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Patch notes for v0.8.7c

Improvements

  • Transports and mini-zippers now highlight the ports of the entities they connect to (including their suggested product icons).
  • The in-game hub UI now loads images and files from a CDN, making loading faster.
  • The in-game downloader now verifies the integrity of every downloaded file.

Simulation determinism

  • The game is now deterministic across a save/load boundary. A loaded game continues exactly as the game that saved it would have.
  • Fixed number formatting and parsing that depended on the operating system's locale, which was a source of errors (e.g. "1.5" vs "1,5").
  • Entries sorted by translated names are now sorted according to the in-game language instead of the operating system's locale.
  • Fixed train path-finding reading track and train state that could change mid-search.
  • Fixed partially loaded bridge path-finding heuristics steering vehicles away from whole map regions instead of falling back.
  • Fixed bridge path-finding heuristics loading incorrectly when the game's install path contained the word "exit".
  • Closest and best candidate picks (depots, launch pads, ore sorting plants, designations, trees, vehicles ahead) and train update order now break ties deterministically.
  • Asteroid crater generation and polygon rotation now uses deterministic fixed-point math.
  • Map generation with "--terrain-gen-threads 1" now works properly.

Performance

  • Fixed cleared forest areas staying queued for forest floor recovery for excessively long time. Existing saves recover after a few in-game months.
  • Vehicle connectivity data is stored ~5x more compactly, making compressed save files 8-14% smaller and its restore on load 4-5x faster.

Fixes

  • Fixed height 3 and height 4 ramps having a tile that was visually blocked but not blocked by the layout.
  • Fixed stopped conveyor belts visually scrolling after coming back into view.
  • Fixed the map editor's forest tool preview placing trees on ocean and boundary tiles.
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