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Release 0.71 - Room Update

[h2]Release Video[/h2]
[previewyoutube][/previewyoutube]

The main change this time is a larger change on the rooms. They are now not activity oriented anymore, to make it easier to build them up. Instead the interior items are the main thing in rooms now. Each of them have their own activity and that leads to larger changes also in the UI and interactions. Due to that large changes i couldn't add so many new needs as i wanted. Instead just the hygiene and a med bay has been added for the persons.


[h2]Combined Rooms[/h2]
The main change this iteration is a new approach for the activities. Instead of having the activities to be choosen in a building, now each interior item can be dropped to add an activity. Each one has its own to make it easier to understand.

To make it easier to find interiors, i combined some of the rooms. Before the rooms than would have had too many activities to choose, but now its way cleaner to do so. When opening the configuration, there will be a interior item build menu, where all possible interior item are grouped in categories. When an interior item is dropped the needed storage will appear in the first "storage" category. Later i plan to let also other storage droppable in that category.



[h2]Choosable Room Icons[/h2]
The change to have all interiors possible in one room made the Icon obsolete. To make this still useful, the player can change the icon to some preconfigured icons.



[h2]Interior Problem Icons[/h2]
Due to the new Gameplay with exactly one activity on one interior item, its now possible to move the problem icons directly above the interior items. Also problem markers for storage have been added to hint better to potential problems.



[h2]Choose Activity[/h2]
The choosing of the activity of a person also needed to be adjusted. The Player can now directly choose the interior of the activity to send him to this. Only possible, not blocked ones are shown. While updating that, i also fixed some performance issues with that topic, leading on some point to lower fps.




[h2]New Workplace[/h2]
With the new systems it become not useful anymore to assign a person to an activity whats not a single machine. This part has been changed a lot in this iteration, so now the persons can search ship wide for works to do. Its possible to filter these tasks for each individual person by assigning a workplace. This is now a building, and you can assign as many as you want. The person will than just work in this building. In later iterations its planned to add more filters, like activity type specific, so you can let him only grow plants or maintain the buildings. Maybe also to assign a daytime range when he should work, to have kind of shifts in the game.



[h2]Construction Calculation[/h2]
The Construction and Maintenance activity can now work paralel on the same item. This was neccessary, due to its no more possible to build one big construction activity, but having many small ones instead. I added a "Effort" unit mesassured in wh (working hours) and used the usual container logic to represent the build. Each worker now just adds deltas as all other systems and use events from the building instead of precalculated times.



[h2]New Room: Med bay[/h2]
Big thanks to BlueSky-wr to design the medical bed. Its directly added to the only interior item for a new room (more will be added later). The healing is a new kind of activity, what needed a small change in the simulation, so customers can also go there, even if there is no worker attached.



[h2]New Need: Hygiene[/h2]
The person now also needs hygiene. To add a washing activity without gravity, astronauts using simple washcloth. So i used the sink to show that in an easy way. The Drink activity now uses a new water dispenser instead.



[h2]Resource Quality[/h2]
To add the new Wash activity to increase the hygiene, it was needed to add content of the resources. Brown water contains nutrition, that can be filtered by the purification plant. Till now, this amount was fixed, due to it was just created by the toilet. The wash activity now should also create brown water, but with way less biomass inside. To make this work a quality has been added. In case of brown water, higher quality means more biomass contained. Later this can be also used for food quality or harvested iron ore.




[h3]Other smaller changes[/h3]
Changes
  • Force a person to do something will now just increase the metric so he working longer
  • Prevent Persons idling in buildinglots
  • Added Ambient Occlusion effect
  • Better layout for Configurator
  • Added edit-button to all changable Names
  • Changed Worker Color to orange, to make the type better visible
  • Shuttle bay send also partial resources out automatically
  • More possible crashes are converted to Error Logs
  • Also stop sleeping when being on a mission, to prevent emergency sleep while mission
  • Use a large Storage for the starting Toilet module, to make the start easier.
  • Prevent transferring empty boxes (due to leads to other problems and useless)
  • User nicer and smaller on/off button as a phone like button

Performance
  • Prevent updating not shown things in the UI
  • Improved UI for storage with many connections
  • Improved UI performance for Choose Actions
  • Improved UI performance for Person Overview
  • Better cutting, to use less verticies for buildings

Bufixes
  • Fixed Visual cuts in buildings
  • Fixed Partial full Boxes are not send out by general storage
  • Fixed Crash when assign a person to multiple Missions
  • Fixed Effect of Shuttle not stopping when load a save game where shuttle is gone
  • Fixed Wrong visual position of collected boxes
  • Fixed Person not hidden after loading when was on a mission
  • Fixed I18n Mixed Texts for Fuel Cell and Electrolytics (thanks to Erosis)
  • Prevent showing warning when person goes to fulfill a low need at 10%
  • Fixed special case where UI didn't detect the cursor is on the scene.
  • Make RequestIfEmpty to minimum 1% to prevent problems and too much transfer.
  • Fixed Problem with loading wall materials
  • Fixed not animated Resource box when moving it inside of a building

Release 0.70.0 - Residence

[h2]Release Video[/h2]

[previewyoutube][/previewyoutube]

Special Thanks to BlueSky-WR for the good testing this iteration!
Due to the changes in the last iterations the demo got really short. I added more stuff to the playtest demo version. The registration ended in the last week and i keep adding more and more playtesters every release, to get feedback to the newest changes. If you still feel the demo too short, you can get the community license by joining our Discord at https://discord.io/generationship

[h2]Residence[/h2]
The main simulation feature this Iteration are the residences. Crew rooms with beds can be converted into private rooms by assigning the persons to them. Private crew rooms can just be used by the owners. Later the interior of this room will also effect the person. For the start, the person will just get a mood panalty if there the person has no residence assigned.
I improved the UI for the Person, so there is a big resident and workplace area to choose it.



[h2]Thoughts[/h2]
The next new simulation feature are thoughts for persons. They are added when the person is in a special state like he has no resitence or an event happened like he pee himself. Thoughts can have a duration and effects the mood over time. Later a news from earth or other things would also be added as thoughts to effect the mood. New Crew members got also an additional bonus when they arrive in the station.



[h2]Walk in Station Camera[/h2]
There are new cameras added to the game: The Walk in station camera will allow the player to move inside of the ship in first person view. Its a part of a further planned feature to add player controllable drones, to repair buildings in case of emergencies or push persons to work harder. Till now, it's just another view angle that can be entered with Num-4.




[h2]Free Camera[/h2]
Another new camera is a free that is active when holding the mouse-wheel down. Than the player can look around with the mouse and move with WASD. There is no gameplay planned with it, its just due to it can be nice to look around :)



[h2]Visualisation of Connections[/h2]
To make it easier to see and configure the building connections, i added a visualisation. Its following the box-paths the connections will use, so they directly start and end at the storage. Its selection sensitive, so when a storage is selected directly, its just showing the connections of it. Similar for interior showing all related storages to the activity the interior belongs to. By hover over a connection, it just shows the connection, to identify them faster. Its also possible to see all connections with a given resource by hovering over the resource overview in the lower left. I also added a walking path to the person, to have a nice visual.






[h2]Cheat option[/h2]
The cheats i used in the editor for development are now also available in the compiled version. It can be enabled in the options. Enabling it results in no more steam achievements and high scores. Also future stats (steam and for the player) will be also disabled than. The cheats are a bit hidden implemented, most of the time its using the regular ui with some modifier keys. E.g. with Ctrl and click on an empty resource box will fill up the storage. A ctrl click on the Start Planning cause an instant finish the plan. Holding additional shift will fill up all storages in the buildings and alt let workers spawn.
The idea of that is to have kind of a sandbox mode, so the player can quickly build large ships or what he wants. (thanks to ichao for the sandbox idea)




[h2]Distance specific productivity[/h2]
To prevent having one big maintenance building for the whole base, i added a distance panalty. As further the target to maintain or construct is away as more panelty will be added and as longer it took.



[h2]Worker use idle time[/h2]
Till now, workers were just working in the buildings if there was something to do or not. Now, they will just go to the building, when there is realy something to do so they can fill up their mood till the next task starts.


[h2]Warnings and Error Report[/h2]
I started a while ago to migrate the crashing exceptions in the simulations to simple errors, so the player can keep playing. Also some auto repair features, so the bugs will not cause an unplayable state of the game. To make it visible to the player whats happening i added a small warnings and errors element to the UI. Its shown at the debug section and a popup with details will open. It also contains a one click report option.




[h2]More Performance[/h2]
As started at the last iterations i also improved the performance again this time. I recalculate the positions for most of the entities less often and added a dirty mechanism also to other parts. I changed the approach to change the walkways to allow them also to use different LOD levels to reduce more verticies to draw on further distances, added camera frustrum culling to the self rendered objectes and render also less things separate from unity. I also moved some systems around, to make them work on other cpu cores while long running unity processes are executed. All in all i could increase the speed for a large ship in the editor by a factor of 2. It should have a bigger effect as less cores the player has.



[h3]Other smaller changes[/h3]
  • Fixed Problems with the Tube System (thanks to BlueSky-WR for report)
  • Make a rare case not crash the game for no need (thanks to BlueSky-WR for report)
  • Fixed a rare UI bug happend when seal a building in a special situation (thanks to BlueSky-WR for report)
  • Fixed missing route check when sealing in a special condition (thanks to BlueSky-WR and ichao for report)
  • Improved Shadow quality
  • Readded Photovoltaicpanels curving to ship shape (thanks to BlueSky-WR for the hint)
  • Fixed rare problem at the TaskManager at end of a gameyear (thanks to BlueSky-WR for report)
  • Max size for worker/customer panel for large buildings
  • Fixed wrong calculation in build menu templates (thanks to BlueSky-WR for report)
  • Fixed Name of normal buildings didn't use the correct language (thanks to BlueSky-WR for report)
  • Using the real name of the building if possible in activity user label (thanks to BlueSky-WR for report)
  • Fixed Pathfinding for full circles (thanks to BlueSky-WR for report)
  • Fixed buildings like greenhouse were not working well (thanks to BlueSky-WR for report)
  • Fixed Exception when multi Select a buildinglot (thanks to BlueSky-WR for report)
  • Only update the floor holes if its needed to reduce cpu load
  • More reduction of verticies with lod and culling for resources and doors
  • Persons can eat and drink more, to stop changing tasks too often (thanks to BlueSky-WR)
  • Fixed left over interior in special case (thanks to BlueSky-WR)
  • Readded color in multi selection represents the state
  • Added F5 for a general consistency check and cache refresh of selection
  • Fixed wrong animationPaths when running on very high simulation speed (thanks to BlueSky-WR for report)
  • Removed no Customer warning, due to it was missleading
  • Fixed problem where persons selecting wrong servicebuilding (thanks to BlueSky-WR for report)
  • Fixed missing normalize in grid rotation caused problem with effects (thanks to BlueSky-WR for report)
  • Fixed Problem with gametime calculations on extreme high millisecond additions (thanks to BlueSky-WR for report)
  • Improved Path of Boxes to exit
  • Fixed In Animation position on 90° rotated buidlings
  • More error tollerance in creating savegames to prevent the savegame is completely broken. (thanks to BlueSky-WR for report)
  • Fixed bug when configuring a building and person is idling in a buildinglot next to it. (thanks to BlueSky-WR for report)
  • Fixed Problem where the next ResourceEvent was missing in a special case (thanks to BlueSky-WR for report)
  • Improved Merging of Container Users for very large ships (thanks to BurritoBotV3000 for report)
  • Fixed Change of Floor and Wall was not persistent
  • Fixed Animation bug where persons walk through walls
  • Fixed metabolism not starting instant when e.g. nutrition is empty and person starts to eat
  • Fixed wrong problem shown in the Metabolism warning

Release 0.69.0 - Mood

[h2]Release Video[/h2]

[previewyoutube][/previewyoutube]

This Iteration was basically to add more needs of the persons, but i got some good testers, suggesting a lot of useful things and improvements. They also build very large ships with >50 persons. The performance was fine, but not at the target. Due to i wanted to add more features it was needed to refactor the architecture of the simulation, so it gains a big performance boost.

[h2]Mood[/h2]
Persons now have a Mood. It's a 2. Level need, influences by the basic needs like nutrition or sleep.. The Mood has an influence on the activity productivity when the person is working (more to that below in the Productivity section).
Later its planned to add also a 3. Level like rebellion stage or hope, that changes even slower. It's also prepared to add some long term effects on it, like good or bad news from earth could have a slow effect over a given time, that could also reflect the thoughts of the person.



[h2]Improved Performance[/h2]
[h3]New Resource Event Architecture[/h3]
Most of the simulation time goes to set up the next tasks for the resources, hitting a limit. This was improved now, so all resource calculations (air, tubes, boxes, needs, ...) are now done with a single code base. This allows to manage it just with a single next event, instead of all keeping all events. It improves the simulation up to 2-3 times in the editor and should have also a big effect as bigger the ship will become.

[h3]Activities[/h3]
I made also a very big refactoring by promoting the activities of a building to separate simulation objects. Before they were a part of the building causing an inefficient architecture. This separation now allows several optimisations and further features, like having multiple same activities in one building. Also the algorithms to detect the state of an activity e.g. for an interior light or animation can now directly check in the hierarchy for the related work, instead of searching for it. I could also do a lot of optimisation for larger ships.

[h3]Productivity[/h3]
Another advantage of operate the activities was to be able to cache there the productivity. I refactored that part also a lot, so its now just calculating the changed productivity parts and is able to performant and flexible recalculate the productivity. E.g. it can also calculate the Productivity without the customers, so it can see if the customers stops to being active without big effort. This makes it finally possible to rethink the service activities, working now like all the others (so 1 of 2 customers will have 50% efficiency).



[h3]Persons Metrics[/h3]
The last part of the performance improvement was to make the metrics faster to update. When searching for something to do its caching the main values. When a service building gets available, the person checks first its faster than the current one, before recalculating all other options he has.

All in all it gained a huge performance boost. The starting ship can push now the first 3 months of playtime in a few seconds.



[h2]Async Save games[/h2]

Big ships had some troubles with long save duration. It took ~5s for a big ship. To prevent a big lag at the autosave, it was necessary to split separate the save process to be able to render frames in the meantime. I was able to copy the complete simulation of the big ship in ~100ms, and could than run async on this data, so the main simulation can still continue while saving! Its now just 1 small frame drop when the autosave start, to prevent saving inconsistent data. Till its done, i can set up a maximum time the save game should use, to not drop the fps too much, so its similar as the Person Generation and the Simulation Tasks.

I also improved the general save process, so if something happens while saving, the save game is not gone like before. Its first saving it to a temp file and just using it when everything is successfully finished preventing corrupt save games.

Its now also showing it, when its auto saving and the save game dialog got a progress popup.



[h2]Zoom to Mouse[/h2]

To make it easier in large ships to move around, i added a zoom to mouse feature. Before, the camera just zoomed to the center of the screen, what was usually not what the player wanted to see. Now it's zooming directly to the mouse-cursor, except when the player moves the camera at the same time.



[h2]Zoom and Follow Entities[/h2]

In large ships it was also not so easy to find buildings or persons. To make this easier, i added a zoom to the building and interior, when clicking on the big icon at the details. For persons its similar, but the camera will directly follow the person, till the camera moves away. Zooming and rotating the camera did not stop that, to give more controls over it.



[h2]More options to Events[/h2]

Due to a player feedback, i improved the events (e.g. out of energy). He wanted to have the info panel, but without stopping the simulation. The main usage i is for the arrived supply ship, that is a good info, but there i usually no need to stop it. To make this good visible, i added a toggle button to the event Panel. Its also changeable in the options any time for any event. (Thanks to BurritoBotV3000)




[h3]Other smaller changes[/h3]
  • Fixed missing Personages when loading a game
  • Fixed wrong gender for new crew members (not matching the name)
  • Fixed missing corner of one building
  • Fixed Removing Interior left over meshes (Thanks to BurritoBotV3000 for report)
  • Fixed Exception in some cases with Tooltips (Thanks to BurritoBotV3000 for report)
  • Fixed Problem that work targets are not cleared when dismantle (Thanks to BurritoBotV3000 for report)
  • Improved Error Handling Screens
  • Fixed Update of Work Container Warnings
  • Added Click on ResourceOverview select related Buildings (Thanks to BurritoBotV3000 for report)
  • Added in or out hint to the production labels (Thanks to hackerintraining)
  • Prevent problems caused by single exceptions in ui (more robust)
  • Fixed smoothing issues at the Starting Rocket in the intro
  • Start with more methane to prevent running out of methane too early (thanks to hackerintraining)
  • Added Problem Pump Interior to the Water pipe warning event (thanks to hackerintraining for report)
  • Fixed drop down options can be not visible
  • Added Scroll bar for Choosing Popups for large ships
  • Highlight dismantle button red when over and confirm (thanks to BurritoBotV3000)
  • Added Stop Time warp button to Events (thanks to BurritoBotV3000)
  • Performance improvement for find users and find next activity
  • Added Info to UI if the person generator is running
  • Fixed Perspective Overflow not working anymore
  • Only show the Interior-Tiles when its needed, to see the floor wall textures better
  • Fixed wrong camera movement first time entering the interior configuration
  • Fixed Unity issue, that parent and children are wrong (problem with save games in special situations)
  • Fixed selection issue of special case in Photovoltaic Panel under construction (thanks to BurritoBotV3000 for report)
  • Fixed exception when try to add another storage in interior configuration with ctrl
  • Fixed Maintenance not stop maintaining when loosing connection (thanks to ichao for report)
  • Make Snapshot releases (Test version) have a reasonable Date
  • Persons stay longer at the current service building before leaving to other things
  • Starting Generator gets directly the ThrowOutIfFull, so new players not get a problem with it too early.
  • Added More speed options (30s, 10 m/s and 5h/s) to have more flexibility (thanks to BurritoBotV3000 for the hint)
  • Changed Construction Icon to the Hammer, to prevent confusion with Maintenance
  • Fixed Feedback Popup could be behind tutorial-tooltips
  • Make the border red on empty container values, to hint the player more to problems.
  • Fixed missing and wrong updated Colors of ConnectedStorages Icons
  • Fixed wrong status on full single box storages at connectedStorage Icons
  • Make sure Space bar also stops the time warp when a TextDield is focused
  • Changed WorkingS lot Click Behavior to use a more usual key-binding (Thanks to BurritoBotV3000 for the hint)
  • Increased building layer size of the photovoltaic panel, to prevent confusion due to multiple layers
  • Keep the Rotation when switching from interior to con fig camera
  • No Condition impact to the Service Activities to prevent unrealistic duration. (thanks to BurritoBotV3000 for testing)

Release 0.68.0 - More Rooms

[h2]Release Video[/h2]

[previewyoutube][/previewyoutube]

[h2]Factory Room[/h2]
A new Room has been added to create tools by the player itself. A new 3D Printer can now print out tools so there is no longer need for the supply from earth. For now, it just needs Steel, later i might add some more rare materials.
To complete the resource cycles, i also added a Smelting, to convert the Garbage Iron to Steel. This might also just temporary, maybe more things will be added in between later on.


[h2]Converted more Buildings to Interior[/h2]
The process of the conversion from the old buildings to the new Interior has been continued, so the chemical buildings are now also converted.



[h2]Modular Buildings[/h2]
The Basic Buildings to drop interior in has been updated to a more modular approach. So they are created out of several reusable peaces. For this iteration, they are not changable by the player and always the same for the basic buidlings, but its prepared for a more dynamic approach, where each dropped building could look different or even that the player can configure them completely free :)



[h2]Selectable Interior[/h2]
The new System allowed it to create several works in one building. To get a better overview for the player, i made the interior also selectable like buildings and Persons. For now, it just shows the related work, but in future, i will add more useful things to it.



[h2]Different Storage types[/h2]
The current storage could take 3 boxes and needed 2 tiles space. To make it more flexible, i readded the small box stoarge as an interior. Its just using 1 tile space and cost half of the resources.



[h2]Custom Templates[/h2]
The Templates can be now created and deleted by the player. For customized buildlings, there will be a button in the building details to create it.



[h2]Better Person Animations[/h2]
Persons are now idle randomly moving around the station when idling. They also switch between the interior when working on them. The interior lights are now also react on the working persons on them.



[h2]Seal Button WorldElements[/h2]
To make the seal buttons more convenient, i moved them to to the doors as World Elements. They are just moved to the place, where the door is rendered, so its way more intuitive what button will close what door. I also fixed the delay there, so its now instant following the camera.



[h2]New Icons[/h2]
I created more Icons and added layered Icons, that are also capable to render in 3D. A usage e.g. is for works, with combined icons like recycle water or recycle iron. Till now, i needed to create for each one an individual new model and add it to my icon generator. Now i can reuse the basic icons, to just setup a custom icon. It can be also used for the scene-overlays, so the calculation done in the UI is also done in 3D with the models to build up a similar look. I also updated the icon-camera, so its a less 3d effect, turns into more clear and larger icons.



[h2]Live update Language changes[/h2]
To make the community translation process faster, i added a live update feature. When the file is changed outside of the game, the game detects that and updates most of the text direct, without any need of reload.



[h2]Person Icons[/h2]
The person icons are now created from the actual generated models, so it feels, the player got more closer to the persons, they are not so anonymous anymore. They are used everywhere in the game now.



[h3]Other smaller changes[/h3]
  • Fixed Popups could appear through blocked panels
  • Fixed general 1 frame delay for the UI
  • Fixed delay of world-elements (e.g. interior panels above the models)
  • Fixed maximum height of buildings with a lot of activities.
  • Emissions of Interior is now related to the Work
  • Working lights of Interior works same as emissions
  • Fixed Animation Path of Dock Module
  • Not executing shortcuts, when focus in on a text field
  • Stop interior drop when closing the panel or cancel the work
  • Persons start work-animation instant instead of waiting for end of idle animation
  • Hide Section Panel, when no other details are shown
  • Fixed not showing a problem when the water tubes are empty
  • Added an Event for water pipe empty and explain the problem (Thanks to gus)
  • Removed interactive part of the help (outdated)
  • Support more than 4 holes cut in the floors of buildings (e.g. for storage)
  • Move Resource Boxes move always to the lowest position
  • Closing Build menu keep starts walkway (due to search blur)
  • Fixed exception when person walking somewhere and updating in a rare case. (Thanks CadetKael for report)
  • Gather up Exceptions when save games are broken (or in too old version), so still debuggable
  • Improved zoom close for Inside camera

Release 0.67.0 - Graphic Performance

[h2]Release Video[/h2]

[previewyoutube][/previewyoutube]

[h2]Graphic Performance Improvements[/h2]
The change of the rendering and added realtime lighting had impact on the performance. The minimal ship already hit a very high amount of verticies, so it was needed to improve that. I added LOD support to the system, so when zoom out, so the model swaps to a less vertecies version. I created for most of the expensive models some LOD versions and added them and could push the vertex count for the starting scene >50% down. It should have a big impact on big ships, due to the content of the container took a lot of verticies.

[h2]More Interior and rooms[/h2]
The Air Buildings and the Generator has been converted to the new interior system, so they can be placed as the other buildings. In addition, the style of the starting satelite has been adapted to fit to the buildings.



[h2]Tutorial and Achievements[/h2]
The tutorial has been updated to cover the customized buildings. Its now requesting to build one lifesupport backup building instead of the 4 specialized air modules. To fix some issues with the starting generator being damaged, its now the dock, that is damaged. It has no relevant implications, so its an easier target for the start for being repaired.


[h2]Other new Models[/h2]
The new Resourcebox. No wood anymore, but steel and also added a small light, to be maybe used later for the fillstate.



[h2]Resource Merging[/h2]
Due to its now possible to have partial resources for the construction, there was also a way needed to merge them together again. For now, i added a merging mechanism that starts, when a storage is full. Its than merging all resourceboxes with the same resource as much as possible together. Later i plan to add this as a storage option like the "Throw out when full" Option and add a manual "Merge" button.


[h2]Building Templates[/h2]
Due to more and more buildings are converted to the new templating system using the interior, the template choise is moved to the Buildmenu. This makes it searchable and easy choosable. Its shown as a kind of tree-structure and showing all details of the building while hover over it.




[h3]Internal improvements[/h3]
Most of the UI Logic has changed by using now Prototype Entities instead of GameObjects. Due to this the GameObjects are not lying around, so no performance impact anymore from them. With that, the game initialisation process could be changed to be more clean and easy. The other setup has been also simplified by more generic systems. All of that is also needed for a mod support later. The new change had some performance impact to the tests so it took ~15min to run all of them. To fix that a cache has been added pushing the usual 1.2s initialisation time down to 200ms by reusing the first init data, so they run now in 5min.


[h3]Other smaller changes[/h3]
  • Improved Detection if the Cursor is over a menu element
  • English locale improvement (Thanks to BurritoBotV3000)
  • Removed Big Dock due to exceptions (Thanks for report to BurritoBotV3000)
  • Fixed problem with SaveLoad properties could lead to illegal states (Thanks for report to BurritoBotV3000)
  • Changed logic for autoselecting interior to work also for machine room
  • Fixed new bug dismantle when buildings with customers (Thanks for report to BurritoBotV3000)
  • Fixed problems where moving persons on very high speed are the wrong position.
  • Improved internal Animation calculation for more performance.
  • Removed GridStructure from some buildings to look nicer (Thanks to Melodie)
  • Fixed shadows are wrong on highhest zoom levels
  • Prevent some rounding errors to stable the simulation.
  • Handle Exceptions while loading a broken savegame
  • Autosave in general checks for thrown exceptions (Thanks to Ichao)
  • Fixed Shadows are wrong in loaded games
  • Fixed wrong shown values
  • Added Resource users to resourceBoxes popup (same as for other containers like electricity or air)
  • Fixed extrem vertex count for Icon-Meshes
  • Fixed Person Pathfinding not working in a special case
  • Fixed shortcut for directly start planning a building using enter in searchField
  • Added a hint to the building rotation in the totorial (Thanks to "Gideon_Medic")
  • Photovoltaic Panel visual fixes
  • ProblemText now better eadable