Changelog - v1.2.1

New Features

* Fluid unlock on train stations: the fluids unlocked by v1.2.0 now also appear
  in the fluid train station module's product picker. Exhaust, Steam (super /
  high / low / depleted), Core Fuel, Core Fuel (spent), Blanket Fuel, Blanket
  Fuel (enriched), and Chilled Water can now be loaded and unloaded at fluid
  train stations. Mod-added fluids that follow the same vanilla "cannotBeStored"
  flag are picked up automatically.

Fixes

* Capacity is now preserved when a storage is moved or upgraded. Previously
  the game's replace logic reset every storage's buffer back to its prototype
  default whenever the building was relocated or its tier changed, wiping the
  override. The mod now re-applies the saved value immediately after the
  game's replace pass, so capacity survives both moves and tier upgrades.
  Applies to unit, loose, fluid, and radioactive waste storages.

Notes

* No changes were needed for fluid wagons or train schedule filters — the
  wagon picker already gates on a property that flips automatically when a
  fluid is unlocked, so as long as Storage Capacity Override is installed the
  entire fluid-train chain (wagon filter, schedule load/unload filters, depart
  conditions) accepts the unlocked fluids.
* Locomotive refuel stations are intentionally unchanged: their allowed-fuel
  list is curated explicitly at registration, so exhaust will not appear as a
  locomotive fuel option.
* The move/upgrade fix re-applies the absolute capacity value (e.g. an
  override of 50,000 stays at 50,000 after an upgrade), not a multiplier of
  the new tier's default. If you want to scale up after upgrading, just adjust
  the value in the inspector as usual.

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Changelog - v1.2.0

New Features

* Fluid unlock: vanilla fluids previously flagged "cannot be stored" can now be
  selected in any Fluid Storage. This covers Steam (super / high / low /
  depleted), Exhaust, Core Fuel, Core Fuel (spent), Blanket Fuel, Blanket Fuel
  (enriched), and Chilled Water. Mod-added fluids that use the same vanilla
  "cannotBeStored" flag are also unlocked automatically.

Fixes

* Gameplay++ Warehouse compatibility: the Warehouse now correctly displays all
  4 product slots and the per-port mapping panel when Storage Capacity
  Override is installed. Previously the extra panels were silently dropped.
* Gameplay++ Parking HQ compatibility: the Parking HQ now correctly displays
  its full dashboard (parked count, allowed slider, truck types, fuel storage,
  CP slots, zone priority) when Storage Capacity Override is installed.
  Previously it fell back to a generic storage UI.

Notes

* The above two fixes apply to any future mod that uses Harmony postfixes on
  the game's StorageInspector constructor, not just Gameplay++.

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Changelog - v1.1.1

Improvements

* The mod now also works for the "Radioactive Waste Storage" building.

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Changelog - v1.1.0

New Features

* Direct capacity input: a text field on the storage inspector lets you type
  in the exact capacity you want instead of using only the +/- buttons.

Improvements

* Revised the mod's Initialize method for cleaner startup and more reliable
  patching.

Fixes

* Corrected manifest.json version fields to use the proper min_game_version /
  max_verified_game_version schema.
