Changelog

Every update released for Captain of Industry, newest first. For what is coming next, see the roadmap.

v0.8.6 (Update 4.2)

2026-07-20
New feature: COI Hub integration
* Added a Mod Manager that lets you browse mods from COI Hub and install/update them directly in-game.
* Maps from the Hub can be browsed, downloaded, and updated directly in-game.
* Blueprints from the Hub can be browsed and downloaded directly in-game from the blueprints manager.
* All these features currently do not require a login or account creation.

New feature: Modular ramps
* Added modular road ramps built with a new place & drag tool.
* Modular ramps can have any length and a height of 1 or 2, and unlike bridges, all vehicles can pass them.

New train features and improvements
* Added T1 and T2 universal wagons that can carry any product (unit, loose, or fluid), at 5/6 of a dedicated wagon's capacity.
* Added new train track pieces: corner ramps, grade transitions, and 2-tile S-bends.
* Waypoints can now restrict which trains may path to or through them, using configurable allow and deny rules.
* Trains can now perform switchbacks autonomously on bidirectional tracks: navigating to a dead end, stopping, and reversing back out.
* Added train network tutorials covering networks, linked storages, advanced train line rules, station groups, and troubleshooting.

Performance
* New product renderer makes product rendering itself 10-20x faster, cutting product draw calls and memory dramatically. A benchmark map went from 23 to 78 FPS, and real saves see solid 20-50% FPS gains too.
* Optimized terrain physics processing for avalanches and large-scale mining, up to ~9x faster on heavy avalanche and mining scenarios.

Improvements
* All 100+ product 3D models have been remade with better graphics.
* Added a detailed per-recipe breakdown to the product statistics window, showing production and consumption by individual machine recipe with stacked bar charts and share percentages.
* Added /60 per-minute toggles to the Maintenance, Food, and Fuel statistics tabs.
* Drag placement now works with surfaces and decals, and a new "Hold key to drag-place" accessibility option (off by default) only starts drag-placing while the grid-fill key is held.
* Bridge building improvements: height lines and a height-delta readout for a clearer sense of depth, faster validity arrows and previews, higher performance, and bug fixes.
* Product search now covers more buildings, including Food Market, Hospital, Captain's Office, Research Lab, Shipyard, Sorter, Cargo Depot, and train station modules.
* Construction and deconstruction now obey the target zone's vehicle bans instead of the construction zone's, so vehicle restrictions you set up are respected.
* Shipyard now shows its storage buffers (non-empty cargo only).
* Improved the tutorial window with a per-message section navigation list, a maximize button, and improved styling. Tutorial messages now appear in a consistent order across all games and saves.

Fixes
* Fixed notifications lingering for destroyed entities.
* Fixed an error when panning the camera with the tower area overlay open.
* Fixed a train pathfinding requeue bug that could stall pathfinding on very large networks with many trains.
* Fixed deleted stations still showing lines when a train reported an unreachable destination.
* Fixed tenders triggering their own refueling events; they are now grouped with their locomotive to calculate a combined fuel level.
* Fixed train network loading jobs completing all alignments even when enough was already loaded (unless an alignment is needed for fuel).
* Fixed a "last leg" issue where a busy train's path-improvement tasks prevented it from ignoring critical sections right before a station.
* Fixed air friction overflow on very long trains (50+ wagons).
* Fixed Fix32 overflow in settlement internet provider and transformer calculations.
* Fixed vehicles using stale height after the terrain changed beneath them from mining, dumping, or flooding.
* Fixed train track construction and Unity cost issues: double-counted deconstruction materials, wrong Unity cost, and redundant commands during area removal.
* Fixed being unable to continue building from a 45-degree sloped track end that had a pillar.
* Fixed several connectivity manager errors and issues when vehicle pathability capabilities changed.
* Fixed an error when starting a drag-placement after previews were cleared mid-drag.
* Fixed a fast click and drag placing only one entity instead of the dragged copies.
* Fixed frosted glass rendering after a screen resize.
* Fixed several file-handling issues for CrossOver (Mac) users: the max auto-save limit being ignored, a successful recovery-save export reported as failed, and new games wrongly reporting the folder as non-writable.
* Fixed the maintenance statistics tab showing "+" instead of "-" for consumption, plus several chart selection, hover, and year-range display issues.

v0.8.5

2026-05-21
Improvements
* Increased the maximum camera distance by 50%.
* Added a new adaptive simulation speed mode that lowers the sim rate before frames start dropping, keeping the game smooth under heavy load. It is the new default and can be changed in the settings.
* Mine and forestry towers areas, and logistics zones, can now be edited together. Editing one area shows all of them at once so it is easy to switch between them.
* Added a configurable Ctrl+M shortcut to open tower area editing directly without going through an inspector.
* Hovering a tower area now highlights the tower it belongs to and shows a connecting line.
* Surface clearing now respects truck zone construction filters.
* Train station modules now distribute products evenly between both sides.
* Reworked linked storages:
- A storage can now only be linked to a single station.
- Logistics is automatically disabled on the linked side while the station is loading or unloading it, preventing trucks from "stealing" reserved cargo or space from trains.
- Port restriction sliders now reduce the storage amount and capacity available for train reservations.
* Improved train pathfinder heuristics to discourage routing through other stations and network waypoints when an alternative exists. Trains far from a busy station are now much less likely to try to squeeze through it.
* Removing a waypoint now replaces it with the matching base track (electrified waypoints leave electrified track, normal waypoints leave normal track).
* Mining designations now ignore bushes and stumps that sit below the designated mining level.
* Train UI improvements such as job information to the train status row or a new open inspector button to arrivals.
* Trucks will no longer deliver parts in small amounts when products are low and are trickling in to storages one by one.
* Recovery saves now preserves logistics zones.
* Console commands now reject undefined enum values instead of silently accepting them.
* Improved console command error messages and help formatting.

Performance
* Construction and deconstruction are now processed in chunks, greatly reducing the cost of dense construction sites (measured ~4x speedup in vehicle buffer balancing on a large save, with spikes reduced from 40ms to 10ms).
* Added a vehicle connectivity manager that detects unreachable destinations without running a full pathfinding search, drastically reducing pathfinding cost and stuck-vehicle behavior in disconnected areas (over 10x pathfinding savings on some saves).

Fixes
* Vehicles no longer show red "cannot reach" lines and notifications for targets they do not need to path to anymore.
* Fixed level crossings not closing when a track was under deconstruction.
* Fixed the new-content dot not clearing when a building was upgraded.
* Mod config dialog now allows typing negative numbers for parameters whose minimum bound permits it.
* Fixed pause button not working for trains parked at a depot while assigned to a network.
* Fixed train network product statistics ignoring the per-station train limit.
* Fixed stacker tower incorrectly reporting invalid rail segments.
* Fixed active settlement bonus UI indicator showing "[active]" before the floater faded in, and the warning color not being applied to the right element.
* Fixed non-storable products being assignable to train station modules by feeding them in, bypassing the train compatibility check used by the UI pickers.
* Fixed pollution values shown in vehicle, locomotive, and train designer tooltips ignoring the fuel-consumption and pollution game difficulty multipliers.
* Fixed "stored quantity" being shown on the settlement internet provided building.
* Fixed visual flicker and notification toast spam caused by same-tick notification retriggers.
* Fixed stale arrival rules after replacing station modules with an incompatible type.
* Fixed train capacity changes through edicts leaving unrealistically high loading targets that could prevent the train from departing.
* Fixed waypoints being assignable as fuel stations in train networks.
* Fixed stacker tower keeping a stale target after a configuration change when no input was available.
* Fixed trucks swarming to a single excavator instead of distributing across multiple available ones.
* Fixed truck pickups stalling at storage buffers that never naturally fill up; partial loads are now allowed after 60 seconds without activity.
* Fixed hydrogen ship engine particles.

v0.8.4b

2026-05-09
* Train network unload modules now default to 100% threshold (always demand) instead of 0%; load modules still default to 0%. This makes train networks work out of the box without configuring sliders.
* Train dispatcher now tiebreaks between equally-good idle trains by picking the one closest to the supply station.
* Mine towers, forestry towers, and logistic zones can now be resized by dragging their edges.
* Improved and standardized area highlights for mine/forestry towers and logistic zones; the entire shape highlights when the cursor is inside it.
* Improved colliders for train tracks, stations, bridges, and roads.
* Improved fluid and loose train wagons 3D models to LOD popping.
* Fixed that two mods both using a config.json file would fail to register.
* Fixed that trains could align at the wrong module or fail to match departure conditions when the station was changed during alignment.
* Fixed that two trains needing the same fuel type at the same fuel station could interfere and neither would receive fuel.
* Fixed that train networks could ignore higher priority jobs in favor of lower priority ones.

v0.8.4a

2026-05-07
* Cargo depot and station modules now show input/output products, and the product search now includes trains.
* Reintroduced network train timeout based on transfer inactivity rather than total time at station, with a notification when a train is forced to depart.
* Terrain inspector tool no longer rounds tile sizes.
* Fixed terrain physics stopping on tiles touched by a recovery save load.
* Fixed terrain physics and disruption not fully recovering after loading a recovery save.
* Fixed config references becoming stale after save/load, which could cause difficulty changes or mod overrides to apply to outdated copies.
* Fixed stacker tower premature warnings.
* Fixed that ramps could be built perpendicular to start ports when port avoidance was enabled, preventing the port from being used.
* Fixed balancing between flipped train stations.
* Fixed unstable pipe start direction when the first segment would be vertical.
* Fixed terrain inspector not showing layers below intermediate bedrock.
* Fixed an error when trains pulled away from a station that required reserving critical sections at the nose.
* Fixed "cannot path" notification briefly appearing at turn-around stations.
* Fixed errors and incomplete loads caused by orphaned train track pillars/poles.
* Fixed tenders not functioning correctly when reversing.
* Fixed cancel job tooltip showing stale product from previous train.
* Fixed a memory leak that prevented the game from releasing memory after returning to the main menu.

v0.8.4

2026-05-04
New feature: Recovery save system
* Added a new save format intended as a last-resort tool for migrating games when a normal save cannot load due to major version changes or mod incompatibilities.
* Any mod or DLC can be unloaded/ignored when loading a recovery save.
* Recovery save can be created via command 'export_recovery_save' and loaded through the standard load game UI.
* Coverage includes terrain, trees, all static entities, conveyors/pipes including products, storage contents, vehicles, trains, train lines and networks, the research tree, world map state, contracts, and global product statistics.
* After loading, a summary window lists what was loaded successfully and which proto IDs failed to load.
* Not preserved: machine processing state, vehicle and train jobs, ship and fleet state, world map enemy fleets, in-progress repairs and upgrades, per-machine statistics, partially harvested trees, rocks, goals, messages, and camera position.
- A recovery save should be seen as a foundation to rebuild from, not as a seamless continuation of your game.
* A recovery save must be created from a save that can still be loaded. This feature does not magically restore already incompatible saves on its own.
* Recovery saves are not synced to Steam Cloud.

New feature: Terrain inspector
* Added a terrain inspector tool that shows a vertical cross-section of the ground below the cursor with bars colored by layer, product icons, and height labels.
* Activate it from the Resource Overlay (L) or directly with Shift+L.
* Includes a water level line, ocean indicator, and contour lines that help to read elevation.
* Hold Shift while inspecting to switch to a detail view that always spans 20 tiles below the surface.

Performance
* Simulation and rendering performance improvements resulting in 5-20% FPS gain overall (depending on save size and hardware).
* Optimized state synchronization for vehicles, transports, animations, particles, machine emissions, products, entity icons, train depots, and entity sound groups.
* Optimized rendering of train track overlays, farm crops, and blueprint transports.
* Eliminated multiple sources of stuttering, including truck balancing or particle effects on storages and train stations.

Other changes
* Hold Ctrl and scroll the mouse wheel to switch between T2 and T3 storages during placement.
* Autosaves now show a clock icon on the save row for visual clarity.
* Added a "Visual Weather Override" dropdown to the dolly track editor so timelapse recordings can use a constant sky appearance without disrupting the simulation. The override is purely visual.
* Game speed is now restored when leaving playback mode instead of at natural playback end.
* Added a "hide cursor on play" option to the dolly editor.
* Added '--launch-last-game' startup argument to skip the main menu and load the latest save.
* Added '--exec-command <step> <cmd>' startup argument to schedule console commands to run after a specified number of simulation steps after game initialization (multiple --exec-command can be passed).
* Added named arguments support to the console parser (e.g. 'cmd arg1 name:value'), greatly simplifying commands with multiple optional arguments. Quoted values and Windows paths are preserved.
* Sapphire wafer recipe is now gated behind Electronics IV research.
* Map editor: published map preview images are now capped at 10 to prevent excessively large map files.
* Disabled train honking at level crossings (the noise was getting overwhelming in large saves).

Fixes
* Fixed filesystem errors on CrossOver (Mac) that caused issues with game saves.
* Fixed that the settlement research bonus could overflow when there were more than 400k people.
* Fixed that a settlement housing or decoration square could become permanently undeletable due to a stale attached-modules counter.
* Fixed that settlement decoration squares could be moved to non-grid positions through in-place replacement, leading to errors when later removing them.
* Fixed research state inconsistencies on load that caused error spam and could increment a completed research past its maximum level.
* Fixed wrong emission color on certain entities (multi-mesh and semi-instanced) right after loading a save.
* Fixed that replacing a train with fewer wagons could delete cargo from the leading wagons when removed wagons were of an incompatible type (cargo is now retrieved into the redistribution pool).
* Fixed that newly built or reassigned trains did not pick up their line or network locomotive color until the color setting was re-edited.
* Fixed that a locomotive with wagons on both sides had its push penalty canceled to zero.
* Fixed that adding an under-construction train station to a schedule could cause an error after save/load.
* Fixed transport jitter that could occur when nearby machines were rebuilt.
* Fixed that a machine assigned two recipes producing the same product could stall at high fullness when the output buffer had room for the smaller recipe but not the larger.
* Fixed that thermal storage could get stuck just below capacity (e.g. 59988/60000) and never trigger its 100% alert.
* Fixed that the ore sorter could display wrong product piles when the texture limit was exceeded.
* Fixed that rockets currently being transported showed up in the global search.
* Fixed that network trains could depart partially loaded when the supply was bottlenecked; the train now waits as long as reachable storage still holds the cargo it reserved.
* Fixed phantom cargo ships spawning after a depot upgrade.
* Fixed mine tower trucks delivering to unassigned storages from the sorting branch.
* Fixed that loop animations on Farm IV and the Nuclear Reactor did not resume after being disabled and re-enabled.
* Fixed a memory leak in farm crop rendering and a visual glitch where new crop dryness was not interpolated correctly.
* Fixed missing Lab IV emission lighting and reduced lab emission intensities for consistency.
* Fixed that notifications added and removed on the same tick could remain stuck forever.

v0.8.3a

2026-04-17
* Optimized train state synchronization (up to 10% FPS gain in train-heavy games).
* Added more zoom-to-cursor options with a new default (check settings if you prefer the previous behavior).
* Added a camera motion damping slider.
* Fixed blueprint rotation misaligning multi-tile surfaces relative to decals and other entities.
* Fixed errors and visual glitches on instanced entities after switching them between blueprint and placed state.
* Fixed error when drag-placing train tracks after a previous placement had been aborted mid-sequence.
* Fixed error after loading certain saves with ocean-adjacent entities.
* Fixed a rare issue where an unsupported conveyor or pipe could disappear when a connector was placed on it.

v0.8.3 (Update 4.1)

2026-04-16
New feature: Train station arrival rules
* Replaced the old arrival conditions (wait until modules are empty/full) with a new per-product rule system.
* Each product handled by a station now has its own arrival rule with a percentage threshold slider.
* The system accounts for trains already en route. Incoming cargo is factored in, preventing unnecessary additional trains from being dispatched.
* New "require full service" toggle per product ensures a train is only called if the station can fully service it (enough capacity for unloading or enough stock for loading).
* Stations can now filter arrivals by fuel type, restricting which locomotives may approach.
* Existing saves are automatically migrated to equivalent rules. Migration is best effort, please verify your setups.
* Behavior change: Trains with no actionable cargo (e.g. heading to an empty loading station) are no longer allowed entry, reducing wasted journeys.
* Behavior change: Trains that cannot interact with any product at a station now automatically skip it instead of occupying it. This can be disabled per station via a "do not skip" toggle, useful for terminal stations where a direction change is required.
* Behavior change: A station can no longer load and unload the same product.

New feature: Linked storages
* Storage buildings can now be manually linked to a train station using a new assignment tool.
* Linked storages are included in the station's capacity calculations for arrival rules.
* Storages connected via ports are counted automatically and do not need to be linked manually.

New feature: Train networks
* Train networks are a new alternative way to manage trains. Instead of manually creating schedules, you assign trains and stations to a network and it handles dispatching automatically.
* Stations in a network behave passively, similar to how storages work with truck logistics.
- When a station's arrival rules signal demand (e.g. low stock for unloading, excess stock for loading), the network finds a matching station with supply and dispatches an idle train to fulfill the job.
* Each network has three station roles: cargo stations, fuel stations, and waiting bays.
* Cargo stations can be assigned a priority to control which stations are serviced first.
* Fully interoperable with the new arrival rules, which networks rely on to determine when stations need service.
* Network stations now have their own dedicated per-product threshold and priority settings, separate from train line settings.

Other features and improvements
* Added "Zoom towards cursor" camera option. When enabled, mouse wheel zoom pivots toward the cursor position instead of the screen center.
* Added a setting to mute audio when the game window is not focused.
* Added click+drag multi-placement for entities and blueprints.
- Click and drag to place entities along a line, or hold Shift to fill a rectangular grid.
- Blueprints now support per-blueprint overlap settings for drag placement, allowing irregular shapes to mesh together.
* Added small billboards for letters, numbers, and symbols (ASCII).
* Added a billboard text placement tool that converts typed text into rows of letter billboards with multiline support.
* Added a large COI billboard variant, unlocked via Housing III research.
* Added a billboard color system with primary and secondary colors, preset swatches, and full color pickers.
* Significantly improved train track LOD transitions to minimize visual popping when panning and zooming.
* Station modules handling the same product now automatically balance their inventories to ensure trains can always be fully loaded or unloaded, even across non-adjacent modules.
* Added refueling threshold setting for train schedules.
* Added locomotive color options. Locomotives can now be colored independently of wagons, with "same as line", "no override", and "custom" modes.
* Added conditional station skipping in schedules:
- "Skip if this station cannot accept the train".
- "Skip if next station can accept the train".
* Removed "Apply product icon color" option on train lines as it only applied to fluids.
* When the blueprint library is upgraded to the next version, automatic backup is created, preventing blueprint loss when downgrading.
* Increased T4 storage throughput to accommodate 4 T4 pipes.
* Roads on bridges now properly reduce vehicle maintenance cost.
* Train line arrival sliders now have a dedicated step to always allow trains in.
* Starting a new transport from an existing transport's end port now copies the transport tier.
* Trucks assigned to tree harvesters now follow the assignment chain to refuel at fuel stations assigned to the tower.

Train behavior changes
* Train arrivals are now always distributed across stations in a group, even without train limits set.
* Trains now align at the station/waypoint entrance when no modules are present, preventing them from occupying the block beyond.

Quality of life
* New-item dots on the toolbar are now cleared when an entity is placed in the world.
* New-item dots are no longer shown in sandbox games started from the main menu.
* Added "Zoom sensitivity" slider (50-200%) to camera settings.
* Added "Key pan speed" slider (50-200%) to camera settings.
* Multiple stations and waypoints can now be dragged over to add them to a group at once.
* Empty station modules can now be replaced with regular ones directly.
* The train schedule displays icons of products assigned to station modules.
* Train track direction is now shown when dragging ghosts and blueprints.
* The train path is now always visible, not only when the overlay is enabled.
* Lines to unreachable stations are now drawn directly instead of requiring a button click.
* Waypoint stations now show the train lines panel.
* The train schedule now shows load/unload direction icons.
* The train lines window can now be pinned.
* Paused stations now show a paused icon in the train schedule view.

Performance
* Improved terrain disruption processing speed by 2-3x, resulting in 10-25% simulation speedup on large saves.
* Vehicles no longer disrupt terrain under custom surfaces, reducing unnecessary disruption processing.
* Fixed severe FPS drops at higher game speeds (above 3x) caused by loose storage particle simulation.
* Fixed FPS drops caused by loose storage particles when panning the camera.
* Fixed FPS stutter during rain when the game was paused while set at >3x speed and camera was moving.
* Reduced game install size by ~200 MB through asset bundle optimization and shared materials.
* Optimized train simulation update to be ~50% faster.
* Audio sources are now disabled when not playing, reducing per-source CPU overhead.
* Improved performance of goal tracking in large factories.

Fixes
* Large factories no longer experience significantly slower terrain disruption recovery.
* Fixed that some disrupted terrain tiles could permanently stay disrupted after loading a save.
* Fixed that loose storage particles would not appear when panning to distant storages while the game was paused.
* Train paths are now hidden in photo mode.
* Removed excessive vehicle barrier icons from the logistics research node to better show that it also grants a vehicle limit increase.
* Fixed color picker not accepting pasted inputs containing a '#' character properly.
* Fixed that transports would render incorrect product LODs when the camera moved while the game was paused or the transport was idle.
* Fixed that vehicles targeting other vehicles (e.g. tree harvester trucks, refueling vehicles) could not follow them across bridges.
* Fixed that construction of unreachable entities would fail if there was a significant height difference between the source of materials and the entity.
* Fixed issue with ship's pathfinder when starting from an edge tile.
* Fixed that fuel stations would refuel trucks with mismatched fuel types.
* Fixed that trucks would not self-refuel at their mine tower's assigned fuel station.
* Fixed that hydrogen was available as ship fuel without the required research completed.
* Fixed that lifts could not achieve maximum throughput depending on entity update order.
* Fixed construction cost product order being inconsistent between diesel and hydrogen vehicles.
* Fixed that vehicles could path incorrectly on or near bridges.
* Fixed that the train station unit module crane animation was stuck retracted.
* Fixed that unity would be re-charged each time a building lost and regained power.
* Fixed that vehicles could get stuck on roads/bridges after their job was cancelled.
* Fixed that flipped COI billboards would read backwards.
* Fixed that research HUD would show a stale level when auto-repeating research advances.
* Fixed delayed terrain visual updates in parts of the map.
* Fixed camera sticking to terrain borders during keyboard or edge pan.
* Fixed FPS stutter when panning during rain weather when paused.
* Fixed particle pop-in when loose storage, stacker, and train station particles become visible after being off-screen.
* Fixed that rocket transporter boom would not show extended position after load.
* Fixed stacker tower missing or flickering particles during dumping.
* Fixed that contract exchange would delete exported cargo when import modules are paused.
* Fixed incorrect error when a diagonal waypoint overlaps tracks.
* Fixed that nuclear waste storage would not copy the "do not send retired waste" option during copy-paste or in blueprints.
* Fixed an error in the Photo Mode dolly track editor that could occur when entering edit mode after switching tracks.
* Fixed changing the direction of stations breaking their configuration. Settings are now preserved when the new orientation is still valid.
* Fixed trucks ignoring higher priority jobs in some cases.
* Fixed train station module workers not being assigned until the first load/unload of the station.

v0.8.2c

2026-03-23
* Fixed highlighting of train tracks on bridges.

v0.8.2b

2026-03-22
Improvements
* Reduced memory consumed by bridge meshes by up to 80% through mesh deduplication and caching.
* Mod directory name must now match the mod's ID (from the manifest), misnamed directories are now rejected with a an error message.
* Moved pipes before molten metal channels in the entity list.
* Trains no longer slow down for waypoints when they can proceed directly to the next station.
* Non-amphibious trucks no longer attempt deliveries to entities fully in the ocean.
* Rocket assembly depot now displays its computing requirement in the building inspector.

Fixes
* Mine tower trucks with export routes now wait for their assigned tower's designations instead of dumping elsewhere.
* Mine tower trucks now respect the logistics zone mask when dumping to non-assigned towers.
* Fixed that the bridge lane inspector would not show the double-lane option for inner lane buttons.
* Fixed that the computing status bar would not show currently used capacity.
* Fixed train slope difficulty multiplier being applied twice, causing trains to climb hills too easily.
* Fixed train inspector showing stale water icon after locomotive replacement.
* Fixed that trains would not align correctly at waypoints.
* Fixed that non-amphibious trucks would dump to ocean designations at height 0.
* Fixed that vehicles could dump to mine tower designations outside their assigned logistics zone.
* Fixed issues with the upgrades of certain buildings.
* Fixed that the terrain disruption system could cause issues on load with corrupted queue entries caused by mods.
* Fixed various building layouts to better match their 3D models (ore sorting plant T1, large crusher, chemical plant, food mill, microchip machines, and others).
* Fixed missing translatable strings for various vehicle jobs, tutorial messages, and UI elements.
* Fixed that dumping near bridges could cause them to instantly collapse.
* Fixed animated building parts rendering with an offset when highlighted.
* Fixed tree harvester animations.
* Fixed that amphibious vehicles would not be considered parked at their destination.
* Fixed that train designer comparison would show stale speed values after slope difficulty changes.
* Fixed that the video settings tab could fail to initialize with an error.

v0.8.2a

2026-03-13
Improvements
* Optimized bridges initialization resulting in ~40% faster content loading.
* Bridge segments whose pillars are entirely on land can now be built using unity build.
* Excluded pillars, poles, and other infrastructure entities from global search results.
* Re-ordering a ship to a new world location no longer sends it back to the dock first.
* Speed increase keybind no longer cycles into super speeds when they are not activated.

Fixes
* Fixed that FBR enrichment would skip a beat every now and then due to remaining fuel life amounts not being carried over to the next cycle.
* Fixed that train pathfinding underestimated the cost of routing through stations, causing trains to prefer pathing through stations unnecessarily.
* Fixed that boats would spin up to 359 degrees when leaving the dock.
* Fixed amphibious dump truck mixed material pile colors.
* Fixed a crash related to settlements.

v0.8.2

2026-03-12
New feature: pillar tool
* Added ability to add and remove pillars on transport belts and pipes, similar to train track pillars.
* Added 'remove_redundant_transport_pillars' console command to remove all redundant transport pillars. We recommend saving your game before using it. Removing redundant pillars can improve performance.

Improvements
* Stacker tower rails can now be placed on the ocean.
* Ocean area notifications now update when entities are moved.
* Optimized transport product rendering based on camera distance, reducing transport simulation update time by up to 50% (up to 10% of overall sim update).
* Optimized construction manager, up to 8x faster when many constructions are paused (up to 10% of overall sim update).
* Optimized ocean-related height change processing, saving about 1ms per simulation step on large saves (up to 3% of overall sim update).

Fixes
* Fixed amphibious hydrogen excavator having incorrect construction costs.
* Fixed a ship pathfinding bug that could lead to ships pathing through obstacles.
* Fixed cargo ships using incorrect crew size for different ship tiers.
* Fixed stacker tower throttling being applied at half the intended rate, also causing delayed construction of new segments.
* Fixed stacker tower max terrain height calculation for segment layouts.
* Fixed stacker tower area selection not considering its pivot correctly.
* Fixed issues when adding or removing train track pillars.

v0.8.1a

2026-03-11
* Improved recipe matching for machine copy-paste to correctly handle overclocked recipes and prefer similar recipes across compatible machine types.
* Battleships now notify when they cannot reach the world.
* Battleships and cargo ships now show a more stable status when unable to reach the world instead of flickering between states.
* Optimized train track blueprint and paste placement, reducing large stuttering when moving many track previews.
* Optimized pole and pillar generation for train tracks (up to 4.5x faster for large placements).
* Fixed that amphibious vehicles would disrupt terrain on the ocean floor under the water.
* Fixed that ships could reverse after leaving docks.
* Fixed exhaust on all excavators not rotating correctly with the vehicle.
* Fixed ocean area recovery requiring incorrect depth threshold.
* Fixed billboard and gold furnace layouts.
* Fixed locomotive tooltip showing incorrect fuel consumption when vehicle fuel edicts were active.
* Fixed that the Everything toolbar tab would not work properly in the Buildings menu.

v0.8.1

2026-03-10
* Train designer, inspector, and train line windows now group wagons by default, making it much easier to design and manage long trains.
* Train inspector now has a more compact layout with inline progress bars.
* Added ship recovery - ships can now be recovered to the world edge or their destination (except ships currently moving cargo).
* Docks can now be built on out-of-bounds ocean tiles near map edge.
* Improved ship pathfinding with better support for out-of-bounds navigation.
* Trade docks now require a minimum ocean depth of -2 instead of -3, making them easier to place early on.
* Fixed train alignment issue with T2 locomotives when placed in the middle of a train with wagons on both sides.
* Fixed that pumps and dumps could cause save loading issues.
* Fixed various issues with terrain bounds checks for ships and ocean-related buildings.

v0.8.0 (Update 4)

2026-03-09
Backwards compatibility
* Saves from Updates 2 and 3 are fully compatible with Update 4. However, due to various changes, existing factories may need to be updated.
* All mods have to be recompiled and use the new mod manifest file.

Notable breaking changes
* Some pre-existing docking areas might not be working if built near shallow waters.

New feature: Bridges
* Introduced 2 types of bridges: truss and cable-stayed.
* Bridges have a modular lane system that currently supports either roads or train tracks.
* Bridges are constructed similarly to train tracks by placing a start point and dragging a bridge.
* Bridges can be built in 8 cardinal directions, but can be connected to the terrain only in 4 directions.
* Bridges are fully compatible with all tools, such as copy/paste and blueprints.

New feature: Amphibious vehicles
* Added amphibious trucks and excavators that can traverse and work on water.
* Unless assigned, amphibious trucks only take jobs that normal trucks fail to do.
* Amphibious excavators can mine underwater to a depth of -5.

New feature: Pathfinding for ships
* Ships now use pathfinding.
* Docks can be built anywhere and will work as long as they have access to the map edge.
* Added ships navigation overlay similar to vehicles.
* Ships capacity was increased to compensate for longer travel times.
* World mines capacity was increased as well.

New feature: Expandable stacker tower
* Added stacker tower that allows dumping materials over a range of 20 tiles and a height of 15 tiles (both range and height are configurable).
* Elevated rails can be attached to the tower to extend its range, with an option to auto-build them.
* Maximum throughput is equal to two tier 3 conveyor belts (900 per minute).

New game mode: Sandbox
* New games can now be started in a Sandbox mode that allows various options such as instant free-build, infinite electricity/maintenance, etc.
* New source/sink entities that can be used in Sandbox and in regular games serve as read-only markers.
* Sandbox can also be applied to existing games using the console command enable_sandbox.
* Added a new sandbox-only flat map for quick testing and prototyping.
* This mode is currently tailored for modders or players who wish to design optimized blueprints.

Additional new content
* New map: Shattered Isles, the largest map in the game, with an area of 26 km^2.
* Expanded and adjusted all the existing maps to allow for bridge building; maps are on average 15% larger now.
* Added three tier 2 locomotives, three tier 2 wagons, and a tier 2 coal tender.
* Added the waypoint train station.

New DLC: Trains Expansion
* Electrified train tracks, train stations, and level crossings.
* Five new locomotives: electric tier 1 and 2, gas turbine, fireless-steam, and nuclear.
* New wagon and station module for molten materials.
* Captain’s locomotive available for owners of both this and the Supporters Edition DLCs.

Quality of life improvements
* Added machine and vehicle productivity statistics with monthly and yearly history.
* Added search on map feature to the search menu (Ctrl+F), which allows easy search for machines, buildings, vehicles, and even their contents.
* Buildings can now be placed over trees that are removed during construction.
* Mining, Forestry, and all other tooling areas are now limited by surface area and not just the max edge size, allowing for the creation of larger non-rectangular shapes. All the areas have also been increased. Blueprint creation also benefits from this.
* Clicking a train with the pause tool now toggles the train's paused state.
* Incremental research now automatically queues again after being researched.
* Added the ability to compare trains in the train designer without having to go to replace mode.

Performance
* Optimized vehicle simulation resulting in an overall 10% FPS gain (see CD#52 for details).
* Optimized save loading, resulting in 30-50% faster startup.
* Optimized ocean simulation resulting in 5-8% FPS gains (in early game).
* Optimized performance for placing of large blueprints by up to 90% (depending on the size).

User interface
* Added new language: Norwegian
* Added train replacement tool with full comparison UI for train replacements.
* Added color picker for train line and train colors.
* Added vehicle type filters for storage unit.
* Improved mods UI, selection screen, and error reporting.
* Improved train designer UI and surfaced more useful information.
* Trains now notify when loading is interrupted by a fork in the track.
* Changed how maintenance is surfaced in entity inspectors, actual resource consumption rate with a progress bar is now shown.
* Reshuffled toolbar categories for better usability.
* Added WASD / arrow key navigation to the research window and world map.
* Holding ALT key keeps floating popups open without requiring interactive mode.

Balancing: Trains
* Increased max train speed through medium turns from 60 to 80 km/h.
* Reduced air drag by 4x for all trains, affecting the fastest tier 2 trains the most.
* Lowered tier 1 steam locomotive fuel consumption from 7.5 to 4.
* Removed train top-speed penalty from locomotives pushing wagons, introduced locomotive power penalty instead. This also means that adding a locomotive to any position within a train will never hurt its overall performance.
* Increased the cost of locomotives' instant refuel action.
* Reduced train build times across the board.

Balancing: Increase capacities
* Fuel station I: 40 => 100
* Fuel station II: 120 => 200
* Fuel station III: 360 => 400
* Hydrogen fuel station: 240 => 400
* Storage II: 400 => 500
* Storage III: 2500 => 3000
* Storage IV: 5000 => 6000

Recipes
* Added overclocking recipes to seawater pump to allow it to pump 2x more for 3x power.
* Increased Liquid dump throughput to match T2 pipe (from 60 to 200 / min).

Balancing: Sand, Silicon, Rubber
Reduced Rubber in Electronics I production
* Old: 1 rubber + 4 copper => 4 electronics
* New: 1 rubber + 6 copper => 6 electronics
Reduced Glass in PCB
* Old: 6 glass + 6 plastic + 3 copper => 12 PCB
* New: 3 glass + 6 plastic + 3 copper => 12 PCB
Reduced Silicon in Electronics II production
* Old: 6 PCB + 12 electronics + 6 silicon(poly) => 6 electronics II
* New: 6 PCB + 12 electronics + 3 silicon(poly) => 6 electronics II
Reduced Silicon throughput in Arc Furnaces
* Old: 48 sand + 12 coal + 3 graphite => 36 molten si + 18 slag + 24 exhaust
* New: 30 sand +  6 coal + 3 graphite => 24 molten si + 12 slag + 18 exhaust
Reduced Silicon throughput in Hydrogen reactor
* Old: 18 molten silicon + 4 hydrogen => 18 silicon(poly)
* New: 12 molten silicon + 4 hydrogen => 12 silicon(poly)
Reduced Silicon in Silicon wafer
* Old: 48 silicon(poly) + 4 water => 12 silicon wafer
* New: 24 silicon(poly) + 4 water => 12 silicon wafer
Increases Silicon wafers in Solar cell (mono):
* Old: 1 aluminum +  9 wafer + 4 glass => 8 solar cell mono
* New: 1 aluminum + 12 wafer + 4 glass => 8 solar cell mono

Modding support
* Mods are no longer loaded on game launch but only after a new or loaded game requests them. This avoids outdated or broken mods affecting the core game.
* Introduced mod manifests that provide mod metadata without loading executable files.
* Mods can now declare mandatory and optional dependencies, affecting mod load order.
* Mods can now be optionally configured in-game based on keys from config.json. Configuration can also be changed when loading an existing game.
* Mods can now explicitly process config changes on load based on the loaded vs current mod version.
* Mods can now have changelogs that are surfaced in the game.
* It is now possible to remove research nodes and unused unlocked prototypes without breaking save compatibility.

New console commands
* set_game_speed - to overclock simulation speed beyond 3x speed.
* toggle_fog_rendering - to disable fog.
* add_markers_to_toolbar - to show source / sink markers outside of sandbox.

Graphics
* Improved ocean visuals, including shadows cast onto the water surface.
* Removed legacy low-fidelity ocean option.
* Locomotives now display unique identification numbers on their models.
* Added camera dolly track to Photo Mode for smooth, repeatable camera motion with editable waypoints.

Other
* Increased Steam Cloud quota from 2 GB to 4 GB. Note that synced files are all saves, custom maps, and blueprints.
* Improved balancing of trucks and excavators, minimizing idle trucks (mining is now up to 17% faster).
* Excavators now maintain spacing from each other when mining. The same applies to trucks when dumping.
* Loads of smaller bug fixes.

Notable fixes (not an exhaustive list)
* Fixed missing side-walls and railings on elevated track intersections.
* Fixed incorrect train cars spacing on 45-degree tracks.
* Fixed trucks driving off long level crossings and being trapped in between tracks.
* Fixed datacenter that was consuming 0.09765% more coolant than defined.
* Fixed construction priority resetting on cut/paste.
* Fixed trade reputation rising from failed loan payments.
* Fixed Unity consumption by mine/lab/oil rig to not consume Unity when not working.
* Fixed dump tutorial (slag) not triggering in all cases.
* Fixed quick trades costing unity of the next tier.
* Fixed quick repair being free instead of disabled (from difficulty settings).
* Fixed rocket depots consuming resources while waiting for the transporter.
* Fixed nuclear reactor UI not showing reactor as overheated when emergency cooling was active.

v0.7.9

Improvements
* Tree planters will now ignore import sliders on storage units when looking for saplings.
* Improved map cache retention by having loaded games mark cache files as fresh.
* Fully constructed tracks are now replaced back when removing a non-constructed entity which overlapped them.
* Connectors can now be placed next to each other (while not being connected via ports).
* Increased performance of dumping designations search by 5x, reducing CPU load, especially for saves with a lot of dumping.
* Setting of muted alerts in the notification window is now persisted in saves.
* Setting of entity, surface, and decal selectors (e.g. in copy, cut) is now persisted in saves.
* Brine pond seawater intake was standardized to avoid prioritizing brine production.
* Vehicle barriers are now flippable. This also allows blueprints containing vehicle barriers to be flipped.
* Reduce the empty train station module layout above the train track from 5 to 4.
* Locked the Pipe III research node behind the Pipe II research node.
* Locked the Storage IV research node behind the Storage III research node.
* Locked the Research Lab IV research node behind the Data center (instead of microchips) as it needs Maintenance III.
* Rename stored power to energy as that is the correct terminology.
* Added command line flags --flush-after-each-log and --full-flush-logs for better log control.

UI fixes
* Fixed train inspector layout that would break with very long train schedule names.
* Fixed broken layout of product filters in the Mine tower inspector under specific resolution and scale.
* Fixed tooltip claiming ship could not depart due to being modified whilst it was due to being repaired.
* Fixed that rotate & flip of ghosts did not work while an inspector was pinned.
* Fixed stuck decal painter toolbox when text tool was escaped during placement.
* Fixed unselectable entity issue after replacement with other entity due to missing collider.
* Fixed broken layout in map editor panels.
* All text fields are now auto-selected on click inside.

Trains fixes
* Fixed that trains could incorrectly reserve critical sections when approaching a station.
* Fixed train goto command that was showing an error that the train is too long instead of an error that the depot was at full capacity.
* Fixed that trains which had started aligning would never switch their engines off if blocked by a train ahead, needlessly consuming fuel.
* Fixed that replacing an empty train station module with a regular one would not allow it to be assigned a product.
* Train track entities are no longer movable.
* Fixed that train stations would reset their priority to the highest one after load, if they were allowed to run without power, overriding the player's setting.

Other fixes
* Fixed the Unity cap research that was incorrectly affecting water consumption instead.
* Fixed dumping designations that were incorrectly considered eligible for unassigned trucks due to overlapping mine tower areas.
* Fixed a rare issue that was preventing some saves being loaded due to invalid terrain materials layers.
* Fixed surfaces in blueprints that were not transformed properly after a reload.
* Fixed research efficiency bonus that was not recalculated when population size changed, but only after reload.
* Fixed that excavators did not go for fuel on their own if the only available fuel station was outside their logistics zone.
* Fixed missing emission on office buildings after load.
* Fixed that downgrading from greenhouse to a farm would not remove crops that require a greenhouse.
* Fixed that products were incorrectly created after deconstruction canceling when they were previously already removed.
* Fixed tomb of captains that was missing flowers buffer after upgrading.
* Fixed a rare case where a space station crew would get ejected out of space station prematurely.
* Fixed space station that was ejecting crew twice if it was doing a partial ejection.
* Fixed thermal storage that did not have correct tank position on load until unpaused.
* Fixed issue of workers not being returned from removed vehicles and ships created before February 2025.
* Fixed that some fuel stations constructed before June 2025 did not accept trucks for refueling.
* Fixed that it was not possible to re-assign cargo depot module product back if module was empty and product was loaded on the ship.
* It is no longer possible to replace a regular storage with a radioactive one which was causing issues.
* Fixed that switching cargo ship fuel would subscribe its cargo dock’s fuel buffer to logistics even though logistics was disabled.
* Fixed fuel setting for T2 Nuclear reactor that was not properly copy-pasted.
* Fixed a small memory leak caused by unit storage’s products rendering.

v0.7.8a

* Trucks now prefer ore sorters with product assigned matching to the cargo, over auto-assigning new products to existing sorters.
* Increased ore sorter products limit from 8 to 16.
* Stacker now shows supported products and maximum throughput.
* Added more information to the quick deliver/remove button floaters to explain why the buttons are disabled (e.g. lacking Unity or products).
* Fixed datacenter UI showing incorrect racks maintenance.
* Reduce settlement consumption of consumer electronics which was incorrectly increased in Update 3.
* Fixed custom surfaces that are now properly destroyed when terrain under them is mined out.
* Fixed Fix32 overflow when sorting trains by priority and trains have been waiting for more than 150 hours.
* Fixed imprecise settlement needs computation when the population is above 80k.
* Fixed loose textures on cargo ships.

v0.7.8

New entity replace/upgrade system
* It is now possible to place a new entity over an existing one in order to upgrade/downgrade it.
* Placing a storage over an existing one can replace its type (e.g. loose to liquid), tier or orientation (rotation, flip).
* A small storage (T1/2) can now be replaced with a large one (T3/4).
* Simplified product refunds system, old products that are not used in the new tier are simply returned without any conversion.
* The Upgrade tool now supports an option for downgrade and for quick-replace using unity.
* When mass-placing entities (blueprint or copy/paste):
- identical entity replacement is no longer reported as error,
- valid replacements are highlighted purple,
- indirect replacements are highlighted orange (e.g. moving of an entity by a few tiles),
- it is required to hold Shift to confirm replacement or ignore collisions, and
- it is possible to upgrade/downgrade transports when placing them over existing ones.
* It is now possible to place a blueprint as deconstruction-only that marks matching entities for deconstruction without building anything.

Additional new features and improvements
* Added a new tool for placing text decals by typing the text.
* Added tool for re-coloring of existing decals.
* Added an option to confine the cursor to the window.
* Added support for surfaces in cut/copy/paste tools and in blueprints.
* Added toggles to allow copy/cut-pasting of any combination of entities, surfaces, and decals.
* Added toggles to allow placing blueprints without entities, surfaces, or decals.
* Added priorities for train stations within a group.
* Added an option for the Ore sorter to auto-assign products to sort, enabled by default for newly placed sorters.
* Unity tool now shows products needed for quick-delivery.
* Unity tools can now selectively ignore buildings or surfaces, and surfaces are ignored by default.
* Train car statistics such as power or fuel tank capacity are now shown when hovering a car in the train designer.
* Clicking on refuel failed notification now cycles through affected vehicles.
* Last used transport is now persisted in addition to the selected tier in the toolbar.
* Increased the maximum number of mixed materials in vehicles from 3 to 8.
* Rocket assemblies and launch pads now adhere to logistics zone rules. Additionally, rocket assemblies can now specify the target zone for rockets.

Performance
* Improved rendering performance, leading up to 15% more FPS in large factories.
- Improved conveyor/pipe rendering which is now ~5x faster.
- Optimized models of settlements for 2-5x speedup.
* Improved simulation performance by up to 9%, lowering CPU load in large factories.
- Conveyors/pipes simulation is 30% faster.
- Conveyors/pipe connectors simulation is 60% faster.

Modding
* Increased maximum number of products from 255 to 65k.
* Research costs data type was changed from fix32 to int64.

Fixes
* Fixed holes appearing in designated surfaces after game load.
* Fixed camera height not properly updating when loading save camera positions via keyboard shortcuts.
* Fixed incorrect research cost cap affecting late-game research making it too easy.
* Fixed auto-save notification that failed to disappear in some cases.
* Fixed corrupted paste history when placement was not successful.
* Fixed an issue where product departure condition on train line config was not forgotten on change.
* Fixed depart condition "full of specific product" not working properly in rare cases.
* Fixed train not updating in time after asteroid drop.
* Fixed memory leak causing memory consumption growth on game reloads.
* Fixed level crossing position in toolbar flickering when changing tier.
* Fixed radioactive waste storage flickering when fuel passes through it by adding a placeholder text.
* Fixed that clicking on the toolbox button while placing a lift would raise the whole lift instead of growing it.
* Fixed the train inspector sometimes initiating scrolling when hovering the remove filter button.
* Fixed conveyor belts and pipes disappearing in rare cases.
* Fixed unrepairable shipyard when its ocean area is blocked.
* Fixed yaw angle of rendered products.

v0.7.7

Balancing
* Removed quick-delivery discount for large quantities. The cost is now linear with the number of quick-delivered products, at 0.05 unity per product.
* Trains longer than 100 tiles now strictly adhere to reservation rules and no-stopping zones.
* Adjusted exhaust scrubber recipes so that they all take the same amount of exhaust, allowing proper prioritization via recipe order.
* Digester is now always unlocked with the first recipe that needs it, allowing organic waste digestion without researching bio diesel first.
* Added HF recipe to Medical supplies 3 research.
* Slightly increased throughput of all storages.

Performance improvements
* Added LODs for storages.
* Optimized launch pad model and added LODs for it and rockets.
* Optimized settlement squares 3D models and rendering.
* Trains now resume reservation search from the last failure point, instead of starting from scratch each tick.

UI improvements
* Added edge scrolling (configurable in settings).
* Added electricity and maintenance consumption for belts and pipes in the build toolbar.
* Added capacity and throughput for storages.
* Fixed missing research cost product icon in space station UI.
* Added proper handling for clicking on some space station alerts.
* All conveyor lift variants are now combined in statistics.
* Added a Back button to the space station UI.
* Open the Codex on the right click of a pinned product in the HUD.
* Added alters for “above percentage full” for thermal storages.

Fixes
* Fixed that trains which had never had any cargo would never leave a station with "empty of any".
* Terrain areas are now properly updated to terrain changes.
* Fixed tier 1 vehicle depot having a logistics mode dropdown but no ports for belts.

Modding
* Moved unlocked state of protos from UnlockedProtosDb to the protos themselves.

v0.7.6a

* Reduced minimum height of notification panels.
* Fixed scroll bar jumping in the alerts tab when clicking the last element.
* Fixed max unity of healthcare category.
* Fixed deconstructed entities with overlapping vehicle surfaces leaving forever inaccessible tiles behind.
* Fixed icons of solar panels.
* Fixed scroll wheel events that were not being detected in keybinding settings.
* Fixed growing buffer issue in market inspector.

v0.7.6

New content and balancing
* Added recipe to digest eggs in anaerobic digester.
* Increased orbital cargo limits.
* Optimized train driving to reduce slowdowns and waiting by taking other trains’ speed and inertia into account and allowing double-reservations, assuming that trains cannot stop instantly.
* Old odd-sized level crossings were marked obsolete and cannot be placed via copy-paste or blueprints.
* Improved program startup speed by loading data while the initial loading animation is shown.

UI improvements and QoL
* Train cars can now be flipped horizontally in the trains designer.
* The last selected item in the build menu is now persisted between saves.
* Train and line errors now show-up in the lines manager.
* Added quick remove for sorter.
* Vehicle mass-replace tool now allows to filter vehicles assigned to tree harvesters.
* Unity key can be now used to trigger quick-remove and to toggle boost on a currently selected machine.
* Improved construction jobs aggregation when trucks carry materials from deconstruction directly to construction.
* Added ability to reassign a deleted station in a schedule.
* Added list of trains currently heading to a station to the station inspectors.
* Added a list of lines that have this station in their schedule to the station inspector.
* All terrain tools now have the flat designation as default.
* Copying of connectors via C key is now allowed and supported.

Fixes
* Level crossings now preserve no-stopping zone state through copy-paste and blueprints.
* Trucks should no longer exit in the middle of a level crossing, potentially getting struck in between train tracks.
* Fixed memory leak caused by housing previews. This also reduces the memory footprint of house models for settlements with more than 8 houses.
* Fixed that camera height was not properly updated when panning to locations, such as when clicking on notifications.
* Fixed arc furnace disappearing from silicon toolbar.
* Fixed notifications tabs collapsing to too small height when they are all showing.
* Fixed max unity display.
* Fixed research complete notification showing +1 tier for incremental research.
* Fixed train and generator fuel stats that were incorrectly swapping on each load.
* Fixed that train was unable to pass though a loop at the end of bi-directional track if it was marked as critical section.
* Fixed rendering of symbol-based languages where the very top was sometimes cut-off.
* Fixed vehicle replacement that was not properly re-applying vehicle config if the vehicle was scrapped in a different depot than where the replacement vehicle was constructed.
* Fixed black screen when the game is loading before the main menu is shown.
* Fixed that non-storable products did not show in product statistics.
* Fixed rare issue with particle erosion during the map generation.
* Fixed issues with vehicle navigation overlay that was trying to compute values outside of the map.
* Fixed issues related to clearing connectors.

v0.7.5c

* Added conveyor/pipe maximum fill limits for storages.
* Added asteroid placement radius indicators.
* Fixed font rendering that was causing insufficient space after comma.
* Recovering a vehicle now properly re-applies its entire config.
* Fixed a rare corrupted save issue caused by improperly connected train tracks.
* Fixed pinned products list showing two columns in cases where one was sufficient.

v0.7.5b

* Fixed steam locomotive animation.
* Fixed credits auto-scrolling.
* Fixed unassigned module notification when an empty module is present.
* Fixed train alignment issues when a station was larger than the train and its schedule had weak filters.

v0.7.5a

* Optimized 3D model of aluminum furnace.
* Fixed issue when train track overlapped level crossing.
* Fixed UI layout in statistics window.
* Added scrolling to the train inspector window.

v0.7.5

New content and balancing
* Added hydrogen locomotive and hydrogen train fuel module.
* Added a focus (office bonus) for train capacity increase. It also increases modules capacity and loading throughput.
* Increased maximum train length per train depot extension from 2 to 4 and wagon storage space from 1 to 4.
* Added a contract that trades rocks for fuel gas (to be able to conveniently dispose of excess rock).
* Added option for 50-year loan.
* Added a loan for rail parts.
* Increased minimum number of loans from 1 to 2 on easy and medium difficulties.
* Increased maximum loan amount from 4.8k to 25k.
* Reduced concrete cost of the steel-based construction parts 1 from 4 to 3.
* Reduced workers requirement of diesel locomotive from 2 to 1.
* Reduced build time for locomotives and wagons by around 20%.
* Upgraded to the latest Unity 6.0.50f1 with hope to minimize random crashes.
* Improved rendering performance for trains, train stations, and level crossings, resulting in 10-20% more FPS in train-heavy saves.
* Increased size of level crossings by 1 tile so that they have even size, to better match vehicle ramps. Old  crossings remain functional but are now obsolete and will be removed from the game in the future.

Train fixes
* Trains are now allowed to progress to the next alignment if depart conditions are met for their current alignment (only for 100% or 0% full/empty conditions).
* Fixed train alignment issue that could occur with steam locomotive without tender.
* Level crossing roads now occupy enough height so that any vehicle supported by that crossing can cross without collisions.
* Trains will be automatically recovered to depot when they end up in a bugged state unable to update their state correctly for an extended period of time.
* Fixed elevated train tracks that were not collapsing when buried under the terrain.
* Level crossings are now closed when paused.

UI fixes and improvements
* Improved train lines manager UI and added error messages when lines are not setup properly.
* Added quick remove for lifts.
* Added key-bind for the space station window.
* Changed recipes selector window shortcut to Q and added a configurable key-bind for it.
* Fixed enqueuing incremental research that would also enqueue its parents if the queue was not empty.
* Additional fix of flickering alerts for ore sorter.
* Fixed dragging logistics buffer sliders being clamped by the opposite one.
* Fixed logistics buffer slider handle being off when dragging for flipped handles.
* Fixed behavior of go-to tools for trucks and trains, properly turning off when other windows are opened.
* Fixed planning mode state not being restored correctly on load on HUD.
* Pinned inspector windows no longer listens to key shortcuts such as Flip.
* Fixed trains breaking no-stopping zones when re-planning paths last-second.
* Fixed transport tie-break toggle (Ctrl) that was sticky.
* Fixed highlights of the train station that did not disappear when the lines manager was deactivated.
* Fixed loading window showing population in place of the number of rockets launched.

Other fixes
* Fixed that conveyor/pipe construction would get paused when another one was connected to it when in planning mode.
* Canceling deconstruction while in blueprint mode no longer pauses the reconstruction.
* Canceling deconstruction of an entity with deconstruction paused now results in unpaused reconstruction.
* Assigned vehicles are no longer additive when copying settings from a building with assigned vehicles.
* Fixed copying of configuration of ore sorters.
* Fixed issue caused by canceling a vehicle upgrade while the vehicle to be replaced was en-route to the depot.
* Fixed missing construction cubes on entities with very low construction cost.
* Fixed a rare issue where the launch pad was unable to accept rockets.
* Cargo depot modules now properly lower their maintenance when idle.
* Returning crew from the space station no longer causes homeless people.
* Fixed issue with rocket launch pad not accepting new rockets in rare cases.
* Fixed office computing boost that was incorrectly applied on top of focus multiplier.
* Fixed that cancellation of vehicle replacement when a vehicle was on the way to be replaced created a new unassigned vehicle.
* Fixed golden statue of maintenance not being shown in the build menu.

v0.7.4

* Added mass-upgrade tool for vehicles.
* The train blocks visualizer now shows unbuilt tracks in red.
* Added a button in the train depot to show the blocks visualizer.
* Train fuel usage is now reported in fuel consumption statistics.
* Fixed global quantity not being correct due to train fuel stations not reporting used fuel properly.
* Fixed incorrect contract quantities estimates in the cargo depot module for large ships.
* Fixed Recycling edict V research not being available in pre-Update 3 saves.
* Fixed Server to Iron contract being too expensive.
* Fixed train re-pathing to re-validate all goal stations and their constraints.
* Trains will now go to paused stations if they started going there. Upon arrival, they will move to the next schedule item.
* Fixed issue where trains would not clear their occupied blocks correctly.
* Fixed that trains would burn fuel when waiting for free track on slopes. Now they apply max brakes.
* Fixed train track building center graphics color for some track pieces.

v0.7.3a

* Level crossing now show properly as free in the vehicle navigation overlay.
* Removed iron cost from flywheels and tree planters.
* Added quick trade to buy iron for steel.
* Added lifetime cargo stats for trains.
* Fixed excessive maintenance consumption of very short pipes and conveyors.
* Pipe/conveyor pillars can now go through lifts.
* Fixed text rendering for Chinese/Japanese where characters that have the same code point but look differently based on language settings are now rendered properly.
* Improved font rendering clarity for all languages.
* Configured products at unloading train station modules now have to be explicitly set, trains won’t set them automatically on the first arrival.
* Turn off audio alerts for “Could not store all crop after harvest” notification.
* Fixed trains getting struck in rare cases when there was no-stopping zone before the final station.
* Fixed rare issues with rain highlighting.
* Fixed Recycling edict V that was not researchable in pre-Update3 save files.
* Fixed the "shut down" toggle button in the space station UI that was showing the opposite state.
* Fixed flickering notification on the ore sorting plants when output was full.
* Fixed rendering of nearly-finished entities when construction was paused.

v0.7.3

* Added logistics zones.
- Truck logistics can now be separated into zones.
- Trucks assigned to a zone will only do jobs within that zone.
- Logistics zones can be configured via the Vehicles management window (F6).
- Added tutorial explaining how logistics zones work.
* Added train tutorials.
* Improved train path-finding heuristics and increased frequency of path re-planning.
- Added and improved path-finding penalties for: no-stopping and exclusive zones, tight turns, stopped trains, train stations, steep ramps, and more.
* Improved tie-breaking for train-to-station alignments.
- If there are more equally good alignments, prefer the one that aligns the most of all wagons.
- This should result in trains using entire stations instead of partially aligning.
* Added option to mute alerts directly to the alerts UI.
* Added a label to clarify that conveyor/pipe cost is given per 100 tiles.
* Fixed a memory leak caused by transport previews not properly disposing of the preview meshes.
* Fixed offices that kept providing benefits even when paused or destroyed.
* Fixed an issue with train track building that happened when 3 train tracks met at one point.
* Train status messages are now more explicit (less of “unknown” status).
* Paused trains no longer hold arrival slots for stations unless they are in that station.
* Trains navigating to the depot no longer hold arrival slots for stations.
* When editing tower areas, the original area remains visible but grayed-out.
* Fixed train-module alignment issues when root station building was in the middle of modules.
* Fixed that trains stuck at stations due to impossible depart conditions
* Fixed research completed message tooltip showing wrong item.
* Fixed flickering occurring on zipper inspectors for some UI scaling values.

v0.7.2a

* Fixed a rare issue where maintenance stopped being simulated.
* Fixed missing workers in radioactive waste storage inspector.
* Product and mode selection is now hidden for the empty train station module.
* Quick remove will no longer reset the manually-set export from the slider.
* Fixed train cargo tooltips sometimes being wrong.
* Fixed map details window on wide displays.
* Fixed building from codex ignoring default logistics mode.
* Fixed rounding in power multipliers in recipes.

v0.7.2

Trains
* Added per-wagon products filters which can be set directly on trains or in the train designer.
* Doubled train station capacity.
* Improved train alignment logic. Note: This may affect some of your lines.
- Trains will now always align all wagons that have any compatible modules at a station.
- Alignment now works for all wagons even if the station root building is in the middle of a station.
- Trains now prefer earlier alignments if possible.
- Wagons that are already in a fulfilled state (e.g. full wagons during loading operation) will be skipped during alignment.
- Trains on bi-directional tracks that have finished servicing station but cannot find path to the next station will crawl forward to clear any intersection before the station.
- Modules with no products assigned are ignored if there is at least one module with an already assigned product.
- Trains will be able to align even if the station has the exact same length as the train
* Level crossing now properly inherits track directionality when placed over existing track.
* New models for train track ends to make improperly connected rails more visible.
* Fixed that trains could break no-stopping zone rules when just leaving the station.* Fuel stations are no longer skipped when manually skipping stations.
* Fixed possible self-intersection of long trains on loops and added a notification when it happens.
* Fixed that path-planning tool was showing paths that were impossible for the train to take (e.g. reverse path when part of the train was already on a forward-directional track).
* Fixed pasted train tracks to properly add no-stopping zones on overlapping sections.
* Fixed that train was unable to navigate to the train depot to scrap when the scrap command was issued when train was paused.
* Fixed a rare issue causing the entire train network to stop working until game restart.

User interface
* Clicking on a recipe in the toolbar menu popup will now open the entity placement flow with this recipe selected.
* It is now possible to cycle through tiers or buildings (including transports) when placing them by holding CTRL + scrolling up / down.
* Added placement clipboard: Pressing Ctrl+V recalls last cut or pasted item, Ctrl+Shift+wheel cycles history of last 50 cut/pasted items.
* Pressing the quick delivery tool shortcut while an entity window is open performs quick delivery / removal.
* If quick build / removal fails, the construction is unpaused.
* It is now possible to independently mute critical and non-critical alerts.
* Added keybinds for Vehicle management and Train lines windows.
* Allow to set key-binding for: Storage, Terraforming, and Train build menu.
* List of asteroids is now scrollable.
* Merged filter media research into Wastewater treatment.
* Hydrogen burning in flare is now unlocked with the initial distillation.
* Increased camera pan speed.
* Improved tips on loading screen and have them cycle periodically.
* Train station names are now propagated to all modules. Renaming a module now renames the entire station.
* Improved train status reporting to be more concrete and helpful.
* Improved train track laying tool to better match direction when attaching to other tracks.
* Train lines no longer show an empty icon if no product is set.
* Level crossing is now split in the toolbar per type, and was added to the vehicles menu.
* Restored the ability to cycle through idle vehicles in the management window.
* Added confirmation dialog to display settings change.
* Fixed the crop picker that was not being closable with ESC key.

Fixes
* Added missing Uranium rod recipe for T2 robotic assembler.
* Fixed a rare issue that was causing game freezing and required forced restart.
* Fixed an issue that the 5th terrain material layer was missing from generated maps. In existing games, this layer will appear on all untouched tiles.
* Fixed polygon area getting hidden when switching to a designation tool while editing.
* Fixed diesel generator to not consume full maintenance when idle.
* Fixed maintenance efficiency modifier that did not apply to newly placed depots.
* Fixed fuel station that would not accept vehicles when placed in "disabled logistics for newly placed" mode.
* Fixed cargo ship that did not restore its fuel saving option after its upgrade.
* Fixed the ship modification pause button in the shipyard inspector that was not showing the right state.
* Fixed missing rail icons in the blueprints window.
* Clicking on "designations outside towers" notification now brings them into the view.
* Fixed text overflow in research nodes.
* The assigned vehicles panel in storage no longer jumps when assigning the first truck.
* Fixed assigned buildings panel sometimes showing incorrect icons.
* Fixed disappearing mining tower area when M/Z keys are pressed.

v0.7.1e

* Reduced construction costs of train stations by 50%.
* Increased train fuel tank capacity by 50%.
* Increased maximum area size for mining and forestry towers by 2x.
* Added 3 and 5 minute interval options for auto-saves.
* Added explanation in the logistics dropdown that it can be cycled via mouse clicks.
* Right-clicking any hover popup will close it. This is only relevant for intractable popups.
* Fixed popups remaining visible when opening codex via right-clicks on product icons.
* Removed train speed limit for level crossings.
* The train path visualizer now shows an orange line from the train to the last block it failed to reserve, followed by a green line to the final destination.
* Improved look-ahead logic when searching for alternative paths for trains.
* Improved train track building tool which should be faster and more responsive, especially when the game is paused.
* Trains waiting on arrival conditions now show status "arrival conditions not met".
* Train status in the depot is now more accurate.
* Improved and fixed train depot departure logic, skipping stations with arrival conditions not met if possible.
* Added 10 kph max speed penalty if ever a locomotive is not at the "front" of the train, but decreased max speed penalty for a group of wagons that is being pushed and pulled.
* Improved forced skip station behavior to ignore schedule conditions.
* Tender wagons no longer fire out of fuel notifications.
* Fixed maintenance for hydrogen vehicles.
* Fixed missing vehicle clearance mega excavator.
* Fixed T1 silicon recipe being shown in T2 arc furnace research.
* Added 1 decimal digit to health values in the population overview.
* Fixed missing limestone deposit marker on the Curland map.

v0.7.1d

* Train station modules no longer need power or workers to send stored products to output ports.
* Buildings such as train stations or level crossings can now be built on tracks which are part of a reserved exclusive zone.
* Train stations now preserve module and train limits through copy paste and blueprints.
* Fixed a rare issue where switching an active display caused the game to become 1x1 px stretched across the screen when in borderless window mode.
* Fixed issue where switching from a large display to a small one was sometimes not working properly in the borderless window mode.
* Rectangle selection tool now properly obeys maximum area limits.
* Fixed an issue where the train would not obey track direction when the direction was changed after the train found a valid path. Trains now replan their path when track direction change is detected.

v0.7.1c

* Fixed regression causing train track no-stopping zones being incorrectly removed from intersections during direction flipping. To prevent trains blocking each other, ensure that all overlapping tracks (denoted with yellow arrows on track direction overlay) are marked as no-stopping zones (red markers).
* Fixed schedule conditions being incorrectly combined when using OR and AND operators.
* Level crossings are now marked as no-stopping zones by default.

v0.7.1b

* Added a quick delivery option into the train depot.
* Added an option to set larger text in Settings => Video => Accessibility (note that this is an experimental feature).
* Added shortcut [R] to open recipes selection modal.
* Added double-click option in recipe selection modal to instantly apply a recipe and close.
* Added an option to go to a village from the contracts window.
* Slightly darkened frosted glass panels.
* Added a clear button into all search fields.
* It is now possible to remove exclusive zones from bi-directional tracks. Note that this is an advanced feature that may cause trains to deadlock if done incorrectly. We highly recommend that bi-directional track segments that are removed from exclusive zones be marked as no-stopping zones.
* Fixed path-finding issues with trains when trains were waiting on a critical section that was not near a fork.
* Fixed issue where long track segments (curve) were improperly considered entirely blocked even if only a small part was blocked.

v0.7.1a

* Added option to set rectangular area of mining and forestry towers directly via a new button in the bottom toolbar in the area editing mode.
* Added more explicit status & tutorial about waiting for an exclusive zone.
* Level crossings can now be made no-stopping zones.
* Overridden critical sections are now properly preserved through copy-pasting and blueprints.
* Fixed notification alerts incorrectly showing for notifications added and removed in the same step.
* Fixed trains that fail to depart to a station due to train limit no longer leave the current station and keep it occupied for the train limit purposes.
* Fixed that trains would not leave the depot if the first station had a train limit of 1.
* Fixed train departure to follow train station limit more.
* Fixed world map location inspector titles.
* Fixed max train count not showing in trainline manager.
* Fixed train stats that were showing max speed below train’s min speed.
* Fixed trains showing a pause icon on all locomotives, which didn't update if the game was paused.

v0.7.1

* Added option to disable frosted glass effect in UI (found in settings => video => accessibility).
* Hide planning mode badge when not building.
* Added option to automatically disable logistics for all newly constructed buildings (found in vehicles management, via truck icon in HUD).
* Added option to dismiss all notifications/messages at a time.
* Added an all subcategory into all build categories.
* Train crossing lights no longer flash when the disable flashing accessibility option is enabled.
* Improved train occupied block visualization to better show exclusive zone reservations.
* Fixed vehicles fuel consumption. fuel is no longer consumed when vehicles are idle or paused.
* Fixed engine sound that now properly turns off when vehicle is idle.
* Fixed asteroid placement UI.
* Fixed quick-repair decreasing maintenance in some cases.
* Fixed tree harvester tooltip incorrectly stating that it cannot go under elevated conveyors or pipes.
* Fixed some issues with exclusive zones for trains.
* Fixed that some items were not marked as new in the toolbar.

v0.7.0 (Update 3)

Backwards compatibility
* Saves from Update 2 are compatible with Update 3. However, due to various changes, existing factories may need updating.

Notable breaking changes
* Removed Bricks and replaced with simpler concrete recipe made in Kiln.
* Glass Maker I now returns broken glass, not slag.
* 2x Glass Maker II needed per Blast Furnace II.
* FBR now consumes significantly more yellowcake and costs Titanium to build. Machines supporting it have updated ratios, and both reprocessing and enrichment now require more power.
* Consumer Electronics, Solar Panel (Mono) now require Aluminum (not steel).
* Lab Equipment II uses glass instead of steel; production ratios overhauled.
* Thermal Storage now returns water, not depleted steam.
* Belt & pipe usage increases maintenance; long versions use more power (discount removed).
* Oil: Naphtha/Diesel cracking no longer outputs sour water (removed sulfur loop).

New feature: Trains
* Added trains, train stations, and train tracks building.
* Two types of locomotives: steam and diesel.
* Grid-based train tracks construction supporting 16 cardinal directions. For more details see Captain’s diary #45.
* Train tracks can be elevated and constructed on pillars up to height of 5.
* Signal-free train routing supporting complex scenarios such as sidings, round-abounts, or waiting bays. For more details see Captain’s diary #46.
* Modular train stations allow continuous train loading. For more details see Captain’s diary #47.
* Advanced features like train arrival limits or load/unload conditions are also supported.
* Signalled level crossings allowing vehicles to traverse train tracks safely.
* Train path-finder runs on a background thread, not affecting game performance in a significant way.

New feature: Offices and focus system
* Build offices to leverage your growing population.
* Offices assigned with workers and given Office Supplies, provide Focus points which can be allocated into modifiers and perks similarly to edicts but without Unity cost.
* This is an end-game mechanic allowing you to scale your population and overclock parts of your industry.
* For more details see Captain’s diary #48

New feature: Space program, asteroid mining
* Rockets can now deliver cargo to orbit.
* Added option to build, upgrade and maintain a space station.
- Space station provides advanced research, unity bonus and research efficiency bonus.
- Upgrades are unlimited, the only real limitation is how effectively you can scale.
* Added a second tier of Rocket.
* Added a new mechanic to search and deliver asteroids in order to mine them at your island.
* For more details see Captain’s diary #48

New feature: Infinite research
* Extended the research tree with 18 new infinite research nodes that provide significant bonuses and allow to overclock your industry to new possibilities.
* Repeatable research nodes get more and more demanding - providing a significant end-game resource sink.
* Advanced research nodes also require space points supplied by an operational space station.

New production chains
* More than 40 new products.
* Added smelting and production of Aluminum and Titanium.
* Added production of diamonds.
* Added Electronics IV produced from Sapphire wafers and diamonds.
* Added products for the space program - space probe parts, station parts, crew supplies, compact reactor and more.
* Added Luxury goods as a new product into settlements.
* Added The Internet as a new module providing computing to settlements.

New content
* New Ore sorter II with 10x more throughput than tier I.
* New mineable resources: uranium, bauxite (aluminum ore), and titanium ore, added to all maps.
* New Settlement IV.
* Added Pipe IV with throughput of 900 per minute (compared to 450/m of T3 pipe).
* Added 24 new contracts.

New mechanics
* Added support to define power consumption multipliers per recipe.
* Added option to set FBR breeding ratios for allowing dedicated breeder reactors and more advanced configurations.

Maps
* Added a new map, Dragontail Isle, that is currently the largest official map in the game (22 km^2), where logistics via trains will be necessary.
* Updated existing maps:
- New Haven: land area increased from 4 to 11 km^2
- Armageddon: land area increased from 17 to 20 km^2
- The Beach: land area increased from 5 to 14 km^2
- Curland: land area increased from 5 to 16 km^2
- Golden Peak: land area increased from 3 to 16 km^2
- You Shall Not Pass: land area increased from 6 to 18 km^2
- Crater (from Supporter’s edition): land area increased from 7 to 18 km^2
* Insula Mortis was retired but will be available on CoI Hub

New user interface
* Complete UI overhaul
* Overhauled more than 60 entity detail windows, statistics, codex window, HUD, blueprints and more.
* Fully overhauled statistics with new bar charts, pie charts and better context information.
* Significantly increased responsiveness and speed of computationally expensive UI components such as conveyors/pipes construction and building/blueprint construction.
* Introduced new quality of life features
- Storage slider to limit products output to belts & pipes.
- Pinning windows, maximizing some windows.
* UI now surfaces much more information thanks to rich floating windows.
- Actual fuel, maintenance consumptions
- Vehicle attributes shown in vehicle depot.
- More information about mechanical shafts.
- Ability to inspect machine buffers.
* Toolbar overhaul
- Toolbar groups items by tier reducing clutter.
- Added Toolbar sub-categories for a more goal oriented approach.
* Added search box into Blueprints and Contracts.
* Codex window
- Added machine information pages.
- Added option to build machine directly (ctrl + click).
- Added history navigation.

Updated content and mechanics
* Increased maximum height of conveyor and pipe support pillars from 3 to 5.
* All vehicles can now travel under obstacles such as pipes given sufficient clearance. For example, T1 excavators or haul trucks have a clearance of 4 and can travel under a pipe at height 5 or higher.
* Controlled areas of mine and forestry towers can now be a polygon instead of just a rectangle.
* Increased maximum area of mine and forestry towers.
* Increased maximum vehicles limit from 180 to around 400 (depending on infinite research level).

Graphics
* Improved overall scene lighting and color grading.
* Introduced new texture quality setting that controls resolution of displayed textures.
* Increased resolution of many textures by 2x and 4x.
* Updated 3D models for conveyor belts, pipes, lifts, robotic assemblers (T4 and T5), rocket launch pad, and many products.
* Improved ambient occlusion rendering of various models.

Performance Improvements
* Increased vehicle path-finder performance by 40%.
* Trees
- Trees rendering is now ~3x faster, increasing overall game FPS by 10-25% in the early game.
- Tree stumps rendering is now ~10x faster.
- Growth of trees and decay of stumps no longer cause any CPU overhead, FPS increase 5-10% for saves with lots of forestry action.
- Trees highlight rendering (harvesting selection) is now 5x faster, removing FPS drop when shown.
- Trees selection and deselection operation is now 7x faster, removing lag when selecting large groups of trees.
- Optimized data structures and algorithms for trees, reducing per-tree memory footprint and increasing performance of operations such as tree search for harvest by ~3x.
* Optimized game initialization and loading, resulting in faster load times by a few seconds on average.

Balancing
* This is just a simplified summary
- More details at www.captain-of-industry.com/post/update3-is-out
* Population goods and services consumption reduced by 10%.
* Increased housing capacities.
* Increased goals rewards.
* Ore sorting made the default mechanic for all new games.
* Maintenance
- Reduced maintenance of excavators and haul trucks.
- Reduced idle maintenance from 33% to 20%.
- Reduced workers and power in maintenance depots.
- Doubled the throughput of Maintenance depot (basic) + 10 free maintenance.
* Belts & pipes changes
- Belts & pipes now cost maintenance.
- Increased power consumption of belts, especially by removing discounts for long ones.
* Recycling efficiency
- Base efficiency reduced from 25% to 20%.
- Removed 10% bonus from research.
- Max possible efficiency reduced from 90% → 60% (75% with offices).
* Rebalanced a few edicts, mainly recycling ones that got more expensive.
* Increased storage units capacities and decreased costs for III and IV.
* Research changes
- Introduced research efficiency which scales with population size.
- Increased Unity consumption of Lab II, III, IV.
- Increased workers required in Research labs.
- Made mid-game research ~1.5x more expensive, end-game research is ~2x more expensive.
- Removed compression from research parts but increased quantities and science to compensate.
- Make research costs clear by showing their values in research points.
- Significantly softened unintended science price increase when upgrading labs and researching techs from the previous tiers.
* Research tree changes
- Collapsed several less exciting research nodes into other ones.
- Moved terrain leveling to come earlier.
- Moved glass & salt to come before Research Lab II as many of you requested. As your punishment for such a request you now need to add glass into Lab Equipment II.
- Moved Gold smelting to come after Research Lab II and not after Lab III.
- Moved Arc furnace II to come after Res. Lab III instead of after Lab IV (similar with CO2 recycling).
- FBR is now locked behind the Titanium research node.
- Split recycling edicts into individual research nodes and make them more costly to research.
* Smelting changes
- Increased ore and coal consumption for iron, copper, and silicon smelting to scale ores flow.
- Quartz consumption increased for silicon production (1.3x more quartz per output).
- Removed computing from Arc II and bumped it to 6 MW.
- Made Arc I capable of smelting the same recipes as Arc II and increased power to 4 MW.
- Smelting scrap is more economical on fuel consumption thanks to new power multipliers.
- Graphite production takes less coal.
* Glass production changes
- Removed compression from glass mix, Increased glass compression.
- Glass maker I returns Broken glass instead of Slag.
- Reduced throughput of Glass makers.
* Balanced crushers to match new ore consumption, Iron & Copper crushing got more demanding, Quartz crushing less demanding, reduced power draw of crushers.
* Cargo ships & depot modules
- Cargo ships I,II now hold 500 per module.
- Cargo ships III & IV now hold up to 750 per module (6000 total for Ship IV compared to previous 2880/3520).
- Cargo ships fuel use adjusted to match new capacities (e.g. 30 → 40 diesel per module).
- Cargo depot module capacities and throughput updated accordingly.
* World map mines
- Increased world mines & oil rigs throughputs and increased several deposits.
- Significantly increased maintenance of world mines & rigs.
* Electronics II now costs 2x Electronics I
* Microchips changes
- Now cost more silicon (2 per chip) but require less gold, acid, and plastic per unit.
- Microchip Maker I throughput increased by 50%; Maker II now 3× faster than Maker I.
* Computing changes
- Servers are twice as expensive, but datacenters now require half as many.
- Racks provide 2× more computing power but consume 2× more electricity.
- Increased computing demand from Microchip Makers; reduced computing use in Assemblers.
* Oil processing rebalanced for higher throughput and realism
- Distillation towers now process more Crude and yield more Heavy oil and Naphtha (e.g. Heavy oil, Light oil).
- Increased energy density of Medium Oil.
- Fixed several energy-positive recipes (e.g., Naphtha to Diesel) and improved some overly energy-negative ones.
- Fixed Sulfur-positive loop in Diesel to Naphtha by replacing Sour Water with Fuel Gas; similarly replaced Sour Water with Hydrogen in the Naphtha to Fuel Gas recipe.
- Made Rubber cheaper and Plastic more expensive.
- Reduced Sulfur output from the Sour water stripper.
* Electrolyzers & Hydrogen
- Increased throughput and reduced baseline power consumption for non-Hydrogen recipes.
- Increased power efficiency of Electrolyzer II for hydrogen production.
- Increased cost of producing hydrogen from Super pressurized steam.
- Added a recipe to produce Ethanol from Carbon dioxide.
* Nuclear and Uranium rebalanced
- Yellowcake cost from Uranium tripled.
- Enrichment and FBR power demands significantly increased.
- FBR, Enrichment plant, Reprocessing plant maintenance significantly increased.
- FBR consumes 72 Uranium Ore / 60 via blanket enrichment (12 yellowcake instead of 0.8).
- FBR no longer burns Depleted Uranium for free (requires infusion with enriched blanket).
- Renamed Crushed Uranium Ore to Uranium Ore Powder; crushers now process less input.
- Reprocessing recipes updated for cleaner ratios.
- Added option to make Plutonium and U20 outputs from enriched blankets.
- Removed Pu + U4 => U20 recipe and introduced Pu => Core recipe.
- Increased radioactivity for several nuclear products (e.g., Plutonium, Fission Products).
- Nuclear Waste Storage capacity increased from 1600 to 2400.
- FBR is no longer positive on enriched fuel when running in self-sustaining mode and has multiple breeding levels.
- 0 (no breeding), takes 0.5 fuel
- 1 (equilibrium), takes 1 fuel (no longer 4% positive)
- 3, takes 1 fuel, produces just 1/4th of steam
* Solar panels changes
- Power output increased by 25%.
- Maintenance got reduced by a factor of 4.
* Electric boiler
- Power consumption increased.
- Make available earlier (right after power generation II).
* Increased vehicle parts compression and increased costs of vehicles by 50%.
* Slowed down T1 and T2 trucks by 10%.
* Crops & food changes
- Increased compression of Food Packs and simplified their recipes.
- Increased yield of Fuel Gas, Ethanol and Diesel from crops.
- Added digestion recipes for Corn, Soybeans, and Sugar cane.
- Added burning recipe for Canola.
- Increased crop yields for Sugar cane, Canola, Poppy.
- Burning Animal Food, Biomass yields more Steam.
- Increased snacks compression by a factor of 2.
- Anaerobic digester returns twice as much compost from sludge.
* Fertilizer changes
- Fertilizer II fertilization potential increased from 2% to 2.5% and its production slightly reduced.
- New recipe to blend dirt into Fertilizer (organic).
- New recipe to blend Fertilize (organic) into Fertilizer I.
* Pollution changes
- Pollution health penalty is no longer capped at 40.
- Increased throughput of Exhaust Scrubber.
- New exhaust scrubbing recipe using limestone to fully mitigate pollution.
* Unity changes
- Reduced Unity provided by Consumer electronics.
- Reduced Unity from Healthcare.
- Disabled quick delivery for Rainwater harvester.
* Thermal storage changes
- Charging heat loss reduced from 20% to 10%.
- Changed to return water instead of depleted steam.
* Other maintenance changes
- Add maintenance for Rainwater harvester, Incineration plant, Compactor, Shredder.
- Reduce maintenance for diesel generators.
* Other new recipes
- Alternative recipe to produce CP1 out of steel to save wood.
* Other recipe changes
- Removed exhaust byproduct from golden scrap smelting.
- Added all recipes from T3, T4 assemblers to T4, T5 assemblers making them always compatible for upgrades.
* Evaporation Ponds yield less salt from seawater and brine.
* Reduced throughput & capacity of Ore sorting plant I.
* Reduced workers in farms, cooling towers, casters, boilers and more.
- Made Robotic assembly T5 to require Maintenance III and no workers.
* Increased power consumption of Air separator.
* Reduced rocket build duration to 4 minutes.

Quality of life
* Conveyor belt/pipe connectors can now be constructed directly on transports with a transport tool or directly from the build menu.
* Added option to Unity-remove products from transports and connectors.
* Right-clicking on a product icon in the storage inspector now opens the Codex instead of starting storage clearing.
* Improved products to ports mapping for Ore sorters, providing more flexibility.

Camera
* Added a new first-person drone-like camera type to photo mode, controllable via controller or keyboard.
* Camera position no longer resets when moved after loading a saved position.
* Camera saved position now also restores the rotation (only for newly saved positions).

Notable fixes
* Fixed map cache loading that did not take into account mods. This could result in a map being loaded with incorrect materials.
* Fixed issue where terrain was not updating fast enough or at all when too many changes were being made every tick.
* Fixed multiple cases where transport connectors would not be constructed when connecting to multiple ports simultaneously.
* Fixed tree planting that could get into a state where planters were no longer planting.
* Rocket engine smoke no longer animates after the game is loaded.
* Screenshots taken in the photo-mode now have a bloom post-processing effect and have the correct image format when MSAA is disabled.
* Fixed issue with some surface designations disappearing on load.
* Fixed trees highlight that was incorrectly highlighting the billboard model.
* Tree model variants are now stable between game loads.
* Fixed curbs of custom surfaces that now appear instantly after load without a delay.
* Fixed maintenance that was sometimes not properly discounted when an entity was idle.
* Fixed various animations not being properly loaded, e.g. rocket transporter tower holding a rocket.

Modding
* Lots of API changes, especially in UI, will make most mods dysfunctional. Please update or remove mods before proceeding with old saves.

Translations
* Created and published a new translation portal for community translations with an intuitive voting system and better game integration at http://hub.coigame.com/.

v0.6.4c

* Fixed a rare issue resulting in corrupted save file error regarding missing IResolver dependency.

v0.6.4b

* Fixed a rare issue on load showing errors like "Failed to resolve IMapCacheManager".

v0.6.4a

* Fixed vehicle path-finding that was sometimes not being able to find the shortest path and was returning longer ones.
- On average, the length of paths taken by trucks is 4% shorter and takes 15% less steps to find.

v0.6.4

* Added map-data-cache feature that speeds up game loads by around 2x (more speedup for weaker CPUs).
- New Haven map load went from 12 to 7 sec, Armageddon from 30 to 15 sec (on i9-13900 CPU).
- This was achieved by loading cached map data instead of generating terrain from scratch.
- Map cache is created and saved on the first game load so speedup will be only noticeable on subsequent loads.
- All games that share the same map version will share its cache.
- At most 5 map caches are stored at one time.
- This feature can be disabled with --disable-map-cache launch option.
- This change also reduces the probability of game crashes due to high CPU load on systems that are sensitive to this.
* Improved saving algorithm of terrain tile data, reducing raw save file size by ~2x. The effect on final compressed file size is smaller, around 15% savings.
- This change resulted in significant memory and time savings during saves and made map cache smaller and faster to load.
- Map data cache of the Armageddon map went from 160 MB to 66 MB (before compression).
- This change also reduces the chance of encountering out-of-memory errors during game saving when the system is low on memory.
* Settlements can now have custom surfaces which cover the original paths.
* Game speed is now saved.
* Spam-clicking the start game button no longer makes the in-game escape menu unclickable.
* Fog now renders properly for liquid evaporators and vehicle particles.
* FPS limit was removed from the loading screen to eliminate idle time where the game is waiting for the next step but the renderer is also waiting for the next frame due to the FPS cap.
* Improved visuals of dust particles on terrain and behind vehicles.
* Vehicle dust and exhaust particles now do not spawn when the camera is too far from them.
* Vehicles now spray water instead of dust during rain.
* Dust behind vehicles is now emitted even on concrete surfaces in small amounts.
* Fixed excessive dust emitted when the mega excavator was turning in-place.

Map editor
* Optimized the "Writing generated data" step which used to take up to 60 seconds on large maps, now it’s nearly instant (speedup of over 1000x).
* Fixed missing reference list of noise functions.
* Fixed error window that did not show errors when first displayed.

v0.6.3b

* Single-copied lifts now go back to the first construction phase if placed down while holding Ctrl.
* Custom surfaces can no longer be placed under water.
* Fixed a rare terrain generation issue during game load that could result in map being loaded as brand new without any terrain modifications.
* Improved bush textures to make them more visible against grass.
* Slightly increased sun shadows intensity.
* Added checksum save file verification before loading a game to detect externally corrupted files.
* Further work-arounds for saving issues on mac when playing via CrossOver.
* Fixed arithmetic overflows that could occur with extreme settings of terrain features in the map editor.
* Fixed a rare path-finding issue when the goal was hard to reach and exactly at 10 tiles height difference.
* Fixed jitter on fluid cargo module pipes.
* Fixed camera rendering distance when loading its position from a saved slot.
* Fixed ocean rendering that could have cracks where it was possible to see under the ocean.
* Fixed a rare vehicle depot state where it believed that vehicle should be upgraded but vehicle itself did not intend to be upgraded.
* Fixed that pressing Enter on the main screen kept opening new window instances.
* Windows no longer accept input when in fade-out transition.
* Fixed farm popup that was showing locked crops.
* Fixed tree harvester that could be showing "no tree to harvest" when out of fuel.
* Fixed rare issues with inability to instantiate Audio Manager.
* Fixed glass on highest greenhouse tier.
* Fixed smoke particles that were showing square artifacts in rainy weather.

v0.6.3a

* Added a workaround for Mac users using CrossOver who were experiencing `IOException: Success` on game save. Bug was reported to the CrossOver team.
* Step limit of the vehicle path finder now scales with its internal job queue size. This helps to restore logistics quicker when it gets overwhelmed.
* Added console command `set_max_steps_per_tick_for_vehicle_path_finder` that allows manually increasing the PF processing throughput (only for extreme players).
* Vehicle navigation jobs now show more info about where they go.
* Additional fix to the You Shall Not Pass map back-start to have immediate access to trees.
* Leveling designations now show colors correctly on designations not ready to be fulfilled.
* Fixed sandstone non-corner edges.
* Fixed surface vertical faces to show correct surface type.
* Fixed ocean coastline that was sometimes jagged.
* Fixed blast furnace 2 preview that was all white.

v0.6.3

* Improved You Shall Not Pass map backdoor-start by providing access to trees.
* Tree saplings can be now shredded into biomass.
* Game can no longer be exited when (auto)save is in progress.
* Contract profit increase (difficulty setting) is now properly applied.
* Fixed save file writing procedure that could in rare circumstances result in incompletely written save files.
* Added checksums to all game save and map files.
* Saving was made more robust by checking checksums of written files and displaying errors when any issue is detected.
* Save file overwrite only happens when the new save was successfully written and checksum was verified. If checksum check fails, both new and old files are kept and an error message is displayed.
* Save files that fail to be fully written (e.g. due to insufficient disk space) are now deleted.
* Fixed a rare save issue when tile surface command was in queue to be executed.
* Fixed issue where an excavator could not find a path to an unfulfilled designation in tight space that should have been accessible.
* Trucks should no longer return back to mines when partially loaded, they will unload completely first.
* Improved stuck vehicle notification to trigger sooner.
* Further improved vehicle recovery logic to prevent vehicles crawling on cliffs.
* Fixed settlements that kept giving unity bonuses even when supply of household goods was stopped.
* Fixed incorrect total stats for health and unity.
* Trucks no longer load more than their capacity when clearing surfaces.
* Fixed issue where truck replacing a surface would override a previous surface that was not cleared yet, making the original surface products lost.
* Trucks now don’t get a surface placement job if the surface costs more than what they have.
* Fixed case where storage would not provide products to upgrade another storage that was connected to it.
* Storage truck export is now not disabled if it gets connected to an unbuilt storage.
* Fixed vehicles refueling from storages that are set to import.
* Product notification settings are now copied when cloning a config for the Ore sorter.
* The "Cannot deliver" notification is now cleared right after the truck gets cleared.
* Ship order buttons were moved to the top of the world map settlement window.
* Fixed issues when regenerating an area outside of map in the map editor.
* Fixed tree harvester visual issues when cutting trees on a slope.
* Fixed ready-to-fulfill check for leveling designations based on the job that is asking, to match mining and dumping designations logic.

v0.6.2a

* Improved operation of the Ore sorter to not get stuck by a single resource.
- Sorter no longer accepts deliveries that contain products which have full output buffers.
- Sorter will continue to sort other materials even if some output buffers are full.
* Added a new command line argument that can limit maximum used threads for the terrain generation.
- This can be used as a work-around when games are unable to load or getting stuck on terrain generation.
- Use `--terrain-gen-threads 1` in Launch Options on Steam to enable this (you can also try different values such as 2 or 4).
* Added `clear_all_goals_permanently` console command that can be used to permanently delete all current and future goals.
* Any obsolete goals are now removed after game load.
* Improved stuck vehicle auto-recovery behavior.
* Fixed trucks that would never mark excavators unreachable if those trucks were never idle before.
* Improved surfaces and decals rendering to remove artifacts, seams, and blurriness.
* Vehicles now ride properly on custom surfaces, instead of on the terrain below them.
* Fixed rendering of loose material pile on overfilled trucks.
* Pushed fog clipping plane back to fix fog rendering on AMD GPUs.
* Fixed issues related to transports that span more than 127 height units.
* Fixed resource bars that would get into bad state when all resource bars were disabled.
* Reduced power consumption of conveyor lifts from 4 kW per height-delta to 2 + 2 kW * delta.
* Conveyor lifts now properly recompute their internal buffer on flip to never be a bottleneck.
* Flip of conveyor lifts on hover is now disabled when the inspector is open to prevent double-flip.
* Fixed conveyor lift highlight on flip.

v0.6.2

* Research changes
- Farm is now unlocked from the start.
- Merged loose storage research into mining research.
- Merged vehicles management I into advanced logistics.
- Merged flywheel research in power production II.
- Merged tree harvester II research into large vehicles.
* Goals changes
- Goals can no longer be disabled in new games.
- Added a button to collapse all goals into a single header per each.
- Redesigned goals so that lots of them are not blocked by ship exploration or trading.
- Removed the goal to stockpile wood and buy bricks for wood, instead requiring to buy bricks for iron.
* Added a quick trade to buy bricks for iron.
* Added 11 new decal symbols.
* Conveyor lifts can be now directly connected to balancers and sorters.
* Ore sorter's buffers and throughput now scale with trucks overloading edicts.
* The "out of fuel" notification is no longer shown if the vehicle already goes for fuel.
* Fixed world map mines that would keep mining when resources get depleted.
* Fixed trucks that would prioritize ore sorter over their tower's own dumping designations.
* When assigning a truck, prioritize an empty one.
* Tree planters now prefer to plant trees close to the forestry tower.
* Bloom effect was clamped to avoid overblown bloom regions due to too high color intensity values, sometimes appearing due to driver issues.
* Increase transport max terrain penetration from 0.1 to 0.2 tiles.
* Creating settlement refunds removed custom surface cost.
* Molten channels can be completed in open elevated space.
* Fixed a lag between load/quit game and loading screen appearing.
* Fixed that loans could go into negative in rare cases.
* Removed picking highlight from cut tool that was being left behind.

v0.6.1

* Improved performance of resource bars overlay, they will show-up 10x faster now. This also improves performance when toggling visibility of individual resources.
* Slightly increased rewards for goal completion (tutorial), from refugees, and from the world map.
* Initial rewards from the world map now also include iron and copper scraps.
* Increased maximum initial loan amount.
* Maximum initial loan amount now scales with loan duration so that more can be borrowed for longer loan durations.
* Quick-trade cooldown is now shorter with each level of price increase so that paying a higher price will allow purchasing more products.
* The Trade tab is now the first tab in the trade window.
* Navigation overlay is now shown by default when a stuck vehicle is selected.
* Diesel storages with an import slider set to import fuel are now allowed to refuel vehicles.
* Tree harvester inspector was made wider to fit all truck types.
* The current game is now pre-selected in the load game window.
* Added shortcuts overlay when tools are active in the map editor
* Stumps from cut trees that are on mining designations will get properly registered for clearing by excavators.
* Surfaces are no longer removed by other entities that did not place them (e.g. pipes over buildings).
* Fixed building validation layer that was not visible in some cases on large maps.
* Fixed trees miss-alignment when tree harvester cut down trees while standing on non-flat surface.
* Placing a farm from a blueprint now properly filters-out locked food types.

v0.6.0d

* Added decals for the letters A-Z.
* Quick build actions are no longer available for pumps and vehicle depots.
* Fixed issues with refueling of vehicles if the last fuel station in the game got removed.
* Fixed crops rendering on T1 farms. Finally you will be able to see all the potatoes!
* Fixed and improved mod selection and propagation.
* Fixed inconsistent line breaks in non-English languages.
* Fixed dropdown that should have been tabs in the main menu for languages with symbols (like Chinese).
* Unreachable goals are clear when a vehicle is recovered. This will skip the waiting period and the vehicle can get to work sooner.
* Save name field is now focused right after opening the save game window.

v0.6.0c

* Fixed curb rendering on tiles with decals.
* Fixed hydrogen excavator that would not go for fuel when there were only diesel fuel stations assigned with trucks.
* Fixed hydrogen excavator that would not get fuel from hydrogen station if its tower was assigned only with diesel fuel stations.

v0.6.0b

* Added a shortcut key to flip direction for transport and lift (bound to flip entity shortcut, F by default).
* Added product name tooltips for resources display panel.
* Improved start #1 on Armageddon map (only available in new games):
- Added a small coal deposit closer to the starting location
- Added an extra cargo/trading dock space near start.
* Added serial terrain generation fallback if parallel generation fails to avoid the game not being able to start.
* Improved game name verification to avoid potential issues with game saving (e.g. Windows does not support directory names ending with a period).
* Ore sorter’s single product restriction is now properly copied when using the copy tool.
* Fixed that clicking "Continue" in the main menu to continue a game with mods would not work in some cases.
* Fixed that games with an empty game name were incorrectly ending up in the "Saves" sub-folder.
* Fixed that research difficulty and mining yield difficulties were not applied in some cases.
* Fixed that machine would not disable "output full" notification in rare cases.
* Fixed loading bar that was sometimes a little too eager to hit 100%.
* Fixed custom surface decals rendering artifacts.

v0.6.0a

* Updated easy and medium starting locations on some maps to include even more space for trading/cargo docks near coast (only available for new games).
* Armageddon start 2# now has starting crude oil closer (only available for new games).
* Map editor now properly validates all starting locations on publish, even if they were invalidated after their placement.
* Fixed rare cases of fixed-point numbers overflowing and divisions by zero.
* Fixed rare exception on confirm button click.

v0.6.0 (Update 2)

Compatibility
* Save files from Update 1 are fully compatible and all new features are available in legacy saves.
* In order to enjoy updated maps and improved terrain generation, you need to start a new game.

Music
* Added 8 new tracks to the soundtrack, totaling 34 minutes of unique game music to enjoy.

Map editor and terrain generation
* Fully-featured map editor that allows editing maps as a set of manually-configured procedurally-generated features.
* Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features.
* New map representation that ensures maps are maximally forward-compatible and future-proof.
* Increased maximum map size to 17M tiles, 4x larger than the largest map so far.
* New maps may contain more than one starting location.
* Improved map generation pipeline to allow parallelization of all generation stages, decreasing game load times.
* New hydraulic erosion simulation that makes the terrain (especially mountains and cliffs) look more realistic.
* Procedurally-generated features such as mountain ranges are now configurable as polygons, not only as lines.

Maps
* All existing maps were recreated and improved, all containing new starting locations for fresh playthroughs.
* Added new map called Armageddon - a largest map in the game with 4 starting locations, each offering a different difficulty level.

Community Hub
* Created and launched a community hub for sharing blueprints, maps, and mods: https://hub.coigame.com/
* Hub offers better integration with the game (compared to other third-party services) such as validating blueprint strings, or showing contents of uploaded maps.

Custom surfaces & decals
* It is now possible to manually place surfaces such as concrete on the ground.
* There are 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone
* Exclusive gold floor is available in the Supporters Edition (thanks for everyone's generous support!).
* All surfaces now have curbs at their boundary.
* All surfaces can be painted with decals such as lines, stripes, arrows, numbers, and other decorative elements. There are over 70 different decals to choose from available in 8 colors.
* Decals can also be copy-pasted or saved into blueprints
* Vehicles driving on custom surfaces have reduced maintenance.

Improved difficulties settings
* Game difficulty setup in the new game flow is now split into two parts: difficulties and mechanics.
* Difficulties adjust factors like production, yields, and resource availability.
* Mechanics alter gameplay in more significant ways, e.g. whether vehicles should keep driving slowly without fuel or stop.
* It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, or to make it even more challenging for veterans.
* All game difficulty settings can be now changed during the game, however, any change will be recorded in a log and a cooldown period prevents changing the same settings too often.
* There are now more than 30 individual game difficulty settings available.
- New option to disable death by starvation, starving people will not work though.
- New option to keep vehicles running slowly without fuel.
- New option to keep ships running on unity when no fuel is available.
- New option to keep machines working for some time without electricity or computing.
- New option to keep machines working slowly when broken down due to low maintenance.
- New option to stop conveyor belts from working when low on power.
- New option to keep water pumps working when no water with reduced throughput.
- New option to keep world mines working slowly when without Unity.
- New option for full deconstruction refund.
- Added research cost multiplier.
- Added quick actions Unity cost multiplier.
- Added solar power production multiplier.
- Added contracts profitability multiplier.
- Added loan conditions multiplier.
- Removed power production multiplier.

Additional new features
* Hydrogen vehicles
- New class of vehicles that run on hydrogen instead of diesel.
- Hydrogen vehicles include: T2 and T3 trucks and excavators, T2 tree harvester, tree planter, and cargo ship.
* More fuels for Cargo ships
- Ships can use Diesel or Heavy oil interchangeably
- New hydrogen ship
* Conveyor lifts
- Vertical transports allowing vertical movement of unit and loose products.
- Lift up to a height difference of 6 tiles on 1x2 tiles of space which allows transporting materials over retaining walls.
* Ores sorting
- When enabled, trucks with mixed materials from a mine will have to dump their cargo to a dedicated ore sorting plant, instead of directly delivering individual materials.
- Ores sorting can be changed in new or existing games via new game difficulty settings.
* Loans
- It is now possible to loan certain materials from friendly settlements.
- Loans can help with averting crises or speeding-up progress.
* Props removal tool for easy removal of tree stumps, rocks, and bushes.

Improvements
* Balancers can be suspended on pillars, similar to transports or connectors. Other transports or balancers can be built on top of them, allowing for truly multi-level conveyor networks.
* Logistics now won’t schedule delivery jobs if the second leg of the trip is not accessible. This solves issues where trucks were being loaded with material and was then unable to deliver it to its destination.
* Trucks no longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiple vehicles get reported via a notification.

New UI
* New user interface for the main menu, map editor, in-game settings and difficulty configuration.
* Revamped save/load game screen to group saves by game sessions. This is also reflected on disk where games from one session are organized in directories.
- This also prevents auto-saves from mixing between different sessions.
* Mods that fail to load are now marked in the UI together with the copyable error message.
* Improved sound effects for many UI actions

Graphics improvements
* Pipes are now colored based on their contents. This change is slow and gradual to avoid any sudden changes and to support pipes with mixed contents.
* Trucks with tank attachments are colored similar to pipes and have a product icon on the side.
* Fluid storages have a product icon on top.
* Three new deciduous tree variants: birch, maple, and oak.
* New terrain props: bushes.
* Clouds now cast shadows on the ground.
* Improved particle effects for various machines, especially those emitting fire or steam.
* Interactions with terrain such as mining, dumping, or terrain collapse now generate dust particles.
* Vehicles now emit smoke from exhausts.
* Trees now sway in the wind slightly.
* Terrain under the ocean is now rendered as wet.

Balancing
* Vehicles and cargo ships now cause pollution when using fossil fuels.
* Cost of Vehicle barriers was reduced from 10 to 1 concrete.
* Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per tile.
* Increased output and upgrade levels for world map’s rock mine

Changes in the early game
* Abandoned radio tower is now set to be recycled by default.
* The main ship no longer requires initial repairs, just the dock.
* Early assembler now requires power so power production is unlocked from the start, initial diesel supplies were increased to reflect that.

Modding
* Significant changes were made in the modding API, all mods will likely need to be updated and recompiled.
* Mods are now selected at the start of the new game (instead of at the end), allowing them to affect the new game setup flow, e.g. providing maps for selection.
* Improved how mod configs are being handled, now all mod configs must derive IModConfig interface.

Fixes
* Molten transports and balancers can now be elevated, but must still remain flat.
* Fixed disappearing large entities under some camera angles in rare cases.
* Fixed a slight memory leak after quitting a game to the main menu.
* Initial transport placement no longer requires a valid pillar to start the transport construction.
* Fixed settlement health/unity generation when more than one settlement was constructed.

v0.5.5d

* Fixed a rare case of disappearing buildings.
* Fixed vehicle pathabiliy overlay on very high or low terrain.

v0.5.5c

* Annual stats have now history reduced to 100 years but a new quarter-century stats with unlimited history was added.
- This fixed crash when viewing annual statistics for saves with 10k+ years.
- This significantly reduced save file size by up to 20% and increased speed of save/load.
* Removed some obsolete items from the save file, resulting in a save file reduction up to 50% (depending on the game session duration).

v0.5.5b

* Increased terrain physics processing speed 4x to prevent issues with terrain collapse being too slow.
* Fixed ocean rendering when repeatedly swapping rendering quality settings.

v0.5.5a

* Fixed rendering glitches such as disappearing terrain when a moving vehicle was being tracked in photo-mode for a long time.
* Fixed texture glitches on shipyard cranes.
* Improved texture of T2 truck wheels.
* Added a new option to track vehicle position and rotation at the same time (Shift + T).

v0.5.5

* Transport path-finder now performs an undirected search when there is no goal set yet, improving response time once mouse cursor moves and goal is set.
* Improved internal hashing algorithm for tiles resulting in 4x speedup of terrain physics and around 30% overall simulation speedup when mining/dumping is active.
* Slightly reduced font sharpness to make the text more readable.
* Trucks with cargo are no longer reported as idle in the vehicles overview.
* Paused mine tower no longer affects dumpable products in its area of influence.
* Recipe book now shows recipes with mechanical power and other virtual products.
* Results of in-game calculations via the search bar are now shown at the left side of the entities menu.
* Fixed a rare issue with (auto)save which was not able to be completed in some cases.
* Fixed ship fuel checking when navigating to some locations.
* Fixed minor rendering issues of some buildings caused by the latest optimizations.
* Fixed generator rotation direction.

v0.5.4g

* Fixed dumping on tiles that contain transports that was in some cases not working.
* Fixed rendering of arc furnaces.

v0.5.4f

* Improved responsiveness of transport path-finding.
* Fixed Cyrillic fonts.
* Fixed incorrect "shift" status if a shift was held while entering the transport menu.

v0.5.4e

* Fixed auto-save that was not showing an error on failure in some cases.
* Improved rendering performance of some models resulting in a slight FPS gain. We've seen improvements up to 20% on large factories.

v0.5.4d

* Improved text rendering that results in sharper fonts.
* Increased font size for languages that use complex symbols such as Japanese, Chinese, or Korean to improve readability.
* Dumping is no longer allowed under entities that have underground structures such as fly-wheel or launch pad.
* Improved visibility of mine tower work areas.

v0.5.4c

* Added more LOD models for some machines, increasing FPS slightly for large factories.
* Added camera field-of-view configuration to the video settings. Vertical FOV is now configurable from 50-70 degrees (default is 60).
* Camera no longer clips into terrain when in vehicle-following mode.
* Fixed animations of some machines that were not working for players using some non-English locale (such as French).
* Fixed an unwanted transport reverse when constructing transport that ends with a connector.
* Fixed an unwanted transport connector removal in cases where the resulting transport would have to be reversed in order to connect properly. This was causing unexpected transport reversals.
* Fixed logistics where products were sometimes not delivered to a high-priority storage due to other low priority jobs.
* Fixed cooled caster model that had incorrect water outlet.
* Fixed entity icons that were sometimes not showing correctly after operations such as cut/paste.
* Fixed issues with buried rocks that were blocking vehicles while being invisible to the player.
* Icons such as pause for transports now sit closer to the transport.

v0.5.4b

* Blueprints can now be reordered using drag & drop and the window size was increased.
* Small-quantity jobs no longer skip high-priority jobs in the queue just because there is not enough quantity for the high priority ones.
* Farm recipes were added into the recipe book.
* Cargo depot modules no longer consume power even when idle.
* Allow transport connectors to be placed on a single-tile transport between two entities.
* Transport path-finding port-avoidance heuristic now ignores ports for connectors.
* Transport connectors are now properly removed when a destroyed connected building was the last reason to keep them.
* Farm no longer notifies about lost crops when it is paused.
* Fixed upgrade window button that was showing incorrect cost in some cases.
* Fixed trucks randomly stopping during deliveries to storages.
* Fixed entity highlighting that was not tracking the animation for some entities.
* Fixed nuclear reactor UI after upgrade to the higher tier.
* Fixed research UI that had wrong size in some situations.
* Fixed settlement UI that would sometimes show needs that were not available yet.
* Fixed farm yield estimates that did not take farm yield edicts into account.
* Fixed incorrect cannot deliver notification for already discarded product.
* Fixed empty fuel station notification that was sometimes stuck even if the station was full.
* Fixed that ship sometimes was not allowed to sail to a destination despite having enough fuel.
* Fixed transport pillars that were left not constructed when constructing/deconstructing overlapping transports.
* Fixed transport path-finding that was not able to connect a straight-ramp combination in some cases.
* Fixed UI dialogs movement that was in some cases not synced with the mouse movement properly.

v0.5.4a

* Fixed jitter at the end of some animations.
* Fixed graphics issue with caster.
* Fixed rendering issues when upgrading to something that was previously not rendered at all.

v0.5.4

* Rendering optimizations yielding up to 2x the FPS on large factories.
- New animation system that uses vertex animation texture (VAT) technique.
- Added LODs for the most common entities.
- Reduced LOD switching distance for transport pillars.
* Migrated to the latest Unity version 2022.3 LTS which should reduce rare and unexpected crashes. This also caused a large patch download size due to differences in game files.
* Fixed concrete ground tiles that were sometimes left behind when an entity was deconstructed.
* Transport pillars are no longer left at the ground level when transport does not need them.
* Fixed missing cargo visualization on the haul truck after recovery.
* Vehicle depot’s quick-delivery is now possible even when the vehicle cap is reached.
* Fixed that designations could be placed too close to the terrain limits, making mining and dumping unfulfillable.
* Fixed deconstruction speed exploit via quick remove and toggle of deconstruction, quick remove now also reduces the time needed for deconstruction.
* Fixed product stats leak occurring when buffers outputs were forcibly cleared when recipe was running.
* Fixed nuclear reactor that was incorrectly tracking fuel after upgrade.
* Fixed issue when molten metal channel height was changed.

v0.5.3e

* Traditional Chinese is now 100% translated, thanks to all contributors!
* Trucks no longer violate dumping constraints when dumping to neighboring designations.
* Fixed issues with tree harvester that could get stuck and not harvest any trees in rare circumstances.
* Tree harvester now properly prioritize explicitly designated areas over trees in the forestry tower areas.
* Transport ghosts are no longer transparent to make them easier to see around transparent building ghosts.
* Transport connectors are no longer buildable underwater.
* Entity icons are now properly affected by fog.
* Entity icons now completely disappear when far away.
* Port ghosts no longer cast shadow.
* Fixed pipe connector model on right-angled down bends.
* Game saving is now more robust to special cases such as inability to save when temp directory is not writeable.
* Game save/load screens show save size.
* Note: Internal changes to assets caused a larger patch download size.

v0.5.3d

* Fixed color of ghosts of buildings under construction that were not recognisable from paused ghosts.
* Fixed ocean clipping occurring inside of the container ship module.
* Improved exception handling so that the player has a better idea of what went wrong, and made error messages copyable to clipboard for easier reporting.
* Fixed incorrect unpreviewed snapping to ports on construction.
* Improved heuristics for sorting priority when balancing buffers, trucks now more closely obey specified job priority.
* Improved path-finding that was giving-up too early in some cases when the goal was not directly reachable but "close-enough" destination existed.

v0.5.3c

* Fixed logistics business indicator that was in some cases not showing busy logistics properly.
* Reduced required fertile ground depth for farms from 1.0 to 0.9 tiles to for imperfections.
* Reduced required fertile ground depth for trees from 1.0 to 0.5 tiles.
* Optimized flow indicators on pipes resulting in a small FPS gain.
* Ocean waves no longer clip though ships.
* Fixed farm validation tiles that were sometimes not displayed properly.
* Fixed issues with forestry towers not registering with other entities properly.

v0.5.3b

* Fixed global statistics for tree saplings that were not marked as consumed by tree harvesters.
* Fixed a case where a machine could get stuck with full output.
* Fixed non-farmable tiles highlighting for farms.
* Fixed tree harvester rendering that was sometimes not working after load.
* Fixed excavators' "no reachable designations" notifications to not flicker, not appear too early, and not overlap with "struggling to find a path" notification.
* Lines for excavator unreachable locations will persist until the vehicle starts searching again.
* Fixed an issue where excavators going to new designations could fail to start mining.
* Reduced excavator fuel usage while searching for designations.

v0.5.3a

* Forest floor can no longer grow onto farms.
* Trees can now be planted even if there is a little bit of rock on top of fertile soil.
* Fixed that despawned vehicles now cancel refueling jobs correctly.
* Fixed issue that prevented forestry tower designation removal.
* Vehicles paused by refueling are now properly unpaused.
* Fixed a rare case of jittering conveyor belts when no products were on them.

v0.5.3

* Added a map cache that speeds up loading of games by more than 50%. When a game is loaded, map cache is saved. When the same game is loaded later, the map will be loaded from cache instead of being generated.
* Significantly improved performance of state synchronization of transports between sim and render threads. We've observed FPS increase by 5-10% thanks to this change, even more when the game is paused.
* Improved camera interactions with mouse events. For example, camera pan (right click) no longer triggers cancellation of the current action like a building construction.
* Improved mining priority on excavators that is now more aggressive in finding the selected resource.
* Pressed waste can no longer be discarded in the shipyard.
* Transports are no longer allowed to be constructed under water.
* Depleted steam recipe for smokestack is now unlocked together with hydrogen burning.
* Trees can no longer be planted over objects or invalid terrain.
* Fixed sudden jumping of some entities (e.g. vehicles) when game was paused or unpaused.
* Fixed floating concrete tiles that could occur in some cases.
* Fixed that excavators were sometimes climbing cliffs when they got stuck.
* Fixed a rare case where an excavator could get stuck in an infinite loop trying to mine unreachable designation.
* Fixed anti-aliasing on pipes that was not working properly.
* Fixed that recipe in the nuclear reactor and recipe book was different.
* Fixed that the forestry tower did not clear its input entities when destroyed.
* Fixed forest floor that could make non-farmable ground when receding.
* Fixed building previews that were not affected by fog.
* Fixed that workers were sometimes not used by the world map entities.
* Fixed some transport path-finding edge-cases.
* Fixed that editing forestry designations closed the planning mode.
* Fixed that enabling planning mode while placing an entity canceled the placement.
* Fixed that a checkbox toggle focused a search field.
* Fixed that quick removal of products from a storage unit disabled its clearing mode.
* Fixed a nuclear waste age tracking when clearing the nuclear waste storage.
* Photo mode no longer re-shows hidden entity icons.

v0.5.2a

* Improved photo mode (F11)
- Shadows are now properly rendered.
- Added a simple UI with a list of available capture options.
- Fog can be now disabled.
* Fixed issues with navigation interruptions when a vehicle was trying to navigate to another one (refueling, cargo loading).
* Fixed vehicle refueling that now does not interrupt the target vehicle and works even when the target vehicle is on the move.
* Electric boiler is now locked behind Lab IV.
* Improved and extended key-bindings
- Added new key bindings for saving and loading camera position (e.g. ctrl+4 to save and just 4 to load).
- Added key bindings for setting of game speed (numbers 0 through 3).
- Added new key binding to show captains office UI when the office is constructed (F5)
- Fixed that camera free-look binding was reporting conflicts even though it did not have any.
- When some bindings are in collision, an error message now reports the offending binding names.
- Fixed game speed increase binding 'shift+equal' (the plus key).

v0.5.2

* Forestry towers can now have storages assigned for wood export.
* Quick delivery now takes products from incoming trucks before taking them from storages.
* Delivery jobs that did not yet pick up construction products are now canceled when an entity get materials from quick delivery.
* Beaches on YSNP map are less steep to not trigger sand avalanche when mining sand. This only applies to new maps, old saves are unaffected.
* Fixed gold deposit on YSNP map to not be consumed by cliffs, especially when cliffs are increased in map creation settings.
* Significantly improved efficiency of dumping designation search that was causing lags when there was a large amount of dumping designations placed in game.
* Many internal fixes to improve stability.

v0.5.1b

* Fixed simulated ocean base height that was too low to be visible on height 0 platforms (which will be flooded when connected to the ocean).
* Flooding is now slightly slower to avoid game lags on slower machines.
* Dirt recovery to grass is now 2x slower.
* Fixed fueling priority for forestry towers. Assigned vehicles are now refueled by the assigned fuel station.
* Trucks now always respect construction priority even when they don't have enough parts available. Thanks to this we also no longer force trucks to carry partial cargo for prioritized construction.
* Replacing vehicles now preserves their custom name and excavator mining priority.

v0.5.1a

* Added two new languages: Traditional Chinese (繁體中文) and Ukrainian (Українська) as they reached over 50% translated, thanks everyone for your help with translations!
* Fixed dumping into assigned mine tower area (when mine tower was assigned but had "Allow only non-assigned inputs" off, it still did not allow dumping from non-assigned mine towers and storages).
* Fixed excavator mining that could get stuck when it fails to reach areas that need mining.
* Removed debug logs that were unnecessarily bloating unity log files.
* Current materials count in the recipe is now in brackets instead of after a slash to avoid potential confusion with fractions.
* Allow advanced recipes to satisfy goals. Upgraded machines were already able to satisfy construction goals. Now this support was added to recipes goals. This is handy for more advanced players.
* Other internal fixes.

v0.5.1

* Significantly improved vehicle path-finder that now has 4x the throughput and does not get overwhelmed by jobs that search for impossible paths thanks to overhauled jobs priority. This fixed problems where nearly all vehicles were not moving.
* Improved disrupted rock/gravel texture to be less repetitive.
* Increased base vehicle limit from 50 to 60 (applies to existing saves as well).
* Added a new vehicle limit increase node after Captain's office II that increases the limit by 20.
* Increased vehicle limit bonus of the last research node of this kind from +10 to +20.
* Advanced logistics now comes slightly earlier in the research tree.
* Fixed that tree planters would no longer look for saplings when a fuel station was assigned to it.
* Fixed issue in nuclear reactor when output pipe was removed.
* Fixed cases when dumping from storages did not work properly.
* Fixed that trucks sometimes delivered deconstruction products into the shipyard when unnecessary.

v0.5.0c

* Fixed missing reflections on metals and ocean making them look too dark.
* Fixed music that was sometimes not playing all 24 tracks. If you found music too repetitive, give it another try!

v0.5.0b

* Vehicles now show a notification when they're struggling to find a path for a long time.
* Pathfinder now uses priority queue to prioritize more important tasks to make logistics more efficient.
* Forestry towers can now have assigned storages for saplings.
* Fixed slider on storages that were not saved in some cases.
* Fixed that machines were outputting to ports even when recipes mapping such ports got unassigned.
* Fixed coal dumping that was producing solid coal, not mined one.
* Other internal fixes.

v0.5.0a

* Simulated ocean rendering now falls back to the low quality option when simulation is not working (happens for older GPUs).
* Fixed that UI windows could be bigger than the screen.
* All main menu windows can now be closed with Escape.
* Fixed that forestry tower area incorrectly affected dumping designations.
* Fixed tree harvesters that now more robustly check unreachable trees.
* Fixed an issue where tree designations which were once unreachable were never revisited.
* Other minor internal fixes.

v0.5.0 (Update 1)

Graphics improvements
* Added sun, dynamic fog, and dynamic sky that change based on weather.
* New high-quality terrain textures for nearly all materials.
* New simulated ocean that adapts its wave pattern and color properties to the current weather conditions (old ocean is still available as a low-fidelity setting).
* New tree models: spruce and fir.
* Added rocks to the terrain. Rocks are impassable for vehicles but buildings can be built on top of them. Excavators can also remove rocks when on mining designations.
* New terrain grass coverage system, mixing multiple types of grass and flowers.
* Refreshed all maps with better resource placement and improved tree distribution.
* Trees leave stumps after they are harvested. Stumps decay over time.
* Products are now visibly stacked on conveyors, trucks, and around storages.
* Storage units now show icons of what is stored in them.
* New models for Excavator T1 and T2, Truck T1 and T2.
* UI improvements.

Music
* Added 8 new tracks totalling 30 minutes of new music.

Forestry
* New Forestry tower and tree planter vehicle can perform tree replanting and fully automated harvesting.
* Trees are planted using saplings that grow on farms.
* Tree harvester now visibly slices trees into smaller logs.
* World map lumber mill was removed.

Vehicles improvements
* Mixed mining: Excavators can mine mixed products, always scooping a full bucket.
* Mixed hauling: Trucks can be loaded by excavators with mixed cargo, significantly increasing mining efficiency. For now, mixed cargo can be only loaded by excavators.
* New widget for vehicles that allows a choice for their replacement with a different tier. Replaced vehicles keep their assignments.
* New vehicle scheduling that is more performant and allows assigning jobs to the closest available vehicles.

Major features
* Pipes can now be constructed vertically, taking up less space when changing levels.
* Added leveling terrain designation (combination of mining and dumping designation).
* Stacker: allows dumping of loose material from conveyors directly on the terrain.

Nuclear energy changes & new content
* Brand new model for Nuclear reactor I.
* Added a new MOX reactor (tier II reactor), allowing to reprocess spent fuel and minimizing waste that needs to be stored. Also provides extra 33% of power compared to the previous tier.
* Added a new Fast Breeder Reactor (FBR) (tier III reactor), allowing to reprocess and burn all the waste while providing twice more power than the MOX reactor by generating super-pressured steam (a new type of steam).
* Added a new Nuclear reprocessing facility that was designed to work together with FBR and MOX reactors.
* Added more than 12 new products: Enriched uranium (4%, 20%), Reprocessed uranium, Depleted uranium, Plutonium, MOX rod, Core fuel, Blanket fuel, Fission product, Spent MOX, Retired waste, and more.
* Introduced a new Super pressure steam turbine to be used with FBR.
* Reduced capacity of nuclear waste storage from 5k to 1.6k since all waste can be now processed eventually.
* Nuclear reactor now needs to be turned off before an upgrade is possible.
* Fuel gets loaded into the reactor without requiring positive target power.

Quartz & sand changes
* Added a new mineable resource: quartz, available on all maps.
* Sand is no longer made by crushing rock but by crushing quartz instead.
* Silicon production now requires sand instead of quartz.
* Introduced manufactured sand that is produced by crushing Rock and can be used to produce Concrete and Filter media.
* Reduced unity cost for world map Quartz mines from 0.5 to 0.4.

Computing changes
* Added mainframe: predecessor to datacenter, making bootstrapping of microchips easier.
* Made microchip production 25% faster and also 25% cheaper on computing.
* Increased server rack cost from 20 to 25 servers but doubled its computing output. This means that a datacenter still requires the same maintenance while providing twice more computing.

New machines & buildings
* New Captain’s office I
- Makes blueprints available much sooner and provides basic edicts.
- The previous office is now  Captain Office II and provides access to advanced edicts.
* Thermal storage: enables storing heat and use it later in the form of Steam.
* Tier 2 diesel generator: more efficient and 6x more powerful than tier 1 and allows to filter exhaust.
* Tier 2 electrolyzer, both tiers also got new models.
* Tier 2 mixer, both tiers also got new models.
* Tier 2 crusher: 4x the size and 6x the throughput compared to tier 1.
* Waste incineration plant: allows to burn waste more efficiently while also providing free Steam. Also outputs exhaust for potential filtration.
* Compactor: Allows compacting trash in 1:3 ratio.
* Shredder: Allows reversing compacting and also can shred wood.

New recipes & changed recipes
* Hydrogen can be created more efficiently from water using super-pressure steam.
* Dirt can be made out of compost and gravel using a mixer.
* Wood can be converted into woodchips and burned in the boiler to produce steam.
* New product paper that can be made from wood and limestone and used in lab supplies instead of a nitrogen tank. Removed nitrogen tank as a product (nitrogen gas remains).
* Chicken can be converted directly into trimmings instead of having to go through meat.

New mechanics
* Electricity surplus: Entities can now be set as "surplus consumers", only consuming power generated by "surplus generators".
* Conveyor belts and storages can now operate in three selectable modes:
1) Belts and storages do not consume any power.
2) Belts and storages consume power with the highest priority but still function without power.
3) Belts and storages consume power and won’t work without it.
* Landfill now decays over time and produces pollution. It takes 4 years to fully decay, at which point the pollution stops.

Balancing and changes in production chains
* Major
- All food types now feed +20% more people.
- Reduced costs of pipes and conveyors by 30%.
- Minimum intervals between diseases were increased by 30-100% (based on disease).
- Gold ore yields half the gold and comes with increased crushing costs.
* Electricity inflation
- All machines consume 4x more and all generators generate 4x more.
- Conveyors only consume 2x more, reducing their consumption by 50%.
- Settlement transformers only consume 3x more, resulting in a 25% decrease.
* Electricity production
- Increased steam energy density by 50% (less steam is needed for the same amount of power, but it costs more to make to compensate).
- 50% increased mechanical power throughput on turbines and mech. power generators
- High-pressure and low-pressure turbines now have the same throughput and their layouts have been changed as well.
* Bricks
- Brickworks has double throughput and costs 10 CP less.
- One brick now costs 1.75 dirt instead of 2.
- Starting bricks in ruins reduced from 800 to 600.
* Wood
- Wood now yields almost twice as much coal in a charcoal burner.
- Reduced wood required in construction parts from 4 to 3.
- Doubled wood input in household goods but reduced steel from 2 to 1 and glass from 10 to 8.
* Refinery
- Fixed that the cracking unit was returning less diesel (6) than it should (8) (based on the energy density of the input).
- Increased ethanol yield from sugar cane by +50%, making it more energy efficient.
- Increased diesel yield from canola and sugar cane by 40%.
- Increased hydrogen reforming yield from 12 to 14 (to account for extra 2 hydrogen from input steam). The recipe for fuel gas takes extra 2 hydrogen to compensate for that.
- Fuel gas to diesel recipe now returns water as a bi-product instead of Co2.
- Decreased cooking oil needed in diesel production from 12 to 9.
- More acid yield from 2 sulfur increased from 8 to 12.
* Fertilizer
- Fertilizer is now made with ammonia + oxygen instead of ammonia + nitrogen + water.
- Sour water stripper ammonia output reduced from 4 to 3.
- Fertilizer I was made cheaper as the chemical plant produces 10 instead of 8 in the same recipe.
- Fertilizer II production increased from 10 to 12 by accepting extra sulfur and limestone.
* Electronics rebalance
- Reduced cost of Electronics II by requiring half of Electronics I and Polysilicon.
- Increased cost of PCB by requiring 2x more glass.
- Electronics II and PCB production throughput increased by 100%.
- Reduced cost of Construction Parts IV by requiring half of Electronics II.
- Lab equipment 3 now costs 2 electronics II instead of 8 glass.
- Lab equipment 4 now costs 2 electronics III instead of 2 electronics II.
- Servers now require 5 Electronics III instead of 4.
* Desalination
- Reduced desalination cost by 15% (energy-wise).
- Thermal desalination plant throughput increased by 85% when using HP steam, by 400% when using LP steam, and by 300% when using Depleted steam.
* Electrolysis
- Electrolyzer I throughput for hydrogen production increased by 100% (power demand increased as well)
- Electrolyzer can no longer be boosted.
- The volume of depleted steam returned from burning hydrogen in a boiler changed to be equal to the volume of water it takes to make the hydrogen using an electrolyzer.
* Maintenance
- Crushers now cost maintenance.
- Maintenance II requires 25% fewer mechanical parts.
- Maintenance II depot throughput increased by 100%.
- Maintenance III depot throughput increased by 50%.
- Reduced maintenance costs of robotic assembler I from 5 to 4.
- Changed robotic assembler II to require maintenance II (7x) instead of tier III.
- Moved several machines and tier III vehicles to use maintenance II as it now comes
* Other
- Crushing is now 2.5x more power-hungry.
- Decreased ocean pump output from 20 to 18 water.
- Decreased effectiveness of cooling of HP steam from 12 to 10 output water.
- Waste burning in a regular burner changed to take twice as long.
- Sludge digestion and composting are now 30% faster.
- Settlements now return biomass for wood consumed from household goods
- Increased radiation tolerance due to new, more radioactive products.
* Rewards
- Increased world map rewards by 10-20%.
- Added more rewards after goals completion.
- Removed microchips and servers as rewards from the world map.

Changes in research
* Electronics II is now available earlier due to the removed Quartz input. This also allowed making Construction Parts IV and Maintenance II available earlier as well.
* Solar panels, Power generation IV, Household appliances, and Hydrogen Reformer all come before Research Lab IV.
* Moved cooling tower II from nuclear research to power production IV.
* Ship weapons II are no longer locked by Electronics II
* Merged reforming and cracking so cracking comes earlier.
* Early research is faster to unlock.
* Research locks: Some research nodes now require a certain amount of products created in order to be researched.

Quality-of-life and UI
* Added a quick remove unity action for storage units when they are being cleared.
* Added new dashboards that provide a breakdown of the consumption and production of electricity, computing, workers, and maintenance.
* Blueprints now automatically downgrade their locked items on placement.
* When a blueprint is locked, a list of locked entities is shown on hover.
* Notifications in entity inspectors are now shown in a panel on the side, eliminating jumping UI.
* Clicking on a machine icon in a recipe book now starts building it.
* Power, computing, and workers displays in entity inspectors are now grayed out when the is not consuming the resource.

Other changes
* Transports can no longer turn and initiate a ramp up/down at the same time. These types of ramps were removed as they were not extendable once placed.
* Recycling plant now returns sorted products via a single conveyor, final sorting has to be done using sorters. This provides more extensibility in the future.
* World structures are now paused after repair.
* Advanced tools such as cut or copy are now locked behind initial research. This increases discoverability and makes the game less intimidating for new players.
* Main folder with save files and blueprints has been moved to the appdata folder to prevent issues with their accessibility on non-standard systems.
* Chained storage units automatically disconnect corresponding vehicle import/export settings to improve vehicle jobs scheduling and performance.
* Added difficulty setting to allow to increase contracts profitability.
* Added more generous difficulty options to reduce maintenance.
* Added more options for autosave intervals.

Terrain performance & physics
* New terrain representation storing data in contiguous arrays.
* Terrain can be up to 65k tiles squared large (260 km^2).
* Terrain now supports up to 256 different materials (up from 28).
* Terrain now properly distinguishes between solid materials (cliffs) and mined ones (mined rock), each type having its own physics parameters.
* Improved terrain physics now takes material layer thickness into consideration, allowing thin layers to stick at steeper angles.

Performance
* Various internal improvements increase the simulation speed of many components by 10-30%.
- Completely rewritten simulation of machines
- Increased performance when exchanging products between ports and buffers
* New terrain rendering tech improving FPS by 1-8x (based on map size and view) and reducing memory consumption by 4x.
* Terrain operations such as mining, material collapse, or disruption after vehicles are 2-4x faster.
* New conveyor and pipe rendering system resulting in 3x speedup.
* Ocean access area checking is 10x faster, not lagging the game when placing docks or a shipyard.
* Optimizing products rendering to use batched GPU instancing (rendering multiple products per single instance).
* New LOD system that adjusts ocean quality based on view distance. If the ocean is not in the view, it is not even simulated.
* New terrain details rendering system (grass, flowers, etc.) with LOD support that also adjusts density based on camera distance and does not render details that are too far from the camera (previously, all details on the entire map were rendered).

Rendering infrastructure improvements
* Switched to Forward rendering pipeline (from Deferred). This allowed the use of multi-sample anti-aliasing and greater control over rendered pixels.
* Terrain now uses tri-planar rendering (on a high-quality setting), removing texture stretching from steep slopes.
* Added rendering quality options and presets to be able to get the game to run smoothly on a wider range of hardware.
* Added three separate FPS limits for the game, menus, and when the game is in the background.
* Shadow distance is now dynamically adjusted based on the camera zoom.
* Fully unlocked game camera, which can now look up at the horizon.
* Small objects such as grass, flowers, or crops on farms no longer disappear when zoomed out slightly.

Small Quality-of-life
* Holding shift while adding or removing servers to the datacenter adds or removes 8 at a time.
* Recipe book now shows radiation levels for products.
* Contracts view now sorts contracts by output so that similar contracts are near each other.
* Changed machine UI to display "waiting for products" status instead of "missing input" together with a list of products missing on mouse hover.
* Added a notification strip when transport snapping is disabled.
* Added a legend for the shortcut which allows preventing applying copied config when placing entities.
* Terrain grid is now visible when modifying Mine Towers areas.

Fixes
* Game no longer freezes when on the loading screen.
* Music now does not stop on the loading screen.
* Made ocean pumps and dumping entities stop working when the ocean is no longer present.
* Edicts effects are correctly combined with other effects, such as difficulty options.
* Fixed that datacenter racks didn't appear on load.
* Fixed that global products statistics kept increasing when machines ran partial recipes (e.g. cooling towers).
* Fixed that storage units that were not built yet were already reporting their capacity.
* Fixed that blueprints would add locked recipes into machines.
* Fixed that launching a rocket returned its scrap value back.
* Lots of improvements and fixes in how products are handled in quick build and removal.
- Storage units now have priority over Shipyard to store products.
- Shipyard has priority over storage units to provide products.
- Cargo depot that is exporting products no longer provides them for a quick build.
* Balancers and sorters now show power consumption in the entities menu popup.
* Camera, even "free look", cannot go underground.
* Fixed issues with map borders and added support for cargo depots built near the border.
* Fixed that the fuel station had its input buffer registered into logistics instead of solely relying on piped input.
* Fixed fuel station that was often sending partially loaded fuel trucks.
* Trees are no longer moving when mined under but fall down instead.
* Increased maximum number of rendered characters per element from 15k to 18k to accommodate Update 1 changelog.

Contracts balancing & changes
* Contracts removed:
- Glass => Coal
- Diesel => Quartz
- Diesel => Limestone
- Coal => Limestone
- Coal => Gold ore
- Vehicle Parts II => Uranium
* Contracts added:
- Household goods => Coal
- Lab equipment III => Coal
- Rubber => Wood
- Household appliances => Wood
- Lab equipment II => Copper
- Vehicle parts II => Quartz
- Sulfur => Sludge
- Consumer electronics => Crude oil
- Lab equipment IV => Uranium
- Servers => Gold ore

v0.4.14b

* Captain of Industry is now availalbe on GeForce NOW.
* Fixed transport pillars placement that sometimes blocked other buildings during copy/paste and blueprint build operations.

v0.4.14a

* Fixed blueprint loading that in some cases did not load the library completely.

v0.4.14

New feature: Blueprints
* Parts of the factory can be now saved as blueprints which are persisted between games.
* Blueprints can be exported and shared with other players by copy-pasting strings.

Improvements
* Transport construction now locks pillars for already confirmed segments, giving greater control over pillar placement.
* Optimized game save encoding resulting in 5-10% smaller save size.

Fixes
* Second tier of the Cargo Depot now also satisfies a goal in place of the first tier.
* Assignments between entities are now honored when copy-pasting designs.
* Increased max area for tools.
* Cut and copy tools now correctly copy locations of transport pillars.

Balancing
* Reduced the number of workers required in farms.
* Added recipes to digest fruit and poppy.

v0.4.13

New map: Insula mortis

Improved experience
* Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded.
* Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled).
* Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose.
* Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save.
* Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier.

Performance
* Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories.

Balance changes
* World map no longer gives refugees from explorations.
* Beacon is now infinite with diminishing returns.
* Reduced early research difficulties.
* Removed electronics from collapsed radio tower.
* Research labs no longer consume Unity when idle.
* Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities).
* Increased water requirements to make 8 acid from 4 to 6.
* Reduced water yield from cleaning of 24 toxic slurry from 20 to 18.

Behavior changes
* When assigning a vehicle to a building (e.g. mine tower), assign the closest one.
* Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area.
* Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle.
* Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel.
* Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower.
* Improved logistics jobs priority system.
* Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on.
* Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile).
* Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now!
* It is now possible to flip entities with mechanical shaft such as turbines and generators.
* It is now possible to queue any research node and all required parent nodes will be queued before it automatically.
* Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP.
* Improved tree harvester logic to ignore non-reachable trees if possible.

User interface
* Replaced toggle buttons with checkboxes.
* Improved several dialogs to properly respect the Esc key.
* Total population view moved from the big top left tiles to the main top toolbar.
* Removed custom starving notifications and moved them to the regular notifications.
* Notification dismissal status is now persistent (loads from a save).
* Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified.
* Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering.
* Message notifications now auto-collapse when there are more than 5 of them.
* Add "delete entire transport" action into the construction toolbox for better discoverability.
* Transport height now shows the correct height when connecting to other transports.
* Remove the top title bar from the bottom toolbar and use tooltips for the items instead.
* When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings.
* Fixed idle non-assigned vehicles that were not properly updated in the UI.
* Fixed an incorrect estimate of water yield in the rainwater harvester.
* Fixed Recipe book that did not show some recipes as locked if the owning entity was locked.
* Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool.
* Fixed missing tooltips in settlement overview, added a link for tutorial about health.
* Product stats titles are now ordered by name.
* Made key-binging tooltips translatable.
* Mining overlay can be now toggled without canceling current selection for building.
* Games can be loaded/saved by double-clicking on existing file names.
* Updated translations, thanks to everyone who is contributing!

Significant bug fixes
* Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value.
* Fixed issue with free maintenance when global maintenance amount exceeded capacity.
* Fixed contracts that were in some cases charging more Unity than they should have.
* Fixed game crash when clicking "continue" for a save file that was deleted in the meantime.
* Fixed terrain rendering that was showing lighter stripes on steep slopes.
* Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues.
* Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather.

Transport related bug fixes
* Transport connectors now return products to the shipyard when destroyed (instead of destroying them).
* Fixed buried pipes that are no longer destroyed when another transport is built on top of them.
* Fixed pipe attachment to the pillar that was sometimes incorrectly oriented.
* Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade.
* Fixed transport pillars that were sometimes stuck as a blueprint.
* Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports.
* Fixed construction cubes visualization when transport under construction was connected to other transports.
* Paused transports no longer accept products.
* Transports in clearing mode are no longer moving products and are no longer accepting products.
* Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building.
* Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport.

Other Bug fixes
* Server racks can no longer be added into non-constructed data centers.
* Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class.
* Fixed wood disappearance when truck overload edict was active.
* Fixed inability to select tree harvesters sometimes.
* Fixed edict panel to correctly show effects of unity-positive edicts.
* Fixed excess consumption of lab equipment on research finish or change.
* Cargo depot modules now have an idle state.
* Fixed that the beacon was not losing progress when paused.
* Fixed buildings highlighting during route assignment.
* Fixed rendering of building ghosts particles below terrain designations.
* Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it.
* Trucks no longer exceed reservations of other trucks when delivering their cargo
* Fixed unity stats that did not contain items that went over the unity cap.
* Fixed some recipes that were unlocked too early or were not visible in research.
* Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments.
* When people leave due to lack of food, any homeless will now get properly accommodated in their place.
* Fixed mining of corner designations that was sometimes not possible for large excavators.

v0.4.12e

* Fixed tree harvester UI that was not properly updating the line to goal.
* Fixed building (de)construction cancellation that could sometimes result in insta-built entities.
* Fixed hit-box of chicken farm to not contain an empty area next to it.
* Fixed issue with balancers when they were configured to have no power consumption.

v0.4.12d

* Improved how mods are loaded, being able to reference and load dependent DLLs.
* Added command line arguments useful for modding such as --skip-assets-preload, use --help to list them all.
* Added XML documentation for all mafi DLLs. It should just show up in your IDE when using mafi APIs.

v0.4.12c

* Fixed incorrectly highlighted particles during (de)construction.
* Farm no longer simulates fertility when under initial construction.
* Fluid colors on storages and transports are now visible immediately after load.

v0.4.12b

* Fixed entity icons disappearing after upgrade.
* Fixed tile validation overlay for flipped/rotated entities.

v0.4.12a

* Fixed construction of transport pillars.

v0.4.12

Performance
* Optimized rendering of common buildings resulting in up to 3x more FPS.
* Optimized rendering of construction cubes that no longer cause any FPS drop.
* Optimized game loading which is 2-8x faster.
* Optimized save datastructures making save files 2-3x smaller.
* Fixed issues causing consecutive loads consuming more memory and being slower.

Other improvements and fixes
* [Important] Added `ChangeConfigs` method to `IMod` interface allowing mods to change configs. This is not a backwards-compatible change.
* Building ghosts, construction cubes, and ports now have color based on construction state.
* Building ghosts now have subtle texture to make them more recognisable.
* Current weather is now shown as an icon.
* Fixed that the cargo depot would accept any fluid as fuel instead of just diesel.
* Fixed cargo depot that could give free fuel when adjusting sliders.
* Fixed loud sound when quitting the game.
* Fixed loading of files with special characters such as '['.
* Fixed a special case where cargo depot did not allow to assign a product
* Fixed top bar jumping between single and double row when a date length was changing.
* Clinic now prefers a higher tier of medical supplies if it has multiple types stored.

v0.4.11

New Features
* Unlocked buildings are now highlighted in menus until they are selected for the first time.
* Added an option to auto-return the main ship after exploration when there are no more reachable locations to explore.
* Added a new edict that reduces ship fuel consumption by 10%.
* Added an option to make ships 50% slower to save 30% of fuel per trip.

Cargo ships and contracts balancing
* Increased cargo ship capacity by 2x, fuel consumption by almost 2x. World mines buffers were also increased to accommodate.
* Larger cargo ships are now more fuel efficient per trip.
* Decreased total travel duration of cargo ships from 3.3 to 3 months.
* Increased cargo depot modules unloading speed, the highest tier now unloads the ship in just one month.
* Increased profit on copper, iron and quartz contracts.
* Increased profit on contracts selling coal and vehicle parts 2.
* Added new contract: consumer electronics -> quartz.

Other balancing
* IMPORTANT: Gas rotary kiln changed to return CO2 instead of Exhaust.
* Reduced coal consumption of the silicon recipe in the Arc furnace II by 50%.
* Reduced computing consumption of Arc furnace II from 6 to 4.
* Increased the throughput of Chemical plant for graphite production from CO2 by 2x.
* Reduced transports building duration by 80%.

Other fixes and improvements
* Retaining walls are no longer buildable on terrain designations and vice versa. This should prevent issues with mining/dumping over the walls. A new console command `toggle_terrain_designations_over_entities` can revert this change for power users.
* Renamed "Liquid nitrogen" to "Nitrogen tank" as it is a unit product.
* Fixed UI that was not clickable in some cases in windowed mode.
* Transport snapping is always enabled when no transport is selected. This allows snapping to ports and other transports when starting transport construction.
* Fixed that entities with reserved ocean area such as ocean pump/dump could block ship access of the cargo depot/shipyard indefinitely.
* Fixed the "Recover ocean access" action. Note that all ocean areas will be recomputed after loading this game version which may cause entities being newly blocked or unblocked.
* Improved ocean area recovery action that now shows what is blocking the ocean area if the recovery fails.
* Fixed vehicle dust particles that were not emitted properly in some circumstances.
* Increased vehicle dust particles visibility distance and optimized their rendering.
* Fixed buffers clearing to only clear buffers of unassigned recipes that are not used by any assigned recipe.
* Toggling of planning mode no longer cancels the current building session (e.g. cut & paste).
* Fixed that toggling prod. level on world mine did not reduce workers when it had full buffer
* Fixed a rare case where a settlement transformer would not work for settlements with low population.
* Fixed internal buffers in the Maintenance depot that could accumulate large amounts of maintenance.
* Fixed a rare issue with terrain data serialization that could lead to corrupted save files.
* Fixed incorrect shortcuts shown when insta-copying transports.
* Partial execution for recipes was changed to kick in only when no other recipe can be satisfied fully.
* Added UI showing the state of supply of fuel rods in the nuclear reactor.
* Improved error tooltips and other places for colorblind accessibility.
* Excavators no longer forcibly turn on their lights during game pause.
* Updated translations, thanks to everyone who is contributing!

v0.4.10

Performance
* Optimized rendering of ports (conveyor/pipe attachment points on buildings) and their highlighting, resulting in 10-50% more FPS!
* Fixed a frame rate drop that was occurring when the transport inspector was open.

New recipes
* Added a recipe to convert meat to meat trimmings (to enable making sausages out of meat).
* Added a recipe to convert vegetables to fuel gas (to be able to get rid of excess).

Balancing
* Fixed quartz recipe on arc furnace that incorrectly returned hi-pressure steam. It now returns low-pressure (you might need to fix your factory if you use this recipe).
* Increased throughput of mechanical parts from iron in Electric assembly II by 2x.
* Slightly increased fuel gas output from potatoes and wheat to catch up with energy produced from burning those as animal feed.
* Significantly increases yield of animal feed from wheat.
* Slightly increased yield of animal feed from corn.
* Reduced exhaust produced in rotary kilns from the hydrogen recipe.
* Added some starting coal to speed up the early game a bit.
* Trucks no longer consume fuel when searching for dumping locations.
* Excavators now consume only 20% of fuel when waiting for trucks whilst loaded.

UI, UX, and QoL
* Add functionality to search in the research tree.
* Added option to clear products from non-assigned machine recipes (costs Unity).
* Added tooltips to all toolboxes explaining what individual tools do.
* Port previews and transport start-by-hover-over-port ability is now available all the time when the build menu is open.
* Added option to temporarily hide price popup when building (in case it is in your way).
* Vehicle recovery is now always available.
* Copy tools now also copy config by default when copying entities (Ctrl key now disables the config copy).
* Clicking the lock icon in a locked recipe inside of the recipe book now opens the appropriate research node in the research tree.
* Research for the settlement recyclables module was moved to a separate node behind household goods. It is now explained that recyclables come from household gods.
* Increased max size of mining tower areas.
* Increased max size of designation tools areas.
* Added description to the research for large vehicles to explain that glass can be also traded for on the world map.
* Fixed obsolete description for tree harvesting tool.
* Right-click on notifications dismisses them now.
* Notification is now shown if a settlement food module has no product set.
* Settlement food module now provides food even when being deconstructed.
* Ship fuel buffer is now shown only after the shipyard is repaired.
* Waste dump and burner have no longer disabled logistics by default but also they do not select all the recipes anymore. This makes the initial diesel chain easier to setup by allowing transportation of waste water.
* Crushed slag is no longer dumped by default.
* Updated translations, Catalan is now 100% translated! Thanks to everyone who is contributing!

Other fixes
* Trucks will no longer transport small cargo loads during deconstruction projects (unless they are high priority).
* Increased distance tolerance for fuel trucks to minimize issues where fueling trucks cannot reach excavators.
* Trucks will now prioritize refueling instead of getting rid of cargo. This will avoid stuck dump trucks alerting low fuel instead of going to refuel.
* Fixed issues with concrete tiles appearing on the ground when constructing entities that were cut but not pasted.
* Fixed edge cases in which port highlights did not appear properly when opening port overlay right after placing buildings.
* Fixed layers legend view that was in the wrong position before the player opened the entities menu at least once.
* Fixed incorrect maintenance production reporting.
* Fixed consumer electronics edict that was incorrectly boosting household appliances.
* Comma is now supported as a decimal separator in the calculator.
* Ports on non-constructed building blueprints are now shown as a blueprint too.

v0.4.9c

* Actually fixed farm yield estimates that did not take empty fields into consideration (this time for real).
* Fixed console command for taking screenshots "capture_and_save_screenshot" that failed when given a custom screenshot size.
* Fixed that some unlocks in research did not have a proper popup.
* World resources are now unlimited on Sailor difficulty by default.

v0.4.9b

* Fixed a case where power generators could get stuck in a state where they are consuming mechanical power but not producing electricity (if there were not enough turbines to power them fully).
* Hide port icons and arrows in the balancer UI.
* Fixed transports copy-paste that was not copying settings such as construction pause.
* Fixed cases where deliveries to building constructions could get stuck.
* Fixed farm yield estimates that did not take empty fields into consideration.
* Fixed a rare issue where quick-deliver could take away more products than it should.

v0.4.9a

* Fixed that mining trucks ignored storage assignment constraints in case their tower had a storage assigned.
* Fixed cargo ships inspector that was "paying unity" while open.

v0.4.9

* Pinned product stats display can be now reordered by drag & drop.
* Added in-game calculator to the search field and game console.
* Logistics improvements:
- Construction/deconstruction jobs are now grouped into batches which drastically reduces trips that trucks have to make.
- Changed logistics rules to allow exporting from storages even if they have an import slider active and the inventory is above the slider amount. Similar behavior applies for the export slider.
- Trucks assigned to storages now have a job priority over non-assigned trucks.
- Added an option to disable import routes exclusivity so that storages with active import routes can also accept products from non-assigned sources.
- Logistics job priority for an entity now reflects the number of pending jobs. This means that vehicles will be more nicely distributed between multiple entities. It also prevents cases where balancing large high-priority storages choked the entire island's logistics.
- Assigning of vehicles (for example to storage or mine tower) now prefers non-paused ones.
- Improved refueling priorities (storage export priority is no longer used to find a fuel source).
- Improved vehicle queueing for storages and gas stations that was causing low throughput. Vehicles can still be served one at a time but they no longer waste time by forming a queue.
- Logistics overview window now shows assigned vehicles to tree harvesting and buildings.
* Cargo ship improvements:
- Cargo ships now depart only when empty and when they can get full load (if possible based on max capacity of the world resource).
- It is now possible to force-depart a cargo ship for emergency delivery.
- Cargo ship UI now shows available quantities to pick up in the world.
- Cargo ship depot modules now show their throughput in the UI.
* Updated Unity to version 2021 LTS. This may help fixing some crashes and issues with compatibility.
* Removed tree animations, resulting in up to 30% increase in FPS (based on the amount of trees on the screen).
* Clicking a machine (to open an inspector) will show its I/O icons and ports like in build mode.
* Added popup window for hovered buildings and machines in the research tree.
* Fixed sorters to be able to match throughput of T3 transports.
* Fixed excavator mining job that could get stuck doing nothing in rare cases.
* Fixed recipes priority for recipes that have the same outputs.
* Allowed dumping of fertilizers (with pollution effect).
* Fixed colors of liquids so that they are more close to their icons colors.
* Fix issue in adopt population button.
* Fix text width in harvest statistics.
* Increase refueling distance when refueling multiple excavators with leftover fuel. This especially affects tier 3 vehicles.
* Chickens cannot be added to a paused animal farm.
* Show products stored in connectors.
* Show fuel consumption for vehicles in Vehicle depot.
* Research lab no longer accepts products when not fully built.
* Increase text contrast in error popups.
* Fixed jerky camera when following a vehicle.
* Updated translations, thanks to everyone who is contributing!

v0.4.8

* Added option to discard products from shipyard (except waste products).
* If a shipyard collapses when the ship is docked, it will now properly re-dock at another shipyard.
* Fixed and improved dumping logic.
- Faster rejection of unreachable designations.
- Trucks will not give up on searching a valid place for dumping until all possible places are tested.
- Trucks will no longer break building assignment rules when the initial dumping was interrupted.
* Added shift + click to (un)assign 5 vehicles at once.
* Added double click to toggle research node.
* Added right click to clear a research node from the queue.
* Added visualization of unreachable terrain designations for trucks and excavators.
* Added visualization of the current navigation goal for all vehicles.
* Added an option to rename world map mines and oil rigs.
* Improved navigation of rocket transporters that will only try to navigate to launch pads that are empty and no other transporter is headed there. Transporters will no longer queue in front of launch pads.
* Added missing computing demand for rocket assembly building.
* Improved terrain texture for landfill.
* Updated vehicle barrier textures so that they better match when built in long rows.
* Reserved ocean areas are now turned on during terrain designation and construction of buildings with ocean constraints.
* Fixed world map upgrades that were not cancelable.
* Fixed issues where large dump trucks could not reach dumping designations because of its size.
* Fixed a rare case where a truck could keep turning in a circle indefinitely.
* Settlement modules now won't accept products until constructed.
* Nuclear reactors can now be flipped.
* Improved performance of many UI elements, especially machines with long recipe lists.
* Mine tower and Farm inspectors are now scrollable.
* Fixed incorrect idle vehicles count in UI when there were no vehicles.
* Added option to disable notifications for well pumps.
* Fixed issue where starvation was killing pops in other settlements than where it was happening.
* Trucks no longer queue for paused excavators.
* Added input normalization for waste sorting plant.
* Copy tool also copies mine tower config including assigned buildings.
* Updated translations, thanks to everyone who is contributing!

v0.4.7d

* Research of tier 2 cargo dock is now dependent on tier 1 cargo dock.
* Further fixes of vehicle jobs.

v0.4.7c

* Fixed "ghost" vehicles that could happen when recovery was interrupted.
* Fixed that large trucks were not able to serve nuclear reactors with partial loads turned off.
* Prevent cut & paste of entities that already had parts (quick) delivered.

v0.4.7b

* Fixed crash on load occurring in rare cases.
* Disabled flipping of Shipyard.
* Fixed that research lab that did not accept products from large trucks when partial quantities were disabled.
* Increased robustness of vehicles jobs to avoid further issues and crashes.
* Reduced log file retention from 60 to 10 days to save space.

v0.4.7a

* Fix of pathing issues where vehicles were not able to traverse some areas that should have been traversable.

v0.4.7

* Camera keys (WASD) now move the viewport in the world map and research windows.
* Vehicles can now be ordered to go to a location (see new button in inspector).
* Fixed unexpected flooding of mines that could occur from "invisible" ocean tiles. Ocean plane was moved from height 0 to +0.5 so that it is visible on flooded terrain at height 0.
* Improved flooding rules so that small patches of ocean (less than 10 connected tiles) no longer cause flooding.
* Game is now auto-saved during pause if some game actions were made. This prevents losing progress when planning setups during pause. Auto-saves taken during pause are kept separate from others to not override all other auto-saves while planning.
* Added a special "Assigned To" panel for vehicles.
* "Quit" and "Exit to main menu" no longer asks the player to confirm exiting when the game was already saved.
* Error dialog is shown for failed auto-saves.
* Very short transports now have the same throughput as longer ones (previously the throughput was slightly higher). This should solve issues with overflowing priority ports on balancers connected by short transports.
* Farm no longer accepts water and fertilizer during construction and pause.
* Fixed farm terrain surface to be collapsible.
* Increased unity per rocket launched to 1 per month (12 unity in total).
* Fixed upgrade cost of entities that were built before v0.4.1a that was higher than construction from scratch.
* Added missing entity collapse icon to inspectors and notifications.
* Updated translations, thanks to everyone who is contributing!

v0.4.6

* It is now possible to move the main Shipyard by building a new one and reassigning the main ship there.
* Added a new edict that allows evicting population from the island.
* Removed limitation that only one product is attempted to be sent via one port.
* Balancer and steam turbine config is now properly copied.
* Custom entity names are now properly copied.
* Search on storages is no longer case sensitive.
* Excavator now immediately stops mining when tower area is re-assigned elsewhere (instead of working on it till it is fulfilled).
* Animal farms no longer accept products when not constructed or paused.
* Very (very) long transports will no longer break the game. Instead, they show warnings that they are too long and they need to be split.
* Buried transports no longer unbury themselves after upgrade.
* Fixed corrupted save exception that could happen if there were too many terrain layers on one tile.
* Fixed issue where material layers on tiles were accumulating too much. Now, thin layers underground are merged. This also reduces save files by up to 20%.
* Fixed that vehicle recovery was not restoring assignments.
* Changed quarantine icon to be a face mask.

v0.4.5b

* Fixed issues with logistics assignments that were not working properly in rare cases.
* Fixed clone tool for single entity that was not properly copying its rotation.
* Clone tool for single entity now only copies settings when shift is held.
* Updated translations, thanks to everyone who is contributing!

v0.4.5a

* Fixed dumping issues into mine towers that had import routes.
* Fixed alignment issues when copy/pasting a single settlement module.

v0.4.5

* Copy/paste and cut/paste tools now support transports.
* Copy and cut tools can now move all selected entities up or down using Q and E keys. This is especially useful for moving transports and retaining walls.
* Logistics assignments are now directional. Import and export can be assigned independently. Please check assignments after loading old saves.
* Area delete tool can now cut transports based on area. You can hold Shift to delete all selected belts in their entire length.
* Fixed all area tools (such as quick build dragged over area) to properly register transports, even if selected only partially.
* Quick build and quick remove now automatically unpause a paused construction.
* Fixed fallback logic for trucks to properly take items back to the shipyard if needed.
* Transport connectors don't get constructed until the first connected entity is constructed. This allows using the cut tool on them (otherwise they get constructed immediately and cut tool would not work on them).
* You can now hold Ctrl when deleting a structure to quickly remove it using Unity.
* Copy using Ctrl + C and cut using Ctrl + X will not immediately select the entity under cursor but just activates the tool. C key (without Ctrl) will still copy the entity under the cursor immediately.
* Increased export priority on fuel stations for fuel to make it the preferred choice for refueling over storages.
* Shipyard pending world map repairs list is now scrollable.
* Added option to temporarily cancel world map repairs.
* Added delete save button to in-game save menu (previously was only in main menu).
* Game speed is set to 1x when the first rocket launch countdown is started.
* Fixed time-lapse rendering that was sometimes producing corrupted images.
* Fixed time-lapse rendering that was not resetting lightning conditions properly.
* Line area renderings (like editing of mine tower area) are no longer shown in time-lapses.

v0.4.4c

* Fixed entity icons that sometimes appeared out of nowhere.

v0.4.4b

* Fixed Tomb of Captain's deconstruction that was breaking the game.
* Trucks that have no designation for dumping no longer deliver cargo to the shipyard and just report undeliverable cargo.
* Added a new option to discard cargo for unity when the truck has nowhere to deliver it.
* Fixed copy configuration tool that did not apply power generation priority properly.
* Fixed ports icons for turbines, power generators and flywheels that were not showing.
* Added missing research lab and settlement modules recipes to the recipes book.
* Added search to the recipe book.
* Made the recipe book window movable.
* Fixed vehicle recovery that did not work when the vehicle was next to a vehicle depot.
* Updated translations, thanks to everyone who is contributing!

v0.4.4a

* Fixed notifications that were sometimes non-dismissable due to changes in messages. This fix will reset all notifications in loaded games.
* Fixed cargo ship that was not departing if all cargo depot modules were preparing to be upgraded.
* If vehicle recovery is not possible, more information explaining the reason is now shown.
* Fixed quick trade that did not remove products from cargo depot modules.
* Fixed dumping that was sometimes ignoring assignments.
* Fixed electric boiler power balance on non-default difficulty making infinite energy possible in some cases.
* Fixed potential issues with keyboard shortcuts defined by mods.
* Updated translations, Korean and Hungarian are now 100% translated! Thanks to everyone who is contributing!
* Added a new console commands 'print_translation_errors' and 'print_translation_warnings' to help translators fix broken translations.

v0.4.4

* Added ability to rename entities.
* Entity names now also appear in some notifications.
* Added save file location path and button that opens it.
* Fixed issue when listing save files but some were not readable (possibly open by another process).
* Fixed excessive food consumption by homeless people.
* Fixed food consumption "overflow" during starvation.
* Fixed chicken farm state when all chicken died due to starvation.
* Fixed loop in logistics in vehicle depot when conveyors were connected.
* Fixed "keep empty" in the shipyard to not cause logistics jobs with small quantities.
* Fixed ID collision in key bindings for camera rotation.
* Added more info to the error message when the game fails to start. This should be especially helpful to mod developers and users.
* We are also working on supporting conveyors during area clone/cut operations, stay tuned!

v0.4.3

* Added ability to reorder recipes in machines. If a machine has more than one recipe ready to be performed, it will pick the top-most one.
* All enabled recipes are now on top of the list, before all disabled ones.
* Removed power requirements from distillation towers, they are now fully powered by steam (steam consumption may be increased in the future). This should allow making diesel even when power is out, making recovery from certain situations easier.
* Added ability to follow vehicle with camera, use button on the top of its inspector window to enable.
* Fixed oil rig production rates estimation.
* Further decreased severity of diseases and increased minimal delays.
* Diseases have now reduced mortality but increased health penalty, so that players can combat them with increased health and edicts (hospitals are still very important to have).
* Fixed asynchronous save that now properly waits for save to finish writing all data to disk before announcing save completion. Also added an error message with helpful info in case save failed.
* Slightly increased camera pan speed (fix from previous change).
* Updated translations, thanks to everyone who is contributing!

v0.4.2a

* Fixed that mining trucks were incorrectly delivering ores to the shipyard.
* Prevented multiple power transformers per one settlement to overproduce Unity. This was also breaking settlement bonus and preventing getting 100% unity for water.
* Fixed dangling price popup when building a transport.
* Prevented animal farms from accepting eggs back (farm rebuild required for fix to work).
* Fixed that world mines and oil rigs ignored "per 60" selection.
* Add more tooltips and hints.
* Camera movement keys (WSAD) can be now properly remapped.
* Added Ctrl + D for demolish.
* Added a camera rotation binding with a default bound to Alt + Q/E.
* Restore +/- keys for changing game speed, camera zoom is now mapped to [ ] and / * keys by default.
* Fixed Ctrl key for alternative transport routing.

v0.4.2

* Added fully-configurable key-bindings. These can also serve as a place for discovery of possible controls.
* Added ability to control camera zoom with keys.
* Remove designation can be done with CTRL + left click.
* Demolish can be done with Ctrl + X.
* Transport no longer sets terrain when they are split/merged. This was causing issues when pipes were underground (yes, you can make underground pipes by dumping material over them!).
* Transports no longer snap to non-compatible transports via mini-zipper.
* Add diesel trade to the first village to prevent possible deadlocks when diesel runs out before another village is explored.
* Removed Electronics II from ship costs to prevent potential deadlock when ship was upgraded but no Electronics II source was yet found and the ship could remain unrepairable.
* Fixed Electronics II product model.
* Updated translations, Spanish is now 100% translated! Thanks to everyone who is contributing!

v0.4.1e

* Added an option for recovery of ocean access for the main shipyard and cargo depots when they were accidentally blocked by dumped material.
* Fixed tier 3 truck attachment animation that sometimes "jumped" on the very first fill.
* Truck now dumps all material before returning back to the mining tower. Previously, it was possible that not all cargo was dumped before returning.
* Added a more helpful error message when attempting to build something outside of the map. The Previous message was suggesting that the area is blocked by another entity, which was confusing.
* Fix a case where a contract could not be assigned to a cargo depot module.
* Add missing recipe to Assembler II so that upgrade won't remove it: iron -> mechanical parts.
* Game is now paused on load.
* Dialogs on the World map can be closed with an Escape key.
* Updated translations (thanks to everyone who contributed).

v0.4.1d

* Fixed a rare case where trucks were stuck refueling other vehicle.

v0.4.1c

* Improved refueling source prioritization for vehicles so that they consider source distance with more weight. This should minimize excessively long trips for refueling if there is an alternative source nearby.
* Reduced threshold for refueling slightly so that vehicles work longer before refueling, increasing their effectiveness.
* When a cargo depot collapses, attached modules now collapse as well. Any cargo depot modules without an attached depot can be now properly destroyed too.
* Fixed an issue with stuck construction when deconstruction was canceled. Any stuck entities in such a state will be fixed after loading a save game in this version.
* Quick deliver and quick remove buttons are now always visible, even when there are not enough materials/unity to execute them.
* Fixed issue with some entities not accepting products via logistics (e.g. vehicle depots, labs). If this problem persists, try destroying and building them again.
* Reduced severity of some diseases.
* Fixed misaligned waste dump model.
* Updated translations (big thanks to everyone who contributed).

v0.4.1b

* Fixed missing text in some UI elements.
* Fixed tooltips preventing mouse clicks.
* Added command line option to force-clear all game settings (use with care): --reset-all-settings

v0.4.1a

* Fixed incorrectly saved V-Sync and FPS limit settings. Please check these options again in Video settings.
* Fixed mods loading (when enabled, mods will now be properly loaded from Mods folder).
* Fixed buffers in vehicle depot so that they don't consume unlimited amounts of products.
* Fixed that vehicle would go scrap itself into a paused depot.
* Trading dock construction cost is no longer dependent on concrete.
* Fixed incorrect upgrade cost calculation in some cases.
* Add more tooltips for main screen elements.
* Lowered volume of ship air horns slightly.
* Instead of showing seconds in the vehicle queue, show text like "busy", "idle" etc.
* Increased starting resources, mainly concrete.

v0.4.1

* Improved how quantity counters (right toolbar) work. Instead of global quantity, now they show just quantity in storages. This means that they no longer include items in machine buffers, transports, trucks, etc. This should make the displayed numbers more useful since they represent the amount available for use. Please note that you may observe a jump in statistics because of this change.
* Trucks will no longer transport items between directly joined storages. This prevents an "infinite" loop of transporting products for no reason.
* Lowered reputation threshold for early trades to make them easier to use.
* Improved visuals of lightning by lowering intensity and adding secondary flashes. Keep in mind that lightning flashes can be disabled in settings.
* Fixed camera that was unable to go lower than height 0 (sea level).
* Reduced landfill collapse threshold on terrain. Note that your landfill mountains might slightly collapse due to this change.
* Show entity-related notification in the entity inspector. For example, if a tree harvester has no trees to harvest, the notification will not only appear in the top right corner, but also in the inspector when the tree harvester is selected. This should make it easier to discover what is wrong with an entity that does not work.
* Added settings for V-Sync and FPS limiter. You can select these settings in Video options.
* Unified pillar spacing for all transport tiers to make it easier to make gaps for vehicles with many transports next to each other.
* Updated translations, thanks everyone who is contributing!
* Fixed tree harvester that was not consuming fuel when harvesting and loading trucks.
* Fixed tree harvester animation glitch when unloading wood to truck.
* Fixed tree harvester driving to refuel with the cabin not pointing straight.

v0.4.0 (Early access)

- Early Eccess Release! \o/\o/
- (changelog is too long to display here, see our blog for details)

v0.3.11

- Huge performance optimizations across the board, FPS increased by 2-3x, simulation is 30-50% faster.
- Added two new and larger vehicle ramps. A medium ramp has 2x more space for transports, a large ramp has 4.6x more space!
- Added a new recipe for sand which can be now made by crushing gravel.

v0.3.10

- Added experimental support for capturing timelapses. See `timelapse_start_at_current_camera_pose` console command for details.
- Improved quality and speed of captured screenshots in photo-mode (F11). They are now nicer than what you can gen with just a screen grab.
- Fixed visual glitches in navigation overlay on steep terrain.

v0.3.9

- Added per-60 recipe switches to steam turbines and diesel generator.
- Fixed grass that was not growing when dirt was dumped on some surfaces. This also fixes it for all old saves!
- Fixed issue where path-finding was unable to get to entities in tight spaces (GH issue #74).
- Fixed issue where path-finding was giving up too early when goal was blocked but close approach was still possible (GH issue #86).

Modding:
- Added `also_log_to_console` console command that prints all logs to the console for easier debugging.
- Added `generate_layout_entity_mesh_template` console command for exporting 3D model template for any entity. This can be used as a template for making new game models to make sure the scale, orientations, and port locations match.

v0.3.8a

- Fixed some issues with translations and updated all translation files.

v0.3.8

- Added support for asset loading in mods. Mods can now add any new assets to the game, such as new 3D models, icons, etc. For more info see documentation at github.com/MaFi-Games/Captain-of-industry-modding.
- Rotation of entities during construction and terrain designations is now clock-wise (was ccw).
- Lots of small internal fixes and improvements to error messages for easier debugging of reported issues.

v0.3.7

- Added navigation overlay that shows where vehicles can or cannot navigate. This can help with factory planning and determining why some goals are unreachable. You can enable it in vehicle inspector.
- Crushed slag can be now dumped (and will be mined back as normal slag, for now).
- Fixed the turbine upgrade that in some cases did not reconnect to existing pipes.
- Fixed minor translation string discovery. Even more strings will be translatable now (such as map names and descriptions).
- Optimized vehicle pathfinder that will now use less CPU resources to create and update its data structures.
- Fix that planning mode that was pausing transport pillars.
- Show products for ports for all recipes when a machine has no recipe selected.
- Fixed wood icon for sawmill.

v0.3.6

- Added planning mode. Once enabled, construction of all placed buildings is automatically paused.
- Fixed issues with excavator scraping while waiting for fuel.
- Recipes of a machine are properly updated after upgrade.
- Fix that maintenance T0 research was unlocking T1 recipe.
- Fix undismissable research notification.
- Fixed that cancellation of paused (de)construction did not revert its pause.
- Import config for non-irrigated farms is now hidden.
- Fixed full output status for machines that had more than once recipes where one had full input.
- Fixed infinite rubber trading from a trading dock.

v0.3.5

- Decoupled construction pause from entity pause. Entities that cannot be paused (like flywheel) can have construction paused.
- Fixed world mine capacities to be always larger than fully upgraded cargo ship.
- Improved rendering of resource bars which are now in front of terrain designations, they are aligned to designations grid, and slightly slimmer to not occlude the view as much.
- Terrain designations are slightly less transparent to improve legibility.

v0.3.4

- When slider in a storage is dragged the target quantity is shown.
- Show notification text when save / autosave is in progress.
- Show toolbox for pause tool to explain right click and ctrl actions.
- Fix cargo ship & depot that had small fuel storage for tier II ships on Admiral difficulty.
- Fix first unlocked village that did not show nodes behind it.

v0.3.3

- Added an option to disable partial truck loading in logistics.
- Added auto-repair option for the main ship.
- Improved You Shall Not Pass map so that it is playable even on 100% resources settings.
- Right clicking an icon in the resources panel opens the recipe book.
- Recipe book now shows the title of machines on hover.
- Recipe book now shows which resources can be dumped and mined (for dumping it also warns if mine tower is required).
- Recipe book now properly shows slurry.
- Tree harvesting can be done at slightly longer distance, making some trees easier to harvest.
- Fixed Alert checkboxes that were not synchronized with game state.

v0.3.2

- Added storage alerts, you can now configure custom alerts for storage fullness or emptiness.
- Added logistics control to farms and diesel generators (farms have import disabled by default).
- Fixed localization issues where some translated strings were not loaded.
- Translations data is now in "Translations" folder in the game installation so it is much easier change them by players.
- Fixed turbines that fail to connect to transports after upgrade.
- Increased path-finding limits to be able to find very long and complex paths on You Shall Not Pass map.

v0.3.1

- New recipe book! Right click on a product in any recipe to open it.
- Added notification for idle excavators that have no reachable designation to mine.
- Fixed tree harvester UI.
- Dumping configuration on the mine tower is always available (no longer locked by a tech).
- Updated all community translations.

v0.3.0 (Beta)

New soundtrack
- 64 minutes of industrial-themed music!

Maps
- 3 brand new maps for Beta from advanced to a challenging one.
- Ability to parametrize maps from the UI, such as forest size, resources size, cliff height.
- Added limestone as a mineable terrain material. It is primarily used for concrete production but has many other uses throughout the factory.
- Improved ores deposit shapes to make them easier to mine.
- Grass is now generated over flat areas of the rocky terrain for nicer looking maps. Also, many deposits are now partially covered by rock.

Mining and dumping
- Terrain designations size reduced from 6x6 to 4x4. This allows greater flexibility when designing mines and allows steeper ramps.
- Improved excavators mining logic, allowed mining/dumping across designation borders, and maximized excavator load per dig.
- Increased mining speed of plain rock by 30% to make it easier to remove while mining resources.

Game difficulties
- It is now possible to choose game difficulty when creating a new game. There are 3 presets and we allow players to create their own unique experience by tweaking any of the existing options.

Priority system
- The player can now set a general priority for each machine & building to affect their consumption of electricity, workers, maintenance, and unity. This also affects cargo priority for logistics. Some entities such as storages have dedicated priority configurations.
- A dedicated set of priorities for electricity generation. With this system players can now build backup electricity generation.

Vehicles navigation redesign
- Our original navigation for vehicles had several smart auto-recovery systems in case vehicles got lost. This turned out to be too tricky to grasp for players and sometimes this system was confused as bugs. We have removed automated recoveries and now we let players deal with it while providing them a recovery action (costs Unity).

Quick- build & trading
- Quick- build no longer “cheats” new materials. It was changed to “quick-delivery” so it instantly delivers missing materials that the player already has.
- To reduce hard- locks (especially in the early game), the player starts with an already discovered village that enables them to trade important commodities. Added a new building called “trading dock” to facilitate goods delivery and to make trading more discoverable and tangible.

New content
- Blast Furnace II (advanced smelting)
- Arc furnace I & Arc furnace II
- Silicon reactor
- polymerization plant (plastic production)
- Hydrogen reforming
- Power production
- Nuclear reactor
- Nuclear waste storage
- Uranium enrichment facility
- Spent fuel storage
- HP & LP turbines tier II
- Large cooling tower
- Gas and electric boilers
- Rotary kiln & cement production
- Anaerobic digester
- Greenhouse II
- Ship bridge  III
- Housing III
- Household electronics module for settlement
- New early game buildings: Research Lab tier 0, Maintenance depot tier 0 -  these help to reduce initial demands in the early game
- New products: Limestone, Graphite, UraniumOre, YellowCake, UraniumPellets, UraniumRod, SpentFuel, ToxicSlurry, Ammonia, CarbonDioxide, Cement, PCB, Gravel, Digestate, Sludge, FilterMedia,

Existing chains redesigns
- New thermal desalinatior that no longer requires coal but uses steam. It provides the ability to utilize nuclear power or waste steam for desalination.
- Crude oil distillation was redesigned to follow more closely real processes. Also, its bi- products can now be burned in a gas boiler.
- Introduced sulfur to decouple sour water from acid. Also a sulfur mine was added to the world map. This enables players to scale acid independently of oil production.
- Removed acid recycling. Instead, sulfur can be neutralized using limestone.
- Advanced smelting enables the addition of extra materials into smelting to increase the efficiency.
- Salt can be now produced directly without the need to produce brine, it just takes longer.
- Fertilizer production via hydrogen is now much more expensive. But it is still cheap when made from oil chain via ammonia.
- Copper electrolysis can work with just water (but yields less pure copper). This removes the oil chain as a blocker for copper production that was causing hard locks.
- Redesigned Construction parts: CPs I requires concrete, CPs II requires copper, CP3 III requires steel.

New production chains
- Introduced fuel gas that can be made in anaerobic digester. This enables the recycling of sludge from the settlement (makes water treatment even more beneficial). Gas can be processed to diesel via a cracking unit.
- Electronics production, household electronics, maintenance II.

Balancing
- Maintenance significantly reduced for idle machines & vehicles.
- Exhaust scrubber is now more beneficial (more power, more useful resources returned).
- Higher settlement tiers come with a slight increase in services consumption.
- Maintenance depots now produce more frequently.

Performance improvements
- Greatly reduced game save duration (less lag during auto- save).
- 5x improved rendering performance of terrain designations (was noticeable for large designated areas) and made their bookkeeping 100x faster.

Other changes
- World map and weather are now fully randomized (based on a few predefined constraints) and players can configure game seed in the new game wizard.
- Added a new edict that increases settlement services consumption for extra Unity.

Fixes
- Fixed that shortcuts did not close windows that they opened.
- Fixed clipped windows on the main screen for smaller resolutions.
- Improvements in pathfinding.
- Removed crushed concrete, digging into concrete returns rock instead.
- Fixed cloning tool that did not deactivate in some cases.

v0.2.14

- Made the flip function more intuitive. Now it always flips horizontally from the point of view of the player.
- Flip function can now also flip vertically by holding the SHIFT key when flipping.
- Fixed cargo depot modules that can be now attached in any orientation of the cargo depot.
- Fixed issue with homeless leaving the island immediately when they had no food. This solves unexpected game-over when the player pauses all settlements. Now, 50% of all starving homeless will leave the island every month.
- Fixed entity icon overlay that disappeared after upgrade.
- Fixed the "Not enough" unity icon for boost that did not disappear when boost was disabled.
- Fixed issue when a shipyard would not load its ship.

v0.2.13

- Added rotation and flip functionality to the clone tool.
- Added tile validation overlay during construction to aid with building placement. It shows what tiles have placement issues and color-codes them based on their constraints (e.g. blue for ocean).
- The enable-tool pauses with left click & drag and unpauses with right click & drag. It also only pauses machines and buildings. Press CTRL to pause transports as well.
- All the build menus for machines, buildings, and transports can now be searched for quick access.
- Build menus now do not disappear when an entity is selected, or when other tools such as destroy tool are used.
- Improved port icons so that they do not disappear/blink when entity preview is moving.
- Added "error" sound effect when attempting to flip an entity that cannot be flipped.
- Port connection status is now shown even for direct connections between entities.
- Port and entity validation results are now shown immediately when ready, not when the mouse cursor stops for a while.
- Entity and transport previews are now always updated, even when the mouse is not moving. This solves issues when the camera was moved using the keyboard and previews were not updated correctly.

v0.2.12

- Added fuel station tier II (with increased capacity refueling speed).
- Fixed fuel stations refueling logic that was not working in some cases.
- Fuel trucks no longer try to refuel their station with fuel. Notification is shown when no fuel pipe is connected.
- Refueling truck always refuels itself and its cargo when parked at the station. This means that the truck is always ready to go when it is needed.
- When a truck delivers fuel to an excavator it also gives any leftovers to nearby excavators. This makes T2 trucks super efficient at refueling.
- Improved how fueling stations are chosen. We used to always force the closest fuel station for refueling. Now we just prioritize the closest one but if it is too busy, another one is chosen.
- Changed tree harvesting. Only selected trees are being harvested now. This can alleviate issues where a tree harvester was attempting to navigate to blocked trees and was seemingly stuck.
- Fixed issues with vehicle spawning where vehicles may not get spawned in some situations. Non-spawned vehicles should be fixed after load.
- Improved terrain rendering to not cause lags when there are many terrain updates (many operational mines, etc).

v0.2.11

- Added truck assignment to storages. Players can also decide if the assigned trucks should be used exclusively to serve that particular storage.
- Improved UI of turbines and generators to be more informational.
- Entities menu popup now shows icons of products supported by each storage and transport.
- Improved logistics job randomization that should make logistics work better.
- Increase capacity of Excavator from 18 to 20 so it loads large trucks in 3 scoops.
- Speed can be controlled via num keys.
- Rename filtration station to exhaust scrubber (that is the correct technical term).
- Improved housing upgrades description to say that they generate more unity.
- Improved visibility & clarity of hovered product names.
- Fixed preview of buildings that could be sometimes doubled.
- Fixed issue #44 where unassigned recipes with existing buffers got registered to logistics when set to ON mode.
- Fixed minor recipe normalization display issues.
- Fixed that storages that had routes set up before being constructed could not receive materials
- Fixed dumping priorities. Slag dumping is no longer the lowest priority.
- Fixed that dumping from storages was ignoring assigned routes from mining towers
- Fixed that dump trucks from mine towers would ignore dumping opportunities in other assigned mine towers.
- Fixed issues with the Cargo depot where a ship was sometimes unable to unload.
- Fixed vehicle building that could take an incorrect number of materials.

v0.2.10a

- Fixed cloning of non-cloneable entities with the new area clone tool.
- Fixed minor issues in some translations.

v0.2.10

- Pause & destroy tools now support range selection.
- Clone tool supports range selection as well (except transports).
- Added mining prioritization for excavators. You can now specify preferred material to mine.
- Added unity & power warning icons for machines, beacon, and research labs.
- Fixed issue when attempting to place a second beacon.
- Fixed issue when upgrading cargo ship.
- Fixed issues in UI of vehicles overview.

v0.2.9

- Increased coal yield during mining by 30%.
- Trucks will no longer deliver wastewater and sour water to the shipyard.
- Trucks will now properly clear the shipyard, even when there are small quantities left.
- Added ability to control logistics for cargo depots the same way as storage (on / off). This enables trucks to deliver or retrieve fuel from it. By default, fuel export from cargo depots is forbidden.
- Cargo depot can no longer serve for refueling.
- Added patch notes window to show patch notes in game.
- Updated all translations.

v0.2.8a

- Added error message for upgrade if not available.
- Increased size of cargo depot to prevent ships collision.

v0.2.8

- Added shifts mechanic to oil rigs which allows to select how much oil should be pumped.
- Added tier 2 cargo depot and cargo ship to allow importing more crude oil.
- Added ability to not snap transports while building (key R).
- Clicking on a notification now shows the affected entity. Multiple clicks cycles though.
- Clicking on an assigned building or vehicle shows them. Multiple clicks cycles through.
- Moved "Custom routes & dumping filter" tech to be available earlier.
- Storages and cargo depots are now more expensive to build.
- Improved notification check on mine tower's non-mineable designations.
- Fixed images on the Main screen that were not clickable in some areas.
- Fixed 3 bugs in cargo ship upgrade flow.
- Fixed particles on some entities when they are flipped, such as on wastewater treatment plants.

v0.2.7

- Added a research queue! This was one of the top-requested features.
- Added a cooling tower that is able to condense depleted steam back to water.
- Added a link to our suggestions tracker to the main menu.
- Fixed issues with turbine output normalization.

v0.2.6a

- Fixed broken label in Maintenance depot UI.

v0.2.6

- Trucks deliveries and pickup for machines and storages can be now explicitly controlled in UI (off/auto/on).
- Drilling tech is now unlocked by any oil rig.
- Diesel generators and turbines are no longer accepting inputs even under construction or paused.
- Remove strict ratio setting from the balancer UI (for now).
- Balancers can no longer be connected directly to other buildings, only to other transports. This is to make priorities work properly.
- Normalize quantities in power entities UI.
- Added an arrow while building a cargo depot to better see its orientation.
- Fixed game startup issues when not connected to the Internet.
- Fixed saving/loading of files with '.' in their name.

v0.2.5

Improved resource visualization:
- Virtual resources such as oil and water are now visualized with a cylinder and at on offset.
- Real resources now show real depth.
- If resources are covered by overburden (dirt/rock), this is now visualized so it is clear how deep resources are.
- Resource bars now show depth via stripes, each stripe is one depth unit.

Other improvements and fixes:
- Transport throughput is now shown in transport popup and is properly normalized when /60 is enabled.
- Fixed issue with dumping filters that were sometimes not working properly.
- Fixed fuel station having lower refueling priority than other entities.
- Fixed balancer priority that was not working properly in some cases.
- Months of the year are now translated via CultureInfo in .NET, no manual translations are needed.

v0.2.4

- Added throughput limit of 40/sec to all ports. This fixed several issues where instant product transfer was confusing.
- Added error messages when trying to construct two neighboring transport connectors, since they won't connect and it was causing confusion.
- Added confirmation messages when quitting the game, overwriting a save file, and status info after save is complete.
- Added save deletion.
- Optimized a few arithmetic functions and fixed potential arithmetic overflow in some cases.
- Fixed issue where unreachable vehicles were not correctly marked as such, causing issues in logistics.
- Fixed some cases where transport construction was not correctly showing preview and error message.
- Fixed construction cubes of waste liquid dump.

v0.2.3

Maintenance changes:
- Broken entities no longer consume maintenance.
- Lower max chance of breakdown from 75% to 50% (when maintenance is 0).
- Maintenance depot buffers increased by 20%.
- Starting maintenance for new entities increased by 10%.
- Maintenance quick repair is 50% cheaper now.
- Notification for lack of maintenance now shows earlier.
- Global maintenance status is now shown on the main screen next to products.
- Increased min broken duration from 5 to 10 days, making switching between broken and not broken state less frequent.

Other changes:
- Recipes now have a toggle to show normalized time per 60 sec.

v0.2.2a

- Fixed issue where jobs sometimes disappeared from vehicle's queue. This should fix various logistics and mining problems.

v0.2.2

- Added experimental modding support, see https://github.com/MaFi-Games/Captain-of-industry-modding for more info.
- Increase starting diesel and food by 20%.
- Increased island crude oil deposit by 10%.
- Fixed research lab UI not showing lab's real status.
- Fixed long research panel not being visible in small resolution.
- Fixed autosave intervals.

v0.2.1

- Increased crude oil on the island by 10% (only in new games).
- Show turbines output in the UI.
- Fixed issues with excavator refueling.
- Fixed cargo ship docking position.
- Cargo ship is closer to home island.
- Updated all translation files.

v0.2.0c

- Ignore input from game controllers and other hardware that was causing constant camera panning (issue #1).
- Fixed variable rain sound intensity caused by camera rotation (issue #2).
- Disallow saving game with empty name (issue #3).
- Add default value (timestamp) to new saves.
- Minor error fixes.

v0.2.0b

- Attempted fix of trucks getting stuck and not responding to anything.

v0.2.0a

- Fixed displaying and loading of saves when there is a file with empty name (issue #3).
- Allowed all alphanumeric characters in save files (previously only a-z, 0-9 were allowed) to support non-English saves.

v0.2.0 (Alpha)

Translations
- Added German, French, Spanish, Dutch, Czech, Swedish, Estonian, Polish translation done by our community
​
New features
- Players can now build multiple separate settlements and each one can be provided by services independently
- Cargo ship including cargo depot to automate crude oil transport
- Pirate battles & ship upgrades
- Captain office + edicts toggleable by the player (Kickstarter stretch goal)
- Advanced logistics
- Assign storage and mine towers to each other to form custom supply routes for trucks
- Added dumping filter into mine tower to enable fine-grained control for dumping and also to dump materials that were not dumpable by default like coal for instance
- Building priority system
- Also vehicles prefer constructing entities that already got some materials delivered

New content
- New 2 tiers of research labs
- Vehicles bridge
- Flywheel
- Transports & pipes tier II
- Settlements
- Housing tier II
- Settlement transformer
- Settlement household goods module
- Seawater processing
- Evaporation pond
- Desalination plant
- Ocean pump I and II
- Metallurgy
- Air separator
- Industrial mixer
- Oxygen furnace
- Other processing
- Glassmaker
- Assembly electric II
- Ecology
- Exhaust filtration station
- Wastewater treatment plant
- Farming
- Fertilizer maker + Electrolyzer
- Greenhouse
- Vehicles
- Truck II
- Excavator II
- Tree harvester

New production chains
- Construction parts 3
- Glassmaking
- Steelmaking + more efficient maintenance from steel
- Seawater processing
- Wastewater & pollution processing
- Household goods
- Fertilizer
​
Major changes
- Transports improvements
- Transports builder now has 100x faster path-finding
- Massive speedup in transports rendering (400x) and simulation (benefit for larger factories)
- Transport pillars are no longer underneath transports but around them. That enables a single pillar to support multiple transports instead of support one and blocking others. That enables to build in much more tight spaces and provides a great degree of freedom and flexibility.
- Also, quality of life improvements like hold shift to build in a straight line, auto-snap to nearest port when hovering over a building or machine
Improved upgrades
- Machines & transports stay fully operational until all the material required for an upgrade is delivered. That makes the upgrading process much smoother.
- Upgrades now also preserve internal buffers of machines.
- Electricity changes
- Turbine no longer stops when it reaches full utilization, instead, it wastes the steam. However, to prevent the waste, the player can build a flywheel. Turbine now also has start / stop penalty.
- Water management
Groundwater is now in deposits that are extracted individually (rain still replenishes them)
- Added a fresh water source in the world map for the desperate ones :)
- Exhaust changes
- Exhaust is no longer emitted every second like before but only once at the beginning. This means that exhaust quantities now match what is displayed in the recipes.
- Smokestack throughput is significantly increased
- Pollution from the exhaust is now reflected in population growth

Other changes
- Trucks can now refuel in fuel stations (can be turned off)
- Reduced ocean depth to make it easier to create new land by dumping
- Vehicle depot now gives materials for scrapped vehicles
​
Quality of life improvements
- New products display on the side of the screen. Can contains lots of products and players can also pin/unpin any products they like.
- New status display for research and ship to the top bar
- Transport inspector now shows the throughput of the selected transport
- Enabled closer zoom for regular game camera and even more camera flexibility in photo mode
- Mine tower now notifies player when it runs out of mineable designations
- Lots of improvements in tutorials. Significant reduction of text and repetitiveness. Several videos illustrating principles. Increased font size.
- Research node parents highlight
- Pause tool
- Performance improvements in terrain rendering

Graphical improvements
- New transports textures
- More particle effects
- Improved metal caster animation
- Improved weather visuals

Balancing
- The first village is now closer to the player
- Population no longer grows without player’s initiatives
- Diseases temporarily disabled
- Maintenance depot has 25% increased throughput
- Unity repairs are a bit cheaper
- Delayed dry weather and made it progress more granularly

Bug fixes
- Fixed broken upgrade cancelations
- Fixed broken window positioning
- Fixed elements scaling in product stats and product picker
- Fixed cropped tooltips on the right side of the screen
- Food market now reports stored products to the global state of stored products.
- Vehicles now also cost fuel so it can't be cheated by constructing new vehicles
- Vehicles no longer animated when paused
- Excavators that are assigned with a refueling truck will no longer ignore that they ran out of fuel
- Ocean no longer renders over dumping designations

v0.1.9a

- Newly added recipes in previous versions now also show-up in loaded games.

v0.1.9

- Fixed vehicles scrapping that was not working in some scenarios.
- Clone tool now works on transports too.
- Impure copper is now available earlier, not blcked by map exploration (copper might need to be researched again).
- Entities menu also shows its shortcut.

v0.1.8

- Diesel can be now burned in a Flare.
- More initial copper.
- Alternative way of making maintenance using impure copper.
- Impure copper is now storable and transportable by trucks.

v0.1.1 - 0.1.7

- Fixes and stability improvements.

v0.1.0 (Pre-alpha)

- Initial version.