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Captain of Industry News

Patch notes for 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.

Patch notes for 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.
* Added particle effects to loose 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.

Patch notes for 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.

Patch notes for 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 shop-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 heights 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.

Patch notes for 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.