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 nowCaptain 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
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 nowCaptain Office II and provides access to advanced edicts. * Thermal storage: enables storing heat and use it later in the form of Steam. * Tier 2 diesel generator: more efficient and 6x more powerful than tier 1 and allows to filter exhaust. * Tier 2 electrolyzer, both tiers also got new models. * Tier 2 mixer, both tiers also got new models. * Tier 2 crusher: 4x the size and 6x the throughput compared to tier 1. * Waste incineration plant: allows to burn waste more efficiently while also providing free Steam. Also outputs exhaust for potential filtration. * Compactor: Allows compacting trash in 1:3 ratio. * Shredder: Allows reversing compacting and also can shred wood. New recipes & changed recipes * Hydrogen can be created more efficiently from water using super-pressure steam. * Dirt can be made out of compost and gravel using a mixer. * Wood can be converted into woodchips and burned in the boiler to produce steam. * New product paper that can be made from wood and limestone and used in lab supplies instead of a nitrogen tank. Removed nitrogen tank as a product (nitrogen gas remains). * Chicken can be converted directly into trimmings instead of having to go through meat. New mechanics * Electricity surplus: Entities can now be set as "surplus consumers", only consuming power generated by "surplus generators". * Conveyor belts and storages can now operate in three selectable modes: 1) Belts and storages do not consume any power. 2) Belts and storages consume power with the highest priority but still function without power. 3) Belts and storages consume power and won’t work without it. * Landfill now decays over time and produces pollution. It takes 4 years to fully decay, at which point the pollution stops. Balancing and changes in production chains * Major - All food types now feed +20% more people. - Reduced costs of pipes and conveyors by 30%. - Minimum intervals between diseases were increased by 30-100% (based on disease). - Gold ore yields half the gold and comes with increased crushing costs. * Electricity inflation - All machines consume 4x more and all generators generate 4x more. - Conveyors only consume 2x more, reducing their consumption by 50%. - Settlement transformers only consume 3x more, resulting in a 25% decrease. * Electricity production - Increased steam energy density by 50% (less steam is needed for the same amount of power, but it costs more to make to compensate). - 50% increased mechanical power throughput on turbines and mech. power generators - High-pressure and low-pressure turbines now have the same throughput and their layouts have been changed as well. * Bricks - Brickworks has double throughput and costs 10 CP less. - One brick now costs 1.75 dirt instead of 2. - Starting bricks in ruins reduced from 800 to 600. * Wood - Wood now yields almost twice as much coal in a charcoal burner. - Reduced wood required in construction parts from 4 to 3. - Doubled wood input in household goods but reduced steel from 2 to 1 and glass from 10 to 8. * Refinery - Fixed that the cracking unit was returning less diesel (6) than it should (8) (based on the energy density of the input). - Increased ethanol yield from sugar cane by +50%, making it more energy efficient. - Increased diesel yield from canola and sugar cane by 40%. - Increased hydrogen reforming yield from 12 to 14 (to account for extra 2 hydrogen from input steam). The recipe for fuel gas takes extra 2 hydrogen to compensate for that. - Fuel gas to diesel recipe now returns water as a bi-product instead of Co2. - Decreased cooking oil needed in diesel production from 12 to 9. - More acid yield from 2 sulfur increased from 8 to 12. * Fertilizer - Fertilizer is now made with ammonia + oxygen instead of ammonia + nitrogen + water. - Sour water stripper ammonia output reduced from 4 to 3. - Fertilizer I was made cheaper as the chemical plant produces 10 instead of 8 in the same recipe. - Fertilizer II production increased from 10 to 12 by accepting extra sulfur and limestone. * Electronics rebalance - Reduced cost of Electronics II by requiring half of Electronics I and Polysilicon. - Increased cost of PCB by requiring 2x more glass. - Electronics II and PCB production throughput increased by 100%. - Reduced cost of Construction Parts IV by requiring half of Electronics II. - Lab equipment 3 now costs 2 electronics II instead of 8 glass. - Lab equipment 4 now costs 2 electronics III instead of 2 electronics II. - Servers now require 5 Electronics III instead of 4. * Desalination - Reduced desalination cost by 15% (energy-wise). - Thermal desalination plant throughput increased by 85% when using HP steam, by 400% when using LP steam, and by 300% when using Depleted steam. * Electrolysis - Electrolyzer I throughput for hydrogen production increased by 100% (power demand increased as well) - Electrolyzer can no longer be boosted. - The volume of depleted steam returned from burning hydrogen in a boiler changed to be equal to the volume of water it takes to make the hydrogen using an electrolyzer. * Maintenance - Crushers now cost maintenance. - Maintenance II requires 25% fewer mechanical parts. - Maintenance II depot throughput increased by 100%. - Maintenance III depot throughput increased by 50%. - Reduced maintenance costs of robotic assembler I from 5 to 4. - Changed robotic assembler II to require maintenance II (7x) instead of tier III. - Moved several machines and tier III vehicles to use maintenance II as it now comes * Other - Crushing is now 2.5x more power-hungry. - Decreased ocean pump output from 20 to 18 water. - Decreased effectiveness of cooling of HP steam from 12 to 10 output water. - Waste burning in a regular burner changed to take twice as long. - Sludge digestion and composting are now 30% faster. - Settlements now return biomass for wood consumed from household goods - Increased radiation tolerance due to new, more radioactive products. * Rewards - Increased world map rewards by 10-20%. - Added more rewards after goals completion. - Removed microchips and servers as rewards from the world map. Changes in research * Electronics II is now available earlier due to the removed Quartz input. This also allowed making Construction Parts IV and Maintenance II available earlier as well. * Solar panels, Power generation IV, Household appliances, and Hydrogen Reformer all come before Research Lab IV. * Moved cooling tower II from nuclear research to power production IV. * Ship weapons II are no longer locked by Electronics II * Merged reforming and cracking so cracking comes earlier. * Early research is faster to unlock. * Research locks: Some research nodes now require a certain amount of products created in order to be researched. Quality-of-life and UI * Added a quick remove unity action for storage units when they are being cleared. * Added new dashboards that provide a breakdown of the consumption and production of electricity, computing, workers, and maintenance. * Blueprints now automatically downgrade their locked items on placement. * When a blueprint is locked, a list of locked entities is shown on hover. * Notifications in entity inspectors are now shown in a panel on the side, eliminating jumping UI. * Clicking on a machine icon in a recipe book now starts building it. * Power, computing, and workers displays in entity inspectors are now grayed out when the is not consuming the resource. Other changes * Transports can no longer turn and initiate a ramp up/down at the same time. These types of ramps were removed as they were not extendable once placed. * Recycling plant now returns sorted products via a single conveyor, final sorting has to be done using sorters. This provides more extensibility in the future. * World structures are now paused after repair. * Advanced tools such as cut or copy are now locked behind initial research. This increases discoverability and makes the game less intimidating for new players. * Main folder with save files and blueprints has been moved to the appdata folder to prevent issues with their accessibility on non-standard systems. * Chained storage units automatically disconnect corresponding vehicle import/export settings to improve vehicle jobs scheduling and performance. * Added difficulty setting to allow to increase contracts profitability. * Added more generous difficulty options to reduce maintenance. * Added more options for autosave intervals. Terrain performance & physics * New terrain representation storing data in contiguous arrays. * Terrain can be up to 65k tiles squared large (260 km^2). * Terrain now supports up to 256 different materials (up from 28). * Terrain now properly distinguishes between solid materials (cliffs) and mined ones (mined rock), each type having its own physics parameters. * Improved terrain physics now takes material layer thickness into consideration, allowing thin layers to stick at steeper angles. Performance * Various internal improvements increase the simulation speed of many components by 10-30%. - Completely rewritten simulation of machines - Increased performance when exchanging products between ports and buffers * New terrain rendering tech improving FPS by 1-8x (based on map size and view) and reducing memory consumption by 4x. * Terrain operations such as mining, material collapse, or disruption after vehicles are 2-4x faster. * New conveyor and pipe rendering system resulting in 3x speedup. * Ocean access area checking is 10x faster, not lagging the game when placing docks or a shipyard. * Optimizing products rendering to use batched GPU instancing (rendering multiple products per single instance). * New LOD system that adjusts ocean quality based on view distance. If the ocean is not in the view, it is not even simulated. * New terrain details rendering system (grass, flowers, etc.) with LOD support that also adjusts density based on camera distance and does not render details that are too far from the camera (previously, all details on the entire map were rendered). Rendering infrastructure improvements * Switched to Forward rendering pipeline (from Deferred). This allowed the use of multi-sample anti-aliasing and greater control over rendered pixels. * Terrain now uses tri-planar rendering (on a high-quality setting), removing texture stretching from steep slopes. * Added rendering quality options and presets to be able to get the game to run smoothly on a wider range of hardware. * Added three separate FPS limits for the game, menus, and when the game is in the background. * Shadow distance is now dynamically adjusted based on the camera zoom. * Fully unlocked game camera, which can now look up at the horizon. * Small objects such as grass, flowers, or crops on farms no longer disappear when zoomed out slightly. Small Quality-of-life * Holding shift while adding or removing servers to the datacenter adds or removes 8 at a time. * Recipe book now shows radiation levels for products. * Contracts view now sorts contracts by output so that similar contracts are near each other. * Changed machine UI to display "waiting for products" status instead of "missing input" together with a list of products missing on mouse hover. * Added a notification strip when transport snapping is disabled. * Added a legend for the shortcut which allows preventing applying copied config when placing entities. * Terrain grid is now visible when modifying Mine Towers areas. Fixes * Game no longer freezes when on the loading screen. * Music now does not stop on the loading screen. * Made ocean pumps and dumping entities stop working when the ocean is no longer present. * Edicts effects are correctly combined with other effects, such as difficulty options. * Fixed that datacenter racks didn't appear on load. * Fixed that global products statistics kept increasing when machines ran partial recipes (e.g. cooling towers). * Fixed that storage units that were not built yet were already reporting their capacity. * Fixed that blueprints would add locked recipes into machines. * Fixed that launching a rocket returned its scrap value back. * Lots of improvements and fixes in how products are handled in quick build and removal. - Storage units now have priority over Shipyard to store products. - Shipyard has priority over storage units to provide products. - Cargo depot that is exporting products no longer provides them for a quick build. * Balancers and sorters now show power consumption in the entities menu popup. * Camera, even "free look", cannot go underground. * Fixed issues with map borders and added support for cargo depots built near the border. * Fixed that the fuel station had its input buffer registered into logistics instead of solely relying on piped input. * Fixed fuel station that was often sending partially loaded fuel trucks. * Trees are no longer moving when mined under but fall down instead. * Increased maximum number of rendered characters per element from 15k to 18k to accommodate Update 1 changelog. Contracts balancing & changes * Contracts removed: - Glass => Coal - Diesel => Quartz - Diesel => Limestone - Coal => Limestone - Coal => Gold ore - Vehicle Parts II => Uranium * Contracts added: - Household goods => Coal - Lab equipment III => Coal - Rubber => Wood - Household appliances => Wood - Lab equipment II => Copper - Vehicle parts II => Quartz - Sulfur => Sludge - Consumer electronics => Crude oil - Lab equipment IV => Uranium - Servers => Gold ore
* Added sun, dynamic fog, and dynamic sky that change based on weather.
* New high-quality terrain textures for nearly all materials.
* New simulated ocean that adapts its wave pattern and color properties to the current weather conditions (old ocean is still available as a low-fidelity setting).
* New tree models: spruce and fir.
* Added rocks to the terrain. Rocks are impassable for vehicles but buildings can be built on top of them. Excavators can also remove rocks when on mining designations.
* New terrain grass coverage system, mixing multiple types of grass and flowers.
* Refreshed all maps with better resource placement and improved tree distribution.
* Trees leave stumps after they are harvested. Stumps decay over time.
* Products are now visibly stacked on conveyors, trucks, and around storages.
* Storage units now show icons of what is stored in them.
* New models for Excavator T1 and T2, Truck T1 and T2.
* UI improvements.
Music
* Added 8 new tracks totalling 30 minutes of new music.
Forestry
* New Forestry tower and tree planter vehicle can perform tree replanting and fully automated harvesting.
* Trees are planted using saplings that grow on farms.
* Tree harvester now visibly slices trees into smaller logs.
* World map lumber mill was removed.
Vehicles improvements
* Mixed mining: Excavators can mine mixed products, always scooping a full bucket.
* Mixed hauling: Trucks can be loaded by excavators with mixed cargo, significantly increasing mining efficiency. For now, mixed cargo can be only loaded by excavators.
* New widget for vehicles that allows a choice for their replacement with a different tier. Replaced vehicles keep their assignments.
* New vehicle scheduling that is more performant and allows assigning jobs to the closest available vehicles.
Major features
* Pipes can now be constructed vertically, taking up less space when changing levels.
* Added leveling terrain designation (combination of mining and dumping designation).
* Stacker: allows dumping of loose material from conveyors directly on the terrain.
Nuclear energy changes & new content
* Brand new model for Nuclear reactor I.
* Added a new MOX reactor (tier II reactor), allowing to reprocess spent fuel and minimizing waste that needs to be stored. Also provides extra 33% of power compared to the previous tier.
* Added a new Fast Breeder Reactor (FBR) (tier III reactor), allowing to reprocess and burn all the waste while providing twice more power than the MOX reactor by generating super-pressured steam (a new type of steam).
* Added a new Nuclear reprocessing facility that was designed to work together with FBR and MOX reactors.
* Added more than 12 new products: Enriched uranium (4%, 20%), Reprocessed uranium, Depleted uranium, Plutonium, MOX rod, Core fuel, Blanket fuel, Fission product, Spent MOX, Retired waste, and more.
* Introduced a new Super pressure steam turbine to be used with FBR.
* Reduced capacity of nuclear waste storage from 5k to 1.6k since all waste can be now processed eventually.
* Nuclear reactor now needs to be turned off before an upgrade is possible.
* Fuel gets loaded into the reactor without requiring positive target power.
Quartz & sand changes
* Added a new mineable resource: quartz, available on all maps.
* Sand is no longer made by crushing rock but by crushing quartz instead.
* Silicon production now requires sand instead of quartz.
* Introduced manufactured sand that is produced by crushing Rock and can be used to produce Concrete and Filter media.
* Reduced unity cost for world map Quartz mines from 0.5 to 0.4.
Computing changes
* Added mainframe: predecessor to datacenter, making bootstrapping of microchips easier.
* Made microchip production 25% faster and also 25% cheaper on computing.
* Increased server rack cost from 20 to 25 servers but doubled its computing output. This means that a datacenter still requires the same maintenance while providing twice more computing.
New machines & buildings
* New Captain’s office I
- Makes blueprints available much sooner and provides basic edicts.
- The previous office is now Captain Office II and provides access to advanced edicts.
* Thermal storage: enables storing heat and use it later in the form of Steam.
* Tier 2 diesel generator: more efficient and 6x more powerful than tier 1 and allows to filter exhaust.
* Tier 2 electrolyzer, both tiers also got new models.
* Tier 2 mixer, both tiers also got new models.
* Tier 2 crusher: 4x the size and 6x the throughput compared to tier 1.
* Waste incineration plant: allows to burn waste more efficiently while also providing free Steam. Also outputs exhaust for potential filtration.
* Compactor: Allows compacting trash in 1:3 ratio.
* Shredder: Allows reversing compacting and also can shred wood.
New recipes & changed recipes
* Hydrogen can be created more efficiently from water using super-pressure steam.
* Dirt can be made out of compost and gravel using a mixer.
* Wood can be converted into woodchips and burned in the boiler to produce steam.
* New product paper that can be made from wood and limestone and used in lab supplies instead of a nitrogen tank. Removed nitrogen tank as a product (nitrogen gas remains).
* Chicken can be converted directly into trimmings instead of having to go through meat.
New mechanics
* Electricity surplus: Entities can now be set as "surplus consumers", only consuming power generated by "surplus generators".
* Conveyor belts and storages can now operate in three selectable modes:
1) Belts and storages do not consume any power.
2) Belts and storages consume power with the highest priority but still function without power.
3) Belts and storages consume power and won’t work without it.
* Landfill now decays over time and produces pollution. It takes 4 years to fully decay, at which point the pollution stops.
Balancing and changes in production chains
* Major
- All food types now feed +20% more people.
- Reduced costs of pipes and conveyors by 30%.
- Minimum intervals between diseases were increased by 30-100% (based on disease).
- Gold ore yields half the gold and comes with increased crushing costs.
* Electricity inflation
- All machines consume 4x more and all generators generate 4x more.
- Conveyors only consume 2x more, reducing their consumption by 50%.
- Settlement transformers only consume 3x more, resulting in a 25% decrease.
* Electricity production
- Increased steam energy density by 50% (less steam is needed for the same amount of power, but it costs more to make to compensate).
- 50% increased mechanical power throughput on turbines and mech. power generators
- High-pressure and low-pressure turbines now have the same throughput and their layouts have been changed as well.
* Bricks
- Brickworks has double throughput and costs 10 CP less.
- One brick now costs 1.75 dirt instead of 2.
- Starting bricks in ruins reduced from 800 to 600.
* Wood
- Wood now yields almost twice as much coal in a charcoal burner.
- Reduced wood required in construction parts from 4 to 3.
- Doubled wood input in household goods but reduced steel from 2 to 1 and glass from 10 to 8.
* Refinery
- Fixed that the cracking unit was returning less diesel (6) than it should (8) (based on the energy density of the input).
- Increased ethanol yield from sugar cane by +50%, making it more energy efficient.
- Increased diesel yield from canola and sugar cane by 40%.
- Increased hydrogen reforming yield from 12 to 14 (to account for extra 2 hydrogen from input steam). The recipe for fuel gas takes extra 2 hydrogen to compensate for that.
- Fuel gas to diesel recipe now returns water as a bi-product instead of Co2.
- Decreased cooking oil needed in diesel production from 12 to 9.
- More acid yield from 2 sulfur increased from 8 to 12.
* Fertilizer
- Fertilizer is now made with ammonia + oxygen instead of ammonia + nitrogen + water.
- Sour water stripper ammonia output reduced from 4 to 3.
- Fertilizer I was made cheaper as the chemical plant produces 10 instead of 8 in the same recipe.
- Fertilizer II production increased from 10 to 12 by accepting extra sulfur and limestone.
* Electronics rebalance
- Reduced cost of Electronics II by requiring half of Electronics I and Polysilicon.
- Increased cost of PCB by requiring 2x more glass.
- Electronics II and PCB production throughput increased by 100%.
- Reduced cost of Construction Parts IV by requiring half of Electronics II.
- Lab equipment 3 now costs 2 electronics II instead of 8 glass.
- Lab equipment 4 now costs 2 electronics III instead of 2 electronics II.
- Servers now require 5 Electronics III instead of 4.
* Desalination
- Reduced desalination cost by 15% (energy-wise).
- Thermal desalination plant throughput increased by 85% when using HP steam, by 400% when using LP steam, and by 300% when using Depleted steam.
* Electrolysis
- Electrolyzer I throughput for hydrogen production increased by 100% (power demand increased as well)
- Electrolyzer can no longer be boosted.
- The volume of depleted steam returned from burning hydrogen in a boiler changed to be equal to the volume of water it takes to make the hydrogen using an electrolyzer.
* Maintenance
- Crushers now cost maintenance.
- Maintenance II requires 25% fewer mechanical parts.
- Maintenance II depot throughput increased by 100%.
- Maintenance III depot throughput increased by 50%.
- Reduced maintenance costs of robotic assembler I from 5 to 4.
- Changed robotic assembler II to require maintenance II (7x) instead of tier III.
- Moved several machines and tier III vehicles to use maintenance II as it now comes
* Other
- Crushing is now 2.5x more power-hungry.
- Decreased ocean pump output from 20 to 18 water.
- Decreased effectiveness of cooling of HP steam from 12 to 10 output water.
- Waste burning in a regular burner changed to take twice as long.
- Sludge digestion and composting are now 30% faster.
- Settlements now return biomass for wood consumed from household goods
- Increased radiation tolerance due to new, more radioactive products.
* Rewards
- Increased world map rewards by 10-20%.
- Added more rewards after goals completion.
- Removed microchips and servers as rewards from the world map.
Changes in research
* Electronics II is now available earlier due to the removed Quartz input. This also allowed making Construction Parts IV and Maintenance II available earlier as well.
* Solar panels, Power generation IV, Household appliances, and Hydrogen Reformer all come before Research Lab IV.
* Moved cooling tower II from nuclear research to power production IV.
* Ship weapons II are no longer locked by Electronics II
* Merged reforming and cracking so cracking comes earlier.
* Early research is faster to unlock.
* Research locks: Some research nodes now require a certain amount of products created in order to be researched.
Quality-of-life and UI
* Added a quick remove unity action for storage units when they are being cleared.
* Added new dashboards that provide a breakdown of the consumption and production of electricity, computing, workers, and maintenance.
* Blueprints now automatically downgrade their locked items on placement.
* When a blueprint is locked, a list of locked entities is shown on hover.
* Notifications in entity inspectors are now shown in a panel on the side, eliminating jumping UI.
* Clicking on a machine icon in a recipe book now starts building it.
* Power, computing, and workers displays in entity inspectors are now grayed out when the is not consuming the resource.
Other changes
* Transports can no longer turn and initiate a ramp up/down at the same time. These types of ramps were removed as they were not extendable once placed.
* Recycling plant now returns sorted products via a single conveyor, final sorting has to be done using sorters. This provides more extensibility in the future.
* World structures are now paused after repair.
* Advanced tools such as cut or copy are now locked behind initial research. This increases discoverability and makes the game less intimidating for new players.
* Main folder with save files and blueprints has been moved to the appdata folder to prevent issues with their accessibility on non-standard systems.
* Chained storage units automatically disconnect corresponding vehicle import/export settings to improve vehicle jobs scheduling and performance.
* Added difficulty setting to allow to increase contracts profitability.
* Added more generous difficulty options to reduce maintenance.
* Added more options for autosave intervals.
Terrain performance & physics
* New terrain representation storing data in contiguous arrays.
* Terrain can be up to 65k tiles squared large (260 km^2).
* Terrain now supports up to 256 different materials (up from 28).
* Terrain now properly distinguishes between solid materials (cliffs) and mined ones (mined rock), each type having its own physics parameters.
* Improved terrain physics now takes material layer thickness into consideration, allowing thin layers to stick at steeper angles.
Performance
* Various internal improvements increase the simulation speed of many components by 10-30%.
- Completely rewritten simulation of machines
- Increased performance when exchanging products between ports and buffers
* New terrain rendering tech improving FPS by 1-8x (based on map size and view) and reducing memory consumption by 4x.
* Terrain operations such as mining, material collapse, or disruption after vehicles are 2-4x faster.
* New conveyor and pipe rendering system resulting in 3x speedup.
* Ocean access area checking is 10x faster, not lagging the game when placing docks or a shipyard.
* Optimizing products rendering to use batched GPU instancing (rendering multiple products per single instance).
* New LOD system that adjusts ocean quality based on view distance. If the ocean is not in the view, it is not even simulated.
* New terrain details rendering system (grass, flowers, etc.) with LOD support that also adjusts density based on camera distance and does not render details that are too far from the camera (previously, all details on the entire map were rendered).
Rendering infrastructure improvements
* Switched to Forward rendering pipeline (from Deferred). This allowed the use of multi-sample anti-aliasing and greater control over rendered pixels.
* Terrain now uses tri-planar rendering (on a high-quality setting), removing texture stretching from steep slopes.
* Added rendering quality options and presets to be able to get the game to run smoothly on a wider range of hardware.
* Added three separate FPS limits for the game, menus, and when the game is in the background.
* Shadow distance is now dynamically adjusted based on the camera zoom.
* Fully unlocked game camera, which can now look up at the horizon.
* Small objects such as grass, flowers, or crops on farms no longer disappear when zoomed out slightly.
Small Quality-of-life
* Holding shift while adding or removing servers to the datacenter adds or removes 8 at a time.
* Recipe book now shows radiation levels for products.
* Contracts view now sorts contracts by output so that similar contracts are near each other.
* Changed machine UI to display "waiting for products" status instead of "missing input" together with a list of products missing on mouse hover.
* Added a notification strip when transport snapping is disabled.
* Added a legend for the shortcut which allows preventing applying copied config when placing entities.
* Terrain grid is now visible when modifying Mine Towers areas.
Fixes
* Game no longer freezes when on the loading screen.
* Music now does not stop on the loading screen.
* Made ocean pumps and dumping entities stop working when the ocean is no longer present.
* Edicts effects are correctly combined with other effects, such as difficulty options.
* Fixed that datacenter racks didn't appear on load.
* Fixed that global products statistics kept increasing when machines ran partial recipes (e.g. cooling towers).
* Fixed that storage units that were not built yet were already reporting their capacity.
* Fixed that blueprints would add locked recipes into machines.
* Fixed that launching a rocket returned its scrap value back.
* Lots of improvements and fixes in how products are handled in quick build and removal.
- Storage units now have priority over Shipyard to store products.
- Shipyard has priority over storage units to provide products.
- Cargo depot that is exporting products no longer provides them for a quick build.
* Balancers and sorters now show power consumption in the entities menu popup.
* Camera, even "free look", cannot go underground.
* Fixed issues with map borders and added support for cargo depots built near the border.
* Fixed that the fuel station had its input buffer registered into logistics instead of solely relying on piped input.
* Fixed fuel station that was often sending partially loaded fuel trucks.
* Trees are no longer moving when mined under but fall down instead.
* Increased maximum number of rendered characters per element from 15k to 18k to accommodate Update 1 changelog.
Contracts balancing & changes
* Contracts removed:
- Glass => Coal
- Diesel => Quartz
- Diesel => Limestone
- Coal => Limestone
- Coal => Gold ore
- Vehicle Parts II => Uranium
* Contracts added:
- Household goods => Coal
- Lab equipment III => Coal
- Rubber => Wood
- Household appliances => Wood
- Lab equipment II => Copper
- Vehicle parts II => Quartz
- Sulfur => Sludge
- Consumer electronics => Crude oil
- Lab equipment IV => Uranium
- Servers => Gold ore
* 增加了太阳、动态雾气和动态天空,这些都是根据天气变化而变化的。
* 为几乎所有的材料提供了新的高质量地形纹理。
* 新的模拟海洋,使其波浪模式和颜色属性适应当前的天气条件(旧的海洋仍然可以作为低保真设置)。
* 新的树木模型:云杉和冷杉。
* 在地形中增加了岩石。岩石会妨碍车辆行驶,但建筑物可以建在上面。挖掘机也可以清除矿区内的岩石。
* 新的草地地形,混合多种类型的草和花。
* 优化了所有地图的矿产资源配置和改进了树木分布。
* 树木在被采伐后会留下树桩。树桩会随着时间的推移而腐烂。
* 产品现在可以直观可视的形式堆放在传送带、卡车和仓库周围。
* 储存单元现在可以显示储存在其中的东西的图标。
* 挖掘机T1和T2,卡车T1和T2的新模型。
* 改进用户界面。
音乐
*增加了8首新曲目,共30分钟的新音乐。
林业
* 新的林业塔和植树车可以进行树木补种和全自动采伐。
* 树木的可持续获取是使用农场中培育树苗进行种植。
* 伐木机现在可以看到将树木切成较小的原木的细节。
* 世界地图上的木材厂被移除。
车辆改进
* 混合开采: 挖掘机可以混合开采物品,总是装满一斗。
* 混合运输: 卡车可以由挖掘机装载混合货物,大幅提高采矿效率。目前,混合货物只能由挖掘机装载。
* 新的车辆小功能,允许选择用不同级别的车辆来替换。(替代车辆生产出来之前)被替换的车辆保持其任务。
* 新的车辆调度更加有效,允许将工作分配给最近的可用车辆。
重要功能
* 管道现在可以垂直建造,改变水平高度时占用更少的空间。
* 增加了平整地形的指定(采矿和倾倒的结合)。
* 堆垛机:允许直接在地形上倾倒传送带输送的松散材料。
核能变化和新内容
* 全新的核反应堆I模型。
* 增加了一个新的MOX反应堆(二级反应堆),允许对乏燃料进行再加工,并尽量减少需要储存的核废料。与上一级别相比,还提供了额外的33%的功率。
* 增加了一个新的快中子增殖反应堆(FBR)(第三级反应堆),允许重新处理和燃烧所有核废料,同时通过产生超压蒸汽(一种新型蒸汽),提供比MOX反应堆多两倍的能量。
* 增加了一个新的核后处理设施,其设计与FBR和MOX反应堆一起工作。
* 增加了12种以上的新产品: 浓缩铀(4%,20%),后处理铀,贫化铀,钚,MOX棒,核心燃料,毯状燃料,裂变产品,废弃的MOX,核废料,以及更多。
* 引进了新的超压蒸汽轮机,与FBR一起使用。
* 将核废料库的容量从5千减少到1.6千,因为现在所有的废料最终都可以被处理。
* 核反应堆现在需要在升级前关闭。
* 燃料被装入反应堆,而不需要正目标功率。
石英和沙子的变化
* 增加了一种新的可开采资源:石英,可在所有地图上使用。
* 沙子不再通过粉碎岩石来制造,而是通过粉碎石英来制造。
* 硅的生产现在需要沙子而不是石英。
* 引入人造沙,通过粉碎岩石生产,可用于生产混凝土和过滤介质。
* 将世界地图石英矿的统一成本从0.5降至0.4。
算力更新
* 新增大型机:数据中心的前置替代,降低微芯片生产起步要求。
* 使得微芯片的生产速度提高了25%,同时在算力方面也便宜了25%。
* 服务器机架的需求从20台增加到25台,但其计算输出却增加了一倍。这意味着一个数据中心在提供两倍的计算量的同时仍然需要同样的维护。
新的机器和建筑
* 新的船长办公室I
- 使得蓝图更早解锁,并提供基本的政策。
- 以前的办公室现在是船长办公室II,并能够开启高级法令。
* 热能储存:能够储存热量,后续以蒸汽的形式再度使用。
* 2级柴油发电机:效率更高,功率是1级的6倍,可以过滤废气。
* 2级电解器,两级都有新的型号。
* 2级混合器,两级都有新的型号。
* 2级破碎机:与1级相比,尺寸增加4倍,产量增加6倍。
* 垃圾焚烧厂:可以更有效地燃烧垃圾,同时也提供免费的蒸汽。还可以为可能输出的废气进行过滤。
* 压缩机: 允许以1:3的比例压缩垃圾。
* 碎纸机: 允许破碎还原压缩块为松散原料,也可以切碎木材。
新配方和配方变更
* 使用超压蒸汽可以更有效地从水中制造氢气。
* 泥土可以用混合器从堆肥和砾石中制成。
* 木材可以转化为木片,并在锅炉中燃烧以产生蒸汽。
* 新产品纸,可由木材和石灰石制成,用于实验室用品,而不是氮气罐。取消了氮气罐这个产品(氮气仍然存在)。
* 鸡肉可以直接转化为碎肉,而不必先屠宰为肉类。
新的机制
* 过剩电力:实体现在可以被设置为 "过剩电力用户",只消耗 "过剩发电机 "所产生的电力。
* 传送带和仓库现在可以在三种可选择的模式下运行:
1)传送带和仓库不消耗任何电力。
2)传送带和仓库以最高优先级消耗电力,但断电不影响其正常运作。
3)传送带和仓库消耗电力,断电后停止工作。
* 现在堆填的垃圾会随着时间的推移而腐烂,同时产生污染。它需要4年才能完全腐烂并停止造成污染。
平衡性和生产链的变化
*重大更新
- 所有食物类型现在都能养活+20%的人。
- 管道和传送带的成本降低了30%。
- 疾病之间的最小时间间隔增加了30~100%(基于疾病)。
- 一份金矿石只能产出半份黄金,并附带增加粉碎成本。
*耗电增加
- 所有机器的耗电量增加4倍,所有发电机的发电量增加4倍。
- 传送带只多消耗2倍,相对消耗减少50%。
- 定居点供电站只多消耗3倍,相对减少25%。
*电力生产
- 蒸汽能量密度增加了50%(同样的功率需要更少的蒸汽,但为了平衡性,蒸汽的制造成本更高)。
- 涡轮机和动能发电机的机械功率吞吐量增加50%。
- 高压和低压涡轮机现在有相同的吞吐量,它们的布局也被改变了。
* 砖厂
- 砖厂的吞吐量增加了一倍,成本降低了10结构件。
- 一块砖现在需要1.75土,而不是2土。
- 废墟中的起始砖块从800块减少到600块。
* 木材
- 木头现在在烧炭机中12木头能生产5煤炭,几乎是2:1。
- 结构件所需木材从4个减少到3个。
- 家居用品木材需求增加至4,钢从2降至1,玻璃从10降至8。
* 炼油
- 修正了裂解装置返回的柴油(6)比它应该返回的(8)少的问题(基于输入的能量密度)。
- 将甘蔗的乙醇产量提高了50%,使其更具有能源效率。
- 从油菜籽和甘蔗中获得的柴油产量增加了40%。
- 将氢气转化率从12%提高到14%(考虑到输入蒸汽的额外2个氢气)。燃料气体的配方需要额外的2个氢气来补偿。
- 燃气转化为柴油的配方现在将水作为副产品返回,而不是CO2。
- 柴油生产中需要的原油从12个减少到9个。
- 2个硫磺能生产更多的酸,从8增加到12。
* 肥料
- 现在用氨气+氧气,而不是氨气+氮气+水制造肥料。
- 酸水汽提器的氨产量从4减少到3。
- 肥料I的价格变得更便宜,因为在相同的配方中,化工厂的产量是10,而不是8。
- 通过接受额外的硫磺和石灰石,肥料II的产量从10增加到12。
*电子产品平衡
- 通过要求一半的电子产品I和多晶硅,降低了电子产品II的成本。
- 通过要求增加2倍的玻璃,增加了PCB的成本。
- 电子产品II和印刷电路板的生产量增加了100%。
- 通过需要一半的电子产品II,降低了结构件IV的成本。
- 实验室设备3现在需要2个电子产品II,而不是8个玻璃。
- 实验室设备4现在需要2个电子产品III,而不是2个电子II。
- 服务器现在需要5个电子产品III,而不是4个。
*脱盐
- 将海水淡化成本降低15%(能源方面)。
- 热力脱盐厂的产量在使用高压蒸汽时增加了85%,使用低压蒸汽时增加了400%,使用乏汽时增加了300%。
* 电解
- 用于生产氢气的电解槽I的产量增加了100%(电力消耗也增加了)
- 电解槽不再能被加速了。
- 在锅炉中燃烧氢气所返回的乏汽的体积改变为与使用电解槽制造氢气所需的水的体积相等。
* 维护
- 破碎机现在消耗维护零件。
- 维修II需要的机械零件减少了25%。
- 维修II在维护站的吞吐量增加100%。
- 维修III在维护站的吞吐量增加了50%。
- 将装配机(机器人)I的维护成本从5降至4。
- 将装配机(机器人)II改为需要维护II(7.0 / 60),而不是维护III。
- 新的维护II出来了,所以将几台机器和T3车辆改为使用维修II。
* 其他
- 破碎机现在是2.5倍的耗电量。
- 减少了海洋泵的输出水量,从20降至18。
- 降低了高压蒸汽的冷却效果,从12到10的输出水量。
- 垃圾在普通焚化炉中的燃烧耗时改为需要两倍的时间。
- 污泥消化和堆肥的速度现在提高了30%。
- 定居点现在从生活用品中返回其中生产消耗的木材的生物质
- 由于新增更具放射性的产品,增加定居点辐射耐受性。
* 奖励
- 世界地图的奖励增加了10-20%。
- 目标完成后增加了更多的奖励。
- 世界地图的探索奖励中不在包含微芯片和服务器。
研究路线的变化
* 由于取消了石英的需求,电子产品II现在可以提前使用。这也使得结构件IV和维护II也可以提前使用。
* 太阳能电池板、发电IV、家用电器和氢重整器都在研究室IV之前。
* 将冷却塔II从核研究中移至发电IV。
* 舰船武器II移除电子产品II的这一前置解锁条件。
* 将重整和裂解合并,使裂解更早解锁。
* 早期的研究可以更快地解锁。
* 研究锁定: 一些研究节点现在需要生产一定数量的产品才能进行研究。
游戏体验和用户界面
* 增加了存储单元在被拆除时的快速移除库存的功能选项。
* 增加了新的仪表盘,提供了电力、计算、工人和维护的消耗和生产的分类。
* 蓝图现在在放置时自动降级其锁定的项目。
* 当一个蓝图被锁定时,在悬停处会显示被锁定的实体列表。
* 实体检查器中的通知现在显示在侧面的面板上,消除了跳跃的用户界面。
* 点击配方表中的机器图标现在可以开始建造它。
* 实体检查器中的功率、计算和工人显示现在在不消耗资源时是灰色的。
其他变化
* 传送带不再能同时转弯和进行坡道上升/下降。这些类型的坡道被移除,因为它们一旦被放置就无法延伸。
* 回收厂现在通过单一的传送带返回未分类的回收产品,最终的分类必须使用分拣机完成。这在未来提供了更多的可扩展性。
* 世界结构现在在修复后会暂停。
* 高级工具,如剪切或复制,现在被锁定在初始研究之后。这使这些功能可以更好的被发现,使游戏对新玩家不那么可怕。
* 存档和蓝图的主文件夹已被移至AppData文件夹,以防止其在非标准系统上无法访问。
* 那种输出直接对接其他仓库输入的仓库链,将自动断开相应的车辆导入/导出设置,以改善车辆工作的安排和性能。
* 增加了难度设置,允许增加合同的盈利能力。
* 增加了更慷慨的难度选项,以减少维护。
* 增加了更多自动保存间隔的选项。
地形特新和物理仿真
* 新的地形表示法将数据存储在连续的数组中。
* 地图规模可以达到六万五千个单元格(260 km^2)。
* 地形现在支持多达256种不同的材料(从28种增加)。
* 地形现在可以正确区别出固体材料(悬崖)和开采的材料(开采的岩石),每种类型都有自己的物理参数。
* 改进的地形物理仿真现在考虑到了材料层的厚度,允许薄的材料层在更陡峭的角度上受到静摩擦黏住。
性能
* 各种内部改进使许多组件的模拟速度提高了10-30%。
- 完全重写了机器的模拟
- 增加了在端口和缓冲区之间交换产品的性能
* 新的地形渲染技术将FPS提高了1-8倍(基于地图大小和画质),内存消耗降低了4倍。
* 地形操作,如采矿、材料坍塌或车辆后的破坏,速度提高了2-4倍。
* 新的传送带和管道渲染系统导致3倍的速度提升。
* 海洋访问区的检查速度提高了10倍,在放置码头或船厂时不会滞后于游戏。
* 优化产品的渲染,使用分批的GPU实例(在单个实例中渲染多个产品)。
* 新的LOD系统,根据视角距离调整海洋质量。如果海洋不在视角画面中,它甚至不会被模拟。
* 新的地形细节渲染系统(草、花等),支持LOD,也可以根据摄像机距离调整密度,不渲染离摄像机太远的细节(以前是渲染整个地图上的所有细节)。
渲染管线的改进
* 切换到前向渲染管道(从延迟)。这允许使用多样本抗锯齿和对渲染的像素进行更大的控制。
* 地形现在使用三平面渲染(在高质量设置下),消除了陡峭斜坡的纹理拉伸。
* 增加了渲染质量选项和预设,以便能够让游戏在更多硬件上流畅运行。
* 为游戏中、菜单页面和游戏在后台时增加了三个独立的FPS限制。
* 阴影距离现在可以根据视角高低情况动态调整。
* 完全解锁的游戏摄像机,现在可以仰视地平线。
* 农场上的草、花或庄稼等小物体在稍微放大后不再消失。
游戏性小改进
* 在向数据中心添加或删除服务器时按住ShIft,可以一次添加或删除8台。
* 配方表现在显示产品的辐射值。
* 合同视图现在可以按产量对合同进行排序,这样类似的合同就可以相互靠近。
* 改变了机器的用户界面,以显示 "等待产品 "的状态,而不是 "缺少输入",并在鼠标悬停时显示缺少的产品列表。
* 增加了管道端口自动吸附被禁用时的通知条。
* 增加了一个快捷方式的图例,可以防止在放置实体时应用复制的配置。
* 修改矿区控制塔管理区域时,现在可以看到地形网格。
修复
* 游戏在加载页面时不再冻结。
* 音乐现在不会在加载页面停止。
* 使海洋泵和倾倒实体在海洋不再存在时停止工作。
* 法令效果可以正确地与其他效果相结合,如难度选项。
* 修复了数据中心的机架在加载时没有出现的问题。
* 修复了当机器运行部分配方(如冷却塔)时,全局产品的统计数据不断增加。
* 修复了尚未建成的存储单元已经报告其容量的问题。
* 修复了蓝图会将锁定的配方添加到机器中。
* 修复了发射火箭后会返回其废品价值的问题。
* 在快速建造和拆除过程中,对产品的处理方式进行了大量的改进和修正。
- 储存单位现在比船厂更有优先权来储存产品。
- 船厂在提供产品方面比储存单位有优先权。
- 正在出口产品的货运站不再为快速建造提供产品。
* 平衡器和分拣器现在在实体菜单窗口中显示耗电量。
* 视角相机,即使是 "自由视角",也不能进入地下。
* 修复了地图边界的问题,支持在地图边界建造仓库。
* 修复了加油站将其输入缓冲区注册到车辆物流中,而不是仅仅依靠管道输入。
* 修复了加油站经常派遣未满载的加油车工作。
* 树木在被开采时不再平移,而是自然倒下。
* 将每个元素的最大渲染字符数从15K增加到18K,以适应Update 1的更新日志。
合同的平衡和变化
*删除合同:
- 玻璃 => 煤
- 柴油 => 石英
- 柴油 => 石灰石
- 煤 => 石灰石
- 煤 => 金矿
- 车辆零件 II => 铀
*增加合同:
- 家居用品 => 煤
- 实验室设备 Ⅲ => 煤
- 橡胶 => 木材
- 家用电器 => 木材
- 实验室设备 II => 铜
- 车辆零件 II => 石英
- 硫磺 => 污泥
- 消费电子产品 => 原油
- 实验室设备 IV => 铀
- 服务器 => 金矿