Shipping++ — Changelog
================================

v0.4.1
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Mod compatibility:
- Fixed local terminals and their modules silently falling back to
  vanilla cargo depot behavior (import-only modules, only world-minable
  products selectable) when another installed mod also patches the
  cargo depot with Harmony. The mod's module handling now always takes
  effect for local terminals regardless of other mods' patches.
- The lines manager button in the toolbar now appears with the research
  that unlocks the local cargo terminal, instead of being available
  from the start of a new game.
- If another mod still manages to block the terminal simulation, the
  log now reports it as an error naming every mod patching the cargo
  depot — please include your log file when reporting issues.

v0.4.0
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Home ports:
- The ship window now shows a local ship's home terminal, and you can
  give the ship a new home by clicking another terminal on the map.
  Note that cargo in ship modules the new home does not have is lost.
- Ships whose home terminal was demolished are no longer stuck: they
  raise a "Cargo ship has no home port" warning, release any berth they
  were blocking, and go back into service the moment you give them a
  new home port.
- Local ships no longer sit in the vanilla depot's ship slot, so
  demolishing a terminal never destroys a ship with it.

Fuel:
- Local ships can be refitted to another fuel type from the ship
  window, the same way vanilla cargo ships are. Previously the refit
  was charged but never took effect, because it only completes for
  ships out at the world map. It now completes as soon as the ship is
  idle.
- A terminal's fuel buffer follows its own fleet: when a refitted ship
  docks at its home terminal, the buffer switches to the new fuel and
  the old stock goes back to your assets. Newly built ships are
  commissioned with the fuel their terminal handles.

Lines and terminals:
- A ship assigned to a line no longer falls back to automatic dispatch
  when the line has no usable route. It waits and says so ("Assigned
  line has no usable route"), instead of quietly sailing network trips
  while claiming to be on the line.
- Stop rows in the lines manager show each terminal module's product
  with a live fill percentage, with quantities and the module's
  shipping direction in the tooltip.
- Local terminals and navigation buoys now show up in the research
  tree, next to the cargo depots that unlock them.

Translations:
- All of the mod's texts can now be translated. Drop a translation
  file into the mod's Translations folder and it is used for the
  language you play in; see the readme in that folder. Texts the game
  itself already provides are taken from the game, so they are already
  translated everywhere.

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
------
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.
