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v0.1.67

v0.1.67

Achievements

  • Added 3 new aerospace related achievements.

Agriculture

  • Re-fixed building transfer issue, now totally resolved for real! - pushed as hotfix.

  • Notice: COWS will begin REQUIRING FEED starting next week! Feed needs are/will be located in the top right of your farm page. The resources must be in your warehouse of your farm company!

  • On the above: For barns the food is REQUIRED. For pastures the food is considered supplemental to help with growth.

  • Added current warehouse levels of feed/supplemental feed to barn and pasture overviews.

  • Fixed improper redirect for butchering a single dairy cow in a dairy barn. Now goes back to barn properly.

  • Cows now check for the presence of a bull in order for breeding to potentially happen. Bulls must be 2 years of age and under 10 years of age.

Archaeology

  • Added notification when a anomaly is found. Note salvage anomalies go into your anomalies listings now (as will all in the near future)

GE

  • Fixed issue that would sometimes cause the last couple of an item, even privately listed, to be snatched off the market.

  • Taught NPCs not to buy from sales limited orders.

  • Added new functioning 'Location Search'. Enter the city you want, set the range to city or country, and see ALL orders for that city both buy and sell (Limited to 100 of each currently).

  • Updated order closeout operations to better handle new situations created by mixed markets. Both raw and finished goods should now return properly if a order goes unfilled.

  • Fixed accounting discrepancies that could be caused on unfilled buy orders for material goods.

  • Turned back on dynamic pricing based on supply and demand, this is a new algorithm so expect potential changes and balances over time!

  • NPCS now no longer sell simple items in "Materials" section of GM. They soon will begin to sell orders on and off in the GE, but gone are the days of unlimited purchasing of NPC goods! Start setting up your productions and working with your fellow players for steady supply chains! (Note I will obviously be monitoring this and making sure the NPCs are making atleast "some" goods available sporadically so it's fair as we transition to a more player centric economy.

  • I have commenced the first test iteration of allowing npcs to sell to buy orders for RAW goods now. There are expected to be several balancing checks as this rolls out. It's important to note you should not reference local price when trying to buy, but the base average. NPCs will always sell above the average, sometimes you'll get lucky and they'll do it just above average, but often it may be 20-50% above the base average. This is because it will continue to encourage people to utilize the player market while still presenting limited opportunities to acquire raw goods through other means. Again, this is all just a test run, so we'll see how the data looks in a couple weeks!

Logistics

  • Added shipyards fee structures to the page if you are inside of a shipyard.

  • Made it possible for material air cargo to be hauled domestically if in plane range.

  • Removed political points being visible on train loads, long overdue!

  • Fixed ships not seeing the ability to dock at a pier.

  • Fixed issue with Valentines 23 semi not working as a no cert semi.

  • Fixed May the 4th 23 semi being able to do HH (Over 400hp) loads when having proper certed driver.

  • Added capacity to all construction vehicles in trailer load/unload area for ease of reference.

  • Slight update to display parameters on Bulk Train loads.

  • Adjusted the way train loads are rounded so as to leave less partial cars when a train has enough room.

Manufacturing

  • Fixed issue with not being able to submit shipyard fee update.

  • Added additional details to grand opening messages for shipyards.

  • Made it so that 'unlocked' recipes also show NPC base sale pricing.

  • Fixed around a dozen recipes that needed logistics types and abilities added for hauling the product.

  • New Factory: Chemical Factory

  • NOTE: on the recipes pages, the PRICES LISTED are what NPCS WILL PAY for that material good. So as long as you list just a hair below this, you should get NPC sales.

Ship & Sell Center

  • Removed erroneous buttons.

  • Updated all forms, redirects and operations to work properly with shipping center for all forms of shipping as well as warehouse transfers.

  • Added ability to make buy and sell orders from this page (This is now where you do all orders from)

  • Added in additional 'Limit Sales' selection. Default will allow the order to be filled by player and NPC, or you can have it be available only to NPC or player. (Note: Private sale listing will override this regardless).

  • Made update to air shipping where in some instances it wouldn't take material, or provide a charge to the company requesting items shipped.

  • Updated air shipping rate to be 1.8% from 2.5% previously. Expect continued balancing checks now that this charge is properly happening.

PMC

  • Fixed issue where training would revert to general training no matter your selection.

  • Updated PMC checks to run hourly instead of daily so you don't miss valuable training time!

  • Added visual data on what base a Operator is based out of on details page.

  • Added a "Next Operator" button to easily go through all your operators eliminating extra clicks.

  • Added in check when hiring a new operator to ensure your facility has space for them.

  • Added color indication on 4 core operator skill groups for easy visual reference.

Wiki

  • New Article: Archaeology > Archaeology Modules - Outlines all salvage modules, what they do, costs, and research/manufacturing requirements.

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