Patch notes for v0.4.12
The v0.4.12 has graduated from experimental and is now available on the main branch! To learn more about the patch, see our recent Captain's diary #31: https://www.captain-of-industry.com/post/cd-31
[h2]Performance[/h2]
* 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.
[h2]Other improvements and fixes[/h2]
* [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.
[h2]v0.4.12a[/h2]
* Fixed construction of transport pillars.
[h2]v0.4.12b[/h2]
* Fixed entity icons disappearing after upgrade.
* Fixed tile validation overlay for flipped/rotated entities.
[h2]v0.4.12c[/h2]
* 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.
[h2]v0.4.12d[/h2]
* 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.
[h2]v0.4.12e[/h2]
* 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.
[h2]Performance[/h2]
* 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.
[h2]Other improvements and fixes[/h2]
* [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.
[h2]v0.4.12a[/h2]
* Fixed construction of transport pillars.
[h2]v0.4.12b[/h2]
* Fixed entity icons disappearing after upgrade.
* Fixed tile validation overlay for flipped/rotated entities.
[h2]v0.4.12c[/h2]
* 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.
[h2]v0.4.12d[/h2]
* 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.
[h2]v0.4.12e[/h2]
* 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.