Elevation++ — Changelog
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v0.9.2
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- Elevated belts/pipes can now be held up by the supported connectors
  (balancers, mini-zippers, machine ports) at their ends. A short
  segment spanning between two connectors no longer requires its own
  pillar, so the auto-placed pillar there can be removed and the segment
  stays up instead of collapsing. Only self-supported structures count
  as anchors (not bare belt-to-belt junctions), and the normal support
  distance still applies between the two anchors, so longer spans still
  need a pillar. (The game still auto-places that pillar when you build;
  this only lets you remove it.)

v0.9.1
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- The auto-built support pillars under elevated stations now render as a
  hollow ring around the outer edge of the footprint instead of a solid
  block beneath the whole building. Interior tiles carry no pillar (and
  need none — the deck rests on the ring of edge pillars). The rule is
  shape-aware, so thin modules stay fully pillared and the wide
  molten/nuclear footprints get a proper outline.

v0.9.0
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Elevated train stations:
- Every train station can now be built elevated on auto-rendered
  support pillars: the root, all cargo modules (unit, loose, fluid,
  molten, empty) and fuel modules (coal, liquid, nuclear), for both
  normal and electrified rail.
- They live in a dedicated "Elevated stations" toolbar tab, grouped
  and ordered like the vanilla Stations menu (root first, molten last),
  reuse the vanilla icons, and unlock with the same research as their
  ground counterparts.
- Obsolete / save-compatibility-only station protos (e.g. the legacy
  standalone hydrogen fuel module) are skipped, matching the vanilla
  menu.
- A non-electrified elevated station can be converted in place with the
  vanilla "Electrify track" tool, just like a ground station (previously
  the tool reported "Collision with pillar" against the station's own
  support pillars, or silently failed at elevation).
- Electrified elevated stations grow their catenary support masts on the
  platform like normal stations (the masts would otherwise be rejected
  for sitting on the station's own footprint / support pillars).

Pillar limits (formerly "Elevated Rails Plus", now extended to pipes
and belts):

Train tracks (rails):
- Pillar height limit raised from 6 to 16 tiles (configurable up to 30
  via RailPillarMaxHeight). This also lifts the rail build cursor's
  up-arrow cap.
- Maximum distance between elevated track and its supporting pillar
  raised from 7 to 14 tiles (configurable up to 56 via
  RailPillarSupportDistance). Auto-built pillars are placed roughly
  twice this value apart.
- Rendering fix for rail pillars taller than the vanilla tower mesh:
  the mod stacks additional column segments down to the ground so tall
  pillars no longer show a gap (Harmony patch on the pillar renderer).

Pipes and belts (transports):
- Pillar height limit raised from 6 to 16 tiles (configurable up to 30
  via TransportPillarMaxHeight). This also lifts the pipe/belt build
  cursor's up-arrow cap.
- Maximum distance between an elevated pipe/belt and its supporting
  pillar raised from 4 to 8 tiles (configurable up to 32 via
  TransportPillarSupportDistance), so auto-built pillars are placed
  roughly twice as far apart. Transport pillars are drawn tile-by-tile,
  so they extend to the new heights with no rendering work needed.

All four values are editable in the in-game mod settings and changes
apply immediately.
