v0.8.3a2026-04-17

  • Optimized train state synchronization (up to 10% FPS gain in train-heavy games).
  • Added more zoom-to-cursor options with a new default (check settings if you prefer the previous behavior).
  • Added a camera motion damping slider.
  • Fixed blueprint rotation misaligning multi-tile surfaces relative to decals and other entities.
  • Fixed errors and visual glitches on instanced entities after switching them between blueprint and placed state.
  • Fixed error when drag-placing train tracks after a previous placement had been aborted mid-sequence.
  • Fixed error after loading certain saves with ocean-adjacent entities.
  • Fixed a rare issue where an unsupported conveyor or pipe could disappear when a connector was placed on it.

v0.8.3Update 4.1 · 2026-04-16

New feature: Train station arrival rules

  • Replaced the old arrival conditions (wait until modules are empty/full) with a new per-product rule system.
  • Each product handled by a station now has its own arrival rule with a percentage threshold slider.
  • The system accounts for trains already en route. Incoming cargo is factored in, preventing unnecessary additional trains from being dispatched.
  • New "require full service" toggle per product ensures a train is only called if the station can fully service it (enough capacity for unloading or enough stock for loading).
  • Stations can now filter arrivals by fuel type, restricting which locomotives may approach.
  • Existing saves are automatically migrated to equivalent rules. Migration is best effort, please verify your setups.
  • Behavior change: Trains with no actionable cargo (e.g. heading to an empty loading station) are no longer allowed entry, reducing wasted journeys.
  • Behavior change: Trains that cannot interact with any product at a station now automatically skip it instead of occupying it. This can be disabled per station via a "do not skip" toggle, useful for terminal stations where a direction change is required.
  • Behavior change: A station can no longer load and unload the same product.

New feature: Linked storages

  • Storage buildings can now be manually linked to a train station using a new assignment tool.
  • Linked storages are included in the station's capacity calculations for arrival rules.
  • Storages connected via ports are counted automatically and do not need to be linked manually.

New feature: Train networks

  • Train networks are a new alternative way to manage trains. Instead of manually creating schedules, you assign trains and stations to a network and it handles dispatching automatically.
  • Stations in a network behave passively, similar to how storages work with truck logistics.
    • When a station's arrival rules signal demand (e.g. low stock for unloading, excess stock for loading), the network finds a matching station with supply and dispatches an idle train to fulfill the job.
  • Each network has three station roles: cargo stations, fuel stations, and waiting bays.
  • Cargo stations can be assigned a priority to control which stations are serviced first.
  • Fully interoperable with the new arrival rules, which networks rely on to determine when stations need service.
  • Network stations now have their own dedicated per-product threshold and priority settings, separate from train line settings.

Other features and improvements

  • Added "Zoom towards cursor" camera option. When enabled, mouse wheel zoom pivots toward the cursor position instead of the screen center.
  • Added a setting to mute audio when the game window is not focused.
  • Added click+drag multi-placement for entities and blueprints.
    • Click and drag to place entities along a line, or hold Shift to fill a rectangular grid.
    • Blueprints now support per-blueprint overlap settings for drag placement, allowing irregular shapes to mesh together.
  • Added small billboards for letters, numbers, and symbols (ASCII).
  • Added a billboard text placement tool that converts typed text into rows of letter billboards with multiline support.
  • Added a large COI billboard variant, unlocked via Housing III research.
  • Added a billboard color system with primary and secondary colors, preset swatches, and full color pickers.
  • Significantly improved train track LOD transitions to minimize visual popping when panning and zooming.
  • Station modules handling the same product now automatically balance their inventories to ensure trains can always be fully loaded or unloaded, even across non-adjacent modules.
  • Added refueling threshold setting for train schedules.
  • Added locomotive color options. Locomotives can now be colored independently of wagons, with "same as line", "no override", and "custom" modes.
  • Added conditional station skipping in schedules:
    • "Skip if this station cannot accept the train".
    • "Skip if next station can accept the train".
  • Removed "Apply product icon color" option on train lines as it only applied to fluids.
  • When the blueprint library is upgraded to the next version, automatic backup is created, preventing blueprint loss when downgrading.
  • Increased T4 storage throughput to accommodate 4 T4 pipes.
  • Roads on bridges now properly reduce vehicle maintenance cost.
  • Train line arrival sliders now have a dedicated step to always allow trains in.
  • Starting a new transport from an existing transport's end port now copies the transport tier.
  • Trucks assigned to tree harvesters now follow the assignment chain to refuel at fuel stations assigned to the tower.

Train behavior changes

  • Train arrivals are now always distributed across stations in a group, even without train limits set.
  • Trains now align at the station/waypoint entrance when no modules are present, preventing them from occupying the block beyond.

Quality of life

  • New-item dots on the toolbar are now cleared when an entity is placed in the world.
  • New-item dots are no longer shown in sandbox games started from the main menu.
  • Added "Zoom sensitivity" slider (50-200%) to camera settings.
  • Added "Key pan speed" slider (50-200%) to camera settings.
  • Multiple stations and waypoints can now be dragged over to add them to a group at once.
  • Empty station modules can now be replaced with regular ones directly.
  • The train schedule displays icons of products assigned to station modules.
  • Train track direction is now shown when dragging ghosts and blueprints.
  • The train path is now always visible, not only when the overlay is enabled.
  • Lines to unreachable stations are now drawn directly instead of requiring a button click.
  • Waypoint stations now show the train lines panel.
  • The train schedule now shows load/unload direction icons.
  • The train lines window can now be pinned.
  • Paused stations now show a paused icon in the train schedule view.

Performance

  • Improved terrain disruption processing speed by 2-3x, resulting in 10-25% simulation speedup on large saves.
  • Vehicles no longer disrupt terrain under custom surfaces, reducing unnecessary disruption processing.
  • Fixed severe FPS drops at higher game speeds (above 3x) caused by loose storage particle simulation.
  • Fixed FPS drops caused by loose storage particles when panning the camera.
  • Fixed FPS stutter during rain when the game was paused while set at >3x speed and camera was moving.
  • Reduced game install size by ~200 MB through asset bundle optimization and shared materials.
  • Optimized train simulation update to be ~50% faster.
  • Audio sources are now disabled when not playing, reducing per-source CPU overhead.
  • Improved performance of goal tracking in large factories.

Fixes

  • Large factories no longer experience significantly slower terrain disruption recovery.
  • Fixed that some disrupted terrain tiles could permanently stay disrupted after loading a save.
  • Fixed that loose storage particles would not appear when panning to distant storages while the game was paused.
  • Train paths are now hidden in photo mode.
  • Removed excessive vehicle barrier icons from the logistics research node to better show that it also grants a vehicle limit increase.
  • Fixed color picker not accepting pasted inputs containing a '#' character properly.
  • Fixed that transports would render incorrect product LODs when the camera moved while the game was paused or the transport was idle.
  • Fixed that vehicles targeting other vehicles (e.g. tree harvester trucks, refueling vehicles) could not follow them across bridges.
  • Fixed that construction of unreachable entities would fail if there was a significant height difference between the source of materials and the entity.
  • Fixed issue with ship's pathfinder when starting from an edge tile.
  • Fixed that fuel stations would refuel trucks with mismatched fuel types.
  • Fixed that trucks would not self-refuel at their mine tower's assigned fuel station.
  • Fixed that hydrogen was available as ship fuel without the required research completed.
  • Fixed that lifts could not achieve maximum throughput depending on entity update order.
  • Fixed construction cost product order being inconsistent between diesel and hydrogen vehicles.
  • Fixed that vehicles could path incorrectly on or near bridges.
  • Fixed that the train station unit module crane animation was stuck retracted.
  • Fixed that unity would be re-charged each time a building lost and regained power.
  • Fixed that vehicles could get stuck on roads/bridges after their job was cancelled.
  • Fixed that flipped COI billboards would read backwards.
  • Fixed that research HUD would show a stale level when auto-repeating research advances.
  • Fixed delayed terrain visual updates in parts of the map.
  • Fixed camera sticking to terrain borders during keyboard or edge pan.
  • Fixed FPS stutter when panning during rain weather when paused.
  • Fixed particle pop-in when loose storage, stacker, and train station particles become visible after being off-screen.
  • Fixed that rocket transporter boom would not show extended position after load.
  • Fixed stacker tower missing or flickering particles during dumping.
  • Fixed that contract exchange would delete exported cargo when import modules are paused.
  • Fixed incorrect error when a diagonal waypoint overlaps tracks.
  • Fixed that nuclear waste storage would not copy the "do not send retired waste" option during copy-paste or in blueprints.
  • Fixed an error in the Photo Mode dolly track editor that could occur when entering edit mode after switching tracks.
  • Fixed changing the direction of stations breaking their configuration. Settings are now preserved when the new orientation is still valid.
  • Fixed trucks ignoring higher priority jobs in some cases.
  • Fixed train station module workers not being assigned until the first load/unload of the station.