1. Captain of Industry
  2. News

Captain of Industry News

Patch notes for 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.

Patch notes for 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.

Patch notes for 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.

Patch notes for 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.

Patch notes for 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-planing.
- 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.