Translation

v0.5.0
English
Context English Vietnamese
v0.6.0 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.
v0.4.13 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.
Bản đồ mới: Insula mortis

Trải nghiệm được cải thiện
* Đã thêm công cụ nâng cấp hàng loạt. Khi một khu vực được chọn để nâng cấp, một cửa sổ bật lên có thể được sử dụng để chọn những thực thể nào trong khu vực đó sẽ được nâng cấp.
* Đã thêm hướng dẫn dựa trên danh sách kiểm tra toàn diện sẽ hướng dẫn người chơi mới trong trò chơi đầu tiên (có thể bị tắt).
* Các hướng dẫn được làm lại và cấu trúc lại để giải thích rõ hơn về cơ chế trò chơi, dễ đọc hơn và ít dài dòng hơn.
* Đã thêm tùy chọn cấu hình mod khi bắt đầu hoặc tải trò chơi. Điều này cũng cho phép bạn thêm/xóa các mod trước khi trò chơi được tải. Lưu ý rằng không phải tất cả các mod đều có thể được thêm/xóa một cách an toàn khỏi bản lưu.
* Giới thiệu một chuỗi sản xuất gạch mới vào trò chơi. Gạch có thể được sử dụng thay thế cho Bê tông trong các bộ phận Xây dựng. Gạch được thiết kế để làm cho trò chơi sớm dễ dàng hơn một chút.

Hiệu suất
* Kết xuất các cột vận chuyển được tối ưu hóa hơn nữa và thêm LOD, tiết kiệm hàng triệu hình tam giác được vẽ trong các nhà máy lớn.

Thay đổi số dư
* Bản đồ thế giới không còn cung cấp cho người tị nạn từ các cuộc thám hiểm.
* Beacon hiện là vô hạn với lợi nhuận giảm dần.
* Giảm khó khăn nghiên cứu ban đầu.
* Loại bỏ các thiết bị điện tử khỏi tháp radio bị sập.
* Các phòng thí nghiệm nghiên cứu không còn sử dụng Unity khi không hoạt động.
* Giảm đáng kể kích thước bộ đệm kết nối (kích thước vẫn dựa trên tốc độ vận chuyển của các thực thể được kết nối).
* Tăng nhu cầu nước để tạo ra 8 axit từ 4 lên 6.
* Giảm sản lượng nước từ việc làm sạch 24 bùn độc hại từ 20 xuống 18.

thay đổi hành vi
* Khi chỉ định một phương tiện cho một tòa nhà (ví dụ: tháp khai thác mỏ), hãy chỉ định phương tiện gần nhất.
* Máy đào không còn quay trở lại tháp mỏ khi quá trình khai thác kết thúc, trừ khi chúng ở bên ngoài khu vực mỏ.
* Chỉ định bãi rác không còn được tìm kiếm dựa trên mức độ gần với tháp khai thác mà dựa trên mức độ gần với phương tiện.
* Xe tải tiếp nhiên liệu hiện không rời khỏi trạm nhiên liệu trong khi trạm tiếp tục nạp thêm nhiên liệu cho chúng.
* Xe tải và máy xúc hiện thích tiếp nhiên liệu tại trạm nhiên liệu được chỉ định cho tháp mỏ của chúng.
* Cải thiện hệ thống ưu tiên công việc hậu cần.
* Trình kết nối vận chuyển hiện cố gắng chấp nhận đầu vào đồng đều từ tất cả các cổng được kết nối (đầu ra đã đồng đều). Điều này có nghĩa là trình kết nối có hành vi tương đương với trình cân bằng mà không bật bất kỳ cài đặt ưu tiên hoặc thực thi tỷ lệ nào.
* Công cụ xây dựng vận chuyển hiện đặt một đầu nối ở những nơi hợp lý (ví dụ: hai cổng đầu ra đối diện với cùng một ô).
* Tượng bảo trì hiện cung cấp mức giảm bảo trì dựa trên số lượng tượng hoạt động. Mức giảm duy trì của một bức tượng đã giảm từ 5% xuống 4%, nhưng mỗi bức tượng bổ sung sẽ giảm thêm một nửa so với bức tượng trước đó. Ví dụ: 3 bức tượng cho 4% + 2% + 1% = 7% tổng mức giảm bảo trì ngay bây giờ!
* Hiện tại có thể lật các thực thể có trục cơ học như tua-bin và máy phát điện.
* Hiện có thể xếp hàng bất kỳ nút nghiên cứu nào và tất cả các nút cha được yêu cầu sẽ được xếp hàng tự động trước nó.
* Cải thiện logic đầu hàng của tàu để tàu của bạn không đầu hàng nếu kẻ thù có HP thấp hơn nhiều.
* Cải thiện logic máy thu hoạch cây để bỏ qua những cây không thể tiếp cận nếu có thể.

Giao diện người dùng
* Đã thay thế các nút chuyển đổi bằng các hộp kiểm.
* Cải thiện một số hộp thoại để tôn trọng đúng phím Esc.
* Đã chuyển chế độ xem tổng dân số từ các ô lớn trên cùng bên trái sang thanh công cụ chính trên cùng.
* Đã xóa thông báo bỏ đói tùy chỉnh và chuyển chúng sang thông báo thông thường.
* Trạng thái loại bỏ thông báo hiện vẫn tồn tại (tải từ một lần lưu).
* Biểu tượng cảnh báo sụp đổ trên tòa nhà bị ảnh hưởng sẽ biến mất khi thông báo của nó bị loại bỏ. Thông báo xuất hiện lại khi nhiều địa hình bên dưới tòa nhà bị ảnh hưởng được sửa đổi.
* Thông báo cảnh báo tùy chỉnh trên kho lưu trữ không biến mất cho đến khi nội dung giảm hơn 5% so với mục tiêu để tránh nhấp nháy.
* Thông báo tin nhắn hiện tự động thu gọn khi có hơn 5 thông báo.
* Thêm hành động "xóa toàn bộ phương tiện" vào hộp công cụ xây dựng để có khả năng khám phá tốt hơn.
* Chiều cao vận chuyển hiện hiển thị chiều cao chính xác khi kết nối với các phương tiện vận chuyển khác.
* Xóa thanh tiêu đề trên cùng khỏi thanh công cụ dưới cùng và thay vào đó sử dụng chú giải công cụ cho các mục.
* Khi chọn một thực thể, hãy chọn một phương tiện nếu có hai thực thể để chọn. Điều này cho phép lựa chọn xe tải được cắt bên trong các tòa nhà.
* Đã sửa lỗi các phương tiện không được chỉ định không được cập nhật đúng cách trong giao diện người dùng.
* Đã sửa lỗi ước tính không chính xác về sản lượng nước trong máy thu nước mưa.
* Đã sửa lỗi Sách công thức không hiển thị một số công thức bị khóa nếu thực thể sở hữu bị khóa.
* Đã sửa lỗi phím nóng cho chú giải công cụ giá không hoạt động nếu trình chỉnh sửa vận tải được kích hoạt thông qua công cụ sao chép.
* Đã sửa các chú giải công cụ bị thiếu trong phần tổng quan về giải quyết, đã thêm một liên kết để hướng dẫn về sức khỏe.
* Tiêu đề thống kê sản phẩm hiện được sắp xếp theo tên.
* Tạo chú giải công cụ gõ phím có thể dịch được.
* Lớp phủ khai thác hiện có thể được bật mà không hủy lựa chọn hiện tại cho tòa nhà.
* Trò chơi có thể được tải/lưu bằng cách nhấp đúp vào tên tệp hiện có.
* Cập nhật bản dịch, cảm ơn mọi người đã đóng góp!

Sửa lỗi đáng kể
* Đã sửa lỗi tái chế vàng không chính xác chỉ trả lại 1/3 giá trị dự kiến.
* Đã sửa lỗi bảo trì miễn phí khi số tiền bảo trì toàn cầu vượt quá khả năng.
* Đã sửa các hợp đồng trong một số trường hợp tính phí Unity nhiều hơn mức cần thiết.
* Đã sửa lỗi sự cố trò chơi khi nhấp vào "tiếp tục" đối với tệp lưu đã bị xóa trong thời gian chờ đợi.
* Đã sửa lỗi kết xuất địa hình hiển thị các sọc sáng hơn trên các sườn dốc.
* Đã khắc phục sự cố sập nhà máy đóng tàu do không phá hủy sản phẩm đúng cách, có khả năng gây ra sự cố bức xạ vĩnh viễn.
* Đã sửa lỗi cường độ sáng và bóng của mặt trời không chính xác khi trò chơi được tải trong thời tiết mưa.

Sửa lỗi liên quan đến vận chuyển
* Đầu nối vận chuyển hiện trả lại sản phẩm cho nhà máy đóng tàu khi bị phá hủy (thay vì phá hủy chúng).
* Đã sửa lỗi các đường ống bị chôn vùi không còn bị phá hủy khi một phương tiện giao thông khác được xây dựng trên chúng.
* Đã sửa lỗi gắn ống vào trụ đôi khi bị định hướng không chính xác.
* Đã sửa lỗi sự cố vận chuyển tự phát đôi khi xảy ra trong quá trình lật, kết nối hoặc nâng cấp.
* Đã sửa các cột vận chuyển đôi khi bị kẹt như một bản thiết kế.
* Trạng thái xây dựng của một phương tiện giao thông (ví dụ: nâng cấp đang diễn ra hoặc tạm dừng xây dựng) hiện được bảo toàn đúng cách khi kết hợp nó với các phương tiện giao thông khác.
* Đã sửa lỗi hiển thị hình khối xây dựng khi phương tiện vận chuyển đang được xây dựng được kết nối với phương tiện vận chuyển khác.
* Vận chuyển bị tạm dừng không còn chấp nhận sản phẩm.
* Vận chuyển trong chế độ bù trừ không còn di chuyển sản phẩm và không còn chấp nhận sản phẩm.
* Đã sửa lỗi công cụ hủy đã chọn sai toàn bộ phương tiện vận chuyển khi con trỏ trước đó ở trên bất kỳ tòa nhà không có phương tiện vận chuyển nào khác.
* Đã sửa lỗi công cụ hủy vận chuyển không hiển thị bản xem trước hủy khi di chuột liên tục trên cùng một vị trí trên phương tiện vận chuyển.

Sửa lỗi khác
* Giá đỡ máy chủ không còn có thể được thêm vào các trung tâm dữ liệu không được xây dựng.
* Đã sửa lỗi lớp phủ phương tiện đôi khi được hiển thị cho một loại phương tiện không chính xác.
* Đã sửa lỗi biến mất gỗ khi lệnh quá tải xe tải có hiệu lực.
* Đã sửa lỗi đôi khi không thể chọn máy thu hoạch cây.
* Đã sửa lỗi bảng sắc lệnh để hiển thị chính xác tác dụng của các sắc lệnh tích cực thống nhất.
* Đã sửa lỗi tiêu thụ quá mức thiết bị phòng thí nghiệm khi kết thúc nghiên cứu hoặc thay đổi.
* Các mô-đun kho hàng hiện ở trạng thái nhàn rỗi.
* Đã sửa lỗi đèn hiệu không bị mất tiến trình khi tạm dừng.
* Đã sửa lỗi làm nổi bật các tòa nhà trong quá trình chỉ định tuyến đường.
* Đã sửa lỗi hiển thị các hạt bóng ma tòa nhà bên dưới chỉ định địa hình.
* Việc nâng cấp máy giờ đây sẽ loại bỏ đúng cách các bộ đệm sản phẩm lỗi thời. Điều này có nghĩa là Lò cao II được nâng cấp sẽ không còn nhận quặng sắt vì nó thậm chí không thể xử lý được.
* Xe tải không còn vượt quá đặt chỗ của các xe tải khác khi giao hàng
* Đã sửa lỗi thống kê thống nhất không chứa các vật phẩm vượt quá giới hạn thống nhất.
* Đã sửa một số công thức đã được mở khóa quá sớm hoặc không hiển thị trong nghiên cứu.
* Đã sửa lỗi việc cắt và dán tòa nhà với các phương tiện được chỉ định không bảo toàn các phương tiện được chỉ định.
* Khi mọi người rời đi vì thiếu thức ăn, bất kỳ người vô gia cư nào giờ đây sẽ được cung cấp chỗ ở phù hợp tại chỗ của họ.
* Đã sửa lỗi khai thác các chỉ định góc mà đôi khi máy đào lớn không thể thực hiện được.
v0.4.14 New feature: Blueprints
* Parts of the factory can now bee saved as blueprints which are persisted between games.
* Blueprints can be exported and shared with other players by copy-pasting strings.

Improvements
* Transport construction now locks pillars for already confirmed segments, giving greater control over pillar placement.
* Optimized game save encoding resulting in 5-10% smaller save size.

Fixes
* Second tier of the Cargo Depot now also satisfies a goal in place of the first tier.
* Assignments between entities are now honored when copy-pasting designs.
* Increased max area for tools.
* Cut and copy tools now correctly copy locations of transport pillars.

Balancing
* Reduced the number of workers required in farms.
* Added recipes to digest fruit and poppy
Tính năng mới: Bản thiết kế
* Các bộ phận của nhà máy hiện có thể được lưu dưới dạng bản thiết kế được duy trì giữa các trò chơi.
* Bản thiết kế có thể được xuất và chia sẻ với những người chơi khác bằng cách sao chép các chuỗi.

Cải tiến
* Xây dựng giao thông hiện khóa trụ cho các phân đoạn đã được xác nhận, giúp kiểm soát tốt hơn vị trí trụ.
* Mã hóa lưu trò chơi được tối ưu hóa dẫn đến kích thước lưu nhỏ hơn 5-10%.

Sửa lỗi
* Tầng thứ hai của Cargo Depot hiện cũng đáp ứng mục tiêu thay cho tầng đầu tiên.
* Bài tập giữa các thực thể hiện được thực hiện khi sao chép các thiết kế.
* Tăng diện tích tối đa cho các công cụ.
* Các công cụ cắt và sao chép hiện sao chép chính xác vị trí của các cột vận chuyển.

cân bằng
* Giảm số lượng công nhân cần thiết trong các trang trại.
* Đã thêm công thức nấu ăn để tiêu hóa trái cây và thuốc phiện
v0.5.0 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
Context English Vietnamese
v0.4.13 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.
Bản đồ mới: Insula mortis

Trải nghiệm được cải thiện
* Đã thêm công cụ nâng cấp hàng loạt. Khi một khu vực được chọn để nâng cấp, một cửa sổ bật lên có thể được sử dụng để chọn những thực thể nào trong khu vực đó sẽ được nâng cấp.
* Đã thêm hướng dẫn dựa trên danh sách kiểm tra toàn diện sẽ hướng dẫn người chơi mới trong trò chơi đầu tiên (có thể bị tắt).
* Các hướng dẫn được làm lại và cấu trúc lại để giải thích rõ hơn về cơ chế trò chơi, dễ đọc hơn và ít dài dòng hơn.
* Đã thêm tùy chọn cấu hình mod khi bắt đầu hoặc tải trò chơi. Điều này cũng cho phép bạn thêm/xóa các mod trước khi trò chơi được tải. Lưu ý rằng không phải tất cả các mod đều có thể được thêm/xóa một cách an toàn khỏi bản lưu.
* Giới thiệu một chuỗi sản xuất gạch mới vào trò chơi. Gạch có thể được sử dụng thay thế cho Bê tông trong các bộ phận Xây dựng. Gạch được thiết kế để làm cho trò chơi sớm dễ dàng hơn một chút.

Hiệu suất
* Kết xuất các cột vận chuyển được tối ưu hóa hơn nữa và thêm LOD, tiết kiệm hàng triệu hình tam giác được vẽ trong các nhà máy lớn.

Thay đổi số dư
* Bản đồ thế giới không còn cung cấp cho người tị nạn từ các cuộc thám hiểm.
* Beacon hiện là vô hạn với lợi nhuận giảm dần.
* Giảm khó khăn nghiên cứu ban đầu.
* Loại bỏ các thiết bị điện tử khỏi tháp radio bị sập.
* Các phòng thí nghiệm nghiên cứu không còn sử dụng Unity khi không hoạt động.
* Giảm đáng kể kích thước bộ đệm kết nối (kích thước vẫn dựa trên tốc độ vận chuyển của các thực thể được kết nối).
* Tăng nhu cầu nước để tạo ra 8 axit từ 4 lên 6.
* Giảm sản lượng nước từ việc làm sạch 24 bùn độc hại từ 20 xuống 18.

thay đổi hành vi
* Khi chỉ định một phương tiện cho một tòa nhà (ví dụ: tháp khai thác mỏ), hãy chỉ định phương tiện gần nhất.
* Máy đào không còn quay trở lại tháp mỏ khi quá trình khai thác kết thúc, trừ khi chúng ở bên ngoài khu vực mỏ.
* Chỉ định bãi rác không còn được tìm kiếm dựa trên mức độ gần với tháp khai thác mà dựa trên mức độ gần với phương tiện.
* Xe tải tiếp nhiên liệu hiện không rời khỏi trạm nhiên liệu trong khi trạm tiếp tục nạp thêm nhiên liệu cho chúng.
* Xe tải và máy xúc hiện thích tiếp nhiên liệu tại trạm nhiên liệu được chỉ định cho tháp mỏ của chúng.
* Cải thiện hệ thống ưu tiên công việc hậu cần.
* Trình kết nối vận chuyển hiện cố gắng chấp nhận đầu vào đồng đều từ tất cả các cổng được kết nối (đầu ra đã đồng đều). Điều này có nghĩa là trình kết nối có hành vi tương đương với trình cân bằng mà không bật bất kỳ cài đặt ưu tiên hoặc thực thi tỷ lệ nào.
* Công cụ xây dựng vận chuyển hiện đặt một đầu nối ở những nơi hợp lý (ví dụ: hai cổng đầu ra đối diện với cùng một ô).
* Tượng bảo trì hiện cung cấp mức giảm bảo trì dựa trên số lượng tượng hoạt động. Mức giảm duy trì của một bức tượng đã giảm từ 5% xuống 4%, nhưng mỗi bức tượng bổ sung sẽ giảm thêm một nửa so với bức tượng trước đó. Ví dụ: 3 bức tượng cho 4% + 2% + 1% = 7% tổng mức giảm bảo trì ngay bây giờ!
* Hiện tại có thể lật các thực thể có trục cơ học như tua-bin và máy phát điện.
* Hiện có thể xếp hàng bất kỳ nút nghiên cứu nào và tất cả các nút cha được yêu cầu sẽ được xếp hàng tự động trước nó.
* Cải thiện logic đầu hàng của tàu để tàu của bạn không đầu hàng nếu kẻ thù có HP thấp hơn nhiều.
* Cải thiện logic máy thu hoạch cây để bỏ qua những cây không thể tiếp cận nếu có thể.

Giao diện người dùng
* Đã thay thế các nút chuyển đổi bằng các hộp kiểm.
* Cải thiện một số hộp thoại để tôn trọng đúng phím Esc.
* Đã chuyển chế độ xem tổng dân số từ các ô lớn trên cùng bên trái sang thanh công cụ chính trên cùng.
* Đã xóa thông báo bỏ đói tùy chỉnh và chuyển chúng sang thông báo thông thường.
* Trạng thái loại bỏ thông báo hiện vẫn tồn tại (tải từ một lần lưu).
* Biểu tượng cảnh báo sụp đổ trên tòa nhà bị ảnh hưởng sẽ biến mất khi thông báo của nó bị loại bỏ. Thông báo xuất hiện lại khi nhiều địa hình bên dưới tòa nhà bị ảnh hưởng được sửa đổi.
* Thông báo cảnh báo tùy chỉnh trên kho lưu trữ không biến mất cho đến khi nội dung giảm hơn 5% so với mục tiêu để tránh nhấp nháy.
* Thông báo tin nhắn hiện tự động thu gọn khi có hơn 5 thông báo.
* Thêm hành động "xóa toàn bộ phương tiện" vào hộp công cụ xây dựng để có khả năng khám phá tốt hơn.
* Chiều cao vận chuyển hiện hiển thị chiều cao chính xác khi kết nối với các phương tiện vận chuyển khác.
* Xóa thanh tiêu đề trên cùng khỏi thanh công cụ dưới cùng và thay vào đó sử dụng chú giải công cụ cho các mục.
* Khi chọn một thực thể, hãy chọn một phương tiện nếu có hai thực thể để chọn. Điều này cho phép lựa chọn xe tải được cắt bên trong các tòa nhà.
* Đã sửa lỗi các phương tiện không được chỉ định không được cập nhật đúng cách trong giao diện người dùng.
* Đã sửa lỗi ước tính không chính xác về sản lượng nước trong máy thu nước mưa.
* Đã sửa lỗi Sách công thức không hiển thị một số công thức bị khóa nếu thực thể sở hữu bị khóa.
* Đã sửa lỗi phím nóng cho chú giải công cụ giá không hoạt động nếu trình chỉnh sửa vận tải được kích hoạt thông qua công cụ sao chép.
* Đã sửa các chú giải công cụ bị thiếu trong phần tổng quan về giải quyết, đã thêm một liên kết để hướng dẫn về sức khỏe.
* Tiêu đề thống kê sản phẩm hiện được sắp xếp theo tên.
* Tạo chú giải công cụ gõ phím có thể dịch được.
* Lớp phủ khai thác hiện có thể được bật mà không hủy lựa chọn hiện tại cho tòa nhà.
* Trò chơi có thể được tải/lưu bằng cách nhấp đúp vào tên tệp hiện có.
* Cập nhật bản dịch, cảm ơn mọi người đã đóng góp!

Sửa lỗi đáng kể
* Đã sửa lỗi tái chế vàng không chính xác chỉ trả lại 1/3 giá trị dự kiến.
* Đã sửa lỗi bảo trì miễn phí khi số tiền bảo trì toàn cầu vượt quá khả năng.
* Đã sửa các hợp đồng trong một số trường hợp tính phí Unity nhiều hơn mức cần thiết.
* Đã sửa lỗi sự cố trò chơi khi nhấp vào "tiếp tục" đối với tệp lưu đã bị xóa trong thời gian chờ đợi.
* Đã sửa lỗi kết xuất địa hình hiển thị các sọc sáng hơn trên các sườn dốc.
* Đã khắc phục sự cố sập nhà máy đóng tàu do không phá hủy sản phẩm đúng cách, có khả năng gây ra sự cố bức xạ vĩnh viễn.
* Đã sửa lỗi cường độ sáng và bóng của mặt trời không chính xác khi trò chơi được tải trong thời tiết mưa.

Sửa lỗi liên quan đến vận chuyển
* Đầu nối vận chuyển hiện trả lại sản phẩm cho nhà máy đóng tàu khi bị phá hủy (thay vì phá hủy chúng).
* Đã sửa lỗi các đường ống bị chôn vùi không còn bị phá hủy khi một phương tiện giao thông khác được xây dựng trên chúng.
* Đã sửa lỗi gắn ống vào trụ đôi khi bị định hướng không chính xác.
* Đã sửa lỗi sự cố vận chuyển tự phát đôi khi xảy ra trong quá trình lật, kết nối hoặc nâng cấp.
* Đã sửa các cột vận chuyển đôi khi bị kẹt như một bản thiết kế.
* Trạng thái xây dựng của một phương tiện giao thông (ví dụ: nâng cấp đang diễn ra hoặc tạm dừng xây dựng) hiện được bảo toàn đúng cách khi kết hợp nó với các phương tiện giao thông khác.
* Đã sửa lỗi hiển thị hình khối xây dựng khi phương tiện vận chuyển đang được xây dựng được kết nối với phương tiện vận chuyển khác.
* Vận chuyển bị tạm dừng không còn chấp nhận sản phẩm.
* Vận chuyển trong chế độ bù trừ không còn di chuyển sản phẩm và không còn chấp nhận sản phẩm.
* Đã sửa lỗi công cụ hủy đã chọn sai toàn bộ phương tiện vận chuyển khi con trỏ trước đó ở trên bất kỳ tòa nhà không có phương tiện vận chuyển nào khác.
* Đã sửa lỗi công cụ hủy vận chuyển không hiển thị bản xem trước hủy khi di chuột liên tục trên cùng một vị trí trên phương tiện vận chuyển.

Sửa lỗi khác
* Giá đỡ máy chủ không còn có thể được thêm vào các trung tâm dữ liệu không được xây dựng.
* Đã sửa lỗi lớp phủ phương tiện đôi khi được hiển thị cho một loại phương tiện không chính xác.
* Đã sửa lỗi biến mất gỗ khi lệnh quá tải xe tải có hiệu lực.
* Đã sửa lỗi đôi khi không thể chọn máy thu hoạch cây.
* Đã sửa lỗi bảng sắc lệnh để hiển thị chính xác tác dụng của các sắc lệnh tích cực thống nhất.
* Đã sửa lỗi tiêu thụ quá mức thiết bị phòng thí nghiệm khi kết thúc nghiên cứu hoặc thay đổi.
* Các mô-đun kho hàng hiện ở trạng thái nhàn rỗi.
* Đã sửa lỗi đèn hiệu không bị mất tiến trình khi tạm dừng.
* Đã sửa lỗi làm nổi bật các tòa nhà trong quá trình chỉ định tuyến đường.
* Đã sửa lỗi hiển thị các hạt bóng ma tòa nhà bên dưới chỉ định địa hình.
* Việc nâng cấp máy giờ đây sẽ loại bỏ đúng cách các bộ đệm sản phẩm lỗi thời. Điều này có nghĩa là Lò cao II được nâng cấp sẽ không còn nhận quặng sắt vì nó thậm chí không thể xử lý được.
* Xe tải không còn vượt quá đặt chỗ của các xe tải khác khi giao hàng
* Đã sửa lỗi thống kê thống nhất không chứa các vật phẩm vượt quá giới hạn thống nhất.
* Đã sửa một số công thức đã được mở khóa quá sớm hoặc không hiển thị trong nghiên cứu.
* Đã sửa lỗi việc cắt và dán tòa nhà với các phương tiện được chỉ định không bảo toàn các phương tiện được chỉ định.
* Khi mọi người rời đi vì thiếu thức ăn, bất kỳ người vô gia cư nào giờ đây sẽ được cung cấp chỗ ở phù hợp tại chỗ của họ.
* Đã sửa lỗi khai thác các chỉ định góc mà đôi khi máy đào lớn không thể thực hiện được.
v0.4.14 New feature: Blueprints
* Parts of the factory can now bee saved as blueprints which are persisted between games.
* Blueprints can be exported and shared with other players by copy-pasting strings.

Improvements
* Transport construction now locks pillars for already confirmed segments, giving greater control over pillar placement.
* Optimized game save encoding resulting in 5-10% smaller save size.

Fixes
* Second tier of the Cargo Depot now also satisfies a goal in place of the first tier.
* Assignments between entities are now honored when copy-pasting designs.
* Increased max area for tools.
* Cut and copy tools now correctly copy locations of transport pillars.

Balancing
* Reduced the number of workers required in farms.
* Added recipes to digest fruit and poppy
Tính năng mới: Bản thiết kế
* Các bộ phận của nhà máy hiện có thể được lưu dưới dạng bản thiết kế được duy trì giữa các trò chơi.
* Bản thiết kế có thể được xuất và chia sẻ với những người chơi khác bằng cách sao chép các chuỗi.

Cải tiến
* Xây dựng giao thông hiện khóa trụ cho các phân đoạn đã được xác nhận, giúp kiểm soát tốt hơn vị trí trụ.
* Mã hóa lưu trò chơi được tối ưu hóa dẫn đến kích thước lưu nhỏ hơn 5-10%.

Sửa lỗi
* Tầng thứ hai của Cargo Depot hiện cũng đáp ứng mục tiêu thay cho tầng đầu tiên.
* Bài tập giữa các thực thể hiện được thực hiện khi sao chép các thiết kế.
* Tăng diện tích tối đa cho các công cụ.
* Các công cụ cắt và sao chép hiện sao chép chính xác vị trí của các cột vận chuyển.

cân bằng
* Giảm số lượng công nhân cần thiết trong các trang trại.
* Đã thêm công thức nấu ăn để tiêu hóa trái cây và thuốc phiện
v0.5.0 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
v0.6.0 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.

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vi.po, string 3