0.5.0.0 Built-in Version - 170147
New content
{Signage}
Signage can display the layout, icon, text, color, and background.
Signage can be placed or adhered to walls, other signage, warehouses, and a small selection of other buildings.
The support base of the sign can be adjusted to look up or down.
Signage will be available in the AWESOME store and supports many different sizes.
3 types of tagboards: 2m, 3m and 4m.
3 types of square signs: 0.5m, 1m and 2m.
Display.
Portrait display.
Small sign.
Large signage.
{Customize Tools}
Customize Tools is now a new major tab in the Architecture menu. The standard construction menu is now named "Construction Tools".
By default, press X to enter the Customize menu.
While in the construction menu, press Q/X to toggle between the construction tools and customization tabs.
Customization tools are unlocked in T2, [Resource Recovery Add-On], the original unlockable tech for the AWESOME store and coloring gun.
Materials and patterns can be purchased from the new [Customization Tools] tab in the AWESOME Store.
Materials, colors, and patterns can be selected from the Custom Tools menu, as well as placed in the Quick Toolbar at the bottom of the screen for easy access.
Selected materials, colors, and patterns can be applied to the corresponding buildings, and the input can be used forever.
Materials can be applied to walls, foundations, slopes and roofs.
3 wall materials: FICSIT standard panels, concrete, steel plates.
4 types of foundation materials: FICSIT standard foundation, concrete, metal grating, and cladding.
4 roof materials: FICSIT standard roof, dark color, steel, glass.
Patterns can be painted on all buildings under the [Foundation] category.
Patterns are selected on foundations using the second color of the color callout board type.
Currently 58 different pattern editing effects are supported:
Arrow pattern.
Number pattern.
Plant pattern.
Transportation icon pattern.
Factory icon pattern.
Path pattern.
Solid line pattern.
Dashed line pattern.
The color section will default to be valid for all plant buildings, water pipes, FICSIT standard foundations, concrete walls, and concrete foundations.
{Architectural Trim}
Racking Beams.
Metal racking beams.
Painted shelf beams.
Shelf beam connector.
Shelf beam support.
Tilted wall.
2 types of inclined walls: 4m and 8m.
2 types of top corner sloping walls: 4m and 8m.
New windows.
Hexagonal window frames.
Full coverage window frames.
New frame types.
Frame slopes.
Inverted frame slopes.
Framed walls.
Frame floor.
New remade uprights.
Remade metal columns and large metal columns.
Removal of column tops. Column supports will now wrap both the top and bottom.
Small metal columns and small column supports.
Small/large concrete columns.
Automatic doors.
Automatic opening and closing doorway.
Remade door.
The door now finally opens and closes automatically, as well as can be set to open and close as many.
Ramped walls.
1, 2, 4, 8 meter sloped walls.
1, 2, 4, 8 meter inverted slope walls.
1 meter high walls.
Roof.
Flat roofs in 1, 2 and 4 meter versions.
New ceilings.
Automatically adheres to slopes at an angle.
New footbridge.
Straight paths, referrals, T's, crosses, ramps and steps.
{Dedicated servers}
Dedicated servers are currently only supported in beta.
Detailed steps on downloading, installing, updating, and using dedicated servers will be translated later by this cat.
{Emoticons}
7 new emoticons have been added.
Facepalm.
Stone.
Boo.
Scissors.
Dot.
Wave.
Hearts.
Content Changes
{Building System}
Bulk Construction.
You can now switch to [Batch Build Mode] by pressing the R key, or hold it down to see a toggle wheel between different building methods. Batch build mode will allow you to lay 10 buildings at once in all four coordinate directions.
Also, [Vertical Build Mode] works well, especially for specific buildings, such as letting foundations finish building above them automatically without having to specifically pull a straight line.
Soft/hard collisions.
Buildings such as one-outs, two-outs, poles, separators, hubs, and some others have hard collision volumes, meaning they can't be stacked on top of each other earlier than one another.
Decorative buildings, conveyor belts, and pipes have soft collision volumes, meaning that they can not only be built on top of each other, but can also pass through themselves and even other buildings, with the message "Violating other object's collision volume, collision possible" being displayed.
Quick toggle.
You can press E to quickly switch between two different systems, and of course, holding down E selects a different system.
Foundations can now be rotated 45°, and you can even hold down CTRL to change out more angles.
{Train car}
Pressing A or D allows the train car to choose the direction of the lane change when traveling the switch.
A new section signaling system has been added.
A new path signaling system has been added.
Train cars will now collide, press E to get back on track.
Train car timetable remake complete.
Simple logic commands can now be sent to train cars stopping at train station stops.
The appearance of Train Station stops has been updated.
{Other Vehicles}
Smaller car cars can change paint colors.
Updated visuals for truck cars.
Update the visual effects of the truck stop station.
Truck car path recording now ends when the player drives the car back to the first path point.
New queue system in autopilot mode, placing car-vehicles to tailgate at truck stops or paths.
Car-car pathfinding behavior in autopilot mode gets reset.
Trucks will now "fight their way out of trouble" to get back on the path they were supposed to be on.
You can now save or load paths for cars of the same type.
Trucks will now only load just enough fuel from truck stops to complete the full distance, and will not run out of fuel even if they get stuck or go missing.
The UI for truck stop stations has been updated to include average fuel consumption and transportation capacity stats.
{Balance Changes}
Paint guns have been removed.
The "Petals" research tree in the Molecular Analyzer has been removed.
Coloring no longer requires the consumption of a coloring pot, so it is no longer necessary to color a factory plant by simply crushing petals.
However, the coloring canisters will be used for pattern spraying.
The [Remove Pattern] button will return the consumed coloring canisters.
The purchase of drawings in the AWESOME store will have pre-conditions and may not be available if the corresponding accessory is not unlocked.
For example, [Steel Wall Material] will not appear in the store screen until [Basic Steel Production] is unlocked.
This makes it so that some items, such as signage, lamps, and many building pieces and materials, will require advanced materials, such as Crystallite, Quick Wire, Silicon, and Steel Beams to unlock.
Signage requires the consumption of crystal stones.
Note that to unlock large signage, you will need to unlock [Crystal Oscillator] and [Advanced Steel Production] first.
Coloring jars adjusted to the [Resource Recovery Add-On System] milestone in T2, along with the AWESOME store and customization tools.
Glass foundations were renamed to [Glass Framed Foundations] and moved to the Architectural Style Framing category.
Updated fall, walk, and fire curves for the Shooting Tintin and Rifle.
New [Architectural Styles] category in the Buildings menu, here are the buildings that have been moved into it:
Frames.
Roof.
Beams.
Columns.
Attachments.
Pedestrian bridge.
Sidewalk.
Reorganizing the AWESOME store's categories on architectural styles and customization tools.
Building cost changes.
Light fixtures now require quicklines and no longer require Cristal.
Lamp control panel now requires AI limiter, no longer requires Cristal.
Custom materials partially determine the construction cost of walls, foundations and roofs.
Specific materials will always consume 2 copies.
Changing a material will return the previously consumed material.
The construction cost of foundations and roofs has been modified to 5 concrete + 2 material consumed.
The construction cost of walls including windows is modified to 2 concrete + 1 material consumed.
Windows now require silicon consumption.
Roofs consume 3 concrete + 1 material consumption.
Coloring no longer requires coloring cans, available for free.
Patterns will consume 1 coloring can each time they are painted.
Removing a pattern will return the coloring can.
Beams now consume steel beams.
Concrete consumption for large column supports is reduced from 6 to 5.
Glass framed foundations now require 2 steel beams + 5 concrete consumption.
Some AWESOME store items slightly altered the number of vouchers required for redemption.
{Factory Plant}
Added 2 new variants for storage bins.
Medical lockers.
Hazardous materials storage box.
New [Vertical Conveyor "Hole in the Ground"] that adheres to foundations to facilitate vertical conveyor belts through it.
New [Pipe "Hole in the Ground"]. Functions as above.
Updated the shape and materials of the build tool.
Updated materials for pipe pumps.
{World}
Northern Forest.
Major reset: vegetation.
Remade light and fog.
Minor changes to terrain.
Dune desert.
Add 4 new landmarks.
Add a large lake.
Finish the mountain walls of the northern cliffs.
Caves.
Mainly reset a handful of caves.
{Sound}
Added 8 new music tracks to factory buildings.
5 new interludes.
3 full-length tracks.
{UI}
Updated key binding information for all HUDs.
Updated icons for all UI.
Truck stop station UI updated.
Train car UI updated.
Truck car auto slave driver menu has been updated.
Remade liquid/pipe UI.
Series of optimization jobs for all UI.
Minor tweaks to names and representations in the building menu.
No longer displaying "10" on the Quick Toolbar, instead displaying "0" to correspond to the number key 0.
Reset programmable separator and smart separator UI.
Game progress is now displayed in the near top right corner of the HUD, and can be turned off in the settings menu.
The text below the icon in the radar menu is hidden by default, can be turned on in the settings menu.
{QoL}
Overclocked worms have been changed to a more distinguishable color and material:
Green overclocked worms have been changed to blue.
Press E to quickly switch content between the same categories in a building, or hold E to open the circular toggle ring.
New frame lock option in the settings menu.
It is now possible to manually change the sound volume for each type of production building and player equipment individually.
In Demolition Mode, by default when holding down the mouse side button 4, only the highest number of the same type, or the first building selected for demolition, will be demolished.
This allows buildings that should be demolished to still be demolished if they are accidentally selected incorrectly.
The Quick Toolbar also allows for quick switching when using the building tools.
Sidewalks can now be attached to walls.
The shortcut command bar in the lower right corner will now show all commonly used actions.
Some default shortcuts have been changed:
The default flashlight keystroke has been changed to B.
Default map keystroke changed to M.
Default manual keystroke changed to O.
New option to turn off smooth mouse movement in the settings menu.
Car vehicles, like buildings, can also be quickly jumped by sampling the construction/demolition tool.
You can now. Hold down CTRL to render a wall type building in a different building mode without attaching it to an already built wall.
Vertical conveyor belts can now use the input/output reverse building mode.
By pressing CTRL, you can cancel a building selected by the demolition tool.
You can change the color scheme for all holograms in the settings menu.
{Renderer}
The DX12 Experimental Renderer has appeared in the Settings menu.
The Vulkan experimental renderer has appeared in the settings menu.
Optimizations
Update a bunch of multi-level details.
All walls and foundations should be more. Optimize.
Optimize the conveyor belt renderer.
Factory timing base optimization.
Localization
Updated localization files for all languages, as well as releasing new unlocalized text.
Update completion rates for all languages.
Replace fonts for Arabic with more readable ones.
Fix no repairs>
Fix carts appearing under world terrain.
Fix the issue where the carts would still show up on the map after they disappeared under the world terrain.
Blade Walkers and Inhaled Medics will equip correctly when in full FOV view range.
Multifaceted attachment adjustments for holograms and buildings.
Fixes building collision volume being stuck in one piece due to using the quick toggle exit building tool.
Fixes an issue where the storage bins in the carts were sometimes not interactive.
Fixes a number of text and localization related issues. By Liwers_Loor