Released 2026-08-08ยท
4 hotfixes, the last on 2026-09-15
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Fixed vehicles jumping to invalid or outdated positions when a GPU readback failed (they now keep their last position).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 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 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.