Released 2026-04-16ยท
1 hotfix, the last on 2026-04-17
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.