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Patch notes for v0.7.2

Trains

  • Added per-wagon products filters which can be set directly on trains or in the train designer.
  • Doubled train station capacity.
  • Improved train alignment logic. Note: This may affect some of your lines.
    • Trains will now always align all wagons that have any compatible modules at a station.
    • Alignment now works for all wagons even if the station root building is in the middle of a station.
    • Trains now prefer earlier alignments if possible.
    • Wagons that are already in a fulfilled state (e.g. full wagons during loading operation) will be skipped during alignment.
    • Trains on bi-directional tracks that have finished servicing station but cannot find path to the next station will crawl forward to clear any intersection before the station.
    • Modules with no products assigned are ignored if there is at least one module with an already assigned product.
    • Trains will be able to align even if the station has the exact same length as the train
  • Level crossing now properly inherits track directionality when placed over existing track.
  • New models for train track ends to make improperly connected rails more visible.
  • Fixed that trains could break no-stopping zone rules when just leaving the station.* Fuel stations are no longer skipped when manually skipping stations.
  • Fixed possible self-intersection of long trains on loops and added a notification when it happens.
  • Fixed that path-planning tool was showing paths that were impossible for the train to take (e.g. reverse path when part of the train was already on a forward-directional track).
  • Fixed pasted train tracks to properly add no-stopping zones on overlapping sections.
  • Fixed that train was unable to navigate to the train depot to scrap when the scrap command was issued when train was paused.
  • Fixed a rare issue causing the entire train network to stop working until game restart.

User interface

  • Clicking on a recipe in the toolbar menu popup will now open the entity placement flow with this recipe selected.
  • It is now possible to cycle through tiers or buildings (including transports) when placing them by holding CTRL + scrolling up / down.
  • Added placement clipboard: Pressing Ctrl+V recall last cut or pasted item, Ctrl+Shift+wheel cycles history of last 50 cut/pasted items.
  • Pressing the quick delivery tool shortcut while an entity window is open performs quick delivery / removal.
  • If quick build / removal fails, the construction is unpaused.
  • It is now possible to independently mute critical and non-critical alerts.
  • Added keybinds for Vehicle management and Train lines windows.
  • Allow to set key-binding for: Storage, Terraforming, and Train build menu.
  • List of asteroids is now scrollable.
  • Merged filter media research into Wastewater treatment.
  • Hydrogen burning in flare is now unlocked with the initial distillation.
  • Increased camera pan speed.
  • Improved tips on loading screen and have them cycle periodically.
  • Train station names are now propagated to all modules. Renaming a module now renames the entire station.
  • Improved train status reporting to be more concrete and helpful.
  • Improved train track laying tool to better match direction when attaching to other tracks.
  • Train lines no longer show an empty icon if no product is set.
  • Level crossing is now split in the toolbar per type, and was added to the vehicles menu.
  • Restored the ability to cycle through idle vehicles in the management window.
  • Added confirmation dialog to display settings change.
  • Fixed the crop picker that was not being closable with ESC key.

Fixes

  • Added missing Uranium rod recipe for T2 robotic assembler.
  • Fixed a rare issue that was causing game freezing and required forced restart.
  • Fixed an issue that the 5th terrain material layer was missing from generated maps. In existing games, this layer will appear on all untouched tiles.
  • Fixed polygon area getting hidden when switching to a designation tool while editing.
  • Fixed diesel generator to not consume full maintenance when idle.
  • Fixed maintenance efficiency modifier that did not apply to newly placed depots.
  • Fixed fuel station that would not accept vehicles when placed in "disabled logistics for newly placed" mode.
  • Fixed cargo ship that did not restore its fuel saving option after its upgrade.
  • Fixed the ship modification pause button in the shipyard inspector that was not showing the right state.
  • Fixed missing rail icons in the blueprints window.
  • Clicking on "designations outside towers" notification now brings them into the view.
  • Fixed text overflow in research nodes.
  • The assigned vehicles panel in storage no longer jumps when assigning the first truck.
  • Fixed assigned buildings panel sometimes showing incorrect icons.
  • Fixed disappearing mining tower area when M/Z keys are pressed.
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