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Steam News17 April 20197y ago

Updated to 1.73. A HUGE number of changes and improvements to the game

Right...we have not had a list of changes this big for a while. Some good ones in here, I'm excited about changes to the price slider. I know its not perfect, but I think its way better.

Full notes

Full Production Line : Car factory simulation update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

4 fixes1 addition1 change0 removals
  • Performance
  • UI and audio
  • Maps
  • Balance
changedRight...we have not had a list of changes this big for a while. Some good ones in here, I'm excited about changes to the price slider. I know its not perfect, but I think its way better. Plus the rapid shipping thing is cool. And yet more performance improvements (I'm determined to have it running silky smooth for you people with insane-size factories).
fixed[GUI] The choose company logo window is now larger if space allows. 2) [GUI] Fixed some locations where numbers greater than 2 billion were still displayed wrongly. 3) [Bug] Fixed resource bug whereby with 'prefer local' setting, a slot could ignore nearby supply stockpiles and use importers instead if there was no local production in the factory or local items in the stockpile. 4) [Performance] Overhead resource items not drawn when very zoomed out or if frame rate is low and fairly zoomed out. 5) [Balance] Fitting the high performance powertrain now has a speed penalty to bring it more in line with other engine upgrades. 6) [Bug] FINALLY fixed that long standing graphical glitch where newly placed slots sometimes had 1 or 2 little decorative items that stopped a few pixels short of landing until you moved the camera. 7) [Bug] Fixed slight visual anomaly where a car might initially face the wrong way when waiting to be processed at a smart junction. 8) [GUI] Clicking the power gauge before power plants are researched will launch the research screen focused on powerplant research now. 9) [Feature] Added a new button at the top of the slot picker that toggles the display of blueprints on and off while the game is in the normal factory view mode.
fixed[GUI] Clamped map scrolling so its impossible to scroll the whole world offscreen. 11) [GUI] Mod browser now shows red/green for disabled/enabled status on the left hand side. 12) [Bug] Fixed a few visual anomalies on the vehicle design screen previews with layers showing incorrectly. 13) [GUI] Basic car now hidden as a feature for smart junctions, but basic features like solid roof are now selectable. 14) [GUI] Smart junctions now show what mode they are in, and if feature mode, what feature(s) are being filtered when hovering mouse over them. Also support 2 features at a time.
added[Balance] A series of balance changes to enable the manufacturing slots for seats,aircon,sunroofs,panoramic sunroofs and fuel tanks to produce multiple items in one go. 16) [Balance] Adjustments to improve competitiveness of some manufacturing slots such as chip production,arches,bumpers,brakes and heated wing mirrors & steering wheels. 17) [Content] Added new researchable rapid shipping slot which reduces shipping time by 25%.
fixed[Feature] The game now saves the current mod list in save games and warns on load if a specific mod is not installed and enabled. 19) [Performance] Major speedup to path-finding to reduce lag after loading game or placing/changing resource conveyors. 20) [Bug] Fixed bug with global local setting for resource imports. 21) [Balance] Changed R&D so that smart junctions can be researched earlier and more quickly, whereas predictive stock control requires turbo charged conveyors. 22) [Bug] Fixed bug where the player has named multiple zones identically in a custom map, and therefore savedgames only unlock the first zone of that name (now all get unlocked). 23) [Bug] Doubled size of maximum objects and increased performance for assigning them to prevent random crash with super-huge factories. 24) [GUI] Improved the design of the vehicle price slider.
fixed[GUI] Fixed UI issue where the width of the 'defects' tooltip for vehicles was too long in rare cases.

Production Line : Car factory simulation changes

changedRight...we have not had a list of changes this big for a while. Some good ones in here, I'm excited about changes to the price slider. I know its not perfect, but I think its way better. Plus the rapid shipping thing is cool. And yet more performance improvements (I'm determined to have it running silky smooth for you people with insane-size factories).
fixed[GUI] The choose company logo window is now larger if space allows. 2) [GUI] Fixed some locations where numbers greater than 2 billion were still displayed wrongly. 3) [Bug] Fixed resource bug whereby with 'prefer local' setting, a slot could ignore nearby supply stockpiles and use importers instead if there was no local production in the factory or local items in the stockpile. 4) [Performance] Overhead resource items not drawn when very zoomed out or if frame rate is low and fairly zoomed out. 5) [Balance] Fitting the high performance powertrain now has a speed penalty to bring it more in line with other engine upgrades. 6) [Bug] FINALLY fixed that long standing graphical glitch where newly placed slots sometimes had 1 or 2 little decorative items that stopped a few pixels short of landing until you moved the camera. 7) [Bug] Fixed slight visual anomaly where a car might initially face the wrong way when waiting to be processed at a smart junction. 8) [GUI] Clicking the power gauge before power plants are researched will launch the research screen focused on powerplant research now. 9) [Feature] Added a new button at the top of the slot picker that toggles the display of blueprints on and off while the game is in the normal factory view mode.
fixed[GUI] Clamped map scrolling so its impossible to scroll the whole world offscreen. 11) [GUI] Mod browser now shows red/green for disabled/enabled status on the left hand side. 12) [Bug] Fixed a few visual anomalies on the vehicle design screen previews with layers showing incorrectly. 13) [GUI] Basic car now hidden as a feature for smart junctions, but basic features like solid roof are now selectable. 14) [GUI] Smart junctions now show what mode they are in, and if feature mode, what feature(s) are being filtered when hovering mouse over them. Also support 2 features at a time.
added[Balance] A series of balance changes to enable the manufacturing slots for seats,aircon,sunroofs,panoramic sunroofs and fuel tanks to produce multiple items in one go. 16) [Balance] Adjustments to improve competitiveness of some manufacturing slots such as chip production,arches,bumpers,brakes and heated wing mirrors & steering wheels. 17) [Content] Added new researchable rapid shipping slot which reduces shipping time by 25%.
fixed[Feature] The game now saves the current mod list in save games and warns on load if a specific mod is not installed and enabled. 19) [Performance] Major speedup to path-finding to reduce lag after loading game or placing/changing resource conveyors. 20) [Bug] Fixed bug with global local setting for resource imports. 21) [Balance] Changed R&D so that smart junctions can be researched earlier and more quickly, whereas predictive stock control requires turbo charged conveyors. 22) [Bug] Fixed bug where the player has named multiple zones identically in a custom map, and therefore savedgames only unlock the first zone of that name (now all get unlocked). 23) [Bug] Doubled size of maximum objects and increased performance for assigning them to prevent random crash with super-huge factories. 24) [GUI] Improved the design of the vehicle price slider.

Right...we have not had a list of changes this big for a while. Some good ones in here, I'm excited about changes to the price slider. I know its not perfect, but I think its way better. Plus the rapid shipping thing is cool. And yet more performance improvements (I'm determined to have it running silky smooth for you people with insane-size factories).

  1. [GUI] The choose company logo window is now larger if space allows. 2) [GUI] Fixed some locations where numbers greater than 2 billion were still displayed wrongly. 3) [Bug] Fixed resource bug whereby with 'prefer local' setting, a slot could ignore nearby supply stockpiles and use importers instead if there was no local production in the factory or local items in the stockpile. 4) [Performance] Overhead resource items not drawn when very zoomed out or if frame rate is low and fairly zoomed out. 5) [Balance] Fitting the high performance powertrain now has a speed penalty to bring it more in line with other engine upgrades. 6) [Bug] FINALLY fixed that long standing graphical glitch where newly placed slots sometimes had 1 or 2 little decorative items that stopped a few pixels short of landing until you moved the camera. 7) [Bug] Fixed slight visual anomaly where a car might initially face the wrong way when waiting to be processed at a smart junction. 8) [GUI] Clicking the power gauge before power plants are researched will launch the research screen focused on powerplant research now. 9) [Feature] Added a new button at the top of the slot picker that toggles the display of blueprints on and off while the game is in the normal factory view mode.

  1. [GUI] Clamped map scrolling so its impossible to scroll the whole world offscreen. 11) [GUI] Mod browser now shows red/green for disabled/enabled status on the left hand side. 12) [Bug] Fixed a few visual anomalies on the vehicle design screen previews with layers showing incorrectly. 13) [GUI] Basic car now hidden as a feature for smart junctions, but basic features like solid roof are now selectable. 14) [GUI] Smart junctions now show what mode they are in, and if feature mode, what feature(s) are being filtered when hovering mouse over them. Also support 2 features at a time.

  1. [Balance] A series of balance changes to enable the manufacturing slots for seats,aircon,sunroofs,panoramic sunroofs and fuel tanks to produce multiple items in one go. 16) [Balance] Adjustments to improve competitiveness of some manufacturing slots such as chip production,arches,bumpers,brakes and heated wing mirrors & steering wheels. 17) [Content] Added new researchable rapid shipping slot which reduces shipping time by 25%.

  1. [Feature] The game now saves the current mod list in save games and warns on load if a specific mod is not installed and enabled. 19) [Performance] Major speedup to path-finding to reduce lag after loading game or placing/changing resource conveyors. 20) [Bug] Fixed bug with global local setting for resource imports. 21) [Balance] Changed R&D so that smart junctions can be researched earlier and more quickly, whereas predictive stock control requires turbo charged conveyors. 22) [Bug] Fixed bug where the player has named multiple zones identically in a custom map, and therefore savedgames only unlock the first zone of that name (now all get unlocked). 23) [Bug] Doubled size of maximum objects and increased performance for assigning them to prevent random crash with super-huge factories. 24) [GUI] Improved the design of the vehicle price slider.

  1. [GUI] Fixed UI issue where the width of the 'defects' tooltip for vehicles was too long in rare cases.

Hope you like the changes. if I have broken anything at all, please let me know!

Source

Steam News / 17 April 2019

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