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.