィンドウが表示され、そのエリア内のどの建物をアップグレードするかを選択する事ができます。
* ゲーム序盤をガイドするチェックリスト形式のチュートリアルを追加。
* より良いゲームの仕組みを説明するためにチュートリアルを再構築し、より読みやすく、より冗長でないようにしました。
* ゲームを開始またはロードするときに、Modsの設定オプションを追加しました。これにより、ゲームがロードされる前にMODを追加/削除する事も可能になりました。全てのMODを安全に追加/削除出来るわけでは無い事に注意してください。
* 新しいレンガ生産ラインをゲームに導入しました。レンガは建設パーツでコンクリートの代わりとして使用できます。レンガはゲーム序盤を少し楽にするために設計されています。
パフォーマンス
* 輸送用設備のレンダリングをさらに最適化し、LODを追加することで、大規模な工場で何百万もの描画トライアングルを節約。
バランス調整
* ワールドマップの探索で難民が発生しないようになりました。
* ビーコンが無限大になり、収益が減少するようになりました。
* 初期調査の難易度を下げました。
* 倒壊した電波塔から電子機器を削除しました。
* 研究所のアイドル時のUnity消費は無くなりました。
* コネクターバッファーのサイズを大幅に縮小(サイズは接続された設備の搬送用設備速度に基づく)
* 8つの酸を作るために必要な水の量を4から6に増加。
* 24の有毒なスラリーの洗浄に必要な水の量を20から18に減らしました。
動作の変更
* 建築物(例:鉱山塔)に車両を割り当てる場合、最も近い車両を割り当てます。
* 掘削機は採掘終了後、鉱区の外に出ない限り、マインタワーに戻らなくなりました。
* 廃棄物の指定は、もはや鉱山塔への近さではなく、車両への近さに基づいて検索されます。
* 燃料補給のトラックは、ステーションが燃料を積み続ける間、燃料ステーションを離れないようになりました。
* トラックと掘削機は、鉱山タワーに割り当てられた燃料ステーションで給油する方を優先するようになりました。
* 物流ジョブの優先順位が改善されました。
* 輸送用設備は、接続されたすべてのポートから均等に入力を受けようとするようになりました(出力はすでに均等でした)。これは、優先順位や比率を設定しないバランサーと同等の動作をすることを意味します。
* 搬送用設備は、意味のある場所(例えば、2つの出力ポートが同じタイルに面している)にコネクタを配置するようになりました。
* メンテナンスの像は、運用中の像の数に基づいてメンテナンスの削減を提供するようになりました。1つのスタチューのメンテナンス軽減は5%から4%に減少しましたが、スタチューを追加するごとに、以前の半分の軽減が追加されます。例えば、3つのスタチューで4%+2%+1%=7%のメンテナンス軽減が可能になりました。
* 回転軸(タービンやジェネレーターなど)を持つ設備の反転が可能になりました。
* 研究ノードをキューに入れることが可能になり、必要な親ノードは自動的にその前にキューに入れられます。
* 船の降伏ロジックを改善し、敵のHPがかなり低くても降伏しないようになりました。
* 木材収穫機のロジックを改善し、到達不可能な木は可能な限り無視するようにしました。
ユーザーインターフェース
* トグルボタンをチェックボックスに変更しました。
* いくつかのダイアログでEscキーが適切に使用されるように改善しました。
* 総人口ビューを左上の大きなタイルからメイントップツールバーに移動しました。
* カスタム飢餓通知を削除し、通常の通知へ移動しました。
* 通知解除のステータスは、現在、永続的です(保存からロード)。
* その通知が却下されたとき、影響を受ける建築物の崩壊警告アイコンが消えます。影響を受ける建物の下の地形がさらに変更されると、通知が再表示されます。
* 貯蔵施設のカスタム警告は、内容物がターゲットから5%以上離れるまで消えなくなり、ちらつきを防止します。
* メッセージ通知が5つ以上ある場合、自動で折りたたまれるようになりました。
* 建設用ツールボックスに "輸送用設備全体を削除 "アクションを追加し、発見しやすくなりました。
* 他の搬送用設備に接続する際に、搬送物の高さが正しく表示されるようになりました。
* 下のツールバーから上のタイトルバーを削除し、代わりにアイテムのツールチップを使用します。
*設備を選択するとき、そこから選択する2つのエンティティがある場合、車両を優先します。これは、建築物の内部にクリッピングされたトラックを選択することができます。
* UIで適切に更新されなかったアイドル状態の非割り当て車両を修正。
* 雨水採取機において、水量が正しく見積もられない不具合を修正。
* レシピブックで、所有者がロックされている場合、ロックされているレシピが表示されない不具合を修正。
* 輸送用設備がコピーツールで起動された場合、価格ツールチップのホットキーが機能しないのを修正。
* 居住区の概要で欠けていたツールチップを修正し、健康についてのチュートリアルのリンクを追加しました。
* 製品統計のタイトルを名前で並べるようにしました。
* キービングツールチップを翻訳可能にしました。
* マイニングオーバーレイは、現在の設備選択をキャンセルすることなく切り替えることができるようになりました。
* 既存のファイル名をダブルクリックすることで、ゲームをロード/セーブすることができます。
* 翻訳を更新し、貢献してくれている皆さんに感謝します。
重要なバグフィックス
* 金のリサイクルについて、誤って期待値の1/3しか返さないように修正しました。
* グローバルメンテナンス量が容量を超えた場合の無料メンテナンスの問題を修正しました。
* ユニティが課金されるケースを修正しました。
* 削除されたセーブファイルに対して "続ける "をクリックするとクラッシュする問題を修正。
* 急な坂道で地形が薄く表示されていたのを修正。
* 造船所の崩壊が適切に製品を破壊しておらず、潜在的に永久的な放射線の問題を引き起こしていたのを修正。
* 雨天時にゲームをロードした際、太陽の明るさと影の強さが正しくなかったのを修正。
搬送用設備関連のバグフィックス
* 輸送用コネクタが破壊された場合、製品を造船所に戻すように修正。
* 他の搬送用設備がその上に建設された場合、埋設されたパイプが破壊されなくなるよう修正。
* パイプを柱に取り付ける際、向きがおかしくなることがあったのを修正。
* フリップ、コネクション、アップグレード時に時々起こる、自然発生的な搬送用設備の崩壊を修正。
* 設計図のまま固まってしまうことがある搬送用柱を修正しました。
* 他の搬送用設備と結合する際に、搬送用設備の建設状態(進行中のアップグレードや建設一時停止など)が適切に保持されるようになりました。
* 建設中の輸送機が他の輸送機に接続されているときに建設キューブの視覚化が修正されました。
* 一時停止中の輸送設備が製品を受け付けなくなりました。
* クリアモードのトランスポートが製品を移動しなくなり、製品を受け入れなくなりました。
* カーソルが他の非輸送用設備にあったとき、輸送用設備全体を誤って選択していた破壊用具を修正。
* 輸送機の破壊ツールで、輸送機の同じ場所に何度もカーソルを置くと破壊プレビューが表示されない不具合を修正しました。
その他のバグフィックス
* サーバーラックは、建設されていないデータセンターに追加する事は出来なくなりました。
* 不適切な車両クラスのために時々表示された車両オーバーレイを修正しました。
* トラックの過負荷指令が有効な場合、木材が消滅するのを修正。
* 時々、木の収穫機を選択する事が出来ないのを修正しました。
* ユニティポジティブの勅令の効果を正しく表示するよう、勅令パネルを修正しました。
* 研究終了時や変更時に、研究所の設備が過剰に消費されるのを修正。
* 貨物搬送設備がアイドル状態を持つようになりました。
* ビーコンを一時停止した際に、進行状況が失われないように修正しました。
* ルートアサイン中に建設設備がハイライトされるのを修正しました。
* 地形の下にある建物のゴーストパーティクルのレンダリングが修正されました。
* 設備のアップグレードで、古くなった製品バッファを適切に削除するようになりました。これにより、アップグレードされた高炉IIは鉄鉱石を処理することができないため、受け入れなくなりました。
* トラックは、貨物を配達する際に他のトラックの予約数を超えないようになりました。
* ユニティキャップを超えたアイテムがユニティ統計に含まれていなかったのを修正しました。
* あまりにも早くアンロックされた、または研究で表示されていなかったいくつかのレシピを修正しました。
* 車両が割り当てられた設備をカットアンドペーストすると、車両の割り当てが保持されないことを修正。
* 食料不足のために人々が去ったとき、ホームレスは今適切に彼らの場所に収容されるでしょう。
* 大型の掘削機では不可能な場合があった角の採掘を修正。