- Added a mode to reuse existing vehicles when cloning trains
- Ctrl-clicking the Return To Core button will now cause the train to unload its resources at the core
- Combustion/Waste power plants now have a slider in the UI to force overproduction
- Reduced value of "Move Industry" card from 10 to 4
- Adjusted resource capacities for wind/solar farms to be equal to turbine/panel cost
- Added diagnostic events for trains executing useless load orders (such as unloading at a fully expanded wind farm)
- Increased minimum number of ore deposits in hard mode from 1 to 2 (& max 3 to 4)
- Fixed a typo in the load amount tooltip
- Housing Targets and Export Targets now have progress bars in the contracts UI
- Connector particles (between train stations and industry buildings) will now animate while the game is paused
- Fixed bug where connector particle for train station reconnection did not animate as intended
- Fixed bug where Workers' Pride event log messages did not point to the structure in question
- Workers' Pride no longer shows up in the urgent tab because of industries whose production deadlines have already passed
- Fixed occasional z fighting glitch on wooden train stations
- Fixed train temperament settings not being loaded correctly from a savegame, also causing network desync on join
- Improved train behaviour when editing the current order while it is loading or unloading
The new Train Cloning mode allows you to reuse existing vehicles when cloning trains. It will look for empty vehicles in stopped trains, starting from the top, and steal them. This can save you some time, especially when working with wooden or composite carriages (which are not fully recyclable). It does, however, require some care as you might accidentally cannibalise trains that you mean to put back into service later.
The new unload-at-core function makes it easier to empty out trains before putting them out of service. It is also useful when there is an urgent need to return some resources to the core.
Combustion and Waste Power Plants will automatically adjust their power output to match the current demand. However, there are at least a couple of situations where you might want them to overproduce. One would be to charge Dams to better handle cases of extremely variable power demand. Another would be to diffuse the Worker's Pride contract in an extended period of low demand. You could also hypothetically use the new overproduction slider to power an Electrofuel Plant, but this is almost certainly ill-advised.
A typical use of the Move Industry card is to dismantle an obsolete industry and sell its card (i.e. by right-clicking it). The cost was adjusted so this operation no longer results in a net loss.
Previously, a Wind/Solar plant would typically contain excess resources which were destroyed when maxing out the plant. Their new capacities avoid this problem, but this does mean they are slower to accept resources, so they may need longer unload orders timeouts.
Trains assigned to expanding Wind/Solar/Hydro power plants become useless when the power plants are maxed out, and it can be burdensome to keep track of this. The new diagnostic events notify you when this happens, as well as helping you to detect a few types of order related mistakes.
Also, Distributrains is now participating in the Steam Autumn Sale.
Changed files in this update