v0.8.7d2026-09-15

Improvements

  • The selected game speed now stays highlighted while paused, and the pause button toggles.
  • A save that fails because the drive is full now reports the free space instead of a generic error.

Simulation determinism

  • Fixed cargo depots and shipyards losing their blocked ocean area in ship path-finding on every load.
  • Fixed bridge entrances closing and reopening during load.
  • Fixed forest floor growth processing trees in a different order after a load.
  • Fixed more minor causes of divergence, such as unreachable designations, pending ship pathability changes, and train path searches.

Fixes

  • Fixed T2 universal wagons getting stuck at loading stations because they reported one more unit of capacity than they could load.
  • Fixed the truck dump bed animation breaking when the game was paused mid-dump.
  • Fixed newly spawned vehicles briefly rendering at the position of a previously despawned vehicle or at the map origin.
  • Fixed vehicles jumping to invalid or outdated positions when a GPU readback failed (they now keep their last position).
  • Fixed moving trains reporting an error and interrupting their movement update when a wagon reached the end of the train's known path, which could leave wagons lagging behind the locomotive.
  • Fixed trains braking earlier than needed or stopping at pass-through waypoints after track edits, reversing, or repeated loads.
  • Fixed copy-paste errors on freshly placed train tracks.
  • Fixed rendering errors on a train track upgraded in place.
  • Fixed a train track support error that made a save unloadable.
  • Fixed an error when pausing construction of a bridge that had a track placed over its lane (placing tracks over a bridge's own tracks is no longer allowed).
  • Fixed inspector errors after deconstructing or scrapping an entity from its inspector.
  • Fixed a truck error in surface placement and removal jobs when the truck reached its goal in the same update the goal was assigned.
  • Fixed tree harvester errors on load and spurious "Truck too far!" and "Harvested tree too far!" errors.
  • Fixed errors in the port highlighting of transports and mini-zippers.
  • Fixed a storage error "Attempted to divide by zero" while outputting products.
  • Fixed a fuel truck error when its refuel target was recovered to a depot or scrapped before the job started.
  • Fixed vehicles on unreachable terrain never being teleported out when no depot could accept them, e.g. all depots full or of a different type (they now teleport to the spawn position of any depot).
  • Fixed an error when drag-selecting stations onto a train stop that already contained them.
  • Fixed errors from building previews reaching past the map edge.
  • Fixed an error when clicking without dragging with the rectangle area tool.
  • Fixed an error when confirming a save overwrite with Enter.
  • Fixed the game failing to start when the train path heuristics files in the game folder could not be opened for writing (e.g. a read-only install folder or a restricted user account) or were locked or corrupted.
  • Fixed custom maps referencing a removed mod's virtual resource failing to start a new game.
  • Fixed a missing blueprint library being reported as an access failure.
  • Fixed terrain surface recovery (e.g. dirt turning back into grass) stalling for some tiles after a load.
  • Fixed a storage overfilled by a mod overflowing its inspector bar.
  • Fixed a vehicle recovered to a depot never respawning when its recovery was requested again while it waited to respawn.
  • Fixed the rocket countdown mute button reporting an error even though the mute worked.
  • Fixed an error when dismissing a notification that was already gone.

v0.8.7c2026-09-10

Improvements

  • Transports and connectors now highlight the ports of the entities they connect to (including their suggested product icons).
  • The in-game hub UI now loads images and files from a CDN, making loading faster.
  • The in-game downloader now verifies the integrity of every downloaded file.

Simulation determinism

  • The game is now deterministic across save and load, so a loaded game continues exactly as the game that saved it would have.
  • Fixed number formatting and parsing depending on the operating system's locale, which caused errors (e.g. "1.5" vs "1,5").
  • Entries sorted by translated names are now sorted according to the in-game language instead of the operating system's locale.
  • Fixed train path-finding reading track and train state that could change mid-search.
  • Fixed partially loaded bridge path-finding heuristics steering vehicles away from whole map regions.
  • Fixed bridge path-finding heuristics loading incorrectly when the game's install path contained the word "exit".
  • Closest and best candidate picks (depots, launch pads, ore sorting plants, designations, trees, vehicles ahead) and train update order now break ties deterministically.
  • Asteroid crater generation and polygon rotation now use deterministic fixed-point math.
  • Map generation with "--terrain-gen-threads 1" now works properly.

Performance

  • Fixed cleared forest areas staying queued for forest floor recovery for an excessively long time (existing saves recover after a few in-game months).
  • Vehicle connectivity data is stored ~5x more compactly and loads 4-5x faster, making compressed save files 8-14% smaller.

Fixes

  • Fixed height 3 and height 4 ramps having a tile that was visually blocked but not blocked by the layout.
  • Fixed stopped conveyor belts visually scrolling after coming back into view.
  • Fixed the map editor's forest tool preview placing trees on ocean and boundary tiles.

v0.8.7b2026-08-22

Simulation determinism

  • All simulation math now uses integer arithmetic, so results are bit-identical across CPU vendors and machines.
  • Fixed vehicle path-finding that could finish on different ticks on different machines.
  • Fixed ship path-finding behaving differently depending on whether the pathability overlay was open.
  • Fixed terrain props (rocks, bushes) generating non-deterministically.
  • Fixed erosion particles in map generation overshooting into chunks generated on other threads, which made the terrain differ between runs (applies only to newly created games).
  • Terrain generation now computes a fingerprint that is checked on load (a mismatch is reported as a warning).
  • Added the print_terrain_fingerprint console command for bug reports.
  • Fixed the cut & paste tool removing entities from outside of the simulation (the paste placer now opens one tick later).
  • Fixed prototype initialization order depending on the operating system's locale.
  • Fixed equidistant or equal-priority candidates being picked by internal collection order in tree, chunk, and forestry tower selection, truck and buffer assignment, and train dispatch.
  • Stacker tower tip paths are now ordered deterministically without floating-point math.

Performance

  • Fixed dictionaries and sets keyed by tile positions sometimes slowing down due to hash collisions (worst-case lookups are now 2-3x faster).
  • Terrain props are ~4x faster to generate.

Fixes

  • Fixed an error in the in-game hub's markdown viewer caused by multiple font requests.
  • Fixed images floating in hub text being removed (they are now shown below the text).
  • Improved image alignment in the in-game hub and updated the links on the main screen.

v0.8.7a2026-08-13

  • Added new 3D models for T1 and T2 Electrolyzers.
  • Optimized truck buffer balancing when storages or dumping designations are cut off from trucks, which caused FPS drops at high sim speeds (over 10x faster in those cases).
  • Fixed incorrect layout of height 4 ramp entrances.
  • Fixed trains planning switchbacks that ignored critical sections when the switchback point was in the middle of a partly critical track piece.
  • Fixed trains that reversed while holding block reservations never releasing them.
  • Fixed grade 1:4 to grade 1:8 track transitions being used when building in G8-only mode (they are now allowed only when building from or attaching to a G4 piece).
  • Fixed path-finding heuristics for tracks with R30 curves.

v0.8.72026-08-08

New content and improvements

  • Modular ramps can now go up to height 4, high enough to pass over train tracks.
  • Vehicles now approach ramps slightly faster.
  • Trade dock cargo is now included in the global search.
  • Increased the number of switchbacks allowed in a single train path from 16 to 32.
  • Trains no longer plan switchbacks inside critical sections.
  • Vehicles that cannot cross water no longer report "struggling to navigate" because of bridges.
  • Regular trucks no longer reserve cargo that only amphibious trucks can deliver.
  • Pasted blueprint strings are now limited to 64 levels of nested folders.

Performance

  • Virtualized the save and load window lists, removing the lag caused by having too many save files.
  • Opening the train track inspector on very long track sections no longer causes a hitch (the electrification check is spread over several frames).

Fixes

  • Fixed dump trucks failing to path to mega-excavators placed in narrow areas.
  • Fixed trains recovered in depots failing to find a path because their speed was not reset.
  • Fixed minor train teleportation when changing track length or critical sections near a switchback point as the train was approaching it.
  • Fixed train track support previews not being cleared correctly, which caused errors and allowed impossible changes when using Ctrl+Shift+wheel.
  • Fixed the train station waypoint tool freezing the game when the selected track was removed.
  • Fixed vehicle connectivity sometimes reporting incorrect disconnects.
  • Fixed rockets that could end up stranded at the map origin.
  • Fixed rounding losses in Unity from decorations (their Unity is now summed across all settlements).
  • Fixed chart highlighting not working after the chart refreshed its data.
  • Corrupted save files now fail with a clear error instead of an out-of-memory error.