Patch notes for 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 recall 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.
* 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 recall 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.