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The garbage update

It's trash time, baby!

Summarized patch notes

Changes

  • Introduced indoor air quality that propagates through rooms and shows up as a gas/dust cloud in the room. This mechanic also replaces the odour mechanic

  • Employees now generate paper trash, which can be dealt with by using trash cans (can be auto-placed for old saves and blueprints)

  • Employees and cooks now generate food spills to encourage office/canteen separation

  • Pallets now auto-connect to conveyor belts, pickup and drop-off points will be refunded on load

  • Some furniture can now be auto-placed by holding J (default binding) during placement

  • Improved key binding UX because people still don't know you can rebind keys and use , and . to rotate furniture?!

  • Overhauled pathfinding data structure for performance + better determination of outdoor walking speed

  • You can now build in front of elevators due to pathfinding overhaul

  • Added support for modding doors and windows due to pathfinding overhaul

  • "Old sole" trait is out, but "Immaculate" and "Claustrophobic" is in + new "Paranoid" personality trait

  • Added support for networking and html-like UI creation for code mods

  • Add-ons are now filtered based on whether their parent product is archived

  • Added confirmation when cancelling active support deals (they can be cancelled without repurcussion if work hasn't begun)

  • Tables with stuff on it can now be eaten at, assuming the stuff on it can be free placed (e.g. not big objects like computers and servers)

  • Increased how far elevators can be off center and still be connected to 8cm (Does not fix existing saves)

  • Employees will now prioritize tasks based on whether they are a secondary task and/or secondary role individually instead of as a whole

  • Rooms that are otherwise off limits will now be treated as neutral if they have food trays, since people forget to mark them as canteens

  • Dirty room warnings now only pop up for offices and reception areas

  • Improved flickering light from lamps that are about to break and added sound effects + option to disable

  • Added notification when another company uses player's framework

  • Made clocks colorable

  • Added conveyor speed info to build menu

Fixes

  • Old saves will now be cleaned of duplicated doors, which could heavily impact performance

  • Fixed memory leak on some Linux distros by forcing memory cleanup once an in-game year

  • Fixed cleaners being a lot slower while fast forwarding

  • Fixed prints shipped with helicopter not being registered in the stat window

  • Dirt is no longer removed when inaccessible, however cleaners have gained telekinetic abilities

  • Renamed "Hypochondriac" trait to "Patient zero", to make the negative synergy with "Just the flu" clearer

  • Fixed trees flickering at 8 days per month with > 200 fps

  • Fixed room curve tool taking walls on other floors into account when calculating nearness

  • Fixed some areas becoming unpathable in Windows builds making furniture unavailable despite not being obstructed

  • Fixed bug in multiplayer when releasing new version of digital distribution platform

  • Fixed task priorities not being loaded in correctly when loading a save game, making it so teams with max task limits would work on the wrong task, until task order was changed

  • Fixed cooks not playing opening fridge animation correctly

  • Fixed game breaking if setting color blind mode to Custom first time from drop down instead of using button

Patch notes for Beta 1.8.40

Changes

  • Doors and garage ports now push dirty air outside

Fixes

  • Fixed accidentally removing elevator load balancing from game

  • A ton of small fixes

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