Released 2026-05-04ยท
2 hotfixes, the last on 2026-05-09
v0.8.4b2026-05-09
Train network unload modules now default to 100% threshold (always demand) instead of 0%; load modules still default to 0%. This makes train networks work out of the box without configuring sliders.
Train dispatcher now tiebreaks between equally-good idle trains by picking the one closest to the supply station.
Mine towers, forestry towers, and logistic zones can now be resized by dragging their edges.
Improved and standardized area highlights for mine/forestry towers and logistic zones; the entire shape highlights when the cursor is inside it.
Improved colliders for train tracks, stations, bridges, and roads.
Improved fluid and loose train wagons 3D models to LOD popping.
Fixed that two mods both using a config.json file would fail to register.
Fixed that trains could align at the wrong module or fail to match departure conditions when the station was changed during alignment.
Fixed that two trains needing the same fuel type at the same fuel station could interfere and neither would receive fuel.
Fixed that train networks could ignore higher priority jobs in favor of lower priority ones.
v0.8.4a2026-05-07
Cargo depot and station modules now show input/output products, and the product search now includes trains.
Reintroduced network train timeout based on transfer inactivity rather than total time at station, with a notification when a train is forced to depart.
Terrain inspector tool no longer rounds tile sizes.
Fixed terrain physics stopping on tiles touched by a recovery save load.
Fixed terrain physics and disruption not fully recovering after loading a recovery save.
Fixed config references becoming stale after save/load, which could cause difficulty changes or mod overrides to apply to outdated copies.
Fixed stacker tower premature warnings.
Fixed that ramps could be built perpendicular to start ports when port avoidance was enabled, preventing the port from being used.
Fixed balancing between flipped train stations.
Fixed unstable pipe start direction when the first segment would be vertical.
Fixed terrain inspector not showing layers below intermediate bedrock.
Fixed an error when trains pulled away from a station that required reserving critical sections at the nose.
Fixed "cannot path" notification briefly appearing at turn-around stations.
Fixed errors and incomplete loads caused by orphaned train track pillars/poles.
Fixed tenders not functioning correctly when reversing.
Fixed cancel job tooltip showing stale product from previous train.
Fixed a memory leak that prevented the game from releasing memory after returning to the main menu.
v0.8.42026-05-04
New feature: Recovery save system
Added a new save format intended as a last-resort tool for migrating games when a normal save cannot load due to major version changes or mod incompatibilities.
Any mod or DLC can be unloaded/ignored when loading a recovery save.
Recovery save can be created via command 'export_recovery_save' and loaded through the standard load game UI.
Coverage includes terrain, trees, all static entities, conveyors/pipes including products, storage contents, vehicles, trains, train lines and networks, the research tree, world map state, contracts, and global product statistics.
After loading, a summary window lists what was loaded successfully and which proto IDs failed to load.
Not preserved: machine processing state, vehicle and train jobs, ship and fleet state, world map enemy fleets, in-progress repairs and upgrades, per-machine statistics, partially harvested trees, rocks, goals, messages, and camera position.
A recovery save should be seen as a foundation to rebuild from, not as a seamless continuation of your game.
A recovery save must be created from a save that can still be loaded. This feature does not magically restore already incompatible saves on its own.
Recovery saves are not synced to Steam Cloud.
New feature: Terrain inspector
Added a terrain inspector tool that shows a vertical cross-section of the ground below the cursor with bars colored by layer, product icons, and height labels.
Activate it from the Resource Overlay (L) or directly with Shift+L.
Includes a water level line, ocean indicator, and contour lines that help to read elevation.
Hold Shift while inspecting to switch to a detail view that always spans 20 tiles below the surface.
Performance
Simulation and rendering performance improvements resulting in 5-20% FPS gain overall (depending on save size and hardware).
Optimized state synchronization for vehicles, transports, animations, particles, machine emissions, products, entity icons, train depots, and entity sound groups.
Optimized rendering of train track overlays, farm crops, and blueprint transports.
Eliminated multiple sources of stuttering, including truck balancing or particle effects on storages and train stations.
Other changes
Hold Ctrl and scroll the mouse wheel to switch between T2 and T3 storages during placement.
Autosaves now show a clock icon on the save row for visual clarity.
Added a "Visual Weather Override" dropdown to the dolly track editor so timelapse recordings can use a constant sky appearance without disrupting the simulation. The override is purely visual.
Game speed is now restored when leaving playback mode instead of at natural playback end.
Added a "hide cursor on play" option to the dolly editor.
Added '--launch-last-game' startup argument to skip the main menu and load the latest save.
Added '--exec-command <step> <cmd>' startup argument to schedule console commands to run after a specified number of simulation steps after game initialization (multiple --exec-command can be passed).
Added named arguments support to the console parser (e.g. 'cmd arg1 name:value'), greatly simplifying commands with multiple optional arguments. Quoted values and Windows paths are preserved.
Sapphire wafer recipe is now gated behind Electronics IV research.
Map editor: published map preview images are now capped at 10 to prevent excessively large map files.
Disabled train honking at level crossings (the noise was getting overwhelming in large saves).
Fixes
Fixed filesystem errors on CrossOver (Mac) that caused issues with game saves.
Fixed that the settlement research bonus could overflow when there were more than 400k people.
Fixed that a settlement housing or decoration square could become permanently undeletable due to a stale attached-modules counter.
Fixed that settlement decoration squares could be moved to non-grid positions through in-place replacement, leading to errors when later removing them.
Fixed research state inconsistencies on load that caused error spam and could increment a completed research past its maximum level.
Fixed wrong emission color on certain entities (multi-mesh and semi-instanced) right after loading a save.
Fixed that replacing a train with fewer wagons could delete cargo from the leading wagons when removed wagons were of an incompatible type (cargo is now retrieved into the redistribution pool).
Fixed that newly built or reassigned trains did not pick up their line or network locomotive color until the color setting was re-edited.
Fixed that a locomotive with wagons on both sides had its push penalty canceled to zero.
Fixed that adding an under-construction train station to a schedule could cause an error after save/load.
Fixed transport jitter that could occur when nearby machines were rebuilt.
Fixed that a machine assigned two recipes producing the same product could stall at high fullness when the output buffer had room for the smaller recipe but not the larger.
Fixed that thermal storage could get stuck just below capacity (e.g. 59988/60000) and never trigger its 100% alert.
Fixed that the ore sorter could display wrong product piles when the texture limit was exceeded.
Fixed that rockets currently being transported showed up in the global search.
Fixed that network trains could depart partially loaded when the supply was bottlenecked; the train now waits as long as reachable storage still holds the cargo it reserved.
Fixed phantom cargo ships spawning after a depot upgrade.
Fixed mine tower trucks delivering to unassigned storages from the sorting branch.
Fixed that loop animations on Farm IV and the Nuclear Reactor did not resume after being disabled and re-enabled.
Fixed a memory leak in farm crop rendering and a visual glitch where new crop dryness was not interpolated correctly.
Fixed missing Lab IV emission lighting and reduced lab emission intensities for consistency.
Fixed that notifications added and removed on the same tick could remain stuck forever.