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Captain of Industry News

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.

Patch notes for v0.6.3

* Improved You Shall Not Pass map backdoor-start by providing access to trees.
* Tree saplings can be now shredded into biomass.
* Game can no longer be exited when (auto)save is in progress.
* Contract profit increase (difficulty setting) is now properly applied.
* Fixed save file writing procedure that could in rare circumstances result in incompletely written save files.
* Added checksums to all game save and map files.
* Saving was made more robust by checking checksums of written files and displaying errors when any issue is detected.
* Save file overwrite only happens when the new save was successfully written and checksum was verified. If checksum check fails, both new and old files are kept and an error message is displayed.
* Save files that fail to be fully written (e.g. due to insufficient disk space) are now deleted.
* Fixed a rare save issue when tile surface command was in queue to be executed.
* Fixed issue where an excavator could not find a path to an unfulfilled designation in tight space that should have been accessible.
* Trucks should no longer return back to mines when partially loaded, they will unload completely first.
* Improved stuck vehicle notification to trigger sooner.
* Further improved vehicle recovery logic to prevent vehicles crawling on cliffs.
* Fixed settlements that kept giving unity bonuses even when supply of household goods was stopped.
* Fixed incorrect total stats for health and unity.
* Trucks no longer load more than their capacity when clearing surfaces.
* Fixed issue where truck replacing a surface would override a previous surface that was not cleared yet, making the original surface products lost.
* Trucks now don’t get a surface placement job if the surface costs more than what they have.
* Fixed case where storage would not provide products to upgrade another storage that was connected to it.
* Storage truck export is now not disabled if it gets connected to an unbuilt storage.
* Fixed vehicles refueling from storages that are set to import.
* Product notification settings are now copied when cloning a config for the Ore sorter.
* The "Cannot deliver" notification is now cleared right after the truck gets cleared.
* Ship order buttons were moved to the top of the world map settlement window.
* Fixed issues when regenerating an area outside of map in the map editor.
* Fixed tree harvester visual issues when cutting trees on a slope.
* Fixed ready-to-fulfill check for leveling designations based on the job that is asking, to match mining and dumping designations logic.

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.