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Patch 10.7.2019 adds pastures and fixes bugs.

Important: Because of the added ranch jobs, you might run into problems when resuming pre-patch save files. I try to avoid save-game incompatibility, unfortunately it is sometimes unavoidable that this happens. If you do run into problems, you can switch to the branch "6.7.2019" to resume your save game. Thank you!

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Content

  • Pastures! You can tame wild animals (currently cows, pigs, horses and sheep) and bring them into pastures. Cows can be milked, the other animals don't do anything yet.
  • Content: Added the big bonfire, which has a larger claim and vision range.

Miscellaneous

  • Gameplay: Vision now extends around rally flags.
  • UI: The game now prevents you from removing tracks, train stations and factories while a train is driving on them.
  • UI: You can now see how long it takes until an animal can be "harvested".
  • UI: The ship panel now shows big numbers correctly, e.g. "1.2k" or "26k".
  • UI: New hotkeys: home/end = zoom in/out, F5 = open colonist management screen, Numpad 0-3 = Game speed, 1-5 = Open build menu tabs.
  • Modding: Fixed xml scheme to no longer show errors when elements are out of order.
  • Visual: You can now see which mountains contain something. Deprecated the mountain content display.
  • Help: When you cancel a construction job, ingredients that were carried outside of your territory are now returned.
  • Modding: Fixed the missing end line in the scheme file.
  • Gameplay: The colonists now only fill 8 of the 10 shipping port tiles to prevent deadlocks.
  • Gameplay: Vision is now spread around bonfires, not colonists. (Saves performance when you have many people)
  • Misc: House entrances can now be exact positions.

Performance

  • Performance: Overlays are no longer updated when invisible.
  • Performance: Improved performance of bonfire build preview.
  • Performance: Added some debug outputs to find the performance issues after longer play times. If the game starts to lag, please send a short bug report, the performance data will be sent with the bug report.

Fixes

  • Fixed: Infinite cow milking. :)
  • Fixed: Colonists stealing from automated workshops.
  • Fixed: Some side-effect issues regarding autofarms and automated workshops.
  • Fixed: The game is now more tolerant when it cannot find a type (e.g. when a mod was removed).
  • Fixed: The map generation algorithm now ensures that there are no inaccessible tiles which caused all sorts of problems.
  • Fixed: Production targets for custom maps getting lost after load/save
  • Fixed: Trading tier for cargo ports should now remain after load/save.
  • Fixed: Endless loop when a building produces items it is built from.
  • Fixed: Roads under construction are not cancelled when removed.
  • Fixed: Roads under construction are now displayed as transparent.
  • Fixed: Position of automatic workshop outputs with even size.
  • Fixed: Shipping port can no longer be built on other buildings.
  • Fixed: Ugly shadow bias of production buildings.
  • Fixed: Several errors related to modding and the new pastures.
  • Fixed: Greenhouse planting on wrong tiles.
  • Fixed: Games saved with pre-8.7.-version not loading.
  • Fixed: People not sleeping in houses.
  • Fixed: Incorrect number in stockpile displayed for tools/weapons.
  • Fixed: Zone fences invisible after loading. Probably.
  • Fixes: Some smaller fixes.
  • Fixed: Starting position under FoW.
  • Fixed: Camera rotation is no longer tied to game speed. Unfortunately rotating while paused is not possible with Cinemachine. :(
  • Fixed: Cargo ships no longer arrive while the shipping port is under construction.
  • Fixed: Cargo ships now disappear when the shipping port is removed.
  • Fixed: Deconstruction a station / stockpile now removes the associated logistics jobs.
  • Fixed: Selected language not saved.
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