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v0.1.61

v0.1.61

Aerospace

  • Added in minimum point requirements for display of certain late game features.

Agriculture

  • Made mass butcher option available for pasture locations with same criteria as barn locations for cattle.

  • Updated research gain algorithm based on latest data set.

  • Updated field interface to properly handle harvesting pine trees. Requires Feller Buncher and Log Loader in appropriate city.

  • Reconfigured harvesting of trees in automated scripts under new parameters. Once harvested equipment will return to idle and field will be in harvested state, ready to be plowed.

Construction

  • Fixed being able to see semis in construction yards.

  • Began working on restructuring industrial yards to allow loading/offloading (Should be in by next patch.)

Head of State

  • Modified city default growth algorithms to line them up for coordinating with city prosperity levels.

Holding Company

  • Removed 'game' funds from overview page, and changed 'meta' to just 'funds' in line with continued separation of FSN.

Logistics

  • Fixed issue that could cause improper redirects when hitting next or previous page from bunker ships overview.

  • NOTICE: Next patch, semis will need to be HH or LE with HH permit to be able to haul a lowboy and equipment!

Manufacturing

  • Set finished goods warehouse to round partial units down for display purposes to prevent people from accidently trying to ship more units than they have available.

  • Re-Activated laborer costs for factories. (In coordination with launch of Factory Automation perk)

  • Increased odds of maintenance being needed on buildings (In coordination with launch of Factory Maintenance Life perk)

  • Re-Activated Requirement of power for factories. Factories without adequate power to run for that hour will shut off (Line groups will be maintained for when power is restored.). Rate of consumption is always facility max if facility is online. This will promote good habits of turning factories on and off as needed if there will be a extended pause between productions. Likewise, the research perk to do with power use has gone live.

  • Pricing Update: Electric has been reduced by 40% at NPC value. This means power will now sell for less. NPC Cost is at .25 a unit. However, this is just a pre-requisite to power production coming into active play. Soon NPCs will have limited supplies of power to sell and player power production will be required to supply the powergrid for NPCs and other players, keep this in mind!

  • New Recipe: Almond Milk. Produced at Food Factory, sold in Grocery Category.

Research

  • Activated Logistics Perk 'Gas Station Membership' up to Level 10 - 2.5% discount on fuel per level

  • Activated Logistics Perk 'Driver Online Schooling' up to Level 10 - 2.5% driver xp bonus per level

  • Logistics Research Tree Progress: 18% of existing tree now implemented live.

  • Activated Manufacturing Perk 'Factory Line Automation' up to Level 10 - 5% reduction in workers per level.

  • Activated Manufacturing Perk 'Factory Maintenance Life' up to Level 10 - 5% reduction in wear per level.

  • Activated Manufacturing Perk 'Factory Power Use' up to Level 10 - 2.5% reduction in power consumption per level.

  • Activated Manufacturing Perk 'Waste Reduction' up to Level 10 - 1.5% bonus to output per hour per level.

  • Manufacturing Research Tree Progress: 29% of existing tree now implemented live.

Resource Acquisition

  • Fixed form properly showing up for anomaly sales.

  • Made it possible to sell anomalies. Note I am still working on a couple safeguard checks here so make sure you do not have a ship there unless you want to give a ship away for free!

  • Fixed Drills failing to produce oil once extraction stage is met (Note: Ship must remain on site in order to drill oil.)

  • Fixed Holding Tankers not functioning properly. They will now receive oil as long as they are on site with "Oil Receiving" status. Once full, you will have to send them back to port and then back out.

  • There were a couple sites that reported drilling stopping on sites. As best I can tell this was a user side thing and not a system thing. I have moved the ships back into place to resume drilling. Reminder: Do NOT move a ship off of active drilling site even if possible (It will bork it). Safeguards are coming, but for now the ship has to stay and complete the drilling process.

  • Fixed Survey ships returning to port of origin when trying to relocate to another city.

  • Fixed improper display of production per hour on land oil sites.

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