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Captain of Industry News

Patch notes for v0.7.3a

* Level crossing now show properly as free in the vehicle navigation overlay.
* Removed iron cost from flywheels and tree planters.
* Added quick trade to buy iron for steel.
* Added lifetime cargo stats for trains.
* Fixed excessive maintenance consumption of very short pipes and conveyors.
* Pipe/conveyor pillars can now go through lifts.
* Fixed text rendering for Chinese/Japanese where characters that have the same code point but look differently based on language settings are now rendered properly.
* Improved font rendering clarity for all languages.
* Configured products at unloading train station modules now have to be explicitly set, trains won’t set them automatically on the first arrival.
* Turn off audio alerts for “Could not store all crop after harvest” notification.
* Fixed trains getting struck in rare cases when there was no-stopping zone before the final station.
* Fixed rare issues with rain highlighting.
* Fixed Recycling edict V that was not researchable in pre-Update3 save files.
* Fixed the "shut down" toggle button in the space station UI that was showing the opposite state.
* Fixed flickering notification on the ore sorting plants when output was full.
* Fixed rendering of nearly-finished entities when construction was paused.

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.

Patch notes for v0.7.2a

* Fixed a rare issue where maintenance stopped being simulated.
* Fixed missing workers in radioactive waste storage inspector.
* Product and mode selection is now hidden for the empty train station module.
* Quick remove will no longer reset the manually-set export from the slider.
* Fixed train cargo tooltips sometimes being wrong.
* Fixed map details window on wide displays.
* Fixed building from codex ignoring default logistics mode.
* Fixed rounding in power multipliers in recipes.

Patch notes for v0.7.2

Trains
* Added per-wagon products filters which can be set directly on trains or in the train designer.
* Doubled train station capacity.
* Improved train alignment logic. Note: This may affect some of your lines.
- Trains will now always align all wagons that have any compatible modules at a station.
- Alignment now works for all wagons even if the station root building is in the middle of a station.
- Trains now prefer earlier alignments if possible.
- Wagons that are already in a fulfilled state (e.g. full wagons during loading operation) will be skipped during alignment.
- Trains on bi-directional tracks that have finished servicing station but cannot find path to the next station will crawl forward to clear any intersection before the station.
- Modules with no products assigned are ignored if there is at least one module with an already assigned product.
- Trains will be able to align even if the station has the exact same length as the train
* Level crossing now properly inherits track directionality when placed over existing track.
* New models for train track ends to make improperly connected rails more visible.
* Fixed that trains could break no-stopping zone rules when just leaving the station.* Fuel stations are no longer skipped when manually skipping stations.
* Fixed possible self-intersection of long trains on loops and added a notification when it happens.
* Fixed that path-planning tool was showing paths that were impossible for the train to take (e.g. reverse path when part of the train was already on a forward-directional track).
* Fixed pasted train tracks to properly add no-stopping zones on overlapping sections.
* Fixed that train was unable to navigate to the train depot to scrap when the scrap command was issued when train was paused.
* Fixed a rare issue causing the entire train network to stop working until game restart.

User interface
* Clicking on a recipe in the toolbar menu popup will now open the entity placement flow with this recipe selected.
* It is now possible to cycle through tiers or buildings (including transports) when placing them by holding CTRL + scrolling up / down.
* Added placement clipboard: Pressing Ctrl+V recall last cut or pasted item, Ctrl+Shift+wheel cycles history of last 50 cut/pasted items.
* Pressing the quick delivery tool shortcut while an entity window is open performs quick delivery / removal.
* If quick build / removal fails, the construction is unpaused.
* It is now possible to independently mute critical and non-critical alerts.
* Added keybinds for Vehicle management and Train lines windows.
* Allow to set key-binding for: Storage, Terraforming, and Train build menu.
* List of asteroids is now scrollable.
* Merged filter media research into Wastewater treatment.
* Hydrogen burning in flare is now unlocked with the initial distillation.
* Increased camera pan speed.
* Improved tips on loading screen and have them cycle periodically.
* Train station names are now propagated to all modules. Renaming a module now renames the entire station.
* Improved train status reporting to be more concrete and helpful.
* Improved train track laying tool to better match direction when attaching to other tracks.
* Train lines no longer show an empty icon if no product is set.
* Level crossing is now split in the toolbar per type, and was added to the vehicles menu.
* Restored the ability to cycle through idle vehicles in the management window.
* Added confirmation dialog to display settings change.
* Fixed the crop picker that was not being closable with ESC key.

Fixes
* Added missing Uranium rod recipe for T2 robotic assembler.
* Fixed a rare issue that was causing game freezing and required forced restart.
* Fixed an issue that the 5th terrain material layer was missing from generated maps. In existing games, this layer will appear on all untouched tiles.
* Fixed polygon area getting hidden when switching to a designation tool while editing.
* Fixed diesel generator to not consume full maintenance when idle.
* Fixed maintenance efficiency modifier that did not apply to newly placed depots.
* Fixed fuel station that would not accept vehicles when placed in "disabled logistics for newly placed" mode.
* Fixed cargo ship that did not restore its fuel saving option after its upgrade.
* Fixed the ship modification pause button in the shipyard inspector that was not showing the right state.
* Fixed missing rail icons in the blueprints window.
* Clicking on "designations outside towers" notification now brings them into the view.
* Fixed text overflow in research nodes.
* The assigned vehicles panel in storage no longer jumps when assigning the first truck.
* Fixed assigned buildings panel sometimes showing incorrect icons.
* Fixed disappearing mining tower area when M/Z keys are pressed.

Patch notes for v0.7.1e

* Reduced construction costs of train stations by 50%.
* Increased train fuel tank capacity by 50%.
* Increased maximum area size for mining and forestry towers by 2x.
* Added option 3 and 5 minute interval options for more frequent auto-saves.
* Added explanation in the logistics dropdown that it can be cycled via mouse clicks.
* Right-clicking any hover popup will close it. This is only relevant for intractable popups.
* Fixed popups remaining visible when opening codex via right-clicks on product icons.
* Removed train speed limit for level crossings.
* The train path visualizer now shows an orange line from the train to the last block it failed to reserve, followed by a green line to the final destination.
* Improved look-ahead logic when searching for alternative paths for trains.
* Improved train track building tool which should be faster and more responsive, especially when the game is paused.
* Trains waiting on arrival conditions now show status "arrival conditions not met".
* Train status in the depot is now more accurate.
* Improved and fixed train depot departure logic, skipping stations with arrival conditions not met if possible.
* Added 10 kph max speed penalty if ever a locomotive is not at the "front" of the train, but decreased max speed penalty for a group of wagons that is being pushed and pulled.
* Improved forced skip station behavior to ignore schedule conditions.
* Tender wagons no longer fire out of fuel notifications.
* Fixed maintenance for hydrogen vehicles.
* Fixed missing vehicle clearance mega excavator.
* Fixed T1 silicon recipe being shown in T2 arc furnace research.
* Added 1 decimal digit to health values in the population overview.
* Fixed missing limestone deposit marker on the Curland map.