temop.iona
@temop.iona Joined on June 21, 2023
92 translations 98 suggestions 14 pending suggestions
Project | Translated | Untranslated | Untranslated words | Untranslated characters | Checks | Suggestions | Comments | |
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Captain of Industry/Game — Chinese (Traditional) CC0-1.0 | 96% | 118 | 944 | 5,703 | 473 | |||
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Captain of Industry/Patch notes — Chinese (Traditional) CC0-1.0 | 75% | 1 | 1,337 | 8,221 | ||||
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Project | Translated | Untranslated | Untranslated words | Untranslated characters | Checks | Suggestions | Comments | |
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Captain of Industry | 47% | 62,924 | 633,778 | 3,819,711 | 3,526 | 13,319 | 6 | |
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* 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
* 新增了太陽、動態迷霧和根據天氣變化的動態天空。
* 幾乎所有材質都有了新的高質量地形紋理。
* 新增了模擬海洋,根據當前天氣條件調整波浪模式和顏色特性(舊海洋仍可作為低保真設置使用)。
* 新增了樹木模型:云杉和冷杉。
* 在地形上增加了岩石。岩石對車輛不可通行,但建築物可以建在其上。挖掘機在採礦指示時也可以移除岩石。
* 新的地形草地覆蓋系統,混合多種類型的草和花朵。
* 通過更好的資源放置和改進的樹木分布刷新了所有地圖。
* 樹木在被砍伐後留下樹根。樹根會隨時間腐爛。
* 產品現在可以在輸送帶、卡車和存儲區周圍可見地堆疊。
* 存儲單元現在顯示其中存儲的物品的圖示。
* 新的挖掘機 T1 和 T2,卡車 T1 和 T2 的模型。
* 用戶界面改進。
音樂:
* 新增了8首新曲目,總計30分鐘的新音樂。
林業:
* 新增了林業塔和植樹機,可以實現植樹和砍伐的完全自動化。
* 使用在農場上生長的樹苗種植樹木。
* 伐木機現在有了將樹木切為較小的木材的動畫。
* 世界地圖的伐木廠已被移除。
車輛改進:
* 混合採礦:挖掘機可以挖掘混合產品,始終舀滿一桶。
* 混合運輸:卡車可以由挖掘機裝載混合貨物,顯著提高採礦效率。目前,只能由挖掘機裝載混合貨物。
* 新增了一個車輛小工具,可以選擇以不同等級的車輛替換它們。替換的車輛保留它們的任務分配。
* 新的車輛排程功能更高效,可以將工作指派給最近可用的車輛。
主要功能:
* 管道現在可以垂直建造,當改變高度時佔用的空間更小。
* 新增了地形平整指示(採礦和傾倒指示的組合)。
* 堆疊機:允許將輸送帶上的散料材料直接傾倒到地面上。
核能變化和新內容:
* 全新的核反應爐 I模型。
* 新增了一個MOX反應爐(反應爐II),可以重新處理已用核燃料,減少需要存儲的廢料。同時提供比前一級反應爐多33%的功率。
* 新增了一個快中子繁殖反應爐(FBR)(反應爐III),可以重新處理和燃燒所有廢料,同時通過生成超高壓蒸汽(一種新類型蒸汽)提供比MOX反應爐多一倍的功率。
* 新增了一個核燃料後處理設施,設計與FBR和MOX反應爐協同工作。
* 新增了12個以上的新產品:濃縮鈾(4%,20%)、再處理鈾、貧化鈾、鈽、MOX燃料棒、核心燃料、保護層燃料、裂變產物、使用過的MOX、退役廢料等等。
* 引入了一個新的超高壓蒸汽渦輪機,與FBR一起使用。
* 將核廢料儲存容量從5k減少到1.6k,因為現在所有廢料都可以最終處理。
* 升級前需要關閉核反應爐。
* 燃料可以在無需達到目標功率的情況下裝入反應爐。
石英和沙子的變化:
* 新增了一種可開採的資源:石英,在所有地圖上都可找到。
* 砂子不再是通過碎石製成,而是通過碎石英製成。
* 現在,矽產品的製造需要使用砂子而不是石英。
* 引入了人造砂,通過碎石製成,可用於生產混凝土和過濾介質。
* 將世界地圖上的石英礦的單位成本從0.5降低到0.4。
計算變化:
* 新增了主機架構:作為數據中心的前身,使得微型芯片的啟動更加容易。
* 將微型芯片的生產速度提高了25%,計算成本也降低了25%。
* 將服務器機架的成本從20個提高到25個,但計算輸出增加了一倍。這意味著數據中心在提供兩倍計算能力的同時,仍然需要相同的維護。
新的機器和建築:
* 新增了船長辦公室 I
* 提早提供藍圖並提供基本法令。
* 之前的辦公室現在是船長辦公室 II,提供進階法令的訪問。
* 熱能儲存設施:可以儲存熱能,以蒸汽的形式在以後使用。
* 二級柴油發電機:比一級更高效,功率提高了6倍,可以過濾排氣。
* 二級電解機,兩個級別都有新模型。
* 二級混合機,兩個級別都有新模型。
* 二級破碎機:與一級相比,尺寸增加了4倍,通量增加了6倍。
* 廢物焚燒廠:可以更高效地燃燒廢物,同時提供免費的蒸汽。同時輸出排氣,可進行潛在的過濾處理。
* 壓縮機:可以將垃圾以1:3的比例壓縮。
* 粉碎機:可以反轉壓縮過程,還可以粉碎木材。
新配方和改變的配方:
* 使用超高壓蒸汽可以更有效地從水中生成氫。
* 使用混合機,可以將堆肥和礫石製成土壤。
* 可將木材轉換為木屑,然後在鍋爐中燃燒以產生蒸汽。
* 新產品:紙,可以由木材和石灰石製成,用於實驗室用品,取代氮氣罐。刪除了氮氣罐作為一種產品(氮氣仍然存在)。
* 可將雞肉直接轉換為肉碎,而無需經過肉類加工過程。
新的遊戲機制:
* 多餘電力:現在可以將實體設定為"多餘消耗者",只消耗由"多餘發電機"生成的電力。
* 輸送帶和儲存設施現在可以在三種可選模式下運作:
1) 輸送帶和儲存設施不消耗任何電力。
2) 輸送帶和儲存設施以最高優先級消耗電力,但在沒有電力的情況下仍能正常運作。
3) 輸送帶和儲存設施消耗電力,沒有電力將無法運作。
* 填埋場現在會隨著時間的推移逐漸腐爛並產生污染。完全腐爛需要4年時間,此時污染停止產生。
平衡調整和生產鏈變化:
* 主要調整:
- 所有食物類型現在可以供應多20%的人口。
- 減少管道和輸送帶的成本30%。
- 疾病之間的最小間隔增加了30-100%(根據疾病)。
- 黃金礦石產量減少一半,並伴隨著增加的粉碎成本。
* 電力通脹:
- 所有機器消耗的電力增加了4倍,所有發電機發電量增加了4倍。
- 輸送帶的電力消耗只增加了2倍,減少了50%的消耗量。
- 定居點變壓器的電力消耗只增加了3倍,減少了25%。
* 電力生產:
- 蒸汽能量密度增加了50%(為了產生相同功率需要更少的蒸汽,但成本也提高以進行補償)。
- 汽輪機和機械發電機的機械功率通量增加了50%。
- 高壓和低壓汽輪機現在具有相同的通量,並且它們的布局也有所變化。
* 磚塊:
- 磚窯的產能增加一倍,成本降低了10個CP。
- 現在一塊磚塊只需要1.75單位的土壤,而不是2個。
- 遺跡中的起始磚塊數量從800減少到600。
* 木材:
- 木材在木炭燒爐中的煤炭產量增加了近兩倍。
- 建築組件所需的木材從4個減少到3個。
- 家居用品中的木材輸入增加一倍,但鋼材從2個減少到1個,玻璃從10個減少到8個。
* 煉油廠:
- 修正了裂解裝置返回的柴油量(6個)少於應該(8個)的問題(基於輸入能量密度)。
- 將甘蔗生產的乙醇產量提高了50%,提高了能源效率。
- 將菜籽和甘蔗生產的柴油產量增加了40%。
- 將氫氣重組的產量從12增加到14(以補償輸入蒸汽增加的2個氫氣)。燃氣的配方也多了2個氫氣以進行補償。
* 煉油:
- 燃氣轉柴油的配方現在生成水作為副產品,而不是二氧化碳。
- 柴油生產中所需的食用油從12減少到9。
- 從2個硫磺中產生的酸的產量從8增加到12。
* 肥料:
- 肥料現在是由氨和氧氣製成,而不是氨、氮和水的組合。
- 酸性水蒸餾氨的輸出減少了,從4減少到3。
- 肥料I的成本降低,因為化工廠在同一配方中生產10個肥料,而不是8個。
- 肥料II的生產量從10增加到12,需要額外的硫磺和石灰石。
* 電子產品再平衡:
- 將電子產品 II的成本降低,只需要電子產品 I和多晶矽的一半。
- 印刷電路板的成本增加,需要2倍的玻璃。
- 電子產品 II和PCB的生產通量增加了100%。
- 建築零件 IV的成本降低,只需要電子產品 II的一半。
- 實驗室設備3現在只需要2個電子產品 II,而不是8個玻璃。
- 實驗室設備4現在只需要2個電子產品 III,而不是2個電子產品 II。
- 伺服器現在需要5個電子產品 III,而不是4個。
* 海水淡化:
- 降低海水淡化的成本15%(以能源計)。
- 使用高壓蒸汽時,熱海水淡化廠的產能增加了85%;使用低壓蒸汽時增加了400%;使用耗盡蒸汽時增加了300%。
* 電解:
- 電解槽 I的氫氣生產產能增加了100%(電力需求也增加)。
- 不再能加速電解槽。
- 通過在鍋爐中燃燒氫氣產生的蒸汽的體積與使用電解槽製造氫氣所需的水的體積相等。
* 維護:
- 破碎機現在需要維護。
- 維修 II所需的機械部件減少了25%。
- 維修 II倉庫的通量增加了100%。
- 維修 III倉庫的通量增加了50%。
- 將裝配廠(機械化)I的維護成本從5減少到4。
- 將裝配廠(機械化)II更改為需要維修 II(7倍)而不是Tier III。
- 將多台機器和3級車輛更改為使用維修 II,因為它現在可用。
* 其他:
- 破碎現在需要2.5倍的功率。
- 將海水泵的輸出從20減少到18單位的水。
- 將高壓蒸汽冷卻的效果從12減少到10單位的輸出水。
- 常規焚化爐中的廢棄物燃燒時間加倍。
- 污泥消化和堆肥速度加快30%。
- 定居點現在為使用家庭用品消耗的木材返回生質能。
- 由於新的、輻射性更高的產品,增加了輻射耐受能力。
* 獎勵:
- 將世界地圖的獎勵增加10-20%。
- 在完成目標後增加更多獎勵。
- 從世界地圖中刪除微芯片和伺服器作為獎勵。
* 研究方面的變化:
- 由於移除了石英的需求,使得電子產品 II可以提早研究。這也使得建築零件 IV和維修 II也可以提早使用。
- 太陽能板、 發電 IV、居家設備和氫重組器都在研發實驗室IV之前。
- 將冷卻塔II從核能研究中移至發電IV。
- 船艦武器II不再受電子產品 II的限制。
- 將重組和裂解合併,使得裂解提前進行。
- 早期的研究速度更快。
- 研究鎖定:某些研究節點現在需要一定數量的產品才能進行研究。
使用者體驗和介面改進
* 當存儲單元正在清空時,新增了快速移除單元的操作。
* 新增了快速概覽儀表板,提供了對電力、計算、工人和維護消耗和產量的詳細分析。
* 在放置藍圖時,藍圖上的已鎖定物品會自動降級。
* 當藍圖被鎖定時,懸停時會顯示已鎖定實體的清單。
* 實體檢查器中的通知現在顯示在側邊的面板中,消除了界面跳出。
* 在配方手冊中點擊機器圖標現在會開始建造它。
* 當實體不再消耗資源時,實體檢查器中的電力、計算和工人顯示會變灰。
其他變化
* 運輸現在無法同時轉向和啟動斜坡。這些類型的斜坡已被刪除,因為一旦放置就無法延伸。
* 回收廠現在通過單個輸送帶返回分類後的產品,最終的分類需要使用分類器進行。這將來能提供更多的擴展性。
* 修復後的世界結構現在會暫停。
* 初始研究現在需要解鎖高級工具(如剪切或複製)。這增加了探索性,使新玩家更容易上手。
*
主文件夾中的保存文件和藍圖已移至appdata文件夾,以防止在非標準系統上無法訪問它們的問題。
* 鏈接的存儲單元會自動斷開相應的車輛進口/出口設置,以改善車輛工作調度和性能。
* 新增了難度設置,可以增加合同的盈利能力。
* 新增了更慷慨的難度選項,以降低維護成本。
* 新增了更多的自動保存間隔選項。
地形性能和物理特性
* 新的地形表示方法將數據存儲在連續數組中。
* 地形可以達到65,000格的大小(260平方公里)。
* 地形現在支持多達256種不同的材料(從28種增加)。
* 地形現在正確區分固體材料(懸崖)和開採材料(開採的岩石),每種類型都有自己的物理參數。
* 改進的地形物理現在考慮了材料層厚度,允許薄層在更陡的角度上固定。
性能
* 各種內部改進使許多組件的模擬速度提高了10-30%。
- 完全重寫的機器模擬
- 在港口和緩沖區之間交換產品時提高性能
* 新的地形渲染技術將FPS提高了1-8倍(基於地圖大小和視圖),並將內存消耗減少了4倍。
* 地形操作(例如挖掘、物料塌陷或車輛運輸後的破壞)速度提高了2-4倍。
* 新的輸送帶和管道渲染系統使速度提高了3倍。
* 檢查海洋進入區域的速度提高了10倍,放置碼頭或船廠時不會使遊戲卡頓。
* 優化產品渲染,使用批處理的GPU實例化(在單個實例中渲染多個產品)。
* 新的LOD系統根據視距調整海洋質量。如果海洋不在視圖中,則不會模擬。
* 新的地形細節渲染系統(草地、花朵等)支持LOD,並根據攝像機距離調整密度,不會渲染遠離攝像機太遠的細節(之前,整個地圖上的所有細節都被渲染)。
渲染基礎設施改進
* 從延遲渲染管道切換到正向渲染管道。這使得可以使用多重採樣抗鋸齒技術,並對渲染的像素有更大的控制。
* 地形現在使用三平面渲染(在高質量設置上),消除了在陡峭斜坡上的紋理拉伸問題。
* 添加了渲染質量選項和預設,以便在更廣泛的硬件範圍上使遊戲運行順暢。
* 添加了三個獨立的FPS限制,分別用於遊戲、菜單和遊戲處於後台時。
* 根據攝像機的縮放,動態調整了陰影距離。
* 完全解鎖的遊戲攝像機,現在可以仰望地平線。
* 當稍微縮小縮放時,草地、花朵或農場上的作物等小物體不再消失。
小的便利性改進
* 在添加或移除數據中心的服務器時,按住Shift鍵可以一次添加或移除8個。
* 配方手冊現在顯示產品的輻射水平。
* 合約視圖現在按輸出對合約進行排序,使相似的合約彼此靠近。
* 將機器界面更改為在鼠標懸停時顯示“等待產品”狀態,而不是“缺少輸入”,並列出缺少的產品清單。
* 當禁用運輸對齊時,添加了一個通知條。
* 為快捷方式添加了一個說明標記,可以防止在放置實體時應用複製的配置。
* 修改了修改礦塔區域時地形網格可見。
修正
* 遊戲不再在載入畫面時凍結。
* 音樂現在不會在載入畫面時停止。
* 當海洋消失時,海洋泵和傾倒實體停止運作。
* 法令效果現在正確地與其他效果結合,例如難度選項。
* 修正了在載入時數據中心機架未出現的問題。
* 修正了當機器運行部分配方時(例如冷卻塔),全局產品統計數據仍然不斷增加的問題。
* 修正了尚未建造的儲存單元已經報告其容量的問題。
* 修正了藍圖將鎖定的配方添加到機器中的問題。
* 修正了發射火箭後回收其報廢價值的問題。
* 在快速建造和拆除中改進和修正了產品處理的許多問題。
- 儲存單元現在優先於船塢存儲產品。
- 船塢優先提供產品,而不是依賴儲存單元。
- 正在導出產品的貨物倉庫不再為快速建造提供產品。
* 平衡器和分揀器現在在實體菜單彈出窗口中顯示能源消耗。
* 即使是"自由視角",相機也不能進入地下。
* 修正了地圖邊界的問題,並支持在邊界附近建造貨物倉庫。
* 修正了燃料站的輸入緩衝區被登記為物流而不是僅依賴管道輸入的問題。
* 修正了經常發送部分加載的燃料卡車的燃料站問題。
* 當在其下方開採時,樹木不再移動,而是倒下。
* 將每個元素的最大渲染字符數從15k增加到18k,以適應Update 1的變更日誌。
合約平衡和變更
* 刪除的合約:
- 玻璃 => 煤炭
- 柴油 => 石英
- 柴油 => 石灰岩
- 煤炭 => 石灰岩
- 煤炭 => 黃金礦石
- 車輛零件 II => 鈾
* 新增的合約:
- 居家用品 => 煤炭
- 實驗室設備 III => 煤炭
- 橡膠 => 木材
- 居家設備 => 木材
- 實驗室設備 II => 銅
- 車輛零件 II => 石英
- 硫磺 => 污泥
- 消費電子產品 => 原油
- 實驗室設備 IV => 鈾
- 伺服器 => 黃金礦石