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Steam News18 May 20197y ago

Updated to 1.75 Lots of GUI improvements and bug fixes.

OK...wow...so much change... [version 1.75] 1) [Balance] Some manufacturing slot research now requires the base fit slots to be researched and unlocked first now.

Full notes

Full Production Line : Car factory simulation update

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What changed

2 fixes0 additions3 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
  • Maps
changed[version 1.75] 1) [Balance] Some manufacturing slot research now requires the base fit slots to be researched and unlocked first now. 2) [Bug] The 'copy from slot' feature on supply stockpiles now takes into account that batteries are needed for fit fuel tanks if electric or hybrid cars are researched. 3) [Bug] The post-research screen now takes powertrain into account when suggesting which cars get a feature. 4) [GUI] There are now small up/down buttons on the vehicle design screen to adjust the price, which do the same job as the mousewheel.
changed[GUI] The discounts for the showroom have been moved into a tab on the market screen.
fixed[Bug] Fixed bug where the setting for global factory resource importers persisted if you started a new game. 7) [Bug] Nappa, White & Red seat manufacture slots now do the correct thing and don't produce any standard seats. 8) [Bug] Fixed bug where placing then deleting conveyor belts in blueprint mode prevented new blueprints being placed in the same place. 9) [Balance] Defects now start fading in over ten hours rather than suddenly appearing at some point in the game. 10) [GUI] Added new button on the option screen to reset the status of advisors so you get all advice categories again.
fixed[GUI] You can now infinitely expand all of the slot picker UI in blueprint mode so you can place down any blueprints ahead of researching them. 12) [GUI] The pop-up windows on the task-picker for resource importers now show how long each one takes to import an item, to more clearly show relative speeds. 13) [Bug] Supply stockpiles now also automatically stock combo-resources such as heated and folding wingmirrors, if all the sub-components are required for a linked slot. 14) [GUI] The pop-up label for the supply stockpiles now show the current linked slot type in brackets underneath if linked. 15) [Bug] Fixed bug where if loading or starting a second game, some visual elements like open top or sunroof or wheels did not show correctly. 16) [GUI] Market value of each car now shown in the vehicle design screen.
changed[GUI] Mouse wheel now scrolls correctly in the showroom vehicle features list. 18) [GUI] Renamed the 'insufficient resources' message, and also 'wrong bodystyle' and 'predictive stock control' so they all make more sense. 19) [GUI] Fixed layout of market analysis screen at 2560x1440 res. 20) [GUI] The 'new' text on recently researched slots on the slot picker now times out and disappears after being displayed for 30 seconds. 21) [GUI] Fixed font problem with the X character in company name. 22) [GUI] Map editor now highlights the potential placement tiles for importers and exporters in that mode to avoid confusion. 23) [Bug] Fixed bug where blueprints placed and then bought, then slots deleted could still prevent other blueprints being placed. 24) [GUI] The drop-down list in the production manager (for new car scheduling) is now sorted alphabetically. 25) [GUI] The demolish tool (drag-select to delete) now works on a 1 tile width/height area, previously was a minimum of 2.

Production Line : Car factory simulation changes

changed[version 1.75] 1) [Balance] Some manufacturing slot research now requires the base fit slots to be researched and unlocked first now. 2) [Bug] The 'copy from slot' feature on supply stockpiles now takes into account that batteries are needed for fit fuel tanks if electric or hybrid cars are researched. 3) [Bug] The post-research screen now takes powertrain into account when suggesting which cars get a feature. 4) [GUI] There are now small up/down buttons on the vehicle design screen to adjust the price, which do the same job as the mousewheel.
changed[GUI] The discounts for the showroom have been moved into a tab on the market screen.
fixed[Bug] Fixed bug where the setting for global factory resource importers persisted if you started a new game. 7) [Bug] Nappa, White & Red seat manufacture slots now do the correct thing and don't produce any standard seats. 8) [Bug] Fixed bug where placing then deleting conveyor belts in blueprint mode prevented new blueprints being placed in the same place. 9) [Balance] Defects now start fading in over ten hours rather than suddenly appearing at some point in the game. 10) [GUI] Added new button on the option screen to reset the status of advisors so you get all advice categories again.
fixed[GUI] You can now infinitely expand all of the slot picker UI in blueprint mode so you can place down any blueprints ahead of researching them. 12) [GUI] The pop-up windows on the task-picker for resource importers now show how long each one takes to import an item, to more clearly show relative speeds. 13) [Bug] Supply stockpiles now also automatically stock combo-resources such as heated and folding wingmirrors, if all the sub-components are required for a linked slot. 14) [GUI] The pop-up label for the supply stockpiles now show the current linked slot type in brackets underneath if linked. 15) [Bug] Fixed bug where if loading or starting a second game, some visual elements like open top or sunroof or wheels did not show correctly. 16) [GUI] Market value of each car now shown in the vehicle design screen.
changed[GUI] Mouse wheel now scrolls correctly in the showroom vehicle features list. 18) [GUI] Renamed the 'insufficient resources' message, and also 'wrong bodystyle' and 'predictive stock control' so they all make more sense. 19) [GUI] Fixed layout of market analysis screen at 2560x1440 res. 20) [GUI] The 'new' text on recently researched slots on the slot picker now times out and disappears after being displayed for 30 seconds. 21) [GUI] Fixed font problem with the X character in company name. 22) [GUI] Map editor now highlights the potential placement tiles for importers and exporters in that mode to avoid confusion. 23) [Bug] Fixed bug where blueprints placed and then bought, then slots deleted could still prevent other blueprints being placed. 24) [GUI] The drop-down list in the production manager (for new car scheduling) is now sorted alphabetically. 25) [GUI] The demolish tool (drag-select to delete) now works on a 1 tile width/height area, previously was a minimum of 2.

OK...wow...so much change...

[version 1.75] 1) [Balance] Some manufacturing slot research now requires the base fit slots to be researched and unlocked first now. 2) [Bug] The 'copy from slot' feature on supply stockpiles now takes into account that batteries are needed for fit fuel tanks if electric or hybrid cars are researched. 3) [Bug] The post-research screen now takes powertrain into account when suggesting which cars get a feature. 4) [GUI] There are now small up/down buttons on the vehicle design screen to adjust the price, which do the same job as the mousewheel.

  1. [GUI] The discounts for the showroom have been moved into a tab on the market screen.

  1. [Bug] Fixed bug where the setting for global factory resource importers persisted if you started a new game. 7) [Bug] Nappa, White & Red seat manufacture slots now do the correct thing and don't produce any standard seats. 8) [Bug] Fixed bug where placing then deleting conveyor belts in blueprint mode prevented new blueprints being placed in the same place. 9) [Balance] Defects now start fading in over ten hours rather than suddenly appearing at some point in the game. 10) [GUI] Added new button on the option screen to reset the status of advisors so you get all advice categories again.

  1. [GUI] You can now infinitely expand all of the slot picker UI in blueprint mode so you can place down any blueprints ahead of researching them. 12) [GUI] The pop-up windows on the task-picker for resource importers now show how long each one takes to import an item, to more clearly show relative speeds. 13) [Bug] Supply stockpiles now also automatically stock combo-resources such as heated and folding wingmirrors, if all the sub-components are required for a linked slot. 14) [GUI] The pop-up label for the supply stockpiles now show the current linked slot type in brackets underneath if linked. 15) [Bug] Fixed bug where if loading or starting a second game, some visual elements like open top or sunroof or wheels did not show correctly. 16) [GUI] Market value of each car now shown in the vehicle design screen.

  1. [GUI] Mouse wheel now scrolls correctly in the showroom vehicle features list. 18) [GUI] Renamed the 'insufficient resources' message, and also 'wrong bodystyle' and 'predictive stock control' so they all make more sense. 19) [GUI] Fixed layout of market analysis screen at 2560x1440 res. 20) [GUI] The 'new' text on recently researched slots on the slot picker now times out and disappears after being displayed for 30 seconds. 21) [GUI] Fixed font problem with the X character in company name. 22) [GUI] Map editor now highlights the potential placement tiles for importers and exporters in that mode to avoid confusion. 23) [Bug] Fixed bug where blueprints placed and then bought, then slots deleted could still prevent other blueprints being placed. 24) [GUI] The drop-down list in the production manager (for new car scheduling) is now sorted alphabetically. 25) [GUI] The demolish tool (drag-select to delete) now works on a 1 tile width/height area, previously was a minimum of 2.

Hope you like these changes. I am planning on improving the reporting of what components are costing you on the finance screen for the next update. BTW the latest blog video can be found here: https://youtu.be/KPXwpP9ZS2o Cheers!

Source

Steam News / 18 May 2019

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