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.