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Captain of Industry News

Patch notes for v0.5.3c

* Fixed logistics business indicator that was in some cases not showing busy logistics properly.
* Reduced required fertile ground depth for farms from 1.0 to 0.9 tiles to for imperfections.
* Reduced required fertile ground depth for trees from 1.0 to 0.5 tiles.
* Optimized flow indicators on pipes resulting in a small FPS gain.
* Ocean waves no longer clip though ships.
* Fixed farm validation tiles that were sometimes not displayed properly.
* Fixed issues with forestry towers not registering with other entities properly.

Patch notes for v0.5.3

v0.5.3
* Added a map cache that speeds up loading of games by more than 50%. When a game is loaded, map cache is saved. When the same game is loaded later, the map will be loaded from cache instead of being generated.
* Significantly improved performance of state synchronization of transports between sim and render threads. We've observed FPS increase by 5-10% thanks to this change, even more when the game is paused.
* Improved camera interactions with mouse events. For example, camera pan (right click) no longer triggers cancellation of the current action like a building construction.
* Improved mining priority on excavators that is now more aggressive in finding the selected resource.
* Pressed waste can no longer be discarded in the shipyard.
* Transports are no longer allowed to be constructed under water.
* Depleted steam recipe for smokestack is now unlocked together with hydrogen burning.
* Trees can no longer be planted over objects or invalid terrain.
* Fixed sudden jumping of some entities (e.g. vehicles) when game was paused or unpaused.
* Fixed floating concrete tiles that could occur in some cases.
* Fixed that excavators were sometimes climbing cliffs when they got stuck.
* Fixed a rare case where an excavator could get stuck in an infinite loop trying to mine unreachable designation.
* Fixed anti-aliasing on pipes that was not working properly.
* Fixed that recipe in the nuclear reactor and recipe book was different.
* Fixed that the forestry tower did not clear its input entities when destroyed.
* Fixed forest floor that could make non-farmable ground when receding.
* Fixed building previews that were not affected by fog.
* Fixed that workers were sometimes not used by the world map entities.
* Fixed some transport path-finding edge-cases.
* Fixed that editing forestry designations closed the planning mode.
* Fixed that enabling planning mode while placing an entity canceled the placement.
* Fixed that a checkbox toggle focused a search field.
* Fixed that quick removal of products from a storage unit disabled its clearing mode.
* Fixed a nuclear waste age tracking when clearing the nuclear waste storage.
* Photo mode no longer re-shows hidden entity icons.


v0.5.3a
* Forest floor can no longer grow onto farms.
* Trees can now be planted even if there is a little bit of rock on top of fertile soil.
* Fixed that despawned vehicles now cancel refueling jobs correctly.
* Fixed issue that prevented forestry tower designation removal.
* Vehicles paused by refueling are now properly unpaused.
* Fixed a rare case of jittering conveyor belts when no products were on them.


v0.5.3b
* Fixed global statistics for tree saplings that were not marked as consumed by tree harvesters.
* Fixed a case where a machine could get stuck with full output.
* Fixed non-farmable tiles highlighting for farms.
* Fixed tree harvester rendering that was sometimes not working after load.
* Fixed excavators' "no reachable designations" notifications to not flicker, not appear too early, and not overlap with "struggling to find a path" notification.
* Lines for excavator unreachable locations will persist until the vehicle starts searching again.
* Fixed an issue where excavators going to new designations could fail to start mining.
* Reduced excavator fuel usage while searching for designations.

Patch notes for v0.5.2a

* Improved photo mode (F11)
- Shadows are now properly rendered.
- Added a simple UI with a list of available capture options.
- Fog can be now disabled.
* Fixed issues with navigation interruptions when a vehicle was trying to navigate to another one (refueling, cargo loading).
* Fixed vehicle refueling that now does not interrupt the target vehicle and works even when the target vehicle is on the move.
* Electric boiler is now locked behind Lab IV.
* Improved and extended key-bindings
- Added new key bindings for saving and loading camera position (e.g. ctrl+4 to save and just 4 to load).
- Added key bindings for setting of game speed (numbers 0 through 3).
- Added new key binding to show captains office UI when the office is constructed (F5)
- Fixed that camera free-look binding was reporting conflicts even though it did not have any.
- When some bindings are in collision, an error message now reports the offending binding names.
- Fixed game speed increase binding 'shift+equal' (the plus key).

Patch notes for v0.5.2

* Forestry towers can now have storages assigned for wood export.
* Quick delivery now takes products from incoming trucks before taking them from storages.
* Delivery jobs that did not yet pick up construction products are now canceled when an entity get materials from quick delivery.
* Beaches on YSNP map are less steep to not trigger sand avalanche when mining sand. This only applies to new maps, old saves are unaffected.
* Fixed gold deposit on YSNP map to not be consumed by cliffs, especially when cliffs are increased in map creation settings.
* Significantly improved efficiency of dumping designation search that was causing lags when there was a large amount of dumping designations placed in game.
* Many internal fixes to improve stability.

Patch notes for v0.5.1b

* Fixed simulated ocean base height that was too low to be visible on height 0 platforms (which will be flooded when connected to the ocean).
* Flooding is now slightly slower to avoid game lags on slower machines.
* Dirt recovery to grass is now 2x slower.
* Fixed fueling priority for forestry towers. Assigned vehicles are now refueled by the assigned fuel station.
* Trucks now always respect construction priority even when they don't have enough parts available. Thanks to this we also no longer force trucks to carry partial cargo for prioritized construction.
* Replacing vehicles now preserves their custom name and excavator mining priority.