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Captain of Industry News

Patch notes for v0.4.1d

* Fixed a rare case where trucks were stuck refueling other vehicle.

Patch notes for v0.4.1c

* Improved refueling source prioritization for vehicles so that they consider source distance with more weight. This should minimize excessively long trips for refueling if there is an alternative source nearby.
* Reduced threshold for refueling slightly so that vehicles work longer before refueling, increasing their effectiveness.
* When a cargo depot collapses, attached modules now collapse as well. Any cargo depot modules without an attached depot can be now properly destroyed too.
* Fixed an issue with stuck construction when deconstruction was canceled. Any stuck entities in such a state will be fixed after loading a save game in this version.
* Quick deliver and quick remove buttons are now always visible, even when there are not enough materials/unity to execute them.
* Fixed issue with some entities not accepting products via logistics (e.g. vehicle depots, labs). If this problem persists, try destroying and building them again.
* Reduced severity of some diseases.
* Fixed misaligned waste dump model.
* Updated translations (big thanks to everyone who contributed).

Patch notes for v0.4.1b

* Fixed missing text in some UI elements.
* Fixed tooltips preventing mouse clicks.
* Added command line option to force-clear all game settings (use with care): --reset-all-settings

Patch notes for v0.4.1a

* Fixed incorrectly saved V-Sync and FPS limit settings. Please check these options again in Video settings.
* Fixed mods loading (when enabled, mods will now be properly loaded from Mods folder).
* Fixed buffers in vehicle depot so that they don't consume unlimited amounts of products.
* Fixed that vehicle would go scrap itself into a paused depot.
* Trading dock construction cost is no longer dependent on concrete.
* Fixed incorrect upgrade cost calculation in some cases.
* Add more tooltips for main screen elements.
* Lowered volume of ship air horns slightly.
* Instead of showing seconds in the vehicle queue, show text like "busy", "idle" etc.
* Increased starting resources, mainly concrete.

Patch notes for v0.4.1

* Improved how quantity counters (right toolbar) work. Instead of global quantity, now they show just quantity in storages. This means that they no longer include items in machine buffers, transports, trucks, etc. This should make the displayed numbers more useful since they represent the amount available for use. Please note that you may observe a jump in statistics because of this change.
* Trucks will no longer transport items between directly joined storages. This prevents an "infinite" loop of transporting products for no reason.
* Lowered reputation threshold for early trades to make them easier to use.
* Improved visuals of lightning by lowering intensity and adding secondary flashes. Keep in mind that lightning flashes can be disabled in settings.
* Fixed camera that was unable to go lower than height 0 (sea level).
* Reduced landfill collapse threshold on terrain. Note that your landfill mountains might slightly collapse due to this change.
* Show entity-related notification in the entity inspector. For example, if a tree harvester has no trees to harvest, the notification will not only appear in the top right corner, but also in the inspector when the tree harvester is selected. This should make it easier to discover what is wrong with an entity that does not work.
* Added settings for V-Sync and FPS limiter. You can select these settings in Video options.
* Unified pillar spacing for all transport tiers to make it easier to make gaps for vehicles with many transports next to each other.
* Updated translations, thanks everyone who is contributing!
* Fixed tree harvester that was not consuming fuel when harvesting and loading trucks.
* Fixed tree harvester animation glitch when unloading wood to truck.
* Fixed tree harvester driving to refuel with the cabin not pointing straight.