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Captain of Industry News

Patch notes for v0.6.2a

* Improved operation of the Ore sorter to not get stuck by a single resource.
- Sorter no longer accepts deliveries that contain products which have full output buffers.
- Sorter will continue to sort other materials even if some output buffers are full.
* Added a new command line argument that can limit maximum used threads for the terrain generation.
- This can be used as a work-around when games are unable to load or getting stuck on terrain generation.
- Use `--terrain-gen-threads 1` in Launch Options on Steam to enable this (you can also try different values such as 2 or 4).
* Added `clear_all_goals_permanently` console command that can be used to permanently delete all current and future goals.
* Any obsolete goals are now removed after game load.
* Improved stuck vehicle auto-recovery behavior.
* Fixed trucks that would never mark excavators unreachable if those trucks were never idle before.
* Improved surfaces and decals rendering to remove artifacts, seams, and blurriness.
* Vehicles now ride properly on custom surfaces, instead of on the terrain below them.
* Fixed rendering of loose material pile on overfilled trucks.
* Pushed fog clipping plane back to fix fog rendering on AMD GPUs.
* Fixed issues related to transports that span more than 127 height units.
* Fixed resource bars that would get into bad state when all resource bars were disabled.
* Reduced power consumption of conveyor lifts from 4 kW per height-delta to 2 + 2 kW * delta.
* Conveyor lifts now properly recompute their internal buffer on flip to never be a bottleneck.
* Flip of conveyor lifts on hover is now disabled when the inspector is open to prevent double-flip.
* Fixed conveyor lift highlight on flip.

Patch notes for v0.6.2

* Research changes
- Farm is now unlocked from the start.
- Merged loose storage research into mining research.
- Merged vehicles management I into advanced logistics.
- Merged flywheel research in power production II.
- Merged tree harvester II research into large vehicles.
* Goals changes
- Goals can no longer be disabled in new games.
- Added a button to collapse all goals into a single header per each.
- Redesigned goals so that lots of them are not blocked by ship exploration or trading.
- Removed the goal to stockpile wood and buy bricks for wood, instead requiring to buy bricks for iron.
* Added a quick trade to buy bricks for iron.
* Added 11 new decal symbols.
* Conveyor lifts can be now directly connected to balancers and sorters.
* Ore sorter's buffers and throughput now scale with trucks overloading edicts.
* The "out of fuel" notification is no longer shown if the vehicle already goes for fuel.
* Fixed world map mines that would keep mining when resources get depleted.
* Fixed trucks that would prioritize ore sorter over their tower's own dumping designations.
* When assigning a truck, prioritize an empty one.
* Tree planters now prefer to plant trees close to the forestry tower.
* Bloom effect was clamped to avoid overblown bloom regions due to too high color intensity values, sometimes appearing due to driver issues.
* Increase transport max terrain penetration from 0.1 to 0.2 tiles.
* Creating settlement refunds removed custom surface cost.
* Molten channels can be completed in open elevated space.
* Fixed a lag between load/quit game and loading screen appearing.
* Fixed that loans could go into negative in rare cases.
* Removed picking highlight from cut tool that was being left behind.

Dev Stream - Can we survive Armageddon on Insane Start, Admiral Difficulty?

[previewyoutube][/previewyoutube]

Patch notes for v0.6.1

* Improved performance of resource bars overlay, they will show-up 10x faster now. This also improves performance when toggling visibility of individual resources.
* Slightly increased rewards for goal completion (tutorial), from refugees, and from the world map.
* Initial rewards from the world map now also include iron and copper scraps.
* Increased maximum initial loan amount.
* Maximum initial loan amount now scales with loan duration so that more can be borrowed for longer loan durations.
* Quick-trade cooldown is now shorter with each level of price increase so that paying a higher price will allow purchasing more products.
* The Trade tab is now the first tab in the trade window.
* Navigation overlay is now shown by default when a stuck vehicle is selected.
* Diesel storages with an import slider set to import fuel are now allowed to refuel vehicles.
* Tree harvester inspector was made wider to fit all truck types.
* The current game is now pre-selected in the load game window.
* Added shortcuts overlay when tools are active in the map editor
* Stumps from cut trees that are on mining designations will get properly registered for clearing by excavators.
* Surfaces are no longer removed by other entities that did not place them (e.g. pipes over buildings).
* Fixed building validation layer that was not visible in some cases on large maps.
* Fixed trees miss-alignment when tree harvester cut down trees while standing on non-flat surface.
* Placing a farm from a blueprint now properly filters-out locked food types.

Patch notes for v0.6.0d

* Added decals for the letters A-Z.
* Quick build actions are no longer available for pumps and vehicle depots.
* Fixed issues with refueling of vehicles if the last fuel station in the game got removed.
* Fixed crops rendering on T1 farms. Finally you will be able to see all the potatoes!
* Fixed and improved mod selection and propagation.
* Fixed inconsistent line breaks in non-English languages.
* Fixed dropdown that should have been tabs in the main menu for languages with symbols (like Chinese).
* Unreachable goals are clear when a vehicle is recovered. This will skip the waiting period and the vehicle can get to work sooner.
* Save name field is now focused right after opening the save game window.