1. Captain of Industry
  2. News

Captain of Industry News

CD#29: Performance, Balance, and Quality of Life, out now in experimental!

Hi everyone, Captain Zuff here and in today’s Captain Diary #29 post we have yet another patch full of improvements so let’s get to it.

Patch v0.4.10 (experimental)

Today we have released a new patch to the experimental branch where we focused our efforts on some major performance improvements, balance changes, and some much needed quality of life improvements. Full patch notes are at the end of this post.

Discord user ProfitX10 shared this amazing factory with a comment: "Made a colony that is sustainable, I believe mostly indefinitely.". We use it for performance testing since it is vast!


We have also uploaded new strings for translation into our translation tool. Thank you all for your amazing contributions!

First, I will let Captain Marek tell you all about the performance optimizations (it’s gonna get a little technical).

[h2]Performance optimizations of ports rendering[/h2]
As people build larger and larger factories, the game slows down to the point where it is not fun to play. We have analyzed the game on such large factories kindly provided by the community and identified three major offenders. 1) Buildings, 2) transports (conveyor belts and pipes), and 3) ports (transport attachment points on buildings). We have decided that ports will be the ones to tackle first since they were taking 20-50% of the total frame time.

These transport attachment points are called “ports”.

Ports have quite small models but the issue is that there are many, many of them. We have seen factories with more than 30 thousand. Turns out that Unity, our rendering engine, is not that good at handling huge amounts of small objects.

We have had similar issues with transport pillars before and by employing a technique called GPU instancing we were able to increase game performance by 2-3x, this was discussed in Captain’s Diary #15. To briefly recap what GPU instancing is, basically you can ask the GPU to draw a 3D model multiple times by providing the model once together with a list of 3D transformations (position + rotation). The GPU will then “clone” the model for each given transformation, all in parallel and super fast. We were hoping to employ the same technique for ports and be done with it in a few days. Unfortunately, ports are way more complicated.

Ports have not only their 3D models, but also icon + arrow + highlight that can be toggled on or off, independently for each port. This just adds more complexity and we have to apply the similar optimization techniques to each component separately and be able to filter what is being shown.
Additionally, ports need to be able to react to the mouse cursor for starting and snapping while building transports. Unfortunately, GPU instancing cannot solve mouse interactions so other techniques have to be employed.

In addition to GPU instancing, we have also implemented chunk-based rendering. All ports are grouped to chunks of 256x256 tiles and if a tile is not in the camera view, we don’t draw or update it. Based on the camera distance we also switch to simplified port models with much less triangles (this technique is called LOD, or Level of Detail).

An example of how port models get simplified when the camera is far enough.

Long story short, all these optimizations combined reduced the time needed to render all ports by 99%! Seriously, it’s that good! Before the optimizations, ports took around 5-15 ms to render, depending on the size of your factory. Now, they take less than 0.1 ms! Considering that ports took 20-50% of the frame time, now the game is 20-50% faster! Take a look at the benchmark data below.

Before (98,917 game objects)
19.0 FPS - Without ports
15.6 FPS - With ports (baseline)
13.6 FPS - With port highlights
After (75,790 game objects)
19.0 FPS - Without ports
19.0 FPS - With ports (baseline)
19.0 FPS - With port highlights




And that’s not all! Alongside this, we have also removed the FPS drop that occurred when opening the inspector window of any transport where users were reporting 10+ frame drops when just clicking on a transport. Yay!

The best part of this is that many improvements done here will be reusable for future rendering optimizations. We are hoping to look at buildings and transports in the future. If you notice your game running faster, let us know! That’s it from me, back to you, Zuff!

[h2]Balancing with new recipes[/h2]
We’ve added a couple of new recipes that should help with excess food products, more precisely Vegetables and Meat Trimmings.



Vegetables can now be refined into Fuel Gas via the Anaerobic Digester.

Meat Trimmings can now be processed from Meat

[h2]Arc furnace quartz fix[/h2]
The Quartz recipe for the Arc Furnace now properly returns Steam lo instead of Steam hi, this may cause some issues in pre existing saves so make sure you adjust accordingly!


[h2]Other Recipe Balances[/h2]
We’ve adjusted the rates of several recipes to make them more viable in your factories. Mechanical Parts from Iron in Electric Assembly II, Fuel Gas from Potatoes and Wheat, Animal Feed from Wheat and Corn, and others. Check the patch notes for specific changes!

[h2]Fuel Consumption Balances[/h2]
Excavators now consume 80% less fuel while waiting for trucks.

Trucks no longer consume fuel while searching for dumping locations.

[h2]Research Searching[/h2]
Quickly find what future technologies await you using new search functionality!

[h2]Clear stored products from recipes in production buildings[/h2]
For a small Unity cost you can now have clutter free buildings!

[h2]When using the copy tool, building configurations are now copied by default (holding ctrl will prevent this)[/h2]
No more accidently copying a plan without the same settings!

[h2]Increased Designation Areas[/h2]
Another highly requested feature added today is the increased max size of mining tower and tool designation areas. With almost 4 times more area to designate you can save yourself a lot of micromanaging on big mines!

Art Contest Winners

I am happy to announce the winners of our fan-art contest! We have picked three winners:

First, player WIKUS with an AI-assisted picture of the captain in front of their factory. The captain figure reminds us of Thanos from the Marvel universe. We like to think that it was a play on COI and its balance: "Perfectly balanced, as all things should be".


Second, player Alaska with a hand-drawn piece called “A seed of hope”. We like this piece that captures the notion that players are rebuilding self-sustaining civilization in COI. Also, I can confirm that tree replanting is something we are working on!


Third, player ouTPhaze made a few an AI-assisted pieces but we liked the one below the most. It is quite amazing how AI-made pictures look quite realistic and have strong COI vibes. It is also funny that if you look closer, the picture does not make much sense.


All three winners will get a COI Supporters edition and merch such as a T-shirt or poster once we have some (later this year).

Thanks to everyone who submitted and feel free to keep posting any COI-related art.

Community Creations

Here are some awesome screenshots shared by our community.
Reddit user, AnxietyWeird1091, made their own Hydrogen Battery!

Devlyn’s ‘Factory Life’


Discord user, MrMurry, has used their space well!

Patch notes
v0.4.10
Performance
* Optimized rendering of ports (conveyor/pipe attachment points on buildings) and their highlighting, resulting in 10-50% more FPS!
* Fixed a frame rate drop that was occurring when the transport inspector was open.
New recipes
* Added a recipe to convert meat to meat trimmings (to enable making sausages out of meat).
* Added a recipe to convert vegetables to fuel gas (to be able to get rid of excess).
Balancing
* Fixed quartz recipe on arc furnace that incorrectly returned hi-pressure steam. It now returns low-pressure (IMPORTANT: you might need to fix your factory if you use this recipe).
* Increased throughput of mechanical parts from iron in Electric assembly II by 2x.
* Slightly increased fuel gas output from potatoes and wheat to catch up with energy produced from burning those as animal feed.
* Significantly increases yield of animal feed from wheat.
* Slightly increased yield of animal feed from corn.
* Reduced exhaust produced in rotary kilns from the hydrogen recipe.
* Added some starting coal to speed up the early game a bit.
* Trucks no longer consume fuel when searching for dumping locations.
* Excavators now consume only 20% of fuel when waiting for trucks whilst loaded.
UI, UX, and QoL
* Add functionality to search in the research tree.
* Added option to clear products from non-assigned machine recipes (costs Unity).
* Added tooltips to all toolboxes explaining what individual tools do.
* Port previews and transport start-by-hover-over-port ability is now available all the time when the build menu is open.
* Added option to temporarily hide price popup when building (in case it is in your way).
* Vehicle recovery is now always available.
* Copy tools now also copy config by default when copying entities (Ctrl key now disables the config copy).
* Clicking the lock icon in a locked recipe inside of the recipe book now opens the appropriate research node in the research tree.
* Research for the settlement recyclables module was moved to a separate node behind household goods. It is now explained that recyclables come from household goods.
* Increased max size of mining tower areas.
* Increased max size of designation tools areas.
* Added description to the research for large vehicles to explain that glass can be also traded for on the world map.
* Fixed obsolete description for tree harvesting tool.
* Right-click on notifications dismisses them now.
* Notification is now shown if a settlement food module has no product set.
* Settlement food module now provides food even when being deconstructed.
* Ship fuel buffer is now shown only after the shipyard is repaired.
* Waste dump and burner have no longer disabled logistics by default but also they do not select all the recipes anymore. This makes the initial diesel chain easier to setup by allowing transportation of waste water.
* Crushed slag is no longer dumped by default.
Other fixes
* Trucks will no longer transport small cargo loads during deconstruction projects (unless they are high priority).
* Increased distance tolerance for fuel trucks to minimize issues where fueling trucks cannot reach excavators.
* Trucks will now prioritize refueling instead of getting rid of cargo. This will avoid stuck dump trucks alerting low fuel instead of going to refuel.
* Fixed issues with concrete tiles appearing on the ground when constructing entities that were cut but not pasted.
* Fixed edge cases in which port highlights did not appear properly when opening port overlay right after placing buildings.
* Fixed layers legend view that was in the wrong position before the player opened the entities menu at least once.
* Fixed incorrect maintenance production reporting.
* Fixed consumer electronics edict that was incorrectly boosting household appliances.
* Comma is now supported as a decimal separator in the calculator.
* Ports on non-constructed building blueprints are now shown as a blueprint too.

Patch notes for v0.4.9

Patch v0.4.9 is now available on the main branch (graduated from experimental) with some small fixes. See Captain's diary #28 for detailed description of the changes.

v0.4.9
* Pinned product stats display can be now reordered by drag & drop.
* Added in-game calculator to the search field and game console.
* Logistics improvements:
- Construction/deconstruction jobs are now grouped into batches which drastically reduces trips that trucks have to make.
- Changed logistics rules to allow exporting from storages even if they have an import slider active and the inventory is above the slider amount. Similar behavior applies for the export slider.
- Trucks assigned to storages now have a job priority over non-assigned trucks.
- Added an option to disable import routes exclusivity so that storages with active import routes can also accept products from non-assigned sources.
- Logistics job priority for an entity now reflects the number of pending jobs. This means that vehicles will be more nicely distributed between multiple entities. It also prevents cases where balancing large high-priority storages choked the entire island's logistics.
- Assigning of vehicles (for example to storage or mine tower) now prefers non-paused ones.
- Improved refueling priorities (storage export priority is no longer used to find a fuel source).
- Improved vehicle queueing for storages and gas stations that was causing low throughput. Vehicles can still be served one at a time but they no longer waste time by forming a queue.
- Logistics overview window now shows assigned vehicles to tree harvesting and buildings.
* Cargo ship improvements:
- Cargo ships now depart only when empty and when they can get full load (if possible based on max capacity of the world resource).
- It is now possible to force-depart a cargo ship for emergency delivery.
- Cargo ship UI now shows available quantities to pick up in the world.
- Cargo ship depot modules now show their throughput in the UI.
* Updated Unity to version 2021 LTS. This may help fixing some crashes and issues with compatibility.
* Removed tree animations, resulting in up to 30% increase in FPS (based on the amount of trees on the screen).
* Clicking a machine (to open an inspector) will show its I/O icons and ports like in build mode.
* Added popup window for hovered buildings and machines in the research tree.
* Fixed sorters to be able to match throughput of T3 transports.
* Fixed excavator mining job that could get stuck doing nothing in rare cases.
* Fixed recipes priority for recipes that have the same outputs.
* Allowed dumping of fertilizers (with pollution effect).
* Fixed colors of liquids so that they are more close to their icons colors.
* Fix issue in adopt population button.
* Fix text width in harvest statistics.
* Increase refueling distance when refueling multiple excavators with leftover fuel. This especially affects tier 3 vehicles.
* Chickens cannot be added to a paused animal farm.
* Show products stored in connectors.
* Show fuel consumption for vehicles in Vehicle depot.
* Research lab no longer accepts products when not fully built.
* Increase text contrast in error popups.
* Fixed jerky camera when following a vehicle.
* Updated translations, thanks to everyone who is contributing!

v0.4.9a
* Fixed that mining trucks ignored storage assignment constraints in case their tower had a storage assigned.
* Fixed cargo ships inspector that was "paying unity" while open.

v0.4.9b
* Fixed a case where power generators could get stuck in a state where they are consuming mechanical power but not producing electricity (if there were not enough turbines to power them fully).
* Hide port icons and arrows in the balancer UI.
* Fixed transports copy-paste that was not copying settings such as construction pause.
* Fixed cases where deliveries to building constructions could get stuck.
* Fixed farm yield estimates that did not take empty fields into consideration.
* Fixed a rare issue where quick-deliver could take away more products than it should.

v0.4.9c
* Actually fixed farm yield estimates that did not take empty fields into consideration (this time for real).
* Fixed console command for taking screenshots "capture_and_save_screenshot" that failed when given a custom screenshot size.
* Fixed that some unlocks in research did not have a proper popup.
* World resources are now unlimited on Sailor difficulty by default.

CD#28: Logistics optimizations, queuing fixes, and quality of life changes!

Hi everyone, Captain Zuff here again with another Captain’s Diary for update v0.4.9! This update brings many great features and fixes, including dragging and dropping inventory items, an in-game calculator, and massive improvements to the logistics system.

Maddprof has mastered the “Art of Terracing”

Update v0.4.9 features showcase

Note: Full patch notes are at the end of this update.

Today we are launching the v0.4.9 patch to the experimental branch. For details on how to join this branch, please check out our previous Captain’s Diary #27.

One of our biggest updates yet, v0.4.9 brings a lot to the table in terms of Quality of Life and Logistical Optimization. We’ve received some amazing feedback from the community and we’ve made some highly requested changes to our logistics systems. Check out the big features below!

[h2]Upgrade of Unity rendering engine[/h2]
As you might know, we use Unity as the rendering engine for COI and until now we were running on version 2019 LTS (long-term support). To get access to all the latest and greatest features and fixes, we have updated Unity to the latest version 2021 LTS. Yes, the “2021” version is the latest, published a few months ago. ¯\_(ツ)_/¯ We hope that this will also resolve many problems including some rare crashes and compatibility issues that players were reporting.

[h2]Drag and drop of pinned product stats[/h2]
A highly requested feature, you can now drag and drop pinned product stats on the right side of the screen to your liking!


[h2]In-game calculator[/h2]
Do all your maths without taking your eyes off the screen! Use the search bar for computing simple algebraic expressions. This is useful for not having to pull up the calculator on your phone or alt-tabbing to see how many more assemblers you need to build. You can also use the in-game console for this by typing equals sign, e.g. “= 1+1”.


[h2]Disable exclusive import toggle[/h2]
We have introduced a new toggle in storage UI that allows you to disable exclusive imports when import routes are present. This means that you can have a storage accepting deliveries from all trucks even when the storage is a target of an import route. This is extremely helpful for example when you want to assign a mine tower to a storage but keep the storage accessible to all other trucks when needed (like when you unassign a full truck from a mine tower).


[h2]Vehicle queuing be GONE![/h2]
No more truck blobs and staggering of vehicles when trying to access a single building. While the buildings will still only serve one vehicle at a time, the others won’t be trying (and failing) to form a queue and pausing while navigating. Instead, all vehicles will go toward their destination building and wait by it for their turn. This speeds up jobs throughput across the board.


[h2]Batch Building[/h2]
Trucks can now complete several construction jobs in a single trip! This is extremely useful for small belt segments that previously required lots of journeys involving small quantities. What would take 20 trucks can now take 2!


[h2]Inputs/outputs shown when selecting a building[/h2]
See what could possibly be missing when selecting a building now that input and output nodes are shown.


[h2]More detailed tooltips in the research tree[/h2]
See more details when hovering over buildings and machines icons in the research tree.


[h2]Fixed sorters throughput[/h2]
Sorter throughput will now match the speeds of the belts attached to them. Before, using a sorter could create a choke point in your transport line, but no more! If they are attached to a T3 belt they will have the same throughput as a T3 belt!


[h2]Fuel consumption details in the vehicle depot[/h2]
Now you can see the difference in fuel consumption rates for vehicles at the depot. Finally, you can know why you’re running out of fuel so quickly after building 12 large haulers. You can also use this information to get a rough estimate of how much diesel you’ll need to produce to keep up with demand.


[h2]Trees rendering optimizations[/h2]
We have been having issues with the performance of tree rendering for some time now. This has become only worse after we upgraded to Unity 2021 where tree rendering became even slower by 20%.

After extensive investigation, we have revealed that tree animations were the culprit of the poor performance. By removing the animations, we saw up to 30% higher FPS on maps with lots of trees. Trees slightly moving in the wind look nice, so we decided that the performance penalty was not worth it and opted for the increased rendering performance for now.
Screenshot from profiler that shows the speedup obtained by removing the tree animations. The horizontal axis is time, and the vertical axis is FPS (frames per second), lower is better. The New Haven map went from 60 to 80 FPS!

Community creations

We see a lot of great factories and screenshots every day and here are a few we’d love to showcase:

Yandersen is on a terraforming rampage! They are completely terraforming the whole island!

Vaquinha has created an extremely clean Main Bus, but what else they’ve done is quite impressive: They’re storing all of their mined minerals above ground for…future mining.

Art contest update

In the previous Captain’s Diary we have started a fan art contest and while we have received some nice entries, we decided to extend the deadline for another two weeks to allow more people to join. Share your fan art (drawing, meme, etc.) with COI theme to #fan-art channel on our Discord server to enter the contest. COI Supporter edition + t-shirt prices are still on the table! Here are entries from players “Alaska” and “Wikus”:


Patch notes for v0.4.9
* Pinned product stats display can be now reordered by drag & drop.
* Added in-game calculator to the search field and game console.
* Logistics improvements:
- Construction/deconstruction jobs are now grouped into batches which drastically reduces trips that trucks have to make.
- Changed logistics rules to allow exporting from storages even if they have an import slider active and the inventory is above the slider amount. Similar behavior applies for the export slider.
- Trucks assigned to storages now have a job priority over non-assigned trucks.
- Added an option to disable import routes exclusivity so that storages with active import routes can also accept products from non-assigned sources.
- Logistics job priority for an entity now reflects the number of pending jobs. This means that vehicles will be more nicely distributed between multiple entities. It also prevents cases where balancing large high-priority storages choked the entire island's logistics.
- Assigning of vehicles (for example to storage or mine tower) now prefers non-paused ones.
- Improved refueling priorities (storage export priority is no longer used to find a fuel source).
- Improved vehicle queueing for storages and gas stations that was causing low throughput. Vehicles can still be served one at a time but they no longer waste time by forming a queue.
- Logistics overview window now shows assigned vehicles to tree harvesting and buildings.
* Cargo ship improvements:
- Cargo ships now depart only when empty and when they can get full load (if possible based on max capacity of the world resource).
- It is now possible to force-depart a cargo ship for emergency delivery.
- Cargo ship UI now shows available quantities to pick up in the world.
- Cargo ship depot modules now show their throughput in the UI.
* Updated Unity to version 2021 LTS. This may help fixing some crashes and issues with compatibility.
* Removed tree animations, resulting in up to 30% increase in FPS (based on the amount of trees on the screen).
* Clicking a machine (to open an inspector) will show its I/O icons and ports like in build mode.
* Added popup window for hovered buildings and machines in the research tree.
* Fixed sorters to be able to match throughput of T3 transports.
* Fixed excavator mining job that could get stuck doing nothing in rare cases.
* Fixed recipes priority for recipes that have the same outputs.
* Allowed dumping of fertilizers (with pollution effect).
* Fixed colors of liquids so that they are more close to their icons colors.
* Fix issue in adopt population button.
* Fix text width in harvest statistics.
* Increase refueling distance when refueling multiple excavators with leftover fuel. This especially affects tier 3 vehicles.
* Chickens cannot be added to a paused animal farm.
* Show products stored in connectors.
* Show fuel consumption for vehicles in Vehicle depot.
* Research lab no longer accepts products when not fully built.
* Increase text contrast in error popups.
* Fixed jerky camera when following a vehicle.
* Updated translations, thanks to everyone who is contributing!

Captain’s diary #27: Fan art contest and update v0.4.8

Hi everyone, I am Captain Zuff, the newly appointed community manager for Mafi Games and I am excited to present the 27th edition of the Captain’s diary which is about the latest update and fan art contest! Let’s get started.

Update v0.4.8 and experimental branch

Note: Full patch notes are at the end of this update.

Today we’ve launched a larger update v0.4.8 which is a little special because it’s the first update that was published to the experimental branch a few days in advance. Many curious players have already tested it and this gives us more confidence that there are no new issues.

We will keep this pattern of publishing larger patches to the experimental branch in the future so if you are interested in having new features and fixes earlier at the cost of a slightly less stable game, feel free to join! Saves are always compatible going from lower to higher versions, but not the other way around. It is always safe to go from main to experimental branch, but if you’d like to leave the experimental branch and keep your save, you can only do so if the game version in the main branch has caught up with experimental and is the same.

You can join the experimental branch by choosing “experimental” under “betas” in the game settings.

[h2]Notable new features from v0.4.8[/h2]
[h3]Discarding products from shipyard[/h3]
We’ve Added a new option to discard products from the shipyard. This was a highly requested feature as some people were finding their shipyards overflowing with items not needed anymore. Also, a shipyard overloaded with cargo cannot offload cargo on your ship.

Now you can remove any item (besides waste products) from your shipyard instantly with a click.

[h3]Fixed and improved dumping logic[/h3]
Side by side comparison of the old and new dumping logic.

We fixed multiple more issues with dumping:
  • Faster rejection of unreachable designations.
  • Trucks will not give up on searching a valid place for dumping until all possible places are tested.
  • Trucks will no longer break building assignment rules when the initial dumping was interrupted.
  • Fixed issues where large dump trucks could not reach dumping designations because of their size.

[h3]Unreachable designations and current goal visualizations[/h3]
We know that the dumping of excess material on terrain can be frustrating at times. Especially when a truck is not dumping and there is no indication why. To improve this, more helpful job statuses in the truck inspector window are now shown, and when a stuck truck is selected, there are new visual indicators pointing to designations that are unreachable.

Additionally, all vehicles now show their goal when navigating.

Notice the new truck job description and unreachable designations marked by the orange lines.

[h2]Other Quality of Life Changes[/h2]
[h3]Added shift + click to assign and unassign 5 vehicles at once.[/h3]
This can be used on Tree Harvesters as well!

[h3]Added double click to toggle research node.[/h3]
Quickly build up that queue!

[h3]Added right click to clear a research node from the queue.[/h3]
Aaaaand it's gone, just like that!

[h3]New landfill texture[/h3]
Less repetitive and looks more like a landfill!

[h2]Fan art contest[/h2]
Open up your MS Paint, Gimp, Photoshop, or use real-life art supplies and show us what you got! Win a COI Supporter Edition for you or a friend, as well as our awesome soundtrack! Plus a COI T-Shirt once available (by the end of the year).

[h3]Rules:[/h3]
  1. Submit a fan art (drawing, meme, etc.) with COI theme to #fan-art channel on our Discord server
  2. Art must be your original creation
  3. Submissions are open until Sunday the 24th
  4. We will announce winners in the next edition of Captain’s diary.

And for some inspiration, take a look at this awesome watercolor painting made by a friend of Captain Marek a few months ago!
Excavator during sunset in watercolor by Kejia Cao

Patch notes for v0.4.8
v0.4.8
* Added option to discard products from shipyard (except waste products).
* If a shipyard collapses when the ship is docked, it will now properly re-dock at another shipyard.
* Fixed and improved dumping logic.
- Faster rejection of unreachable designations.
- Trucks will not give up on searching a valid place for dumping until all possible places are tested.
- Trucks will no longer break building assignment rules when the initial dumping was interrupted.
* Added shift + click to (un)assign 5 vehicles at once.
* Added double click to toggle research node.
* Added right click to clear a research node from the queue.
* Added visualization of unreachable terrain designations for trucks and excavators.
* Added visualization of the current navigation goal for all vehicles.
* Added an option to rename world map mines and oil rigs.
* Improved navigation of rocket transporters that will only try to navigate to launch pads that are empty and no other transporter is headed there. Transporters will no longer queue in front of launch pads.
* Added missing computing demand for rocket assembly building.
* Improved terrain texture for landfill.
* Updated vehicle barrier textures so that they better match when built in long rows.
* Reserved ocean areas are now turned on during terrain designation and construction of buildings with ocean constraints.
* Fixed world map upgrades that were not cancelable.
* Fixed issues where large dump trucks could not reach dumping designations because of its size.
* Fixed a rare case where a truck could keep turning in a circle indefinitely.
* Settlement modules now won't accept products until constructed.
* Nuclear reactors can now be flipped.
* Improved performance of many UI elements, especially machines with long recipe lists.
* Mine tower and Farm inspectors are now scrollable.
* Fixed incorrect idle vehicles count in UI when there were no vehicles.
* Added option to disable notifications for well pumps.
* Fixed issue where starvation was killing pops in other settlements than where it was happening.
* Trucks no longer queue for paused excavators.
* Added input normalization for waste sorting plant.
* Copy tool also copies mine tower config including assigned buildings.
* Updated translations, thanks to everyone who is contributing!

Patch notes for v0.4.7d

* Research of tier 2 cargo dock is now dependent on tier 1 cargo dock.
* Further fixes of vehicle jobs.