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v0.1.60

v0.1.60

Agriculture

  • Investigating issue related to not being able to select harvesting equipment for cutting properly prepared pine forests

Construction

  • Added the ability for construction companies to select LE Buildings for construction agreements.

  • Began testing of live work on NPC construction contracts.

  • Build backend framework for large project bidding on NPC contracts.

Head of State

  • Began testing of "Prosperity" system. This has been spoke about in the past couple HWH and will require companies to help meet a countries needs in order for it to grow economically.

Global Exchange

  • Set maximum sellable quantity to 1 billion units.

  • Made it so that a sell order will not place if the fee will bring a company negative in finances.

  • Made it a requirement to have a value filled in for Private sale for raw material order placement (0 for public sale)

  • Made it a requirement to have a value filled in for private sale for a material order placement (0 for public sale)

  • Fixed issue that could cause buy order fulfillment not to properly show up in the order creators company in some instances.

Logistics

  • Fixed being able to access bunkering ship details page from overview page for bunkering ships.

  • Fixed issue that would allow trucks to bobtail from Caribbean to USA, but not from USA to Caribbean.

  • Made slight updates to fuel consumption algorithms on semis.

  • Made slight updates to fuel consumption algorithms on trains.

  • Prepared backend framework for electric trains beginning to consume electric.

  • Began framework preparation for use of player shipyards/ports for loading/unloading of goods.

  • Added in May the 4th vehicles to system.

Resource Acquisition

  • Fixed daily pay rate on HX900 to 300/day.

  • Fixed issue with Deep type land oil plots getting to production state but then failing to produce despite everything being in place.

  • Found source of issue with oil production on sea anomalies, this is a time oriented reset and production should start for valid sites around 12pm on Weds.

  • Found source of issue with intermittent drilling stopping on sea anomalies, this also will be a time reset tick, but likely tomorrow evening. (Tuesday)

  • Fixed variable production rate issues that could happen in some instances with certain tunnel mining operations.

  • Made preparations for alternate tunnel mining methods in the hourly update code (More details coming soon!)

  • Began framework for 'terrain types' having effects

  • Made headway on sea anomalies not being able to produce, should have this fixed in next patch.

  • Made headway on sea anomaly sales issues in various instances, should also have fixed for next patch.

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