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Captain of Industry News

Patch notes for v0.8.2c

* Fixed highlighting of train tracks on bridges.

Patch notes for v0.8.2b

Improvements
* Reduced memory consumed by bridge meshes by up to 80% through mesh deduplication and caching.
* Mod directory name must now match the mod's ID (from the manifest), misnamed directories are now rejected with a an error message.
* Moved pipes before molten metal channels in the entity list.
* Trains no longer slow down for waypoints when they can proceed directly to the next station.
* Non-amphibious trucks no longer attempt deliveries to entities fully in the ocean.
* Rocket assembly depot now displays its computing requirement in the building inspector.

Fixes
* Mine tower trucks with export routes now wait for their assigned tower's designations instead of dumping elsewhere.
* Mine tower trucks now respect the logistics zone mask when dumping to non-assigned towers.
* Fixed that the bridge lane inspector would not show the double-lane option for inner lane buttons.
* Fixed that the computing status bar would not show currently used capacity.
* Fixed train slope difficulty multiplier being applied twice, causing trains to climb hills too easily.
* Fixed train inspector showing stale water icon after locomotive replacement.
* Fixed that trains would not align correctly at waypoints.
* Fixed that non-amphibious trucks would dump to ocean designations at height 0.
* Fixed that vehicles could dump to mine tower designations outside their assigned logistics zone.
* Fixed issues with the upgrades of certain buildings.
* Fixed that the terrain disruption system could cause issues on load with corrupted queue entries caused by mods.
* Fixed various building layouts to better match their 3D models (ore sorting plant T1, large crusher, chemical plant, food mill, microchip machines, and others).
* Fixed missing translatable strings for various vehicle jobs, tutorial messages, and UI elements.
* Fixed that dumping near bridges could cause them to instantly collapse.
* Fixed animated building parts rendering with an offset when highlighted.
* Fixed tree harvester animations.
* Fixed that amphibious vehicles would not be considered parked at their destination.
* Fixed that train designer comparison would show stale speed values after slope difficulty changes.
* Fixed that the video settings tab could fail to initialize with an error.

Path notes for v0.8.2a

[p]Improvements
* Optimized bridges initialization resulting in ~40% faster content loading.
* Bridge segments whose pillars are entirely on land can now be built using unity build.
* Excluded pillars, poles, and other infrastructure entities from global search results.
* Re-ordering a ship to a new world location no longer sends it back to the dock first.
* Speed increase keybind no longer cycles into super speeds when they are not activated.

Fixes
* Fixed that FBR enrichment would skip a beat every now and then due to remaining fuel life amounts not being carried over to the next cycle.
* Fixed that train pathfinding underestimated the cost of routing through stations, causing trains to prefer pathing through stations unnecessarily.
* Fixed that boats would spin up to 359 degrees when leaving the dock.
* Fixed amphibious dump truck mixed material pile colors.
* Fixed a crash related to settlements.[/p]

Patch notes for v0.8.2

[p]New feature: pillar tool[/p][p]* Added ability to add and remove pillars on transport belts and pipes, similar to train track pillars.[/p][p]* Added 'remove_redundant_transport_pillars' console command to remove all redundant transport pillars. We recommend saving your game before using it. Removing redundant pillars can improve performance.[/p][p][/p][p]Improvements[/p][p]* Stacker tower rails can now be placed on the ocean.[/p][p]* Ocean area notifications now update when entities are moved.[/p][p]* Optimized transport product rendering based on camera distance, reducing transport simulation update time by up to 50% (up to 10% of overall sim update).[/p][p]* Optimized construction manager, up to 8x faster when many constructions are paused (up to 10% of overall sim update).[/p][p]* Optimized ocean-related height change processing, saving about 1ms per simulation step on large saves (up to 3% of overall sim update).[/p][p][/p][p]Fixes[/p][p]* Fixed amphibious hydrogen excavator having incorrect construction costs.[/p][p]* Fixed a ship pathfinding bug that could lead to ships pathing through obstacles.[/p][p]* Fixed cargo ships using incorrect crew size for different ship tiers.[/p][p]* Fixed stacker tower throttling being applied at half the intended rate, also causing delayed construction of new segments.[/p][p]* Fixed stacker tower max terrain height calculation for segment layouts.[/p][p]* Fixed stacker tower area selection not considering its pivot correctly.[/p][p]* Fixed issues when adding or removing train track pillars.[/p]

Patch notes for v0.8.1a

* Improved recipe matching for machine copy-paste to correctly handle overclocked recipes and prefer similar recipes across compatible machine types.
* Battleships now notify when they cannot reach the world.
* Battleships and cargo ships now show a more stable status when unable to reach the world instead of flickering between states.
* Optimized train track blueprint and paste placement, reducing large stuttering when moving many track previews.
* Optimized pole and pillar generation for train tracks (up to 4.5x faster for large placements).
* Fixed that amphibious vehicles would disrupt terrain on the ocean floor under the water.
* Fixed that ships could reverse after leaving docks.
* Fixed exhaust on all excavators not rotating correctly with the vehicle.
* Fixed ocean area recovery requiring incorrect depth threshold.
* Fixed billboard and gold furnace layouts.
* Fixed locomotive tooltip showing incorrect fuel consumption when vehicle fuel edicts were active.
* Fixed that the Everything toolbar tab would not work properly in the Buildings menu.