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Captain of Industry News

Patch notes for v0.7.7

Balancing
* Removed quick-delivery discount for large quantities. The cost is now linear with the number of quick-delivered products, at 0.05 unity per product.
* Trains longer than 100 tiles now strictly adhere to reservation rules and no-stopping zones.
* Adjusted exhaust scrubber recipes so that they all take the same amount of exhaust, allowing proper prioritization via recipe order.
* Digester is now always unlocked with the first recipe that needs it, allowing organic waste digestion without researching bio diesel first.
* Added HF recipe to Medical supplies 3 research.
* Slightly increased throughput of all storages.

Performance improvements
* Added LODs for storages.
* Optimized launch pad model and added LODs for it and rockets.
* Optimized settlement squares 3D models and rendering.
* Trains now resume reservation search from the last failure point, instead of starting from scratch each tick.

UI improvements
* Added edge scrolling (configurable in settings).
* Added electricity and maintenance consumption for belts and pipes in the build toolbar.
* Added capacity and throughput for storages.
* Fixed missing research cost product icon in space station UI.
* Added proper handling for clicking on some space station alerts.
* All conveyor lift variants are now combined in statistics.
* Added a Back button to the space station UI.
* Open the Codex on the right click of a pinned product in the HUD.
* Added alters for “above percentage full” for thermal storages.
* Added particle effects to loose storages.

Fixes
* Fixed that trains which had never had any cargo would never leave a station with "empty of any".
* Terrain areas are now properly updated to terrain changes.
* Fixed tier 1 vehicle depot having a logistics mode dropdown but no ports for belts.

Modding
* Moved unlocked state of protos from UnlockedProtosDb to the protos themselves.

Patch notes for v0.7.6a

* Reduced minimum height of notification panels.
* Fixed scroll bar jumping in the alerts tab when clicking the last element.
* Fixed max unity of healthcare category.
* Fixed deconstructed entities with overlapping vehicle surfaces leaving forever inaccessible tiles behind.
* Fixed icons of solar panels.
* Fixed scroll wheel events that were not being detected in keybinding settings.
* Fixed growing buffer issue in market inspector.

Patch notes for v0.7.6

New content and balancing
* Added recipe to digest eggs in anaerobic digester.
* Increased orbital cargo limits.
* Optimized train driving to reduce slowdowns and waiting by taking other trains’ speed and inertia into account and allowing double-reservations, assuming that trains cannot stop instantly.
* Old odd-sized level crossings were marked obsolete and cannot be placed via copy-paste or blueprints.
* Improved program startup speed by loading data while the initial loading animation is shown.

UI improvements and QoL
* Train cars can now be flipped horizontally in the trains designer.
* The last selected item in the build menu is now persisted between saves.
* Train and line errors now shop-up in the lines manager.
* Added quick remove for sorter.
* Vehicle mass-replace tool now allows to filter vehicles assigned to tree harvesters.
* Unity key can be now used to trigger quick-remove and to toggle boost on a currently selected machine.
* Improved construction jobs aggregation when trucks carry materials from deconstruction directly to construction.
* Added ability to reassign a deleted station in a schedule.
* Added list of trains currently heading to a station to the station inspectors.
* Added a list of lines that have this station in their schedule to the station inspector.
* All terrain tools now have the flat designation as default.
* Copying of connectors via C key is now allowed and supported.

Fixes
* Level crossings now preserve no-stopping zone state through copy-paste and blueprints.
* Trucks should no longer exit in the middle of a level crossing, potentially getting struck in between train tracks.
* Fixed memory leak caused by housing previews. This also reduces the memory footprint of house models for settlements with more than 8 houses.
* Fixed that camera heights was not properly updated when panning to locations, such as when clicking on notifications.
* Fixed arc furnace disappearing from silicon toolbar.
* Fixed notifications tabs collapsing to too small height when they are all showing.
* Fixed max unity display.
* Fixed research complete notification showing +1 tier for incremental research.
* Fixed train and generator fuel stats that were incorrectly swapping on each load.
* Fixed that train was unable to pass though a loop at the end of bi-directional track if it was marked as critical section.
* Fixed rendering of symbol-based languages where the very top was sometimes cut-off.
* Fixed vehicle replacement that was not properly re-applying vehicle config if the vehicle was scrapped in a different depot than where the replacement vehicle was constructed.
* Fixed black screen when the game is loading before the main menu is shown.
* Fixed that non-storable products did not show in product statistics.
* Fixed rare issue with particle erosion during the map generation.
* Fixed issues with vehicle navigation overlay that was trying to compute values outside of the map.
* Fixed issues related to clearing connectors.

Patch notes for v0.7.5c

* Added conveyor/pipe maximum fill limits for storages.
* Added asteroid placement radius indicators.
* Fixed font rendering that was causing insufficient space after comma.
* Recovering a vehicle now properly re-applies its entire config.
* Fixed a rare corrupted save issue caused by improperly connected train tracks.

Patch notes for v0.7.5b

* Fixed steam locomotive animation.
* Fixed credits auto-scrolling.
* Fixed unassigned module notification when an empty module is present.
* Fixed train alignment issues when a station was larger than the train and its schedule had weak filters.