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.
改进的体验
* 新增批量升级工具。选择升级区域时,可以使用弹出窗口来选择应升级该区域中的哪些建筑。
*添加了基于清单的综合教程,该教程将在早期游戏中指导新玩家(可以禁用)。
*重新设计和重组教程,以更好地解释游戏机制,更易于阅读,并且不那么冗长。
* 添加了启动或加载游戏时的模组配置选项。这也允许您在加载游戏之前添加/删除模组。请注意,并非所有模组都可以安全地从存档中添加/删除。
*在游戏中引入了新的砖块生产线。砖可以用作建筑零件中混凝土的替代品。砖块旨在使早期游戏变得更容易一些。
性能
* 进一步优化运输支柱渲染并添加LOD,省去大型工厂模型的数百万个绘制三角形。
细节变化
*世界地图不再提供探索难民。
* 灯塔现在是无限使用的,回报递减。
* 减少早期研究难度。
* 从倒塌的无线电塔中移除电子设备。
* 研究实验室在空闲时不再使用 凝聚力。
* 显著减小了连接器缓冲区大小(大小仍基于连接实体的传输速度)。
* 增加用水需求,使 8 酸配方中的水从 4 增加到 6。
* 净化 24 单位有毒浆液的产水量从 20 单位降低到 18 单位。
AI行为更改
* 将车辆分配给建筑物(例如矿塔)时,会分配最近的车辆。
* 挖掘机在采矿结束后不再返回矿塔,除非它们在矿区之外。
* 不再根据与矿塔的接近程度,而是根据与车辆的接近程度来搜索倾倒地点。
* 加油车在空闲时不会离开加油站,而加油站会持续为它们装载更多的燃料。
* 卡车和挖掘机现在更喜欢在分配给其矿塔的加油站加油。* 完善物流优先制度。
* 传输连接器现在尝试均匀地接受来自所有连接端口的输入(输出已经均匀)。这意味着连接器具有与平衡器等效的行为,而没有任何优先级或比率强制设置。
* 运输构造工具现在自动将连接器放置在有意义的位置(例如,两个输出端口向两侧的建筑输出)。
* 维护雕像现在根据操作雕像的数量提供维护减少。单个雕像的维护减少从5%减少到4%,但每增加一个雕像,新雕像的效果会比上一个雕像减少50%。例如,3 座雕像现在减少 4% + 2% + 1% = 7% 的总维护费用!
*现在可以翻转带有机械轴的实体,例如涡轮机和发电机。
* 现在可以对任何研究节点进行排队,所有必需的父节点将自动排队。
*改进了战舰投降逻辑,这样如果敌人的HP要低得多,你的战舰就不会投降。
* 改进了
树木采伐器伐木机的逻辑,以尽可能忽略无法访问的树木。用户界面
* 将切换按钮替换为复选框。
* 改进了几个对话框以正确遵循 Esc 键。
* 总人口视图从左上角的大磁贴移动到主顶部工具栏。
* 删除了自定义饥饿通知并将其移至常规通知。
* 通知关闭状态现在为持续状态(会从存档加载)。
* 受影响建筑物上的倒塌警告图标在通知关闭时消失。当受影响建筑物下的更多地形被修改时,通知会重新出现。
* 存储上的自定义警告通知不会消失,直到内容物数量偏离目标数量超过 5%,以防止闪烁。
* 消息通知现在在超过 5 个时自动折叠。
* 在构造工具箱中添加“删除整个运输线路”操作,以提高可发现性。
* 传输装置高度现在在连接到其他传输装置时显示正确的高度。
* 从底部工具栏中删除顶部标题栏,并改用项目的工具提示。
* 选择实体时,如果有两个实体可供选择,则首选车辆。这允许选择夹在建筑物内的卡车。
* 修复了未在UI中正确更新的闲置未分配车辆。
* 修复了雨水收集器中产水量的错误估计。
* 修复了配方书,如果拥有实体被锁定,则某些配方未显示为锁定。
* 修复了价格工具提示的快捷键在通过复制工具激活传输编辑器时不起作用的问题。
* 修复结算概览中缺少的工具提示,添加了有关健康教程的链接。
* 产品统计标题现在按名称排序。
* 使按键工具提示可翻译。(但是社区还没有翻译,悲)
* 现在可以在不取消当前建筑选择的情况下切换挖矿覆盖。
*可以通过双击现有文件名来加载/保存游戏。
* 翻译已更新,感谢所有的社区贡献者。
重大特性修复
*修复了黄金回收时,错误地只返回了预期价值的1/3。
* 修复了全局维护量超出容量时免费维护的问题。(白嫖党震怒)
* 修复了在某些情况下收取比应得更多的 凝聚力 费用的合同。
*修复了同时删除的保存文件单击“继续”时游戏崩溃的问题。
* 修复了在陡坡上显示较浅条纹的地形渲染。
*修复了造船厂倒塌的问题,该倒塌没有正确破坏产品,可能导致永久性辐射问题。(所以乏燃料又有办法了?)
* 修复了在雨天加载游戏时
太不正确的太阳亮度和阴影强度。与传输相关的特性修复
* 运输连接器现在在销毁时将产品返回造船厂(而不是销毁它们)。
* 固定的埋地管道,当在其上建造另一条运输工具时,这些管道不再被破坏。
* 固定的管道连接到接口上,有时方向不正确。
* 修复了在翻转、连接或升级过程中有时会发生的自发传输崩溃问题。
* 修复了有时作为蓝图卡住的运输支柱。
* 运输工具的施工状态(例如正在进行的升级或施工暂停)现在在与其他运输工具连接时会得到妥善保留。
* 修复了在建运输与其他运输连接时的建筑立方体可视化。
* 暂停的运输装置不再接受产品。
* 清关模式下的运输不再移动产品,也不再接受产品。
* 修复了当光标先前位于任何其他非运输建筑物上时错误地选择整个传输装置的销毁工具。
* 修复了在运输工具上反复悬停在同一位置时不显示销毁预览的传输销毁工具。
其他特性修复
* 服务器机架不能再添加到非构造数据中心。
* 修复了有时针对不正确的车辆类别显示的车辆叠加问题。
* 修复了卡车超载指令激活时木材消失的问题。
* 修复了有时无法选择树木采伐机的问题。
*修复了法令面板,以正确显示统一正法令的效果。
* 固定了研究完成或更改时实验室设备的超额消耗。
* 货站模块现在处于空闲状态。
* 修复了灯塔在暂停时不会丢失进度的问题.
* 修复了路线分配期间突出显示的建筑物。
* 修复了地形名称下方建筑幽灵粒子的渲染。
* 机器升级现在可以正确处理过时的产品缓冲区。这意味着升级后的高炉II将不再接受铁矿石,因为它甚至无法加工铁矿石。
* 卡车在交付货物时不再超过其他卡车的预订量
* 修复了不包含超过单位上限的项目的统一统计信息。
* 修复了一些过早解锁或在研究中不可见的配方。
* 修复了剪切和粘贴分配了车辆的建筑物不会保留车辆分配的问题。
*当人们因缺乏食物而离开时,任何无家可归者现在都将得到适当的安置。
* 修复了大型挖掘机有时无法实现的拐角矿物的开采。