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Patch notes for v0.6.4b

* Fixed a rare issue on load showing errors like "Failed to resolve IMapCacheManager".

Patch notes for v0.6.4a

* Fixed vehicle path-finding that was sometimes not being able to find the shortest path and was returning longer ones.
- On average, the length of paths taken by trucks is 4% shorter and takes 15% less steps to find.

Patch notes for v0.6.4

v0.6.4
* Added map-data-cache feature that speeds up game loads by around 2x (more speedup for weaker CPUs).
- New Haven map load went from 12 to 7 sec, Armageddon from 30 to 15 sec (on i9-13900 CPU).
- This was achieved by loading cached map data instead of generating terrain from scratch.
- Map cache is created and saved on the first game load so speedup will be only noticeable on subsequent loads.
- All games that share the same map version will share its cache.
- At most 5 map caches are stored at one time.
- This feature can be disabled with --disable-map-cache launch option.
- This change also reduces the probability of game crashes due to high CPU load on systems that are sensitive to this.
* Improved saving algorithm of terrain tile data, reducing raw save file size by ~2x. The effect on final compressed file size is smaller, around 15% savings.
- This change resulted in significant memory and time savings during saves and made map cache smaller and faster to load.
- Map data cache of the Armageddon map went from 160 MB to 66 MB (before compression).
- This change also reduces the chance of encountering out-of-memory errors during game saving when the system is low on memory.
* Settlements can now have custom surfaces which cover the original paths.
* Game speed is now saved.
* Spam-clicking the start game button no longer makes the in-game escape menu unclickable.
* Fog now renders properly for liquid evaporators and vehicle particles.
* FPS limit was removed from the loading screen to eliminate idle time where the game is waiting for the next step but the renderer is also waiting for the next frame due to the FPS cap.
* Improved visuals of dust particles on terrain and behind vehicles.
* Vehicle dust and exhaust particles now do not spawn when the camera is too far from them.
* Vehicles now spray water instead of dust during rain.
* Dust behind vehicles is now emitted even on concrete surfaces in small amounts.
* Fixed excessive dust emitted when the mega excavator was turning in-place.

Map editor
* Optimized the "Writing generated data" step which used to take up to 60 seconds on large maps, now it’s nearly instant (speedup of over 1000x).
* Fixed missing reference list of noise functions.
* Fixed error window that did not show errors when first displayed.

Patch notes for v0.6.3b

* Single-copied lifts now go back to the first construction phase if placed down while holding Ctrl.
* Custom surfaces can no longer be placed under water.
* Fixed a rare terrain generation issue during game load that could result in map being loaded as brand new without any terrain modifications.
* Improved bush textures to make them more visible against grass.
* Slightly increased sun shadows intensity.
* Added checksum save file verification before loading a game to detect externally corrupted files.
* Further work-arounds for saving issues on mac when playing via CrossOver.
* Fixed arithmetic overflows that could occur with extreme settings of terrain features in the map editor.
* Fixed rare path-finding when the goal was hard to reach and exactly at 10 tiles height difference.
* Fixed jitter on fluid cargo module pipes.
* Fixed camera rendering distance when loading its position from a saved slot.
* Fixed ocean rendering that could have cracks where it was possible to see under the ocean.
* Fixed a rare vehicle depot state where it believed that vehicle should be upgraded but vehicle itself did not intend to be upgraded.
* Fixed that pressing Enter on the main screen kept opening new window instances.
* Windows no longer accept input when in fade-out transition.
* Fixed farm popup that was showing locked crops.
* Fixed tree harvester that could be showing "no tree to harvest" when out of fuel.
* Fixed rare issues with inability to instantiate Audio Manager.
* Fixed glass on highest greenhouse tier.
* Fixed smoke particles that were showing square artifacts in rainy weather.

Patch notes for v0.6.3a

* Added a workaround for Mac users using CrossOver who were experiencing `IOException: Success` on game save. Bug was reported to the CrossOver team.
* Step limit of the vehicle path finder now scales with its internal job queue size. This helps to restore logistics quicker when it gets overwhelmed.
* Added console command `set_max_steps_per_tick_for_vehicle_path_finder` that allows manually increasing the PF processing throughput (only for extreme players).
* Vehicle navigation jobs now show more info about where they go.
* Additional fix to the You Shall Not Pass map back-start to have immediate access to trees.
* Leveling designations now show colors correctly on designations not ready to be fulfilled.
* Fixed sandstone non-corner edges.
* Fixed surface vertical faces to show correct surface type.
* Fixed ocean coastline that was sometimes jagged.
* Fixed blast furnace 2 preview that was all white.