v0.8.6c2026-07-27

  • Improved blueprint grid visuals for train tracks and conveyors.
  • Fixed transports being destroyed whole by floods, asteroid impacts, and collapses near ramps; now only the affected stretch is removed.
  • Fixed a possible hang when removing entities after an asteroid impact.
  • Fixed that placing a transport right after canceling another placement could replace a wrong transport.
  • Fixed a rendering error when downgrading a transport that was carrying products.
  • Fixed trucks that would never reach their goal when their destination was another vehicle.
  • Fixed an error when a vehicle's designation was completed while the vehicle was still on its way.
  • Fixed all roads being shown as unpathable in the road pathability overlay.
  • Fixed a stacker tower error that could permanently stop its operation.
  • Fixed predictive sim speed being temporarily stuck at 1x on new maps.
  • Fixed the T2 loose universal wagon having its front and rear swapped and the T2 unit universal wagon using a wrong material.
  • Fixed the truck inspector construction badge sometimes showing an incorrect state.
  • Fixed an error in the settlement housing module inspector.

v0.8.6b2026-07-21

  • Fixed a possible game freeze in highlight rendering and restored the tower highlight on area hover that was temporarily disabled because of it.
  • Fixed transport highlights that could get stuck or attach to the wrong transport right after an upgrade.
  • Fixed an error when splitting a transport that had a pending downgrade or replacement.
  • Fixed transport previews not being removed after canceling a drag placement.
  • Fixed a stranded pause icon when demolishing paused transports.
  • Fixed aprons flattening nearby terrain that they should not affect.
  • Ramp entrances no longer flatten terrain under their open areas.
  • Auto-placed surfaces now override buried surfaces, so a building placed over a dumped-over surface gets its surface properly.

v0.8.6a2026-07-20

  • Improved belt graphics to make the belt direction more visible.
  • Temporarily disabled the tower highlight when hovering its area to prevent a game freeze/crash.
  • Fixed train station modules disappearing when zoomed out too far.
  • Fixed train track overlays rendering incorrectly against blueprint stations and tracks.
  • Fixed a minor shelf visual issue on the T2 universal wagon.
  • Fixed vehicles jumping when entering or exiting roads in laggy games.
  • Improved vehicle following detection to reduce potential vehicle deadlocks.

v0.8.6Update 4.2 · 2026-07-20

New feature: COI Hub integration

  • Added a Mod Manager that lets you browse mods from COI Hub and install/update them directly in-game.
  • Maps from the Hub can be browsed, downloaded, and updated directly in-game.
  • Blueprints from the Hub can be browsed and downloaded directly in-game from the blueprints manager.
  • All these features currently do not require a login or account creation.

New feature: Modular ramps

  • Added modular road ramps built with a new place & drag tool.
  • Modular ramps can have any length and a height of 1 or 2, and unlike bridges, all vehicles can pass over them, small vehicles can pass under them.
  • The original ramps are now obsolete.

New train features and improvements

  • Added T1 and T2 universal wagons that can carry any product (unit, loose, or fluid), at 3/4 of a dedicated wagon's capacity.
  • Added new train track pieces: corner ramps, grade transitions, and 2-tile S-bends.
  • Waypoints can now restrict which trains may path to or through them, using configurable allow and deny rules, including filtering by wagon product type.
  • Trains can now perform switchbacks autonomously on bidirectional tracks: navigating to a dead end, stopping, and reversing back out.
  • Added train network tutorials covering networks, linked storages, advanced train line rules, station groups, and troubleshooting.

Performance

  • New product renderer makes product rendering itself 10-20x faster, cutting product draw calls and memory dramatically. A benchmark map went from 23 to 78 FPS, and real saves see solid 20-50% FPS gains too. See Captain's diary #56 for details.
  • Optimized terrain physics processing for avalanches and large-scale mining, up to ~9x faster on heavy avalanche and mining scenarios.
  • Optimized train pathfinding goal selection at stations, making pathfinding more than 2x faster on train-heavy saves.

Improvements

  • All 100+ product 3D models have been remade with better graphics.
  • Reworked construction preview and blueprint graphics: new shaders with blueprint grid lines and improved depth perception.
  • Inspector windows now remember their positions.
  • Office and Captain's Office bonuses now activate and deactivate with a delay via a charge that fills while needs are satisfied and drains otherwise, preventing rapid on/off toggling.
  • Added a detailed per-recipe breakdown to the product statistics window, showing production and consumption by individual machine recipe with stacked bar charts and share percentages.
  • Added /60 per-minute toggles to the Maintenance, Food, and Fuel statistics tabs.
  • Drag placement now works with surfaces and decals, and a new "Hold key to drag-place" accessibility option (off by default) only starts drag-placing while the grid-fill key is held.
  • Bridge building improvements: height lines and a height-delta readout for a clearer sense of depth, faster validity arrows and previews, higher performance, and bug fixes.
  • Product search now covers more buildings, including Food Market, Hospital, Captain's Office, Research Lab, Shipyard, Sorter, Cargo Depot, and train station modules.
  • Construction and deconstruction now obey the target zone's vehicle bans instead of the construction zone's, so vehicle restrictions you set up are respected.
  • Shipyard now shows its storage buffers (non-empty cargo only).
  • Settlement waste, biomass, and recyclables module inspectors now show the amount collected in the last month.
  • The rocket launch pad inspector now shows its logistics zone.
  • Vehicles now show their unreachable destination even when no specific entities are targeted (useful for tree harvesters).
  • Moved the entity tooltip icon into the inspector title bar.
  • Loading progress is now shown in the Windows taskbar, with a blink on completion.
  • Improved the tutorial window with a per-message section navigation list, a maximize button, and improved styling. Tutorial messages now appear in a consistent order across all games and saves.
  • Upgraded rendering engine to Unity 6.3.19 (modders may need to update).

Fixes

  • Fixed notifications lingering for destroyed entities.
  • Fixed an error when panning the camera with the tower area overlay open.
  • Fixed a train pathfinding requeue bug that could stall pathfinding on very large networks with many trains.
  • Fixed deleted stations still showing lines when a train reported an unreachable destination.
  • Fixed tenders triggering their own refueling events; they are now grouped with their locomotive to calculate a combined fuel level.
  • Fixed train network loading jobs completing all alignments even when enough was already loaded (unless an alignment is needed for fuel).
  • Fixed a "last leg" issue where a busy train's path-improvement tasks prevented it from ignoring critical sections right before a station.
  • Fixed air friction overflow on very long trains (50+ wagons).
  • Fixed products being rendered at wrong positions on reversed train cars.
  • Fixed product source statistics losing precision when small quantities were consumed from large product pools.
  • Fixed Fix32 overflow in settlement internet provider and transformer calculations.
  • Fixed vehicles using stale height after the terrain changed beneath them from mining, dumping, or flooding.
  • Fixed train track construction and Unity cost issues: double-counted deconstruction materials, wrong Unity cost, and redundant commands during area removal.
  • Fixed being unable to continue building from a 45-degree sloped track end that had a pillar.
  • Fixed several connectivity manager errors and issues when vehicle pathability capabilities changed.
  • Fixed an error when starting a drag-placement after previews were cleared mid-drag.
  • Fixed a fast click and drag placing only one entity instead of the dragged copies.
  • Fixed frosted glass rendering after a screen resize.
  • Fixed several file-handling issues for CrossOver (Mac) users: the max auto-save limit being ignored, a successful recovery-save export reported as failed, and new games wrongly reporting the folder as non-writable.
  • Fixed the maintenance statistics tab showing "+" instead of "-" for consumption, plus several chart selection, hover, and year-range display issues.