Shipping++ — Changelog
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v0.3.0
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Terminal tiers — bigger docks, bigger ships:
- The local cargo terminal now comes in all four vanilla cargo depot
  sizes (2/4/6/8 module slots), grouped into one toolbar entry with
  a size popup like the vanilla depots, unlocked by the same
  research tiers.
- Bigger terminals build bigger ships: each tier's ship matches the
  terminal's module count. Ship cost scales per module (60 Vehicle
  Parts II + 50 Steel per module, so the smallest ship still costs
  120 + 100). Any local ship can dock at any terminal regardless of
  size.
- Building a ship requires at least one module on the terminal (a
  ship mirrors its home terminal's modules and would otherwise sail
  empty-handed). Partially equipped terminals are fine — their ships
  gain the missing cargo modules automatically when more modules are
  built later.
- Waiting ships anchor with spacing based on their actual size, so
  large ships no longer overlap at anchor.

Shipping lines manager overhaul (vanilla trains manager design):
- The window now mirrors the vanilla train lines manager: lines list
  with color badge, stop/ship counts and selection arrow; detail
  panel with rename title; stops shown on a line-colored route
  diagram with numbered badges.
- Stops are reordered by dragging their handle, exactly like train
  schedule stops.
- Lines have colors: pick from the vanilla train-line palette in the
  line header; the color drives the list badge and route diagram.
- Stops are added by clicking terminals and buoys directly on the
  map: candidates glow yellow, the hovered one green, stops already
  on the line white. Hold shift to add several stops in a row;
  right-click or Escape to finish. (The old add-stop dropdown is
  gone.)
- Stop rows have focus-camera and remove buttons; ship rows show
  home terminal and assignment with focus and assign/unassign.
- With no line selected, the first line is selected automatically.
- A warning appears when a line has fewer than two terminal stops.

v0.2.1
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- Added this changelog to the mod package (no gameplay changes).

v0.2.0
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Fleets — multiple ships per terminal:
- The build-ship button can now be used repeatedly: build as many
  ships as you like at each terminal. Extra ships arrive over the
  ocean from the map edge and sail in; the terminal window shows how
  many ships call it home. Freshly built ships are commissioned with
  fuel from the terminal's fuel buffer.
- Each dock serves one ship at a time: arriving ships queue up and
  hold at anchor seaward of the dock, and when the berth frees up
  exactly one ship — the head of the queue — moves in. Waiting ships
  show "Waiting for a free berth" as their status.
- A docked ship that has nothing left to do yields the berth to
  waiting ships and rides at anchor instead of blocking the dock.
- Ships plan their cargo per trip and account for what other ships
  are already fetching or delivering, so a fleet no longer chases
  the same goods to the same terminal.
- A ship that cannot afford the fuel for its next leg makes a free
  emergency run to its home dock to refuel (previously a dry ship
  could end up stranded at sea forever).

Balance:
- Ship build cost changed from 600 Construction Parts III to
  120 Vehicle Parts II + 100 Steel, matching the cargo depot's
  CP2-era research tier.

Navigation buoys:
- Buoys are free to place and float at sea level (previously they
  could sink under water at the ocean floor's depth).
- New procedural buoy model (red/white lathe body with a topmark)
  replacing the placeholder beacon, used for the placed buoy, the
  build ghost and the toolbar icon.
- Buoys can be renamed like other buildings.

v0.1.0
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Initial version: local cargo terminals (built on your own coast) with
ships hauling products between them; offer/request terminal modules
with network thresholds; automatic dispatch plus optional shipping
lines with fixed stops (terminals and buoys) managed in the shipping
lines window; ships built on site from delivered materials; vanilla-
style fuel per journey.
