<b>Early Access 25.5.2020</b>
- UI: Completed recommendations are now shown on the victory screen.
- UI: Added a happiness indicator to the top bar. Hover over it with your mouse to see what you need to provide to make your people happy. 
- Balance: Vastly increased the growth time for most crops and trees.
- Gameplay: More islands on the world map are now multi-biome-maps. 
- Gameplay: Added some new recommendations and changed some existing ones. 
- Misc: Deprecated AbstractWorkshopInfo→Priority.
- Performance: Improved object repository.
- Performance: Transformed UV positions are now stored instead of recalculated at runtime.  
- Performance: Improved efficiency of animation cycling.
- Performance: Removed slow log output. 
- Performance: Removed inefficient check for construction job availability.
- Performance: Reduced wind system registration overhead.
- Performance: Reduced message display overhead.
- Fixed: Weird layout on confirmation dialog after previous patch.


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<b>Early Access 24.5.2020b</b>
- UI: Message on construction is only shown when the building has at least 3 ingredients. 
- UI: Removed messages for defeated enemies.
- UI: Clicking on a recommended building now lets you place it right away. 
- UI: You can now alt-click on roads to clone them. 
- UI: Improved layout of the encyclopedia.
- UI: The input section of the encyclopedia can now be scrolled.
- Balance: Increased bonfire ranges. 
- Balance: Reduced combat robot health from 400→200.
- Misc: Added a few combat robots to the mockup higher tier cargo loadouts.
- Misc: The bench you can build has no snow on it.
- Fixed: Colonists should no longer desire food etc. that is InvisibleToUser.
- Fixed: Recommendation objects shown as complete while they are still under construction.  


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<b>Early Access 24.5.2020</b>
- UI: Robot/enemy health is now only shown when <100%.
- UI: The types of goods on your ship are now only updated when you reselect it. This prevents misclicks when things disappear. 
- Fixed: Similar looking tiles like sand should no longer appear twice in the plant tooltips. 
- Fixed: Layout on confirmation dialog.
- Fixed: Recommendations should no longer be fulfilled while a building is still under construction. 
- Fixed: Leisure/decoration preferences should no longer be fulfilled while a building is still under construction.
- Fixed: Bonfires & torches having no lighting effect and no shadows.  
- Fixed: Dark biome colors on world map.  
- Fixed: Trading hub message showing up too often.
- Fixed: Small text fields in menu in some languages.
- Balance: You now get 2 strawberry donuts per job. 
- Balance: Automation buildings now use RefinedBuildingPart instead of WoodenBuildingPart.
- Modding: Deprecated Shaderinfo→FogDay+FogNight+VoidRadius+FogPreset, ModelInfo→HasPBRColorHints, ModelInfo→Alpha (use MaterialID=1 for transparency)


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<b>Early Access 18.5.2020</b>
- Content: Completely redesigned the dark biome with new tiles, scenery etc..
- Content: Added the garbage dump. It's basically a depot that converts everything you load into it into garbage that decomposes over time.
- Content: (Re-)Added the centrifuge and the ore crusher. Added bornite, carbonate, vanadinite, vimonite, azurite and malachite ores to the game. They are not used yet but will be in the future.  
- Content: Added the map goal "make your colonists happy".
- Gameplay: Added support for stochastic workshop outputs. The centrifuge is the first instance of this. (Recipes will be changed in the future)
- Gameplay: Colonists no longer require drinks/food of higher tiers to be happy. Also nice housing and decoration are only active in tier 2 and higher.
- Gameplay: When checking if a favorite food/drink etc. is fulfilled, the game now only checks if it exists somewhere on the map, not if it was actually consumed.
- Visual: Replaced the models for the well and the water bucket. Thanks to Screech for supplying the models!
- Visual: The post-processing effects now adapt based on your camera position on multi-biome maps. 
- Visual: The color temperature now changes based on the biome. 
- Misc: Removed the failure chance for building construction. Instead, colonist skill now influences the build time.
- Misc: You can now build the bench. 
- Balance: Moved the brewery and its products to tier 2.
- UI: The tooltip when hovering over a recipe now shows short information on the input and output goods. (Instead of the full tooltip for the primary output).
- Fixed: Items can now have additional (transparent) parts that are correctly carried moved around.
- Fixed: Way too many ore spawns on multi-biome-maps.
- Fixed: Construction jobs should no longer fail when carrying items takes to long.
- Fixed: Sun shadows not visible.
- Fixed: Depot exits/entries not selectable after upgrading the depot. 
- Misc: Removed the old fog effects. They were performance intensive and did not work with multi-biome maps.     

 
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<b>Early Access 12.5.2020</b>
- Content: Added the pool table as a new leisure activity. 
- Gameplay: Colonists now have a preferred leisure activity. As with food & drink preferences, you need to provide them to make them happy.
- Visual: Social/leisure buildings can now have animations. The animations play while at least one colonist is using the building.
- Visual: Added moving colonist positions for more production buildings.
- Modding: You can now choose the animation colonists play while using social buildings using SocialBuildingInfo→Animation.  
- Fixed: Input goods of an automatic workshop remaining reserved when the workshop is deconstructed.

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<b>Early Access 10.5.2020</b>
- Modding: Added RecommendationInfo→Priority which allows you to override the order in which recommendations show up.
- Visual: Manual workshops can now have multiple interaction spots. Colonists will go through the different spots during the production process. Currently, this is only implemented for the well, but more buildings will follow.
- Balance: Made inserters faster.
- Misc: In the conveyor logistics tutorial, the colonist is now restricted to the NE quadrant of the map. 
- Fixed: Tooltip for zone color selection.
- Fixed: Trees not getting planted on groves on foundations. 
- Fixed: When supplying a semi-automatic workshops, your colonists now respect the recipes you actually selected. 
- Fixed: When an inappropriate good is in an input box of an semi-automatic workshop, now all goods are carried away correctly. 
- Fixed: The map generation algorithm should no longer create pockets of plain land inside of mountains.
- Fixed: Mountain tiles sometimes getting mined "through" other mountains.
- Fixed: Shipping ports in automation mode should no longer import goods for storage tiles which are still occupied with items. 
- Fixed: Robots&Enemies sometimes not attacking after moving in range of their enemy.
- Fixed: Probably fixed an issue involving items on ships getting used on their way out.
- Fixed: Items unloaded in the shipping port during automation mode should no longer get stuck when disabling and reenabling automation mode. 
- Fixed: Multiple inserters dropping on the same tile at the same time. 


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<b>Early Access 6.5.2020</b>
- Visual: When inserters drop items onto belts, they now rotate them on the way. 
- Misc: Moved all "hard-coded" audio tracks to the new system and removed the legacy audio clip system. Some volume levels are likely off because of this, they will be fixed in upcoming patches.
- Modding: You should now be able to add & mod ambient audio tracks (like the waves near the coast). 
- Modding: Deprecated BaseInfo→IgnoreTileHeight. It basically had no effect, use ModelInfo→HeightOverride instead. 
- Fixed: Another reservation issue that could cause inserters to get stuck.
- Fixed: Layout bug when victory panel and recommendations are visible.
- Fixed: Tools are no longer visible while colonists are sleeping.
- Fixed: Items on high conveyor belts should no longer block lower belts from getting served.


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<b>Early Access 5.5.2020</b>
- Gameplay: You can now change the number of recommendations that are displayed simultaneously in the settings (1-5, default=2). 
- Visual: Improved layout of embedded icons.
- Visual: Added new tool models. Thanks to Screech for providing the new models!
- Modding: You can now replace the vanilla loadouts. Have a look at CampaignLoadoutInfo→Priority or the NewLoadout example in the example mod folder. 
- Modding: You can now add items that are used to water fields. Have a look at ItemInfo→IsWater.
- Fixed: Colonists should no longer pick up items that are on conveyor belts. This should fix a number of problems related to inserters getting stuck etc.. 
- Fixed: Proper display of recommendation rewards for custom titles. 
- Fixed: Overlapping icons in the campaign loadout screen.
- Fixed: Items sometimes not getting unreserved when a belt is deleted. 

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<b>Early Access 29.4.2020</b>
- UI: Added a remove/deconstruct button to the top of the info panel of buildings.
- UI: The building upgrade tooltip now also shows the number of required resources.
- Fixed: The goal for the first map on the world map should now always be to earn money. (Since there are never enemies on the first map)
- Fixed: Shipping port cranes possibly picking up reserved goods. 


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<b>Early Access 28.4.2020</b>
- Audio: Added sounds for hippos, spiders, scarabs, ostriches, snakes, turtles, fennecs, mummies, scorpions, slimes and zombies.
- Audio: Added sounds for smelters, kilns, robot workshops, bakeries, breweries and wells.
- Audio: Added sounds for the different quarries etc.
- Audio: Added sounds for the colonists :)
- Visual: Added a spider nest. Thank you to Screech for the model!
- Visual: Ships now turn around when leaving.
- UI: Selecting a trade caravan now shows a timer for when its offers will change.
- UI: When the offers of the trade caravan change, the UI is automatically updated. 
- UI: You can now use WASD to scroll the world map. 
- Fixed: Upgrade materials consumed twice. 
- Fixed: Upgrading no longer requires tools.
- Fixed: "55-FPS" text in main menu settings panel.
- Fixed: When mouse border scrolling is disabled in the settings, it will no longer work in the world map. 
- Fixed: Tooltip for exit-button in world map screen.
- Fixed: When building foundations, the material requirement text now only count tiles where foundations can be built.
- Fixed: The exit-confirmation dialog in the world map screen is now above other modal dialogs.  



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<b>Early Access 23.4.2020</b>
- Fixed: Some objectives getting regenerated while loading.
- Fixed: "?" in objective panel after loading.
- Fixed: Layout bug with upgrade panel.
- Fixed: Smoke position for basic house.
- Fixed: You can no longer enable conveyor mode for auto farms and groves (for which it is not intended).
- Fixed: Ugly resolution for Russian font generation. 
- Fixed: Robot mode not getting stored correctly.
- Fixed: Some smaller fixes.
- Fixed: Combat robots having more needs than before.

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<b>Early Access 22.4.2020</b>
- Gameplay: You can now have unlimited trains per factory. Instead, trains now cost money (which gets refunded when you destroy the train).
- Gameplay: When upgrading a building, the building now stays operational until all necessary upgrade ingredients are brought.
- Balance: Increased the speed of the depot/train station/shipping port cranes. The high capacity depot is even faster now.
- UI: Removing a track now also removes signals on top.
- UI: Recommendations can now have custom titles (like "Build a water supply").
- UI: When placing things like foundations, you now get a preview of the required resources.
- Fixed: Work particles not showing after some time. 
- Fixed: The game should now continue running when focus is lost (when auto-pause is disabled).
- Fixed: You can no longer deconstruct tracks in stations.
- Fixed: You can no longer place signals on tracks in stations.
- Fixed: Combat robots should no longer drink.
- Fixed: Recommendations should no longer appear in the tutorials.
- Fixed: Goto-Timeout not getting serialized correctly. 
- Misc: Added money to the train tutorials. 

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<b>Early Access 12.4.2020</b>
- UI: Added a hint text to some of the actions, e.g. that you can cycle between objects while deconstructing.
- Balance: Reduced the money required for the money-goal.
- Balance: Reduced the cost of the auto-grove and the auto-kiln and moved them to tier 2.
- Fixed: Recommendations are now deleted when a required object is deleted (e.g. through a mod).  
- Fixed: Being able to build shipping ports over trees etc..
- Fixed: Changing a bonfire's color executing a claim while still under construction. 
- Fixed: Objectives like earn money should no longer get duplicated when reloading a game. 
- Fixed: Deconstructing a belt should no longer keep outgoing items reserved.
- Fixed: You can no longer place buildings on tiles where reserved items lie.

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<b>Early Access 10.4.2020 (rc)</b>
- Gameplay: Redesigned the recommendation system. It is now much more like the system in Prison Architect. You get tasks, like "setup a well and produce water" and receive a small cash reward on completion. These tasks guide you along your way in the tech tree. Modders: Have a look at RecommendationInfo to add this functionality to your own mods.
- UI: Added your current money amount to the top info panel and removed it from the cargo port. 
- Balance: Made the combat robot stronger.
- Fixed: Added goals to the mockup-scenarios.
- Fixed: Layout bug with cover vein panel. 
- Fixed: When multiple enemy claims overlap, you now only pull enemies from the closest camp.
- Fixed: Enemies now only follow you for a maximum of 30 seconds.
- Fixed: Possible incompatibility with previous save games.  

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<b>Early Access 9.4.2020c (rc)</b>
- Fixed: The save screen now shows file write times, not creation times.
- Fixed: Swords can no longer be produced.
- Fixed: Deprecated houses are no longer shown in the list. 
- Fixed: Setting up a carriage station before it is built will trigger the schedule generation when complete. 
- Fixed: Wheat not growing on tiles where a mountain was mined.  
- Fixed: Minor bug when leaving maps related to thought bubbles. 
- Fixed: Deconstructing a nice house now yields the correct ingredients.
- Performance: The camera is no longer rendering while the map is loaded/generated.   

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<b>Early Access 9.4.2020b (beta)</b>
- UI: When selecting multiple combat robots, there is now an info panel showing all of them.
- UI: Hovering over the smily in the colonist management screen now shows a tooltip.
- UI: When searching for a type by typing, the relevance filter is disabled when no type would be shown with it.
- UI: The game version number is now shown on the menu screen. 
- Gameplay: Attacking an enemy camp now reveals the tiles covered by it. 
- Gameplay: When sending robots outside of your territory's range, they now go to the nearest tile where they can go. 
- Gameplay: Readded the "Attack" button to the enemy claim panel. Note that using using it is not always optimal as positioning/rallying your robots before the fight might be advantageous.
- Gameplay: Deprecated the middle-tier-house. You now have the basic house with low quality and capacity 4 and can upgrade it to a high quality capacity 2 house.
- Fixed: Multiple text issues on the custom map screen. 
- Fixed: Several smaller fixes. 
- Fixed: Layout bug when opening/closing the recommendation window. 
- Fixed: Combat robots are no longer counted as idle colonists. 
- Fixed: You can no longer build shipping ports outside of your territory.
  	
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<b>Early Access 8.4.2020 (beta)</b>
- Performance: Fixed lags caused by dynamic font generation.
- Performance: Improved performance of health bar UI rendering.
- Performance: Improved performance of thought bubble UI rendering.
- Misc: You can now grow wheat on regular grass tiles, not just on dry grass.
- Misc: Added SpawnerInfo→ExactSpawnNumber.
- Balance: A stone block now only requires one rock. 
- Fixed: Production status string in UI.
- Fixed: The date in the save game view not always matching the actual save time.
- Fixed: You can now prevent certain enemy camp spawns by using DeleteObjectsInfo. 
 
	
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<b>Early Access 5.4.2020 (RC)</b>
- UI: Colonist happiness is now next to the needs in the panel.
- UI: Added a happiness column to the colonist management screen. Also removed swords from the colonist panels as they are deprecated.
- UI: You can now disable inserters.  
- Performance: Improved performance on maps with many enemies.
- Fixed: Error loading save games using the earn money objective.
- Fixed: Roads are no longer covered by the oasis.
- Fixed: Playing on a map without objectives no longer opens a victory screen.
- Fixed: Colonists with only "Construction" assigned will now pick up hammers.  
	
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<b>Early Access 2.4.2020 (beta)</b>
- Gameplay: Replaced the combat system. 
	- Colonists can no longer fight. Instead you can now build combat robots which can get destroyed (model & animation will be replaced in the future). More robot types and tiers will be added in the future. 
	- You can select multiple combat robots by drag-selecting them. Then, you can send them somewhere close to your territory by right-clicking. If you enter an enemy area, your robots will fight the enemies. 
	- You can now build combat robots in the robot workshop, which has been moved to tier 1. 
	- Health is no longer a need. Also, things no longer heal over time. 
	- Swords and training dummies are deprecated.
	- Combat robots and enemies have little health bars on top of them.
	- Updated the combat tutorial.
	
- Gameplay: When you link an output stockpile, it no longer sets it to accept products that are already accepted by existing stockpiles.
- Fixed: Transparent objects becoming opaque when animated.

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<b>Early Access 29.3.2020 (beta)</b>
- Gameplay: The inventory targets are no longer the only objective. As such, they have been simplified. Modders: If you want to have your own products show up as targets, set an amount in ItemInfo→ProductionTargetAmount.
- Gameplay: New objective: Clear all enemy camps.
- Gameplay: New objective: Earn money (via exporting).
- Gameplay: New objective: Claim land.
- Gameplay: In order to move on to the next tier on the world map it is now sufficient to visit half the islands of the previous tier. 
- Gameplay: Carriages can now operate in automatic mode. It's active by default and eliminates the need to set a schedule for simple setups. (Note: Does not work with saves from older versions)
- UI: When making a logistics connection, hold ctrl, alt or shift to create a two-way-connection.
- Fixed: Objectives not saved/loaded correctly (e.g. when saving during a tutorial).
- Fixed: Colonists drinking/eating too much after being recruited.
- Fixed: Even-sized buildings like wells getting placed in a different spot than their blueprint indicates when rotated. 
- Fixed: Ingredients brought to semi-automatic workshops should no longer get stolen. 
 
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<b>Early Access 23.3.2020 (rc)</b>
- Gameplay: The available trade opportunities at the trading hub now change every day at 6:00.
- Fixed: In-game date/time not correctly loaded.
- Fixed: Added a final (wait) step to the logistics and carriage tutorials.
- Fixed: Having no house now counts as poor housing quality as well. (Has no effect, just makes more sense.)
- Fixed: Some smaller fixes.
 
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<b>Early Access 20.3.2020 (beta)</b>
- Gameplay: Foundations are now unified. Placing a foundation will select the model appropriate for the type of the tile. 
- Fixed: When upgrading depots, the contained items are no longer cleared before construction.
- Fixed: When upgrading depots, existing entry/exit hoppers are now correctly registered to the depot.
- Fixed: Conveyor model not updated when a neighboring belt is built.
- Fixed: Conveyors built on top of each other are now "joined".
- Visual: Zeppelins now rotate to match an item's rotation on pickup.
- Visual: Zeppelins now rotate to match the rotation an item will have when dropping.
- Visual: Changed the icons for mined clay/iron and iron blocks to make them more distinguishable. 
 
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<b>Early Access 18.3.2020 (beta)</b>
- UI: When placing decorations, the construction overlay now also highlights tiles for which decorations currently under construction will have an effect. 
- UI: The decoration overlay now also considers decorations currently under construction. 
- Audio: You can now change the volume of work-related sounds relative to the rest of the audio.
- Fixed: Hyperactive animations.
- Fixed: Trees moving in different directions when the wind blows. 
- Fixed: Groves/farms should now get harvested correctly if they are in multiple zones at the same time. 
- Fixed: Colonists no longer execute logistics jobs which would lead them out of their designated zones.
- Fixed: In the train tutorial, gold blocks should no longer get stockpiled to sp5.
- Fixed: Recruiting colonists should no longer cause your existing colonists' preferences to change. 
- Fixed: Removing zones should no longer remove foundations underneath. 
- Misc: Having no zone selected no longer counts as "all zones".

Sorry for the slower update pace. Due to the Corona shutdown I'm mostly occupied with taking care of my kids at the moment. I'll try my best to make some time for development. :) 

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<b>Early Access 9.3.2020 (rc)</b>
UI & Gameplay cleaning without Marie Kondo. :) 
- Gameplay: Simplified the job system. All workshops are now summarized under the "crafting" job. Experience from one workshop now carries over to other workshops. This simplifies the UI a lot and makes the game a lot easier to understand for new player.
- UI: Removed the hitpoint panel. (The hitpoints are also shown in the happiness-panel)
- UI: Removed inventory targets, production time and stack height from item tooltips.
- UI: Moved the link to the production encyclopedia to the bar in the top right and removed it from the main menu.
- UI: You can now click on an item in the inventory screen to open it in the product encyclopedia.
- UI: Added forward/backward buttons to the product encyclopedia.
- Fixed: Working farms are now shown as "operational", not "idle".
- Fixed: You can now deconstruct a building by clicking on any covered tile (not just the center tile).
- Misc: Renamed "lonely/had interaction" to "bored/entertained".

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<b>Early Access 8.3.2020 (rc)</b>
- Gameplay: Colonists should now prefer closer social buildings.
- Gameplay: Colonists should now prefer closer stockpiles (given equal priorities).
- Gameplay: Health below 75% now causes colonists to be unhappy and try to sleep.
- UI: Cloning a road (e.g. using alt-click) now starts the road layer from the given position. 
- Misc: Level-Ups no longer spawn particles.  
- Misc: Defeating an enemy can now spawn loot of lower tiers.
- Misc: Freed colonists now have all zones activated by default.
- Fixed: Placing a bonfire blueprint should no longer spawn an "area expanded" message.
- Fixed: Improved early game recommendations.
- Fixed: Sitting position on benches.
- Fixed: Placing a building over a farm should now destroy the plants below.

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<b>Early Access 7.3.2020 (rc)</b>
- UI: You can no longer select a crop/tree that cannot be grown on a selected farm.
- UI: When removing objects from a range of tiles, foundations are only removed when no other object is found.
- Fixed: You can no longer remove the trading hub. 
- Fixed: When deconstructing a building over water, the ingredients should no longer be placed in water.

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<b>Early Access 6.3.2020b (rc)</b>
- Content: Added a tutorial for using the conveyor belts in the logistics system.
- Fixed: A few bugs in the new conveyor/logistics connection. 
- Fixed: Removed "harvested" from multiple item's name to make it more consistent.
- Fixed: Incorrectly formatted hotkeys showing on inventory and message log titles. 
- Fixed: Distributors not working correctly after last patch.
- Fixed: Colonists transporting goods between zeppelin stations after last patch.

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<b>Early Access 6.3.2020 (beta)</b>
- Gameplay: You can now integrate conveyor belts into the logistics system! To do so, select the beginning depot and activate "Conveyor mode". The depot will now automatically pick up items requested by connected logistics clients. (still wip)
- Content: Added trading hubs! Trade excess items for resources at the trading hub. Should spawn on most maps.  
- Fixed: Depots wrongly picking up things intended for the logistics system.
- Fixed: Conveyor belts misbehaving after a connected belt gets destroyed.
- Fixed: "Unable to resolve 'BehavioursProduction' while building object with type 'Profession'"

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<b>Early Access 1.3.2020 (beta)</b>
- Gameplay: You can now give your colonists high priority tasks/workshops! As the name implies, they will only do normal priority tasks when no high priority tasks are available. 
- UI: Enhanced the UI to allow for high priority tasks. To make a task or workshop high priority, hold the shift or control key while clicking on the corresponding button.
- Gameplay: You can now place farms and groves on top of foundations.  
- Gameplay: Simplified the decoration system. Decorations no longer differ in beauty value, they now only differ in effect range. Modders: DecorationInfo→Value has been deprecated.
- Gameplay: In order to get the "happy" state, colonists now need decoration.
- Fixed: Ore veins should now be much less likely to spawn in intersecting positions that don't allow you to build extraction devices on top.
- Fixed: Nice / bad housing effect reversed.
- Fixed: Icons for colonists not showing when starting the game for the first time.
- Misc: Veins no longer spawn under mountains.
- Misc: Reduced the spawn ratios in the dark terrain.
- Misc: The hotkey for screenshots is now Ctrl-F12 or Shift-F12.

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<b>Early Access 28.2.2020 (beta)</b>
- Visual: Colonists now have carry-animations! The position of carried items are adjusted appropriately. Modders: If you want to have this for your character models, duplicate the first 4 animation frames, add them to the end and make the little arms stick out. Have a look at SettlerMale/Female for examples.
- Visual: Conveyor belts now connect visually with receiving belts. Modders: If you make conveyor belts, the straight variant now needs 2 extra models which are used when extending to the next tile.
- Gameplay: You can now assign jobs to automatic workshops similar to manual workshops. Changed the tutorials correspondingly.  
- Gameplay: Items that do not fit to an automatic workshop's selected recipe are now carried away by your colonists. Remove all recipes to have all input boxes cleared.
- UI: The plant tooltip now shows the tools that can be used to harvest it.
- Fixed: Possible rare crash.
- Fixed: Rally flags should now be much less likely to spawn in positions where combatants get stuck. 
- Misc: Deprecated the recipe 2*log → charcoal.
 

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<b>Early Access 27.2.2020 (beta)</b>
- Gameplay: Colonists are now much more likely to use roads.
- Gameplay: Carriages should now speed up when they are on roads.
- UI: The filter UI for the depots now shows the number of stored items. 
- UI: The colonist that is currently selected is now highlighted in the colonist management screen.
- UI: Added a "return to world map"-button to the menu. You keep the resources you currently have and restart the current island or choose a different one.  
- UI: When opening a load game dialog, the game no longer suggests a new name but instead selects the last save game by default.
- UI: Added a warning when a carriage is assigned to a station but the station is not connected to the logistics system. 
- Misc: You can now open the bug report screen with Ctrl-Q.
- Fixed: Colonists not having a preference for hammers when only construction is selected.
- Fixed: Some more errors are now correctly attributed to mods.
- Fixed: You can no longer build shipping ports in a way that causes ships to drive through another port.
- Fixed: Fixed texts for the carriage UI.
- Performance: The buttons in the build menu are now buffered which should reduce lags and memory leakage.

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<b>Early Access 23.2.2020 (RC)</b>
- Fixed: Maps with multiple biomes not working.

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<b>Early Access 20.2.2020 (RC)</b>
- Gameplay: Simplified the happiness system: There are now only 3 states, happy (+40% speed), unhappy (-33% speed) and neutral. In order to reach neutral you need to satisfy hunger, thirst, housing and sleep. In order to get the 40% bonus you need to have nice houses and provide the colonists'...  
- Gameplay: favorite food / drink! Every colonist has them. They are picked at random from the set of drinkable / edible things. Colonists should prefer eating / drinking them when possible.
- Gameplay: Simplified the housing qualities to "low" and "high". The 2nd tier house now has low quality but one more capacity than the basic house. 
- UI: When selecting an actor, there is now a happiness text line. Hover over it to learn more about the current state. 
- Fixed: The boat should no longer spawn in lakes.
- Fixed: Multiple messages when defeating an enemy camp. Probably.
- Fixed: Robots only shown in colonist screen when loaded or debug-spawning. 
- Fixed: Flickering when desert oasis hits ocean.
- Fixed: Errors in the logistics system caused when a client is deleted. This affected both the job generation and the handling of existing jobs, which would persist. Probably fixes a number of logistics system issues. 

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<b>Early Access 17.2.2020 (beta)</b>
- Gameplay: Removing a farm/grove no longer kills the plant that is on top of it.
- UI: The filter for robots and domestic animals is no longer active by default. Also, the buttons are now sorted.
- UI: You can now select a train by clicking on any wagon (not just the locomotive).
- Fixed: You can no longer clone buildings that can only be built via upgrading.
- Fixed: Maybe fixed a rare crash at game start.
- Fixed: Auto-assign button not assigning workshops.
- Fixed: Robots not showing up in colonist management screen.
- Fixed: Weird artifact after building a stone road via dragging.    
- Fixed: Stone roads requiring rocks but not consuming them when built via dragging.
- Misc: Changed the early access warning to mention the importance of the shipping port to get mid/late game resources.

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<b>Early Access 15.2.2020 (beta)</b>
(Warning: This patch might cause problems with save files from previous versions due to the new tool system.)
- Gameplay: Colonists can now carry multiple tools. This replaces the not very intuitive system where they had a "tool preference". So, basically, if someone if set to fight and mine, she'll grab both a sword and a pickaxe. Easy. 
- UI: Adapted the colonist management screen to work with the new system. Every tool type (4) is now a column and shows the equipped tool. An X indicates that he/she would like to pick one up but cannot.
- Content: Added icons for more items.
- Translations: Added a LocalizationHelp.txt to provide a cheat sheet for where the strings are used in-game.
- Fixed: Colonists not unequipping tools unless they get a new one.
- Fixed: You can no longer upgrade buildings that are under construction. 

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<b>Early Access 13.2.2020 (rc)</b>
- Fixed: Not being able to build train signals.
- Fixed: Resetting all tasks on the colonist management screen causing colonists to no longer work in workshops.
- Fixed: Link to Road Map.

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<b>Early Access 6.2.2020 (rc)</b>
- Gameplay: Colonists can now always use pickaxes to harvest plants/trees. For farms/groves shovels are still the default tool, but if your farm workers have pickaxes equipped, they work too. 
- Fixed: Being unable to deconstruct the watch tower / lookout.
- Fixed: ActorInfo→Eats only working for food types.
- Fixed: World map screen not loading after last patch.
- Fixed: Slightly increase the area of rain.

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<b>Early Access 5.2.2020 (beta)</b>
- UI: Added "reset tasks", "reset workshop" and "auto assign" buttons to the colonist management screen.
- Visual: When mining, colonists now look at what they mine. 
- Modding: You can now add custom music to the game! Have a look at the kubi.example.music mod. Make sure that you have the required rights/license to share the music files you mod in and credit the artist(s). 
- Modding: The indication arrows of workshops now point in the correct direction regardless of the position of the boxes.
- Fixed: Selection box locking on to objects while placing buildings.
- Fixed: Colonists will no longer mine mountain tiles that are surrounded by mountains.
- Fixed/Modding: Building position bias for buildings that are of even size in one direction and odd size in the other. 

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<b>Early Access 2.2.2020 (rc)</b>
- Content: Added the "No Water" terrain shape option.  
- Fixed: Colonists importing things into the corner of the map.
- Fixed: Autofarms/groves not animated correctly. I'm disabling the batching from a few patches ago as it causes many unexpected issues.
- Fixed: Fences not getting correctly removed when resizing/deleting a zone after previous patch.
- Fixed: (Probably) fixed a bug causing adjacent zones to get expanded
- Fixed: Mountains not properly animated when mined.
- Fixed: UI being too large on ultra wide resolutions when UI scale is set to >=100%.
- Fixed: Resuming a game should no longer trigger the job-auto-assignment.
- Fixed: Items in transit via the logistics system should no longer get stockpiled.

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<b>Early Access 31.1.2020 (beta)</b>
- Content: Added the watch tower which is cheap to build and expands your vision range by a lot. Thanks to Screech for the model! :) 
- Misc: Depot exits and entries no longer require ingredients and are now built instantly. Modders: You can get this behaviour via BuildingRecipeInfo→InstaBuild. This is only supported when the building requires no ingredients.
- Misc: The HC depot can now only be built by upgrading an existing depot. Modders: To get this behaviour, use BaseInfo→CannotBuildDirectly. 
- Fixed: Forbid consumption and similar buttons not showing when selected.
- Visual: Reduced the objects' smoothness/glossiness.
- Modding: You can now mod how the fences of stockpiles, farms, groves and pastures look. Have a look at ObjectType/fences/....
- Modding: The info.xsd files of the example mods should now be automatically updated with the latest version in each build. 

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<b>Early Access 26.1.2020 (beta)</b>
- Gameplay: You can now upgrade existing buildings! Much more convenient than doing it manually. Currently it is available for the 3 houses, as well as Depot→HC-Depot. The building is unusable during the upgrade process. Will probably cause some new bugs, let me know if you encounter any. Modders: The upgraded building should have the same size (in tiles) as the base building, otherwise a variety of bugs can occur.
- Gameplay: Higher quality mountains and geodes now require tools to mine. Also applies to palm and cacao trees. Doing it by hand isn't going to cut it anymore. See what I did there? :) Maybe a bit counter-intuitively, you need high quality shovels to harvest mine or harvest trees, but not to till the soil.
- Gameplay: Higher tier buildings require higher tier hammers to construct (but not deconstruct). As a general rule, the current mid-tier things like zeppelins require wooden tools, most things involving automation require iron tools.
- UI: The required tool levels have been added to the mining panel and the building tooltip.   
- UI: Added a warning flag to buildings that cannot be built because no colonist has the appropriate hammer.
- UI: Added a warning flag to farms & groves that cannot be harvested because no colonist has the appropriate shovel.
- Fixed: Colonist management screen not working correctly on world map after filter addition.
- Fixed: Train wagons seemingly not moving after loading after one of the previous patches.
 

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<b>Early Access 23.1.2020 (beta)</b>
- UI: Added a filter function to the colonist management screen. Finally, you can more easily discriminate by gender or species. ;)
- UI: Buttons that are active now have a visible background and a highlighted frame, which makes them much easier to tell apart. And less green. 
- UI: Text buttons you can click now get underlined when you hover over them.
- Visual: Depot cranes now rotate items into the proper orientation while moving. Which looks nice. :)
- Fixed: Changed the default hotkey for the road layer to H. (R conflicted with rotate) 
- Fixed: Depots not picking up from entries after one of the previous patches.
- Fixed: Visual glitch preventing depot cranes from visually moving under certain circumstances. Modders: If you made custom depots/stations, please add BaseInfo→<AllowBatching>0</AllowBatching> to depots, cranes, hooks and alike.  
- Fixed: Veins being so big that you cannot build an inserter to unload a quarry.
- Fixed / Modding: Removed object types should no longer appear in the inventory targets.  
- Misc: You can now build stuff on desert oasis tiles. 

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<b>Early Access 22.1.2020 (beta)</b>
- Gameplay: Improved the taming/recruitment system for animals. There are now two types of animals: 
	1) Pasture animals (like cows & sheep) are kept on a pasture and yield items (like milk & wool). You can tame them by building a pasture as before. Pasture animals will stay on an island when you leave. 
	2) Domestic animals (like pigs) will act like colonists, i.e. carry things and perform simple jobs. To recruit a "wild domestic" animal, you select it and click on recruit. Domestic animals will come with you when you leave the island. 
- Gameplay: High quality food and drinks can now saturate your colonists above 100%. That way, your colonists will have to pause less often. Modders: You can find this in ItemInfo→FoodValue.

- UI: You can now set the zoom mode to be instant in the settings (as opposed to the default smooth transition).
- UI: Default hotkeys for actions are now shown in the tooltips. Note that these only show the default hotkeys - if you rebind them, they are not updated. This is a (really dumb) restriction of the Unity input manager.
- UI: Added new hotkeys for a number of actions.
- Performance: Some types of draw calls are now batched, which should increase performance.
- Fixed: Filter inserters no longer block items on belts that they don't want to have.
- Modding: The default cargo loadout is no longer hard-coded. Instead, you can set how many items you start off with in ItemInfo→DefaultCargo.  
  
@Translators: The syntax to add these neat hotkey displays is ///[hotkey]///, e.g. UI.Mine = Mine & harvest ///M///. Thank you!  

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<b>Early Access 19.1.2020 (rc)</b>
- UI: Added warnings to automatic workshops that have no inserters unloading them and also no appropriate output stockpile assigned.
- UI: Added a warning to automatic workshops when one input spot is served by inserters but not all of them are.
- Fixed: Colonists should no longer eat/drink food from belts. Doing so might have led to some bugs with items getting stuck.
- Fixed: Possibly fixed bug causing depot arms to go across the map.
- Fixed: Probably fixed a bizarre crash that could occur when loading saves with active inserters.
- Fixed: Rare issue with item storages. 
- Fixed: Inserters no longer get stuck when "their" item disappears.
- Misc: Added a final dummy-step to the conveyor tutorial.
  

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<b>Early Access 13.1.2020 (beta)</b>
- Fixed: Interaction spots on social buildings not rotated correctly. 
- Fixed: Blueprints not visible in debug build mode. 
- Fixed: You can no longer place exit/entry hoppers where trains and ships are supposed to be. This was never intended and led to megastacks when done anyways. :)

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<b>Early Access 11.1.2020 (beta)</b>
- UI: Updated/added more hand-drawn icons.
- UI: Added a warning flag when two conveyor distributors are placed next to each other (this is not supported as it's not clear where the items should go).
- UI: When placing a single building, the selection box now follows along correctly when dragging the mouse. Also, you can no longer accidentally place multiple buildings at once by dragging. 
- UI: When placing things like foundations, you can still select multiple tiles at once. The selection box will now have the correct size in this case. A blueprint will not be shown in this case. 
- Modding: You can use UserModInfo→Priority to change the order in which mods are loaded. Lower priority = loaded earlier. If your mod depends on no other mod, leave this at 0. If your mod depends on another mod, make sure your priority number is higher than the other mod's priority.
- Fixed: Objects changing their look when loading/saving. Amazingly, it took half a year for someone to notice that colonists etc. look totally different after loading. :)
- Fixed: (Maybe) fixed game continuing to run in the background after losing focus. (This might be a Unity issue.) 
- Fixed: Foundations not consuming ingredients. There is also now an error message if you place them without having enough materials. 
- Fixed: Building a road over an existing road (e.g. a crossroad) no longer consumes extra materials.
- Misc: Conveyor belt parts now require wooden boards and iron blocks (like track parts).
- Fixed: When pathing fails for whatever reason, the colonist is now teleported to his/her destination rahter than forever failing.
- Fixed: Missing workshop warnings when output stockpiles get de-zoned. 

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<b>Early Access 5.1.2020 (beta)</b>
- Gameplay: You now need track/conveyor/road ingredients before building them. A preview of the ingredients you need is shown while you plan out the area. Afterwards, the ingredients are consumed instantly and the track/conveyor/road is built instantly.
- UI: Added a message which is shown when buildings with at least 2 ingredients are built.  
- UI: The colonist screen now has a name header. Click on it to sort your colonists by name.
- UI: When an exit hopper is placed on a shipping port, the type filter now suggests types that can be imported.
- Modding: Added SocialBuildingInfo→SatisfiesDrink and SocialBuildingInfo→SatisfiesFood which allow you to make restaurants etc. which satisfy the colonists' food/drink needs. Note that colonists will still look for food when hungry (and not go to the restaurant), so you may want to modify the social need to deplete faster.


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<b>Early Access 4.1.2020 (beta)</b>
- Fixed: Incorrect exposure on non-default brightness settings after lightning.
- Fixed: When colonists move into a better house, they now correctly vacate their last house. 
- Fixed: Custom map generation failing when you have a big seed number.
- Fixed: Workshops assigned via assist mode not shown in colonist management screen.
- Fixed: The game saved message now also shows when saving manually.
- Fixed: Not enough money in shipping port.
- Fixed: You can now remove foundations.  
- Misc: Newly recruited colonist may now also be assigned jobs when assist mode is on.


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<b>Early Access 21.12.2019 (rc)</b>
- Fixed: NoProductionTarget used on random maps.
- Fixed: Misc. smaller fixes. 
- Fixed: Mod info screen not scrollable when you have a really excessive amount of mods installed. :) 

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<b>Early Access 17.12.2019 (rc)</b>
- Fixed: When an item is on a train and its logistics job becomes invalid, the item is now dumped at the next station. 
- Fixed: Possible bug causing colonists to try invalid logistics jobs (when the timing is unlucky).
- Fixed: Bug in depot serialization/deserialization.
- Fixed: Stale track segment reservations after serialization/deserialization.
- Fixed: Reservation conflict with semi-automatic workshops.
- Fixed: Some cases where invalid logistics jobs were not cancelled.

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<b>Early Access 16.12.2019 (beta)</b>
- Fixed: Stone roads getting built instantly when dragging.
- Fixed: Fun interaction between logistics and inserters allowing colonists to steal, causing really odd bugs. 
- Fixed: Item and fence height for high pier foundations.
- Fixed: Pasture animal deserialization trying to restore dezoned pasture zones. 
- Fixed: A few reservation/serialization issues.
- Misc: Added some more helpful error messages and metrics. 

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<b>Early Access 15.12.2019 (rc)</b>
- Content: Added decorative rays, fish and seaweed to the game. Thanks to MoeGraph.  
- Gameplay: Since most automation mechanics are now much more mature, I'm removing betanium from the game. Quarries, conveyor belts etc. no longer require it. 
- Gameplay: Adjusted the map generation parameters. Maps are a bit bigger but there is more ocean. Also the islands are biased to be a bit more square. In effect, cases where the land (almost) touches the edge of the map are reduced and more of the map is buildable. 
- Gameplay: Shipping ports can now operate in "automation mode". While in automation mode, the shipping port will ignore import stockpiles. Instead, it will import what exit hoppers placed on the port want. Forever. Added two new warnings to help explain how it works and prevent problems.
- Fixed: Error when you connect an input stockpile and then remove all tiles from it.
- Fixed: Depot exit/entry hoppers can now be built on sand (as long as it is on a depot/shipping port).
- Fixed: Stone road intersections requiring extra stones.
- Fixed: Bug causing colonists to steal from automatic workshops in some cases. 
- Modding: Added the parameters SpawnerInfo→FixedRotation, BirdInfo→NextTargetMaxDistance and BirdInfo→RecalculationThreshold.

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<b>Early Access 14.12.2019 (rc)</b>
- Misc: You can now debug-remove single items by holding alt while clicking on the encyclopedia button in the info panel.
- UI: Added indication arrows which show where inserters pick up and drop stuff. Also applying it to a couple of other objects like depot hoppers.
- Fixed: Colonists and robots trying to supply automatic workshops with no input requirements (like oil wells).
- Fixed: Save game time getting stored in UTC (instead of local time).
- Fixed: Some smaller issues.
- Fixed: Items in high capacity stockpiles moving around after loading/saving. :)
- Audio: Added more sound effects. Also, ambient noises from animals are now less loud. Unless you click them... 
- Performance: Improved the performance of the road laying tool a lot (especially when you have many roads).


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<b>Early Access 12.12.2019 (beta)</b>
- UI: Made the mod list in the main menu scrollable.
- Gameplay: Inserters no longer deliver to tiles where something is being constructed.
- Fixed: When a train station etc. is deconstructed, items on that station are now unreserved.
- Fixed: The screenshot message is now delayed which should prevent overlaps with Steam screenshots. 
- Fixed: Idle automatic workshops are now shown as idle when selected. Also, the production panel is now updated immediately when the workshop is clicked on.
- Modding: Added the no-production-target map modifier.
- Misc: Updated to Unity 2018.4.14f1. Also reinstalled my PC. Let me know if the new version works for you.  


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<b>Early Access 7.12.2019 (beta)</b>
- Tutorial: Updated and re-added the ore processing example scene.
- Fixed: Bug causing inserters to get stuck in some cases. 
- Fixed: Animals rotating at funny angles when changing their height. 
- Fixed: Light staying overexposed after lightning storm in some cases. 
- Fixed: Things floating on rough desert terrain.      
- Fixed: Colonist icons not updated in the enemy flag panel in some cases.
- Fixed: Conveyor belt effects not being spawned on tutorial maps sometimes.
- Modding: You can now overwrite existing localization strings via modding. 

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<b>Early Access 30.11.2019 (beta)</b>
- Content: Added a little snowy winter sub-biome to the game, including an icy lake, some trees, benches, presents and a chilly fog effect.
- Gameplay: Enemy camps now contain captured colonists. Defeating the camp will make them join your colony.
- UI: Added a button to play the all-the-biomes scenario to the main menu.
- Modding: Added an audio debug panel that lets you test included/added sounds in-game.
- Modding: You can now replace in-game sounds via modding. To do so, just create sounds with the same names as the in-game sounds in StreamingAssets/AudioClipInfoCollection. More sounds will be moved to this folder in the near future.
- Modding: You can now add sounds that will be played when an object is selected (e.g. an animal or a workshop). Have a look at BaseInfo→SoundOnSelect.      

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<b>Early Access 25.11.2019 (beta)</b>
- UI: Added warnings to shipping ports that are set to export/import but are not connected to the corresponding stockpiles.
- UI: Added warnings to shipping ports when the connected import/export stockpiles are not set to accept goods that can be imported/exported.
- Misc: Added a Spanish translation to the game. A huge gracias to Isthar for making it! :)
- Fixed: Save games not loading if people were doing (the deprecated) upgrade tasks.  
- Fixed: House counter counting (unusable) houses/barns outside of your territory.
- Fixed: Filter inserters losing their filter settings after reloading.
- Fixed: Items no longer change their position when loading a save game.   

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<b>Early Access 19.11.2019 (rc)</b>
- UI: Pressing the follow-button again now unfollows.
- UI: Tweaked the items displayed in the filter by default.
- Fixed: Colonists going super fast after the last patch. 
- Fixed: Header of the colonist panel being misaligned on ultra-wide resolutions. 

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<b>Early Access 18.11.2019 (rc)</b>
- Fixed: Colonists being hurt when recruited and not healing correctly. 
- Fixed: Wells and other buildings incorrectly showing the "no input" warning.
- Fixed: The game now prevents you from using invalid characters in file names.
- Fixed: Visual bug when having many building categories. 
- Fixed: Issue that could prevent workshop jobs from being updated. 
- Fixed: When the game fails during initialization, it should now display an error message on the loading screen. 
- Fixed: When no valid spawnpoint is found, e.g. for the boat on the perfectly flat terrain, it is now spawned randomly wherever.
- Fixed: The game now ensures a minimum simulation framerate of 30, thus preventing weird animation artifacts occurring at x4 speed.

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<b>Early Access 16.11.2019 (beta)</b>
(This patch concludes my UI improvement sub-project for now.) 

- Gameplay: You can now turn importing/exporting off in the shipping port panel. Also added some tooltips. 
- UI: Made the shipping port panel scrollable. 
- UI: The selection box now extends between the brackets which makes it easier to see.
- UI: Changed the scroll view modes from elastic to clamped.
- UI: The type filter panel now (by default) only shows the types that are relevant in the current context (e.g. things produced by connected workshops). You can change that by clicking the star above.  
- UI: Added a confirmation/warning when you delete or overwrite a save file. 
- UI: Redesigned the load/save screen. Also, long file names are now truncated.
- UI: The header line of the colonist management screen is now locked in place.  
- Fixed: Added random crop rotation to auto farms. 
- Performance: Reduced CPU load and memory usage for stockpiling when having many depots.  
- Modding: You can now add custom icons to your objects and buildings! Have a look at the greentomato-example. Yeah, I'm setting the bar real low here. :)  When you don't provide an icon, the game will make one based on the model as before. 

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<b>Early Access 15.11.2019 (beta)</b>
- Content: Added the snow-subbiome to the grassland, alongside a frozen lake, a christmas tree, some presents and a snow effect. Still work in progress.
- Gameplay: Simplified the effect of happiness, tools and skill. Now happiness = speed; skill = success/crit chance; tools = damage. Also, in the future certain tool levels will be required for specific tasks.
- Gameplay: Strongly increased the colonist's preference to use roads. Also increased the movement bonus for mud/stone roads to 50%/100%.   
- UI: Started adding some drawn icons to the game. If you want to see them drawn, have a look at and give a follow to https://www.twitch.tv/jujibla.
- UI: The house tooltip (when hovering on the top bar) now shows the number of colonists and animals you have.
- Visual: Plants are now placed with random rotation.  
- Modding: The building panel now supports more than 8 categories. If you plan to add many new ones that is. 
- Fixed: Starting a map now sets the speed to 1.
- Fixed: Flickering stone road blueprints on swamp terrain.
- Fixed: Trains no longer break when changing or clearing their schedule. Instead, they will reset and try to go to the first station on their schedule.
- Fixed: Short music clips can now play multiple times.
- Fixed: You can no longer select objects under the fog of war. :)
- Fixed: There is no longer an indication arrow when hovering over things under the fog of war.

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<b>Early Access 13.11.2019b (rc)</b>
- Fixed: Bug allowing you to stockpile buildings.
- Fixed: Victory screen not closing correctly when pressing "resume".
- Some smaller fixes. 

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<b>Early Access 12.11.2019 (rc)</b>
- Removed tool/weapon upgrading. Once in a while I drop mechanics that add a lot of complexity but don't add much gameplay value. Tool/weapon upgrading is such a mechanic. It was hard to understand what upgrading does and it also created a lot of clutter in the UI. In the future, more/better tools will be available for crafting. Also, the effects of tools will be simplified a bit.
- Removed the upgrade workshop. 
- Added the tool workshop which coincidentally looks a lot like the old upgrade workshop. :) 
- Moved all tool recipes to the tool workshop.
- Fixed: Combat system not working properly after last patch.

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<b>Early Access 11.11.2019 (rc)</b>
- UI: You can now add a type to a depot/stockpile's filter by selecting an object of that type and right-clicking on the depot/stockpile.
- Fixed: Repickup-issue on stockpile task introduced by 4.11/10.11.  
- Fixed: Possibly fixed a crash occurring on loading a save game. 
- Fixed: Enemy bonfires disappearing in dioramas.
- Fixed: Panels being to wide on 5:4 aspect ratio resolutions.
- Fixed: Depot entry/exit hoppers are no longer functional until built.
- Misc: Removed some objects from the production encyclopedia.

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<b>Early Access 10.11.2019 (rc)</b>
- Gameplay: Horse carriages now wait until they have at least two stations on their schedule. This prevents missing an item on the first run. 
- UI: Equipped tools have now a tooltip in the colonist management screen.
- UI: You can now use propagate-to-outputs to assign goods to depot exits.  
- Fixed: Propagate-to-outputs button not getting activated unless new selection happens.
- Fixed: Assigned zones not shown correctly when using assisted mode.
- Fixed: Production selection layout.
- Fixed: Removed quick save / load from demo.
- Fixed: Houses under construction are no longer counted towards capacity.
- Fixed: Farms can no longer be placed over trees. 
- Fixed: The victory screen is now a modal panel.
- Fixed: Items not stockpiled correctly under certain circumstances.


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<b>Early Access 7.11.2019 (beta)</b>
- UI: Increased the scroll speed when using the mouse wheel.
- Fixed: Time and date are now stored in save games. 
- Fixed: Colonist management screen not getting updated.
- Performance: Serialization uses less dependency injection to speed up loading/saving.

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<b>Early Access 4.11.2019 (beta)</b>
- UI: Made the scenario list scrollable.
- UI: Made the map modifier list scrollable.
- UI: Made the load/save file list scrollable.
- Performance: Improved lag when loading games with many plants.
- Performance: Simplified the input item check for workshops.
- Performance: The inventory target is now only updated every 5th second.
- Performance: Item availability is now buffered over multiple seconds.
- Fixed: Production selection panel not getting emptied when selecting a different building.  
- Fixed: "Birds" (BirdInfo) can now have more (or less) than 4 animation frames. 

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<b>Early Access 31.10.2019 (beta)</b>
- UI: Made the message log UI scrollable and prettier and removed the pages.
- Fixed: Type filter panel not sorted correctly. 
- Fixed: Settings taking no effect unless the game is restarted.
- Fixed: Some smaller issues.
- Fixed: UI scale >100% having no effect. 
- Fixed: You can now build exit/entry hoppers over items in depots.
- Fixed: Visual glitch on world map caused by new water.
- Fixed: Fog of war transparency on world map.  

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<b>Early Access 27.10.2019 (beta)</b>
- UI: Made the type filter UI scrollable and removed the pages. 
- UI: Made the ship cargo UI scrollable and removed the pages. 
- UI: Made the production selection UI scrollable and removed the pages.
- UI: Made the farm/grove product selection UI scrollable and removed the pages.
- UI: Made the pasture animal selection UI scrollable and removed the pages.
- Fixed: Visual glitch when building a shipping port on higher terrain types. 
- Fixed: Invisible farmland after loading a game. 
- Performance: Wild animals no longer look for a sleeping spot.
- Performance: Disabled neutral creatures looking for houses.

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<b>Early Access 25.10.2019 (rc)</b>
- UI: Added a search bar to the ship panel. 
- UI: The colonist management screen is now scrollable.
- Content: Added another music track for the desert terrain. 
- Fixed: Keys are no longer blocked when opening the build menu (unless you open it using a key shortcut).
- Fixed: Stockpiling not working correctly when you have multiple stockpiles/depots accepting the same good. 
- Fixed: Stockpile/depot priorities not applying when stockpiling.
- Fixed: Some visual terrain glitches. 
- Fixed: Visual glitch with filter inserters.
- Fixed: Fish stuck in animation for some time after getting revealed.
- Misc: All inserters have the filter functionality now. The "filter inserter" is now deprecated.
- Misc: You can now build dark foundations on the coast. 


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<b>Early Access 22.10.2019 (beta)</b>
- Gameplay: When possible, a depot will now directly transport items from entry hoppers to exit hoppers.
- UI: Extended the size of some info panels.  
- UI: Opening the build menu now clears the previous search.
- UI: You can now open the build menu, type what you want and hit return to directly go to placement mode.   
- Fixed: Disappearing seagulls. :)
- Fixed: Ship UI getting messed up when switching between pages. 
- Fixed: Foundations being invisible after loading a save game.
- Misc: The names of modifiers and scenarios can now be localized.  


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<b>Early Access 20.10.2019 (beta)</b>
- Gameplay: The auto smelter and auto kiln no longer require betanium. The auto smelter now has the same recipes as the regular smelter. Also, reduced the amount of mined iron/copper/gold required for a block from 3 to 2.  
- Content: Added the long inserter. I'll improve the animation / model in the future. 
- Performance: The UI is no longer rebuilt whenever an item is unloaded from the ship.  
- Performance: Picker job generation is now distributed across multiple frames.
- Performance: Increased performance of stockpile task generation.
- Fixed: Updated the dioramas to work with the new water. (You can fix your own dioramas by replacing Floor_Water → Floor_Sand_Water and Floor_Ocean → Floor_Sand_Ocean in the xml-file).   
- Fixed: More backward compatibility for the last patch.
- Fixed: Ship cargo UI overflow when unloading huge amounts of cargo. 
- Fixed: Data mods triggering a false vertex count warning.
- Fixed: Export prices for higher tier items. 


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<b>Early Access 18.10.2019 (beta)</b>
- Visual: Water is now transparent and there is now ground below the water! (Note: Looks weird when loading saves from previous versions. This is not a bug, this is progress! :) ) 
- Visual: Colonist now sink into the water when they walk on it. 
- UI: Added a confirmation dialog to the world map exit button.
- UI: Added a warning flag to workshops when required inputs are missing.
- UI: Added a warning flag to workshops when input stockpiles are assigned but they don't accept the required goods.  
- Fixed: The search bar in the type filter UI now allows you to search with Capitalized letters. 
- Fixed: The resume button in the main menu is now disabled if you have nothing to resume. 
- Fixed: Placement arrow direction for oil pumps.
- Fixed: You can no longer place foundations on top of each other. 

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<b>Early Access 14.10.2019 (rc)</b>
- Visual: Switched to the standard shader which offers some nice PBR effects. 
- Visual: Objects can now have different material properties, e.g. metallic effects for metals.
- Gameplay: Made some more items high-stackable. 
- Fixed: You can now build hoppers in the shipping port. 
- Fixed: Issues after changing a bonfire color. 
- Fixed: Farm zones / groves should no longer be operated when set to disabled.
- Fixed: Workshop priority is now cloned correctly. 
- Fixed: Pasture animals should no longer leave the pasture to sleep. :) 
- Fixed: Speed buttons not getting updated when game is paused.

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<b>Early Access 12.10.2019 (rc)</b>
- Modding: When your model has an excessive number of vertices (and when you should add a shadow mesh, see 2nd mod tutorial), you will now get a warning in the errors.txt.
- Fixed: Non-graceful handling of some deserialization parts.
- Fixed: Timing issue on conveyor belt deserialization.   
- Fixed: Items being imported are now reserved until they are brought to their target stockpile. 
- Gameplay: Ships can now be loaded during the unload phase. Should solve some deadlock issues. (Partially not compatible with previous saves)
- Fixed: Bug in ship tile reservation. 
- Fixed: Pathing issue with houses.

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<b>Early Access 11.10.2019 (beta)</b>
I did some major refactoring and upgrading in this patch. It is likely there are some new UI bugs I haven't fixed yet. If you find one, please report it. Thank you! 
- Engine: Upgraded to the latest Zenject version.
- Engine: Replaced the deprecated signal system with the new signal bus.
- Misc: Separated the test code from the main code base.
- Visual: Made water sprinkler particles prettier.
- Gameplay: You can now place groves & farms over existing trees.
- Fixed: Bug in the deserialization of logistics jobs.   
- Fixed: Odd behavior of shipping port when a good was in transit while saving/loading.
- Fixed: Height of items on hoppers in shipping ports. 

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<b>Early Access 7.10.2019 (beta)</b>
- Content: Added a high capacity depot that allows you to stack things higher. Probably still buggy for a number of goods. :) 
- Visual: When taming an animal, ranchers now follow the animal around.
- Music: Added new music tracks to the game! They are specific to the desert biome, enjoy :).
- Misc: Added a Turkish translation to the game! 
- Fixed: Fixed overhangs to look correct after mining mountain tiles.
- Fixed: Environment leaf particle colors for multi-biome maps.
- Fixed: Layout bug when enabling/disabling recommendations.
- Fixed: Some smaller issues. 
- Fixed: Rotating the camera via Q/E not working while paused.
- Fixed: Hotkeys not working after closing the build menu with ESC.
- Performance: Non-player animals no longer search for equipment. :) 


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<b>Early Access 6.10.2019 (beta)</b>
- Gameplay: Building recommendations now understand the concept of building substitutes. I.e., it will count outpost bonfires as bonfires.
- UI: When linking good containers like stockpiles (a→b), container b now gets the accepted items of a as recommended items.
- Visual: Added a particle effect to pasture animal taming.
- Fixed: Stone roads not requiring stone and some other road related bugs.  
- Fixed: Roads having an effect when not constructed.
- Fixed: Entry/Exit hoppers not working on shipping ports. 
- Fixed: Entry/Exit hoppers not getting correctly unregistered upon deconstruction.
- Fixed: Dioramas now save and restore the rotation of objects.

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<b>Early Access 3.10.2019 (rc)</b>
- Gameplay: Trains now have different properties. Also, empty trains are now lighter / faster than loaded trains.
- Gameplay: You can now forbid consumption for depots/stations etc. 
- Modding: Added a diorama example to the mod folder.
- Modding: I made a new modding tutorial. It covers 1) Shadow meshes, 2) Model variations, 3) Dioramas and 4) Biomes / Terrain. You can find it at: https://youtu.be/KsIkqH4kTts
- Fixed: Stockpile tiles becoming unusable after being imported to once.
- Fixed: Adapted two tutorials to the automatic zone assignment. 
   

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<b>Early Access 27.9.2019 (rc)</b>
- UI: Changed the scaling to work better on extremely wide resolutions. You can still fine tune it in the settings.
- Content: Added the automated stonecutter to the game. 
- Content: Added the long train factory where you can build trains with 6 wagons.  
- Content: Added the long train station (7x5).
- Gameplay: Changed the train code to account for cases when trains that are too long enter a station.   
- Balance: You loadout now includes 3 machine parts. So you can now build your first 3 factories without having iron etc. 
- Navigation: Changed the navigation behaviour to test if it is responsible for some issues. 
- Modding: Voxel models can now be larger than 70x70x40. Note that this comes at a performance cost when starting the game.
- Misc: Made some changes to the shipping tutorial. 
- Fixed: Zeppelins freezing when an item to be transported gets consumed.
- Fixed: When a zeppelin cancels a job for some reason, it now unreserves the item and target tile.
- Fixed: Duplicated reservation after loading.
   
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<b>Early Access 24.9.2019 (beta)</b>
- UI: Objects like ruins are now longer shown in tooltips as resources.
- UI: Moved FPS display to the left.
- UI: Selecting a colonist, carriage etc. now takes precedence before selecting the tile/building.
- Misc: Removed serialization of the fog of war since it's no longer required. 
- Visual: Generalized the way terrain overhangs work. They should work better on multi-biome maps. 
- Fixed: Rain effect not showing correctly when zoomed out. 
- Fixed: Colonists entering houses... incorrectly. :)
- Fixed: The "click here" objectives being already done when you finished another tutorial before. 
- Modding: You should now be able to change the icons of existing building categories. Just make a new BuildingCategoryInfo with the same CategoryName and specify a different Icon.
- Performance: Improved object type repo loading speed. 
- Performance: Fixed perf bug when you have many items to unload on a ship but no free tile.
- Performance: Vastly improved autotest performance.
   
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<b>Early Access 22.9.2019 (beta)</b>
- UI: The tutorial indicator arrows now have a different color than the selection arrows. 
- Navigation: Colonists should be a bit more likely to avoid walls. (They will still glitch through them.)
- Fixed: When import goods are still in transit from the port to the stockpile, they are not imported again when the next ship arrives. 
- Fixed: Tile reservations are now preserved during serialization. 
- Fixed: Items in logistics jobs no longer get incorrectly carried away on save/load. 
- Performance: Reduced time required for UI initialisation on map generation.
- Performance: Added lookup table for building recipes.  
- Performance: Added lookup table for object types.
- Performance: Added lookup table for production targets.
   
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<b>Early Access 20.9.2019 (rc)</b>
- UI: Hovering over a button now triggers a different color than selection. Also added hover effect to tool and menu buttons.
- UI: Added an experimental color blind mode which changes some UI colors to make them easier to distinguish with impaired color vision. I'll improve it further depending on your feedback. 
- Balance: You can now import goods from the next tier as well. So, you can now build trains on the grassland maps if you like. 
- Fixed: Text in credits screen not showing.
- Fixed: Duplicates in farm product selection when multiple pages are visible.
- Fixed: Some visual glitches with the depot crane.
- Fixed: Food always fulfilling both drink and food need.   


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<b>Early Access 18.9.2019 (rc)</b>
- UI: Cancelling the build mode now reopens the build panel.
- UI: When taking a screenshot with F12, the game now shows a message including the file's location. 
- Visual: Changed the color palette of the dark terrain to some warmer tones.
- Modding: You can now cycle through the dioramas in the main menu with F7.
- Gameplay: Entry and exit hoppers now have priorities you can set. 
- Scenario: Added the "All The Biomes" scenario. Still work in progress, but improving. 
- Balance: Less water, more land.
- Fixed: Items in depots getting picked up from exit hoppers.
- Fixed: Height of shipping port crane.
- Fixed: Distance between ore/stone/clay veins and other objects.
- Fixed: Limited the number of enemies that can spawn per camp.
- Fixed: Minimum spawns on multi-biome maps (Cowpocalypse).


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<b>Early Access 17.9.2019</b>
- Gameplay: Autofarms can now only grow crops that grow on any of the covered tiles. You can still grow all the things in greenhouses.
- Gameplay: Added inventory targets to the ore crushing and adv. production tutorials. 
- UI: Added a warning flag to output stockpiles that accept more than 5 goods.
- Modding: You can now add your own icons, e.g. for building categories. Have a look at kubi.example.buildingcategory as an example.
- Fixed: Not being able to assign stockpiles to buildings like shipping ports.
- Fixed: Possibly fixed a crash related to conveyor belt initialization.   


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<b>Early Access 16.9.2019</b>
- Gameplay: When multiple recipes can be produced in a workshop and the stockpile priorities are a tie, the workshop now chooses the most scarce item.
- UI: Things that have a priority can now be set to "disabled". Probably a bit buggy, let me know if you find bugs. :)
- Modding: You can now override item prices using OverridePrice.
- Modding: When uploading fails due to thumbnail size, you now get a more specific error message.
- Misc: Some more ruins are now mineable and yield rocks. 
- Visual: The smoke effect in houses is now disabled when no colonist live there. 
- Fixed: Selecting things like trains in train stations.
- Fixed: Colonists should no longer "steal" items from tiles where inserters can pick them up.
- Fixed: Possible endless loop in depot when multiple entries / exits are present.
- Fixed: Animation for automatic workshops with build frames.
- Fixed: Some smaller issues.
 

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<b>Early Access 13.9.2019</b>
- Visual: Changed the way items rotate on the conveyor belts.
- UI: Added a warning when no carriage is assigned to a station.
- Fixed: Being able to select railroad tracks and roads.
- Fixed: Bug causing output column in encyclopedia to be misaligned sometimes.
- Fixed: Limited the number audio clips that play in a second. Might fix audio glitches at 2x/4x speed.
- Fixed: Animation of animals on treadmills.
- Fixed: Carry position for animals.
 

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<b>Early Access 8.9.2019</b>
- Automated workshop function update: You can now use automated workshops like the sawmill without inserters. When no inserters are present, colonists with the logistics task will pick up and manually insert the required input goods. You can limit what they bring by assigning input stockpiles (similar to the manual workshop). Colonists will also stockpile produced goods (assuming you have an output stockpile specified). 
- Tutorial: Added a new tutorial which shows three ways how the automatic workshops can be used.
- Content: Added automated sawmills to the game.
- Fixed: Bug in input stockpile processing.  


<b>Early Access 6.9.2019</b>
- Engine: Upgraded from Unity 2018.3 to 2018.4.8 (LTS). 

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<b>Early Access 5.9.2019</b>
- UI: The load game dialog no longer allows you to load saves with missing mods. Hover over the file to see which mods are missing. 
- UI: World map and island saves now have different icons in the save game dialog.
- Fixed: Mysterious things happening when high conveyor belts are involved. 
- Fixed: Ships leaving the shipping port while exporting when a game is loaded.  
- Fixed: New camera rotation not working while game is paused.
- Fixed: Adjusted camera scroll speed when moving horizontally.
- Fixed: Bug affecting mining jobs after loading.
- Fixed: Export items not correctly reserved after loading a game. 

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<b>Early Access 4.9.2019</b>
- Fixed: Deserialization bug for world map saves. Should fix world map saves from previous versions as well. 
- Fixed: Items being imported by multiple colonists at the same time leading to all sorts of bugs.
- Fixed: The assisted mode no longer changes zone/job settings after loading a game or changing islands.
- Fixed: Bug after winning a map introduced by last patch. 
- Fixed: Types deleted via DeleteObjectsInfo should no longer be added to your ship's cargo. 

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<b>Early Access 3.9.2019</b>
- UI: Middle-mouse-button drag now rotates the camera. Enable RMB-Drag in the settings to enable this behaviour. 
- AI: When multiple workshops deliver to the same stockpile, they will no longer overproduce.
- Fixed: Restarting a map resets your money as well (only affects new games).

<b>Early Access 2.9.2019</b>
- UI: When you click on a stockpile, the game now always selects the zone first.
- UI: Clicking on depot now selects the depot first (and not items in the depot).  
- Fixed: A few serialization issues. 

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<b>Early Access 31.8.2019</b>
- Fixed: DeleteObjectsInfo not working in the build menu.
- Fixed: Wrong language name in mods not shown as error.
- Fixed: Some smaller fixes.

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<b>Early Access 29.8.2019</b>
- Performance: Fixed a big mid/late game performance issue that occurred when you have huge stockpiles in the logistics system.
- UI: Added production time to the objects' tooltips. 
- Modding: Added DeleteObjectsInfo, which allows you to easily remove multiple vanilla object types. Have a look at kubi.example.removethings.

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<b>Early Access 28.8.2019</b>
- Visual: The conveyor belt distributor now shows connecting parts for incoming belts.
- Modding: You can now use PlantInfo→OnlyGrowIn to have a plant only grow in a specific auto farm / grove.
- Performance: Decreased lag on conveyor belt initialisation.
- Fixed: Bug in serializing autofarms while they transport something. Might also affect some other save-game related issues.
- Fixed: Border markers not showing on some tiles in specific circumstances.

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<b>Early Access 27.8.2019</b>
- UI: In the tutorials, colors are now referred to by name (not number).
- Misc: When sending a bug report, the game now stores your discord ID/mail for future reports.
- Fixed: Production status when a workshop is under construction.
- Fixed: When the tiles around a construction site are occupied, the task generation no longer fails. (Inputs are now brought to the center tile of the construction instead.) 
- Fixed: Speed shown incorrectly after starting a new island. (Probably)
- Fixed: Z-Fighting of conveyor belts in some camera angles.

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<b>Early Access 26.8.2019</b>
- UI: Added a message to automated workshops when their output boxes are full.
- Fixed: Placing stone/clay/ore quarries.
- Fixed: UI message when a construction job has been completed.
- Performance: Added some more statistics. When the game lags for you, please submit a bug report when it happens, thanks! :)
- Modding: InvisibleToUser-Items are no longer shown in the type filter UI.

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<b>Early Access 24.8.2019</b>
- Balance: The game now ensures that sheep (etc.) spawn when wool is required.
- Fixed: When there is no enemy in an enemy area, it gets destroyed automatically.
- Fixed: Stacks are now rearranged after a crane picks something up.
- Fixed: Bug in the spawn point generation algorithm.
- Fixed: Building position of oil pumps. Also, fixed being able to build them outside of your territory.
- Fixed: When a task crashes, the work system is no longer interrupted.
- Fixed: Some smaller fixes.

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<b>Early Access 23.8.2019</b>
- Assisted mode: Simplifies a few mechanics to make the game easier to pick up for newer players. [Optional, on by default] 1) Automatically assigns colonists to all tasks/workshops. 2) Workshop products are automatically assigned to their output stockpiles. 3) Some items like building materials are automatically unloaded from your ship. 4) Adds all colors/zones to all colonists. -- If you have more ideas, please let me know!
- Restricted Stockpiles: You can now prevent colonists from eating/drinking from a selected stockpile. 
- UI: The game now shows warnings in the main menu if you haven't played a tutorial before (after this patch). Start any tutorial to remove the message. It is not required to play through the tutorial.
- UI: When scroll on border is enabled, you can now scroll when your mouse is over the UI. 
- Fixed: Icons for floor types.
- Modding: The game now creates an error.txt in your mod file which includes all the errors your mod has.

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<b>Early Access 22.8.2019</b>
Tons of feedback from Devcom and Gamescom. :D

- UI: Probably fixed stacked icons in debug spawn menu. 
- UI: Clicking on a good in the inventory target window takes you to its entry in the encyclopedia.
- UI: Replaced some icons. 
- UI: When selecting a pasture, you can only choose animals that are available on your island.
- UI: Fixed the position of many tooltips.
- UI: Miscellaneous other text and UI improvements based on player feedback.
- UI: Improved the layout in the encyclopedia.
- Fixed: Buttons remaining highlighted in some cases.  
- Fixed: Need status icon colors flashing when hovered over. 
- Fixed: You can now build beach chairs on the beach. :)
- Fixed: Selected loadout persisting to custom games.

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<b>Early Access 16.8.2019</b>
- UI: Added a scroll bar to the inventory screen.
- UI: Added a scroll bar to the colonist management screen.
- Fixed: Items getting stuck on conveyor belts when adding a new part to the network.
- Fixed: Height of items on conveyor belt. 

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<b>Early Access 14.8.2019</b>
- Investigating an issue causing auto-saves to be corrupted. For now, please save manually to be on the safe side.
- Misc: Corrected a lot of English and German strings thanks to MoeGraph.
- Fixed: Bug causing depots/stations not to work in the logistics system.
- Fixed: When a map is won and you increase the production target, it should still show as won after reloading the game. 
- Fixed: Removing a conveyor belt now places carried items back on the ground.
- Fixed: Possible error regarding destruction of conveyor belts.
- Fixed: Multiple other issues. 

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<b>Early Access 9.8.2019</b>
- UI: Made icons a bit bigger and more contrasty. Also made the colonists stand up for their photo. :) Delete your iconcache folder for the icons to be regenerated.
- Content: Added 2 new variations of trains. Currently they only look different.
- Gameplay: When a workshop has multiple output stockpiles, the ones with higher priority (and their corresponding products) will be produced first.
- Modding: You can now add deterministic loot. Have a look at ActorInfo→DeterministicLoot
- Fixed: Border markers visible under fog of war.

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<b>Early Access 8.8.2019</b>
- Camera: Mid-levels are a bit more zoomed out.
- UI: Added a slider bar to the encyclopedia.
- UI: Added a slider bar to the build menus.
- Fixed: Needs possibly not working correctly after loading.
- Fixed: Old zone handles remaining in memory after loading a game.
- Fixed: Items should no longer fall off or bug out on conveyor belts.
- Fixed: Depots ignoring type filters when used as storage.
- Fixed: "Ghost ships" from previous games should now disappear.
- Fixed: "Ghost zeppelins" from previous games should now disappear.
- Fixed: Numerous smaller issues.

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<b>Early Access 6.8.2019</b>
- Bug reports: You can now add your Discord ID or Mail address to bug reports so that I can get back to you if I have questions. Completely optional. 
- UI: Hovering over a save game now shows you the mods used in the game (will only work correctly with post-patch saves). 
- UI: When you have the UI deactivated (F11), pressing ESC now brings it back instead of opening an invisible menu. 
- Fixed: PreventSpawn now works when enemy camps are spawned. 
- Modding: You can now add your own building categories. Have a look at kubi.example.buildingcategory. 
- Modding: Changed the default values to match the format you are required to use. 

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<b>Early Access 5.8.2019</b>
- Fixed: Importing is now a separate job from stockpiling, which solves a few issues. 
- Fixed: Carriages locking up (probably).
- Fixed: Not being able to build farms on mined desert mountain terrain.
- Modding: Replaced the ModdingAPI.html generation to make it prettier and better structured. 

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<b>Early Access 3.8.2019</b>
- Fixed: Treadmills used while still under construction.
- Fixed: Size and output position and animation of oil wells and pumps.
- Fixed: Items brought to shipping port while it is still under construction.
- Fixed: Objectives are now updated while the game is paused.
- Fixed: Cargo ship serialization while exporting.
- Fixed: Cargo ship importing extra items when saving during unload.
- Fixed: Bug in carriage destruction handling.
- Fixed: Possible crash related to zeppelin serialization.
- Modding: You can now disable the hit animation for specific workshops with <HitAnimation>0</HitAnimation>.
- Modding: You can now prevent objects from spawning in sub-biomes (and in general) by adding <PreventSpawn>1</PreventSpawn> to the base info.
 

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<b>Early Access 1.8.2019</b>
- New production encyclopedia! Replaced the existing production tree with a more readable and moddable civ-like production encyclopedia.
- Fixed: Zone size preview font size now scales with resolution.
- Camera: You can now rotate the camera while the game is paused. Surprisingly tricky.
- Camera: The map overview no longer mixes with the other camera modes, thus fixing some weird camera angles.

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<b>Early Access 31.7.2019</b>
- Logistics: The system now removes queued jobs when you remove existing logistics connections.
- Fixed: Removed output stockpile warning for robot workshops.
- Fixed: Possibly fixed some crash issues.
- Fixed: Mods not able to set attributes to default values.
- Modding: Added the nocows-example to show how to stop objects from spawning.
- Misc: Added the demo to the Steam page.

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<b>Early Access 30.7.2019</b>
- UI: Removed the icons from the tooltips and fixed some icon positions.
- Fixed: Items being stacked incorrectly after loading a save game. (Does not affect existing saves)
- Fixed: Trains not finding paths when tracks are built using the track laying tool.
- Fixed: Track segment still showing as reserved after a train is deleted. 
- Fixed: Colonists not taking care of a balanced diet as intended.
- Fixed: Height of mountain tile in dark biome + overhang.
- Fixed: Spawning of iron veins. 
- Modding: You can now replace existing workshop recipes with <ReplaceExistingRecipe>.

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<b>Early Access 27.7.2019</b>
- UI: Simplified the way recipes are displayed. Input icons are only shown for ambiguous recipes. The tooltip now contains information on inputs and extra outputs.
- UI: Disabled propagate to all for robot workshops.
- Fixed: Serialization of tool/weapon equip tasks.
- Fixed: Produced robots not drinking oil and getting no drink value from it.
- Fixed: Produced robots not belonging to your colony.
- Fixed: Pathfinding bug related to foundations. This should fix a number of "x not getting built/produced" issues.

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<b>Early Access 26.7.2019</b>
Major rework of the logistics system.
- The system now only reserves the next segment, not the whole way. 
- Stations restrict the number of tiles they offer for transit based on the number of targets to avoid deadlocks.
- Paths are now prioritized based on distance (number of hops).
- Carriages now prefer to pick from the smaller stack.

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<b>Early Access 25.7.2019</b>
- Camera: F1-F4 are now initialized to your starting position.
- Gameplay: Colonist now sleep until fully healed.
- Fixed: Bug causing things to not get stockpiled in some cases.
- Fixed: Modded scenarios disappearing after returning to the main menu. Also added the MockupTier123 scenario to the modding examples. 
- Fixed: Objects not correctly unreserved when a mining job is cancelled.
- Fixed: Probably fixed black screen when zooming all the way out on huge maps.
- Fixed: Deconstructing an inserter now frees the item it transports.
- Fixed: Probably fixed an issue preventing colonists from returning after combat.
- Performance: Improved performance of the upgrade workshop job generation.
- Engine: Disabled dynamic batching and some other setting which may have led to crashes on some systems. 

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<b>Early Access 22.7.2019</b>
- Content/UI: Added (non-functional) stone walls. If you select them from the build menu, the game will place them in a connected way like roads.
- UI: Added a confirmation dialog to quick loading exiting.
- UI: By default, selecting something now only displays the arrows directly related to the thing. Hold alt to show all arrows.
- UI: When placing a decoration building, the game now highlights the tiles that will be affected.
- UI: Hovering over the idle colonist counter now shows what jobs are assigned and how many people are currently doing them.
- Fixed: Campaign save games should now correctly store the targets for a given island. 
- Fixed: Robot workshop not producing robots.
- Fixed: Language settings having no effect after returning to the main menu.
- Fixed: Audio volume setting not applied while the game is paused.
 
 
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<b>Early Access 21.7.2019</b>
- Performance: Kubi no longer generates icons for things that are not visible in the UI.
- Performance: Model textures are now correctly discarded after the texture atlas is created.
- Fixed: Tile placement issues.

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<b>Early Access 20.7.2019</b>
- Content: Added two variations of fallen trees.
- Content: Added fennecs.
- AI: Colonists should now prioritize farms of the same priority based on the fill state of the output stockpiles.
- AI: Workshops should now prioritize production based on the fill state of the output stockpiles.
- UI: You can now assign priorities to farms / groves. 
- UI: Hovering over the house icon in the top now shows you the capacity / usage of your houses.
- UI: Hovering over the food/drink icon in the top now shows you your food stock.
- UI: You can now destroy ore veins.
- UI: You can now disable logistics tasks for your colonists. 
- UI: The size of the colonist management screen now adapts to the number of workshops (max=20).
- Performance: Eliminated lag & memory usage when placing shipping ports.
- Fixed: Blueprints still shown after cancelling build menu in some cases.
- Fixed: You can no longer circumvent the tutorial restrictions by using hotkeys.


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<b>Early Access 19.7.2019</b>
- Content: Added decorational piers for your colonists to walk on. There is a normal version to be placed on the coast and a high version that can be placed on shallow water.
- Gameplay: Upgrade workshops now have priorities.
- Gameplay: Some produced items like water are no longer exportable.
- Fixed: Colonists now leave houses when the can no longer access them.
- Fixed: Pigs sinking into treadmills.
- Fixed: Your boat can no longer be in the fog of war.
- Fixed: Colonists not healing when loaded in an injured state. 
- Fixed: Translation change not getting applied.
- Fixed: You can now plant cacao and joshua trees in the desert.
- Fixed: You can now import into depots, zeppelin stations etc..
- Misc: Audio should now stop playing when the game loses focus.

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<b>Early Access 18.7.2019</b>
- Content: Added more cactuses, joshua trees (can be planted in the desert) and ostriches. 
- UI: Arrows now have different colors based on whether the link goes in or out of a workshop.
- UI: Added a 'propagate output' button to stockpiles, depots etc.
- Gameplay: When you decrease the size of a pasture, excess animals leave the pasture.
- Gameplay: The game now prevents you from deconstructing your only bonfire. :)
- Fixed: All trees set to the same base rotation.
- Fixed: Links between workshops and depots not serialized.
- Fixed: You can no longer cheat the game and yourself by planting wheat on grass by changing the production last-second. 
- Fixed: Random empty recruiting flags spawning on some maps.
- Fixed: Main menu initialisation continuing before all icons are created.
- Performance: Decreased memory allocation and loading times.
- Performance: Did some major refactoring to remove dependency injection from object and component creation. 
- Performance: Remove dependency injection from task deserialization.
- Performance: Localization template generation is now tied to whether localization help is enabled. 

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<b>Early Access 16.7.2019</b>
- UI: The build menu now has a search bar.
- UI: You can now name horse carriages and trains.
- Visual/Modding: The position of the warning flags for buildings can now be specified via <WarningFlagPosition> to prevent them from spawning inside buildings.
- Visual: Replaced the icon when failing a task with a facepalm. You're welcome. :)
- Fixed: The game objects no longer serialize their type attributes. This should fix things like non-rancher colonists or no-wool-sheep.   
- Fixed: Tooltips should no longer cover items on settings screen.
- Fixed: Tooltip for social buildings.
- Fixed: Upgrade workshop panel not updating when switching between multiple upgrade workshops.
- Fixed: Tools of high quality stored on your ship now count towards your inventory target.
- Performance: Actor mood calculation is now buffered. 
- Performance: Reduced memory usage of different calculations.
- Performance: Improved performance of stockpile job generation.
- Performance: Improved performance of recommendation system.
- Performance: Improved performance of autofarm job generation.
- Misc: Replaced the game icon.
- Some other smaller fixes.

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<b>Early Access 14.7.2019</b>
- Languages: Added Chinese (traditional and simplified), Korean, Japanese, Hungarian and Portuguese to the game. Huge thanks to all the players who made the translations happen!
- Balance: You can now import resources that can also be mined from quarries like (late-game) clay.
- Balance: Reduced the XP-gain from combat training.
- UI: Save games are now ordered by modification date.
- Fixed: Loading a mod which modifies a missing object no longer freezes the game.
- Fixed: Stockpiling issues with tools of higher quality levels.

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<b>Early Access 12.7.2019</b>
- Tutorial: Added a tutorial for the shipping port.
- Content: Added wool (from sheep, might need to be imported in save games), cotton (can be grown in dry desert), fabric and the new textile workshop. (Models licensed from SkelliBoi)
- Content: Added cacao trees (can be grown in dry desert), beans and chocolate milk. (Models licensed from SkelliBoi)
- Performance: Price and export status are now buffered.
- Performance: Removed updating of stockpile panel content for now.
- Performance: Removed dependency injection from some performance critical parts.
- Fixed: Items remain reserved when a construction job is cancelled.
- Fixed: Animal navigation trying to 'avoid' pasture zones.

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<b>Early Access 11.7.2019</b>
- Performance: The logistics system now skips checks for unrequested types and spreads its job generation over multiple frames.
- Performance: Fixed possible memory leak related to task pools.

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<b>Early Access 10.7.2019</b>
- Fixed: Infinite cow milking. :)
- Fixed: Colonists stealing from automated workshops.
- Fixed: Some side-effect issues regarding autofarms and automated workshops.
- Fixed: The game is now more tolerant when it cannot find a type (e.g. when a mod was removed).

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<b>Early Access 9.7.2019</b>
- UI: The game now prevents you from removing tracks, train stations and factories while a train is driving on them.
- Modding: Fixed xml scheme to no longer show errors when elements are out of order.
- Fixed: The map generation algorithm now ensures that there are no inaccessible tiles which caused all sorts of problems.
- Fixed: Production targets for custom maps getting lost after load/save
- Fixed: Trading tier for cargo ports should now remain after load/save.
- Fixed: Endless loop when a building produces items it is built from.
- Fixed: Roads under construction are not cancelled when removed.
- Fixed: Roads under construction are now displayed as transparent. 
- Fixed: Position of automatic workshop outputs with even size.
- Fixed: Shipping port can no longer be built on other buildings.
- Fixed: Ugly shadow bias of production buildings.
- Fixed: Several errors related to modding and the new pastures.
- Fixed: Greenhouse planting on wrong tiles.

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<b>Early Access 8.7.2019b</b>
- Visual: You can now see which mountains contain something. Deprecated the mountain content display.
- Help: When you cancel a construction job, ingredients that were carried outside of your territory are now returned.
- UI: You can now see how long it takes until an animal can be "harvested".
- Fixed: Games saved with pre-8.7.-version not loading. 
- Fixed: People not sleeping in houses.


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<b>Early Access 8.7.2019</b>
- Pastures!! You can tame wild animals (currently cows, pigs, horses and sheep) and bring them into pastures. Cows can be milked, the other animals don't do anything yet.
- Gameplay: Vision now extends around rally flags.
- Performance: Overlays are no longer updated when invisible.
- Performance: Improved performance of bonfire build preview.
- Performance: Added some debug outputs to find the performance issues after longer play times. If the game starts to lag, please send a bug report, the performance data will be sent with the bug report.
- Fixed: Incorrect number in stockpile displayed for tools/weapons.
- Fixed: Zone fences invisible after loading. Probably.
- Fixes: Some smaller fixes.
- Misc: House entrances can now be exact positions.


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<b>Early Access 7.7.2019</b>
- Modding: Fixed the missing end line in the scheme file. 
- UI: The ship panel now shows big numbers correctly, e.g. "1.2k" or "26k".
- UI: New hotkeys: home/end = zoom in/out, F5 = open colonist management screen, Numpad 0-3 = Game speed, 1-5 = Open build menu tabs.
- Content: Added the big bonfire, which has a larger claim and vision range. 
- Gameplay: The colonists now only fill 8 of the 10 shipping port tiles to prevent deadlocks.
- Gameplay: Vision is now spread around bonfires, not colonists. (Saves performance when you have many people)
- Fixed: Starting position under FoW.
- Fixed: Camera rotation is no longer tied to game speed. Unfortunately rotating while paused is not possible with Cinemachine. :(
- Fixed: Cargo ships no longer arrive while the shipping port is under construction.
- Fixed: Cargo ships now disappear when the shipping port is removed.
- Fixed: Deconstruction a station / stockpile now removes the associated logistics jobs.
- Fixed: Selected language not saved.
- Misc: Since the game has been seen on a number of pirate sites, the game now uses the basic Steam lauch check. This is non-intrusive and only checks if the game was started from Steam (and restarts the game otherwise). In case you experience any issues based on this I'll offer you a full refund of course.

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<b>Early Access 6.7.2019</b>
- Gameplay: Items which can not be exported are no longer taken to the shipping port.
- MacOS: Disabled the Metal rendering path which was apparently causing trouble on Nvidia cards. 
- Performance: Increased performance for cases where a lot of unstockpiled stuff is laying around.
- Modding: You can now specify the tags of mods. To do so, set UserModInfo→Tags. It is a ,-separated list of these possible tags: [Item, Animal, Gameplay, Workshop, Vehicle, Terrain, Diorama, Building, Other]. They will be updated on Steam the next time the game you update your mod. 
- Modding: There is now a text field showing the current state of the upload. Also, the Steam overlay now opens also when updating a mod.
- Modding: You can now edit TaskGroups and NeedTypes, e.g. to increase the priority of farming or make your people really thirsty. Have a look at kubi.example.datatest. 
- Fixed: Buttons locked in tutorial 1 after save/load.
- Fixed: Inventory targets getting messed up in tutorial 1 after save/load.
- Fixed: Loading a game with missing objects (e.g. removed mods) no longer freezes the game.
- Steam: Added Steam cloud sync for save games.


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<b>Early Access 5.7.2019</b>
- Modding: Added support for multiple train types. You can now add trains via modding and choose which one to build in the train factory.
- Modding: You can now overwrite voxel models of existing objects in mods.
- Localization: Fixed some things not getting updated after changing the language.
- Localization: Changed the way the selected language is saved. May trigger the language being reset to the system locale, but will prevent errors in the future.
- Localization: Decreased the font size for Chinese/Japanese/Korean.
- Localization: The hyphenation warning can now be disabled.
- Localization: Fixed incorrect missing string warning for long keys.
- Misc: Added a "welcome to the world map" message.
- Fixed: Error in conveyor belt destruction on scene unload.

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<b>Early Access 4.7.2019</b>
- UI: Foundations are no longer clickable.
- UI: Improved world map biome tooltip.
- UI: Selected zones/jobs are now green on the colonist panels.
- Localization: Added Portuguese translation thanks to HarD_BR and Lariro. Awesome work! :)
- Modding: Added Steam Workshop support for uploading mods.
- Modding: Added Steam Workshop support for subscribing / downloading mods.
- Modding: For more information, please have a look at the tutorial I made on YouTube.
- Fixes: Miscellaneous fixes. 

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<b>Early Access 2.7.2019</b>
- UI: Selecting a plant now shows the farm land's water saturation.
- Fixed: Cloning a bonfire now clones the color.
- Fixed: Food/Drink display now includes cargo.
- Fixed: Changed farm and workshop priorities.
- Fixed: A (very) long lag when leaving a map.
- Fixed: Particles getting spawned on world destruction.
- Fixed: Probably fixed issue with broken weapon icons.
- Fixed: Crash on loading a save game in some cases.
- Misc: Added more outputs to help with localization. These can be enabled in the settings.

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<b>Early Access 28.6.2019</b>
- Visual: Added a smoke effect to the cargo ships.
- Custom map: You can now specify a map seed.
- UI: Made the inventory screen more readable.
- Fixed wandering colonists counting as not idle. 
- Fixed objective colors when greyed out.
- Fixed some localization issues thanks to MoeGraph.
- Smaller fixes.
- Performance: Improved performance for visibility update.

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<b>Early Access RC 23.6.2019</b>
- Fixed the positions for some tooltips.
- Fixed: Export items being used by other tasks.  
- The game now pauses when it loses focus (can be disabled in settings).
- Changed the workshop icons in the colonist management screen. Also ordered them by their order in the tech tree.
- Fixed some objective names in the tutorials. 
- Mechanics which are in early development like conveyor belts now require "Betanium", which you can find in tier 3 or spawn in using the debug menu.
- Added warning when no colonist is allowed to access a workshop due to zone restrictions.

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<b>Early Access RC 22.6.2019</b>
- Changed the calculation of the world map progress. It is now sufficient to get 75% of a tier's target to proceed to the next biome.
- Fixed: Game freeze when taking pigs or other animals to a biome without grassland.
- Fixed: Foundations are no longer clickable.
- Visual: Re-added debris rocks to mountains.
- Performance: Healing process now only runs when colonists are hurt.
- Performance: Train repathing is done less often.
- Performance: Plant growth is done less often.
- Performance: Needs are updated less often.

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<b>Early Access RC 19.6.2019</b>
- Visual: Replaced rain effects.
- Balance: Items with complex production chains now have a price markup.
- Fixed: Possible game freeze because of zeppelin.
- Fixed: Zeppelins not moving anymore after loading a save. 
- Fixed: Auto-animations not working after loading (e.g. zeppelins).
- Fixed: Zeppelins dropping everything on the first tile of a station.
- Fixed: Colonists exporting to a shipping port when they don't have its zone assigned.
- Fixed: Several shipping port related bugs.
- Fixed: Duplicate cargo ship on load. 
- Fixed: Serialization of loaded cargo ships.
- Fixed: Bug regarding progress check on world map. 

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<b>Early Access RC 18.6.2019</b>
- Added a tip-of-the-day viewer which allows you to browse through all of the tips.
- Added an Early Access note with some tips to the main menu.
- Fixed: Texture atlas size for Korean, Japanese and Chinese languages.
- Fixed: Bug when loading more than a stack of items onto a cargo ship.
- Fixed: Incorrect fields of cargo ships used.
- Fixed: Bug regarding serialization of carried items.
- Fixed: Colonists unloading a cargo ship.
- Fixed: Colonists not grabbing unloaded import goods. 
- Fixed: Serialization of shipping port links. 
- Misc: Removed UniRX from the project. I sort of liked it, but I didn't use it as much and some of its inner workings caused problems which I seek to avoid. Now the only major library in use in Zenject. 


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<b>Early Access RC 16.6.2019</b>
- Removed weight limit for zeppelins.
- Removed possibility to directly move colonists (for now).
- Fixed: Multiple crash issues should no longer occur.
- Fixed: Serialization of stockpile priorities.
- Fixed: Look of tools after loading.
- Fixed: Bug in enemy camp size calculation.
- Fixed: Upgrade workshops stealing tools which are equipped. :) 
- Fixed: Cargo is now unloaded from highest to lowest.
- Fixed: Cargo position when loaded onto / unloaded from ship.
- Fixed: Removed some coroutines and timers.
- Fixed: Error in world map creation.


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<b>Early Access RC 14.6.2019</b>
- When selecting an item, the game now shows what is happening to the item.
- Balance: Damage /2
- Logistics system: Tiles are no longer reserved in advance, which should increase the overall efficiency of the LS.
- UI: Added :) to crits. 
- UI: Changed the UI of the upgrade workshop.
- Fixed: Ores not attaching correctly after loading.
- Fixed: Probably fixed a bug causing colonists to perform multiple tasks at once.
 
<i>Note: These patchnotes only include major changes. </i>


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<b>Early Access RC 11.6.2019</b>
- Made some fixes in the tutorials. 
- Removed the input stockpile requirement for upgrade workshops.
- Custom maps: You can now create multi-biome maps.
- UI: Type filter search is now reset on select.
- UI: Disabled Key-Blocking while build panels are opened.
- UI: Removed the error message from bug reports (they were sent regardless).
- Fixed: Button colors on the custom map setup screen.
- Fixed: Cargo ship spawning when shipping port still under construction.
- Fixed: Game freezing when loading a save game while paused.  
- Fixed: Colonists stocking goods meant to be exported. 
- Fixed: Numerous smaller fixes. 
- Misc: Names for zones can now be localized.


<b>Closed Alpha 7.6.2019</b>
- UI: Reduced the number of tool levels to 3. You can now filter stockpiles by tool quality.
- Fixed: Starting curves on parallel tracks.
- Fixed: Wave ambience playing in menu after quitting map.
- Fixed: Added train panel strings to localization.
- Fixed: The test map is now revealed by default.  
- Mics: Added box art image to Twitch and updated Steam page.

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<b>Closed Alpha 4.6.2019</b>
- Added roofs to many buildings!
- Gameplay: Removed the road connection requirement as it was somewhat confusing.
- UI: It's now easier to assign target stockpiles and schedules when there are multiple things in the target's area.
- Fixed: Some texts in carriage info panel. 
- Fixed: Upgrade workshop items are now placed correctly.
- Fixed: The construction status panel now correctly shows missing ingredients.
- Fixed: Smelter being in incorrect animation frame when built. Also fixed the input spots to allow 4 input goods.


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<b>Closed Alpha 3.6.2019</b>
- Tools now change their color based on their quality. In general, lighter color = better quality.
- Made transparent things transparenterer.
- Fixed: "Produced from" for items with multiple recipes.
- Fixed: Layout of colonist management screen.
- Fixed: Zeppelins dropping items mid-air when saving/loading.
- Fixed: Shipping port placement rules.
- Fixed: Logistics system not updated after loading.
- Fixed: Upgrade workshop panel not updating correctly.


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<b>Closed Alpha 2.6.2019</b>
- Tutorials: Added a tutorial that shows how to use horse carriages to transport resources.
- Tutorials: Extended the zeppelin logistics tutorial to make the zeppelins transport water on their way back to the outpost.
- Navigation: Colonists and animals will (try to) now navigate around specific parts of buildings, e.g. the table of a workshop.
- UI: The load/save panel now prevents you from overwriting existing saves, loading non-existing saves etc.
- UI: Added a panel to the world map which shows your current progress in each tier. 
- Fixed: Your colonists can now unload a ship that is outside your territory.
- Fixed: Bug when trying to clone a stockpile like a building.
- Fixed: Exit buttons on victory screen all doing the same thing. 

<b>Closed Alpha 1.6.2019</b>
- Camera rotation and height are now saved/loaded.
- Fixed a few tooltips.
- Fixed a big object reservation issue.
- Fixed blurry textures on low(er) quality settings.
- Some smaller fixes.

<b>Closed Alpha 30.5.2019</b>
- Bug fixes.

<b>Closed Alpha 27.5.2019</b>
- Removed the last coroutines. This should fix some crashes and expose some hidden bugs. 


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<b>Closed Alpha 26.5.2019</b>
- Fixed: Loading/saving inserters while they carry an item.
- Fixed: Items getting reserved from logistics system while on hopper.
- Fixed: Incorrect reclaiming on conveyor belt.
- Fixed: Bug related to serialization of rotated, non-square buildings.
- Fixed: Bug related to deconstruction.
- Fixed: Possible bug in load/save.
- Fixed: Bug related to conveyor belt reservation system.
- Fixed: Fixed a bug that made mid- and low graphics quality much uglier than they needed to be. 
- Fixed: No production target after loading a custom map.
- Performance: Made several recurring processes more efficient.

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<b>Closed Alpha 24.5.2019</b>
- Horse carriages: Added horse stations to the game. Early game transportation which comes with a free horse. :)
- UI: Added a "propagate to output stockpiles" button to workshop panels.
- Priorities: You can now set priorities for stockpiles and workshops to control in which order they are filled.
- Trading: The cargo port panel now shows import / export prices.
- Fixed: Visibility of border markers under fow.

<b>Closed Alpha 22.5.2019</b>
- Trading: Goods now have prices. You can now use the cargo port to export and import goods. It's still WIP. 
- Fixed: Tutorial buttons not unlocked after save/load. 
- Fixed: Track layer placing invalid tracks on roads. 
- Fixed: Possibly fixed "the" crash issue.

<b>Closed Alpha 20.5.2019</b>
- Fixed: In-game bug reports should work more reliably now. 
- Fixed: Road layer tool bug.
- Fixed: Smaller fixes and stability.
- Fixed: Closing panels with Escape.
- Misc: The game now guesses the correct language when starting the game for the first time. 

<i>Note: These patchnotes only include major changes. </i>

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<b>Closed Alpha 18.5.2019</b>
- Gameplay: Removed the intermediate storage tiles from train stations.
- Gameplay: Changed the inventory targets to take multi-biomes into account.
- UI: Added a proper debug menu (F7). Added the option to reload localization files in-game. 
- Fixed: More selection box issues.
- Fixed: Inventory targets after loading.
- Fixed: Next tutorial after load reverts back to save game.
- Fixed: Rules for building conveyor belts. 
- Fixed: Fighters now align in more rows.
- Performance: Removed hundreds of performance-costly null checks. This might introduce a few new bugs but should improve overall performance. 
- Performance: Added low-poly shadow models for several models. 
- Performance: Improved production task generation.
- Performance: Enemies and neutral animals now use a simplified AI.
- Performance: Reduced memory usage on task generation.
- Misc: Added road map link to the main menu. 
 
<i>Note: The patchnotes only include the major changes. </i>

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<b>Closed Alpha 8.5.2019</b>
- Gameplay: Workshop products are now stacked.
- Gameplay: Improved track layer rules.
- Gameplay: You can now set train stations to halt trains until they are full.
- Fixed: Bug on save game load. 
- Fixed: Miner position on big resources.
- Fixed: Trains not getting unloaded when target station reserved.
- Fixed: Scenario modifiers (skirmish screen).
- Fixed: Visibility of border markers under fow.
- Fixed: Workaround for missing well icon on some systems. Seems to be a Unity bug.
- Fixed: Tools not clickable after being dropped. 
- Fixed: Trains driving through unbuilt tracks.
- Fixed: Several smaller fixes.
- Fixed: Selection box issue.
 
<i>(I'm currently doing a lot of playtesting and fixing/changing multiple things. The patchnotes only include the bigger changes)</i>


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<b>Closed Alpha 6.5.2019</b>
- Replaced most of the particle effects. Enjoy the new train smoke clouds and more. :)
- Fixed: Some selected recipes not preserved after loading.
- Fixed: Ingredients picked from inaccessible zone.
- Fixed: Parts of the map revealed on load.
- Fixed: Possible duplicate train tracks.
- Fixed: Train station storage position.
- Fixed: Train wagon cargo rotation.
 
<i>(I'm currently doing a lot of playtesting and fixing/changing multiple things. The patchnotes only include the bigger changes)</i>

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<b>Closed Alpha 30.4.2019</b>
- Cinematic camera movement (F9) now interpolates between positions 1-3. Hold Shift, Control or Alt to modify movement speed.
- Added a combat info panel and fixed some bugs in the combat system.
- Added support for languages with different glyphs like japanese etc.. If you want to work on a translation I'll support you - just contact me on Discord! :)
- Added zeppelin stations. Basically a zeppelin depot without the crane.
- Big performance improvements for the mid-game.
- Balance: Zeppelins now only transport light and medium goods. Heavy things should be transported via train.  
- Fixed a few issues with loading save games.

<i>(I'm currently doing a lot of playtesting and fixing/changing multiple things. The patchnotes only include the bigger changes)</i>

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<b>Closed Alpha 22.4.2019</b>
- Replaced the navigation system with a better and more reliable one.
- Combat: Combattants now 1v1 each other fight club style.
- Colonists now prefer to walk on roads and speed up when they do so. 
- Added the cool animal, monster and colonist names you submitted to the game. :)  

- Palm trees can now be grown in the desert oasis. The other trees cannot be grown here.
- Added the recycling workshop which reverts an item back to its ingredients. Can be used in an emergency when you've accidentally used resources you should not have.
- Fixed several localization issues. Thanks to Cédric for his help in finding them!
- Fixed crash when loading a single map save game.

<i>(I'm currently doing a lot of playtesting and fixing/changing multiple things. The patchnotes only include the bigger changes)</i>

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<b>Closed Alpha 15.4.2019</b>
- You can now choose a loadout at the start of a campaign. 2 colonists or 4 pigs... Mmmh...
- The resource spawning system now ensures the resources required for the production target are available on the map.
- Content: Added patches of wheat to the map generation.
- UI: Plant selection now shows valid soil. Also, warning is shown when no valid soil for a plant is available. 
- Gameplay: You can now toggle if a stockpile requests from the logistics network. 
- Gameplay: You can now connect to and unload a ship into stockpiles.
- Performance: Road layer and more. 
- Numerous other fixes and improvements. 

<i>(I'm currently doing a lot of playtesting and fixing/changing multiple things. The patchnotes only include the bigger changes)</i>

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<b>Closed Alpha 9.4.2019</b>
- Visual: Roads now visually connect. Also, you can now drag-build straight roads.
- Content: Added the lunch box. Food and Drink in one, stackable package.
- UI/Gameplay: Removed the quality setting from depots etc. and added it to upgrade workshops.
- Gameplay: Zeppelins are now available on tier 1.
- Gameplay: You can now use depots and zeppelin stations like stockpiles (Still experimenting with this. Make sure not to create loops).
- UI: Redesigned the inventory screen. 
- UI: The type filter now arranges items more cleverly.
- Zeppelin factories now spawn 3 zeppelins.
- Fixed: Cargo getting lost on the world map.
- Improved pathfinding. 
- Numerous other fixes and improvements. 

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<b>Closed Alpha 3.4.2019 2/2</b>
- Added a French translation kindly provided by Cédric. Thank you! :)
- Gameplay: The construction task is no longer assigned by default. Amended the tutorial and added a warning.  
- Gameplay: Stranded colonists / animals are now revealed by default, no longer have defeat-enemy requirements and need to on your territory to be recruited.
- Gameplay: Workshops now need to be connected to their stockpiles via roads.
- Gameplay: Ground-based Workshops now need to be connected to their stockpiles via roads. 
- UI: Linking workshops no longer adds the selected outputs to all stockpiles. Hold alt to get this behavior.
- UI: Replaced the recruitment flag panel with a tracker in the top left of the screen.
- UI: The arrows for the currently selected thing are now brighter.
- UI: You can now undo mining and zoning

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<b>Closed Alpha 3.4.2019 1/2</b>
- World Map: You can now move the map by moving the mouse to a screen border.
- Misc: You can now press Alt-Return to toggle fullscreen.
- Balance: You now start with 8 colonists.
- Balance: Map size now increases over biomes.
- Content: Added Foundations for grassland.
- Fixed: "55 warnings"
- Fixed: Combat animation timing.
- Fixed: Some issues with tutorial display.
- Fixed: Message sounds.
- Fixed: Equipped tools not shown and animated.
- Fixed: Shadows of growing trees/plants.
- Numerous smaller fixes and improvements. 
  

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<b>Closed Alpha 30.3.2019</b>
- Balance: Fixed colonist damage output.
- Balance: Enemy camps now somewhat crudely scale with your campaign progress.
- Performance: Voxel models are now read via memcopy, saves about 1s on startup. Triggers automatic cache rebuild on next start.
- Performance: Numerous other startup time improvements, yielding about an extra second.
- Fixed: Languages via modding are no longer reset on load.
- Fixed: Unreservation issue (probably). 
- Fixed: Numerous smaller fixes. 

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<b>Closed Alpha 19.3.2019</b>
- UI: You can now drag-select when deconstructing to remove everything in the area.
- Fixed: The road/track tools no longer try to go through zones. 
- Fixed: Game resetting you to last island after reloading.
- Fixed: Islands on WM clickable under FoW.
- Fixed: Error in powerlines.
- Fixed: Colonist icons in house.
- Fixed: Roads disappearing on sand foundation.  

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<b>Closed Alpha 18.3.2019</b>
- UI: Made warnings a bit more clear and linked the corresponding tooltips.
- UI: The victory screen now shows your accomplishments on this island.   
- Gameplay: You can now raise the production target on the victory screen. Raising the production target for an island will decrease the goods you will need to produce on other islands.
- Fixed: Things like conveyor belts are no longer recommended.
- Fixed: Crash on leaving island.
- Fixed: Campaign status not saved.
- Fixed: Tiles unbuildable after using road tool.
- Performance: Refactored and simplified the type repositories. This should greatly improve the performance of adding / removing objects. 
- Performance: Improved target tracker performance. 


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<b>Closed Alpha 16.3.2019</b>
- Misc: Recommendation system now takes production target into account.
- Misc: Clicking a house tenant now selects him/her.
- UI: Cloning a workshop will now clone jobs and stockpiles as well.
- Fixed: Recommendation system and targets not showing after load/save. 
- Fixed: Farms not getting replanted after load/save. 
- Fixed: Bonfire models shown in the wrong color.
- Fixed: No zzz when sleeping in house. 
- Fixed: Decoration item effect while in construction.
- Fixed: Weed is now automatically removed. 
- Fixed: Misleading warning when output stockpiles are full.
- Visual: Bevel/Edge effect now adapts to zoom level. 
- Balancing: Every island now has colonists or pigs to recruit. 
- Fixed: Bug in the animation system causing colonist hyperventilation while sleeping. :)
- Fixed: Numerous smaller fixes.  

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<b>Closed Alpha 15.3.2019</b>
- UI: You can now close the victory screen to resume playing. 
- Gameplay: Farm land now gets watered when it rains. 
- Misc: When creating a stockpile zone, items on the tiles are now automatically repositioned according to the stacking rules.
- Misc: Tutorial 1 now requires you to build 8 tiles of farms.
- Fixed: Houses changing their variation when built.
- Fixed: Items not getting carried back to the world map. 
- Fixed: Stockpile tiles getting blocked under certain circumstances. 
- Fixed: Camera rotation not working while hovering over UI.
- Fixed: UI in recruiting panel.
- Fixed: UI in Farm panel.
- Fixed: Manual workshop recipes with multiple outputs.
- Fixed: Several smaller fixes. 

¥

<b>Closed Alpha 13.3.2019</b>
- UI: Created a (preliminary) victory screen. In tutorials, it allows you to instantly proceed to the next tutorial.
- Tutorials: Removed the help images. Instead, you can now click on most objectives to center the camera on what you need to interact with.
- Performance: Fixed performance of item counting (which caused a lag every second when having lots of buildings).
- Performance: Increased performance of railway crossings.
- Performance: Slightly improved model loading.
- Fixed: Colonist management screen buggy when resorting.
- Fixed: 2nd farm not getting watered.   

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<b>Closed Alpha 12.3.2019 3/3</b>
- Production target system: Calculates what you should produce on a given island and tracks it in the top left.
- World map: Added inventory screen.
- World map: Improved the fog of war, the visible range and more.
- World map: Colonists, their preferences and skills are now carried across islands.
- World map: Generation now ensures the biomes are balanced. 
- Tutorials: Updated the basic colony tutorial to utilize the changes.
- Tutorials: Added a part for camera movement/rotation/zoom.
- Tutorials: There is now an indication arrow over things you need to interact with.
- Visual: Added an animation to trains.

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<b>Closed Alpha 12.3.2019 2/3</b>
- Gameplay: Removed the function to load things onto your ship. Instead, everything you have is automatically loaded when you leave. Also, buildings are automatically deconstructed and loaded.
- UI: The inventory now tracks all items, not just the ones in stockpiles.
- UI: There are now arrows indicating a train's schedule and current target.
- UI: Added mini progress bars.
- UI: Added buttons to toggle recommendations and production target.
- UI: Scaled down the production tree to 66%.  
- UI: Added a "restart map" option to the menu.
- UI: The production panel now shows possible things first and disables the rest.
- UI: You can now WASD-scroll while hovering over the GUI.

¥

<b>Closed Alpha 12.3.2019 1/3</b>
- Performance: The colonist management screen is now preloaded, thus eliminating lags when using it.
- Performance: Track segments are now cached for semaphores, saving ~3ms/frame for the train crossing scene.
- Fixed: Adding a job to a workshop only adds that job's output to the output stockpiles.
- Fixed: Adding an output stockpile to a workshop only sets that output stockpiles's accepted goods.
- Fixed: Numerous bugs related to the world map.
- Fixed: Zone and build overlay active at the same time. 
- Fixed: Save game loading not working.
- Fixed: Bugs when losing a combat.
- Fixed: Combat tutorial not completing.
- Fixed: Improved keyword display.
- Fixed: More or incorrect items stacked than allowed.
- Misc: Updated to Unity 2018.3.7.

¥

<b>Closed Alpha 8.3.2019 3/3</b>
- Tutorials: Recommendations are now disabled for tutorials. 
- Tutorials: Made some tweaks to the tutorials / examples.
- Visual: Added transitions from dark to desert terrain.
- Visual: Added a zoom-in-effect to the world map.
- Visual: Replaced several particle animations with voxel animations.
- UI: Improved handling of long messages in the message log.
- UI: Fixed invisible horizontal lines on some resolutions.
- UI: You can now remove individual items from a tile. Use mmb to cycle between the objects on a tile.
- UI: Performing an action (e.g. selecting for mining) no longer selects an object at the end. 

¥

<b>Closed Alpha 8.3.2019 2/3</b>
- Performance: A few more things are now used across scenes. 
- Performance: Improved object type string generation - should save 1-2 secs on startup.
- Performance: Improved texture atlas generation - should save ~0.5 secs on startup.
- Performance: The headline of the colonist management screen is no longer redone on every refresh.
- Performance: Placing a bonfire blueprint no longer triggers border recalculation.
- Misc: Added / improved some text & tooltips
- Misc: Music should now keep playing across scenes. 
- Misc: Finalized the Steam deployment path. (For the early access start in Summer)
- Misc: The quality of tools & weapons is now preserved through loading/unloading from ship and world map.

¥

<b>Closed Alpha 8.3.2019 1/3</b>
- Balancing: Changed how the productivity stat is calculated.
- Localization: Updated German strings.
- Fixed: Deconstruction of autofarm.
- Fixed: Objects not getting rotated after a while.
- Fixed: Position of objects on cranes. 
- Fixed: Misc. smaller fixes.

¥


<b>Closed Alpha 29.2.2019 4/4</b>
- Recommendation system: Added the recommendation system. It sits in the top left corner and suggests things to do based on the current situation. Can be disabled in the settings. 
- Recommendation system: Shows recommended buildings. Click to build it. 
- Recommendation system: Shows recommended items. Click to go to the workshop where it can be built. 
- Recommendation system: Shows things to mine. Click to go to object and activate mine mode. 
- Recommendation system: Shows things to unload. Click to go to ship and activate unload all.
- Content: Added the greenhouse.
- Content: Added the road construction tool. 
...

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<b>Closed Alpha 29.2.2019 3/4</b>
- Content: Added the track part item and the conveyor part item. They are required to build tracks.
- UI: The patch notes can now be collapsed.
- UI: The player position is now shown on the world map.
- UI: The color of arrows can now be set for each terrain/biome.  
- UI: The road laying tool now shows the actual road instead of arrows.
- UI: Added a preliminary campaign setup screen.
- Visual: Changed the crane animation for depots etc.
- Added the endless stack stacking mode for items.
...

¥
 
<b>Closed Alpha 29.2.2019 2/4</b>
- Added the auto build mechanic. Unlike other buildings, tracks will automatically be built when the required materials are available. When deconstructed, they are automatically stored in the nearest available stockpile.
- You can now go from a map back to the world map.
- Gameplay: In the basic tutorial mission, the game will now add rocks and logs to your ship's cargo if you mess up. :)
- Modding: Added an example for modding in localizations and fixed some bugs around it. You can find more information in the wiki: kubifaktorium.fandom.com/wiki/Modding
- Performance: Improved performance of train driving.
- Performance: Improved conveyor belt spawning.  
...

¥

<b>Closed Alpha 29.2.2019 1/4</b>
- Fixed: A number of bugs in the track laying tool.
- Fixed: Ore inside of mountains can no longer be seen at the edge of vision. 
- Fixed: Stone veins in water.
- Fixed: Navigation is a bit more fluid.
- Fixed: Map seed not causing deterministic spawm.
- Fixed: Transition from world map to island.
- Fixed: Changed some path-finding parameters.
- Fixed: Unsmooth train curve animations.
- Fixed: Storage tile positions for buildings with even sizes.
- Fixed: Destroying things like train stations will now remove spawned objects like tracks.
- Fixed: Fog of war on world map. Also, the links are now colored according to whether you can reach an island.  
- Fixed: Other minor fixes.
- Fixed: You can now grow all crops in the oasis biome.


¥


<b>Closed Alpha 22.2.2019 3/3</b>

- Content: Added the conveyor belt tool. It will automatically place belts, ramps and distributors.
- Content: Added the conveyor belt distributor. It can be used to join or evenly split streams of goods. 
- Content: There are now two height levels of conveyor belts. Added conveyor ramps to transport goods up and down.
- Content: You can now build train bridges. The track layer has been adapted correspondingly.
- UI: Added an undo button which can be used to, well, remove track, belts and blueprints that were placed recently. Probably still a bit buggy.
- Tutorial: Added a tutorial scene showing three conveyor belt setups.

¥


 <b>Closed Alpha 22.2.2019 2/3</b>
- UI: The production tree is now split into 3 (more readable) tiers.
- UI: Cleaned up the production tree.
- UI: In the production tree you can now mouse-over an object to get more information on it.
- UI: You can now access the production tree by clicking on an item's description.
- UI: Added a loading screen to the main menu.
- UI: You can now hold alt while changing a workshop's recipe to prevent its output stockpiles to get updated.
- Visual: Updated/added some track models.
- Visual: Added support for transparent objects. 
- Visual: Items are now rotated when they move on belts.


¥

<b>Closed Alpha 22.2.2019 1/3</b>
- Performance: Models and icons are now shared across scenes. This should improve load times.
- Updated key bindings: Cycle variation = MMB, Rotate = Mouse 4 / Mouse 5.
- Fixed: Water sprinklers can now be deconstructed.
- Fixed: Removed save game option from main menu loading screen.

Currently working on: Tier 2 balancing & testing.

¥

<b>Closed Alpha 15.2.2019 2/2</b>
Thank you for all the bug reports! :)

- World map: Started working on the world map. It is still super early in development but you can now access it from the main menu.
- Content: Added the training dummy which allows your colonists to train their combat skill.
- Gameplay: Multiple changes to the desert biome.
- UI: Added resume game to the main menu which loads the latest save game.
- UI: You can now delete save games from the load/save menu.
- UI: When you click on a mountain, you can now see what you can find in the mountain in the info panel.
- UI: Improved tooltip positioning.
- Misc: Upgraded to Unity 2018.3.5.

Currently working on: Desert biome, tier 2 balancing & testing.

¥


<b>Closed Alpha 15.2.2019 1/2</b>
- Fixed: Groves not being planted.
- Fixed: Camera behaving weirdly after rotating.
- Fixed: Colonist positioning on rotated workshops.
- Fixed: Credits screen.
- Fixed: Loot items getting stacked.
- Fixed: Several smaller issues.
- Fixed: You can no longer place buildings anywhere. :) 
- Performance: Improved performance of animation system.
- Performance: Improved performance of wander task generation.
- Performance: Improved performance of production task generation.
- Performance: Some other performance improvements.


¥

<b>Closed Alpha 8.2.2019 3/3</b>
- Gameplay: Farm tiles now need to be watered. Your colonists use 1 water bucket to water up to 4 tiles. 
- Gameplay: Added the possibility multi-biome maps! Maps can now have multiple biomes, e.g. grassland and desert.
- Content: Added terrain transitions between desert and grassland.
- Content: Added hippos. :)  
- Content: Added mummies and scarabs.

¥

<b>Closed Alpha 8.2.2019 2/3</b>
- UI: The production tree is now structured by tiers which makes it more compact and readable.
- UI: You can now set the game speed to 4x.
- Misc: You can now only change the language settings in the main menu settings screen.
- Misc: Did a lot of code refactoring.
- Misc: You can now press Alt-F8 to open a cheat menu that contains all things (including things you shouldn't normally spawn like UI elements).

¥

<b>Closed Alpha 8.2.2019 1/3</b>
- Fixed: Neutral animals now need to sleep.
- Fixed: Clay not spawning on grass land maps. 
- Fixed: Ambience and sound no longer share the same volume.   
- Fixed: Items clipping through each other on belts.
- Fixed: A few save/load issues.
- Fixed: Building placed on foundations now have the correct height.
- Fixed: Multiple smaller issues.
- Fixed: Bug preventing items with many inputs like building parts from being built. 


¥


<b>Closed Alpha 31.1.2019</b>
- Content: Added the acid biome.
- Content: Added several assets for the dark biome.
- Content: Rebalanced the spawning in the dark biome.
- Fixes: Fixed a crash on loading which happened on the latest Win10 when loading from the main menu. The game now loads a transition scene before the actual main scene. Somehow this fixes it. 200 IQ solution, you're welcome. :)
- Fixes: Fixed a freeze on loading related to the task system.   

Currently working on: Desert biome, tier 2 balancing & testing.

¥


<b>Closed Alpha 29.1.2019</b>
- Content: Added the concept of foundations. Foundations can be built on certain tiles to make them buildable.
- Content: Added the sand foundation.  
- Fixed: Bug causing train navigation to fail on long distances.
- Fixed: Building on the desert biome.
- Fixed: Track layer on the desert biome.
- Misc: Upgraded to Unity 2018.3.3

¥


<b>Closed Alpha 28.1.2019 3/3</b>
- Content: Added sub-biomes. These are spots of terrain which have a different biome, e.g. an oasis in a desert.
- Content: Added the oasis sub-biome. (The only fertile land in the desert.)
- Content: Added the swamp sub-biome including fern.
- Content: Added pyramids.
- Trains: When using the track layer, the path will no go until the end and you can bias the direction in which it will rotate based on the mouse position within the tile.
- Trains: Fixed a bug preventing path finding when stations are arranged in a specific way.

¥

<b>Closed Alpha 28.1.2019 2/3</b>
- UI: Many keywords now contain icons. 
- UI: You can now disable loading job / mining markers in the settings.
- UI: Tooltips can now have multiple columns.
- UI: Improved tooltip position.
- Localization: Changed many strings in English and German to fit into standard size text fields.
- Localization: Added hyphenation info for many strings in English and German.

¥

<b>Closed Alpha 28.1.2019 1/3</b>
- Fixed: Character animation getting stuck in a weird cycle after loading a save game. 
- Fixed: Rotation speed setting effect.
- Fixed: When a conveyor is destroyed, objects on it are correctly dropped.
- Fixed: Game freezing for a second every time you change a setting.
- Fixed: Added some reference checks. Should fix some crash issues.
- Fixed: Flickering of the ship panel.

Currently working on: Desert biome, tier 2 balancing & testing.

¥

<b>Closed Alpha 25.1.2019</b>
- UI: Added keywords for tooltips. When a keyword is in a text, it will be underlined and an additional help text is displayed in the tooltip.
- UI: The tooltip for items now shows where it is produced and where it is processed. 
- UI: Added tooltip info for housing, social buildings, tools and more.
- Fixed: Added a track segment reservation check every second to prevent stale reservations from blocking.
- Fixed: Inserters should no longer drop onto a belt that has an item incoming.
- Fixed: Items getting incorrectly stacked, e.g. when unloading. 
- Localization: Updated the German translation to be up-to-date with the English one.
- Localization: Changing the localization updates object texts correctly without restart.

Currently working on: Desert biome, tier 2 balancing & testing.

¥

<b>Closed Alpha 23.1.2019 2/2</b>
- Content: Added the ore crusher, an automated and animated workshop. 
- Content: Added the centrifuge.
- Content: Changed the model for the auto smelter.
- Content: Added crushed iron, copper, rock and variations of those.
- Content: Added the treadmill and power lines, as well as the power task. (They do not do anything yet.)
- UI: Added the track laying tool. Use it to automatically place tracks inbetween two points. 
- UI: Removed tutorial scenarios and modifiers from the custom map screen.
- UI: When placing a workshop you now get indication arrows for the input/output tiles.
- UI: Added a plant info panel that shows growing time, growth state and rate.

¥

<b>Closed Alpha 23.1.2019 1/2</b>
- Visual: Improved the look of joining conveyor belts.
- Misc: Did some refactoring and upgraded to Unity 2018.3.2.

- Fixed: Multiple outputs from workshops are now correctly placed on different output tiles.
- Fixed: Inserters pick up items correctly when output tile is occupied.
- Fixed: Workshop effects are now correctly disabled when inactive. 
- Fixed: Items are not stacked on entry/exit hoppers.
- Fixed: Adding multiple recipes via modding now works correctly.
- Fixed: Large blocking buildings like the autofarm are now built correctly.
- Fixed: Bug preventing loading a save game.
- Fixed: Bug in auto farm serialization.

Currently working on: Desert biome, tier 2 balancing & testing.

¥

<b>Closed Alpha 19.1.2019 </b>
- Fixes: The names of buildings (station x) now match up with the numbers in the tutorial.
- Fixes: Tutorial progress now survives loading/saving.
- Fixes: Loading/saving during fights should now work. 
- Fixes: Enemy flags should now get destroyed after the defeating the camps after loading/saving. 
- Fixes: Rail crossing gates now work after loading/saving.
- Fixes: Enemy/Exit hoppers for train stations now work after loading/saving.
- Fixes: Multiple trains no longer deadlock each other when they roll into the same section. 
- Fixes: Wells having duplicate jobs after loading/saving.
- Fixes: Several other smaller fixes. 

Currently working on: Desert biome, tier 2 stuff, track building UI.

¥

<b>Closed Alpha 18.1.2019 4/4</b>
Added a huge amount of tutorials and train functionality this week. The UI for building tracks is still wip as is loading/saving for train stuff.

- Content: Added filter inserters which... well, you can guess what they do. :) 
- Tutorial: Added a tutorial for zeppelins and the logistics system. It's cute and educational, please have a look. 
- Tutorial: Added a short tutorial for the combat system. (Note that the combat is pretty imbalanced and way too easy at the moment.)
- Tutorial: Added a tutorial for advanced production. It explains how to use input stockpiles and control the production amount.
- Tutorial: Added a tutorial for trains. Build a train and set it up using the logistics system. 
- Tutorial: Added a tutorial for completely automated train systems.
- Tutorial: Added a tutorial for train signals. It shows how to make a circle setup.
- Tutorial: Added a tutorial for train pre signals. No more trains blocking intersections.
...

¥

<b>Closed Alpha 18.1.2019 3/4</b>
- Trains: The semaphores/train signals now work! Use them to run multiple trains in the same network.    
- Trains: Semaphores/train signals are now animated.    
- Trains: You can now use one-way signals to restrict trains from using a track in the reverse direction.
- Trains: When trains find no path to their current target, they now skip to the next target and a message is displayed.
- Trains: Train factories now detect whether their segment is in use and refuse to build if it is.
- Trains: Train stations can now hold entry hoppers and will store incoming goods appropriately.
- Trains: Several performance improvements.
...

¥

<b>Closed Alpha 18.1.2019 2/4</b>
- Gameplay: Scenarios can now have explicit object spawns. This is used for future tutorials.
- Gameplay: Enemy spawns now take HP into account for determining camp difficulty.
- Gameplay: Made several changes and improvements to allow completely automated logistics systems.
- UI: You can now clone an existing building by holding the alt-key and clicking on it.
- UI: Added specific placement rules and corresponding overlay for train semaphores.
- UI: Mouse hovering over the generic info panel shows a tooltip for the respective object type.
- UI: The tooltip for actors now shows stats like melee damage, vision range and movement speed.
- UI: Enemy/Fighter strength estimation now takes HP into account.
...

¥

<b>Closed Alpha 18.1.2019 1/4</b>
- Visual: Train station cranes now rotate goods before loading them onto a train.
- Visual: Improved zeppelin rotation. Also, you can now select zeppelins.
- Fixed: Rotation of curved tracks. 
- Fixed: The track manager now refuses paths which include reversing on the same tile.
- Fixed: The railway crossing now works. (Pure visual effect at this point)
- Balancing: Increased train max speed to 1.5 m/s.
- Misc: Upgraded to Unity 2018.3.1 and butler 15.7.

Currently working on: Desert gameplay, train track building UI.

¥

<b>Closed Alpha 11.1.2019 3/3</b>
- Content: Added the wooden building part which is used for more advanced buildings and replaces the wooden board for many recipes.
- Content: Added deserted village spawns.
- Content: Added zombies.
- Gameplay: Having no decoration items in vision range makes your people unhappy/less productive. Having more than one makes them happier. The range of decoration items is 8 by default but can be set to be higher or lower.
- Gameplay: Multiple colonists can now transport things to the same stockpile tile, as long as the item supports stacking. So, when when 5 logs are stored at the same time, they will no longer be distributed to 5 tiles.
- Gameplay: Depots and train stations now support item stacking. 
- Gameplay: The logistics system now supports item stacking. Serialisation should work but since this was a big change, there are probably still some bugs. 

¥

<b>Closed Alpha 11.1.2019 2/3</b>
- Visual: You now get more hours of sunlight per day. This is a visual change, your crops still only get 12h day/night per day.
- Visual: Improved the models for houses and ruins.
- UI: Reworked the object/area selection for situations where you hover over objects. E.g. when mining a mountain tile, you can click on the mountain instead of the tile beneath the mountain. 
- UI: Added an overlay for decoration value. Select any decoration item to activate it.
- UI: Added support for panels with multiple pages.
- UI: When a workshop has more than 5 recipes, you can now flip between pages.
- UI: When a farm / grove has more than 5 recipes, you can now flip between pages.  

¥

<b>Closed Alpha 11.1.2019 1/3</b>
- UI: In the custom map setup screen, groups like map size or terrain are now represented as one button. Click on it to cycle through the possiple choices. 
- UI: Added pages to type filters. 
- UI: Also added a text field to type filters where you can search for types (e.g. "wood" lists all wooden items).
- UI: The cargo panel for the ship now has multiple pages and only shows the items you currently have on board.
- Fixed: Incorrect ingredient count for many product tooltips.
- Fixed: Found and fixed the "huge arrow" bug.
- Fixed: When an actor gets stuck but is close enough to its target, it is now treated as successful navigation.
- Fixed: Page selection on main menu save dialog.
- Fixed: Some smaller fixes.

Currently working on: Tutorials

¥

<b>Closed Alpha 4.1.2019 2/2</b>
- Audio: Added different jingles for events like territory expansion, loss of a fight, completion of the map etc.. 
- Visual: Replaced level up text with a corresponding thought bubble.
- Visual: Replaced fail/crit text with particle effects.
- Gameplay: Most crops no longer grow at night time. This can be set for every crop and is displayed in the crop's tool tip. Currently, only berries grow at night (25%).
- Gameplay: You can now deactivate auto farms and auto workshops.
- Gameplay: If you alt-mine-click on a mineable thing (e.g. a rock), all objects of the same type in your territory will be marked for mining.
- UI: Removed the toggle links option.
- ...

¥

<b>Closed Alpha 4.1.2019 1/2</b>
- Fixed: Colonists being able to access blocked things under some circumstances.
- Fixed: Camera rotation is now disabled while hovering over the UI. 
- Fixed: Flickering light during rain transition.
- Fixed: Combat is no longer on by default and toggling it is no longer buggy.
- Fixed: Infinite "Attack on enemy camp failed." messages. 
- Fixed: Enemies and neutrals now have no needs and no experience. 
- Fixed: Message panel starting on wrong page.
- Internal refactoring and tests.  

Currently working on: Testing & Balancing, Tutorials

¥

<b>Closed Alpha 31.12.2018</b>

- <b>Happy New Year everybody! :)</b>
- UI: You can now see which colonists are idle in the colonist management screen.
- UI: Tooltips now have borders.
- Debug/Cheat: Added Shift-F7 = Claim whole map. 
- Fixed: A bug causing it to take a long time to unload your ship's final cargo. It took me a long time to figure out that it was caused by neutral pigs trying to help. :)
- Fixed: Rule according to which a colonist is determined to be idle.  
- Fixed: Thought bubbles now scale in line with the rest of the UI. 
- Fixed: Button sizes in main menu. 
- Fixed: UI scale settings are now correctly applied to the main menu.
- Fixed: Things like debris should now be removed when debug-removing things.
- Fixed: Autofarm-harvested items dropping outside of the building. 
- Fixed: When an inserter is removed, the item in transfer is now dropped properly.
- Fixed: Automatic workshops only working when they have animations. 

Currently working on: Testing & Balancing, Tutorials

¥


<b>Closed Alpha 26.12.2018 1/2</b>
- UI: Due to a function collision, debug removal is now alt + remove zone.
- Music: Added 2 new daytime tracks and 3 new nighttime tracks. 
- Gameplay: All items now start at poor quality when produced.
- Gameplay: Added the upgrade workshop. In the upgrade workshop your colonists can combine two items of a given quality to obtain one item of the next quality level. 
- UI/Gameplay: You can now filter items based on their quality. (This affects tools and weapons.)
- Gameplay: There is now a failure chance for most tasks. The base level is 50% and it decreases depending on the tool in use. 
- Gameplay: There is now a critical success chance. A critical hit in combat does +50% damage. A crit in mining gives you a bonus item. A crit in crafting creates tools of quality 2 instead of 1.  
... (see previous page)

¥

<b>Closed Alpha 26.12.2018 2/2 </b>
- UI: Tools and colonists carrying a tool now share the same UI.
- UI: Applied the new UI to the build and debug menus. 
- Fixed: WASD-scrolling is now deactivated while hovering over ui. 
- Fixed: Thought bubbles are now under the normal UI.
- Fixed: User bug reports not working.
- Fixed: Warning flags not being animated.
- Fixed: Being able to select the conveyor belt's belt.
- Fixed: Several issues occurring when building conveyor belts. 

Currently working on: Testing & Balancing, Tutorials

¥


<b>Closed Alpha 19.12.2018 1/2</b>
- Gameplay: Needs can now be disabled in the map settings. For example, housing and social needs are now disabled in the basic tutorial.
- Gameplay: Houses now have an entrance parameter and colonists will (try to) go there when they claim or enter a house.
- Scenery: Added ruin fragments.
- UI: Changed the general theme. Windows, panels and tool bars now have a slight frame around them and a slight drop shadow.
- UI: Opening a modal panel now creates a dark background layer below the panel.
- UI: Replaced the reddit link with a link to the wiki page. 
- UI: The mod selection screen now supports multiple pages of mods. 
- UI: The custom map screen now supports multiple pages of scenarios and modifiers.
- Visual: When you expand your territory, your new area spawns happy little particles. 
- Visual: Added particle effects and "animation" to building deconstruction.
- Modding: You can now add sound effects via modding!
- Modding: I've added the kubi.example.coastwaves example mod to show how you can a) add a new audio clip (WAV) to the game and b) make an existing object use the new sound. 
... (see previous page)

¥

<b>Closed Alpha 19.12.2018 2/2</b>
- ...
- Fixed: A bug regarding the new item removal.
- Fixed: The camera now centers on your colonists instead of your boat at the start.
- Fixed: A bug that prevented the creation of icons for new models. 
- Fixed: zzz being in random colors.
- Fixed: Some scenery items being invisible.
- Fixed: Lightning and rain post processing effects.
- Fixed: A bug in the end of path navigation processing.
- Audio: Added sound to running colonists depending on their ground tile.
- Audio: Added new sounds for wood chopping.
- Audio: Added sound for building deconstruction.
- Misc: Added more meta info for future bug reports.

Currently working on: Tutorials, Testing & Balancing

¥

<b>Closed Alpha 17.12.2018 1/2</b>
- Huge performance improvement: I've added simplified shadow meshes to many models. This reduces the vertices having to be rendered a lot. On my pc. this reduced rendering time from ~11ms to about ~7ms per frame. Combined with the changes from the last patch, you will probably get around 50 to 100% more FPS now.
- Huge performance at startup: The processed voxel models are now cached and saved on the drive. Subsequent starts are much faster as existing models do not need to be reloaded. When it messes up, you can purge the cache here: Kubifaktorium/ModelCache. 
- Upgraded to Unity 2018.3.0 and C# 7.2.
- Upgraded to Post Processing Stack v2.
- Upgraded to now TextMesh.
- Replaced the bug report tool with the new Unity user reporting. Reports now automatically include a save game which might help me find issues.
... (see previous page)
 
Currently working on: General polishing, Tutorials

¥

<b>Closed Alpha 17.12.2018 2/2</b>
...
- Colonists now sleep "inside" of buildings. Well, not really to be honest, they just stop rendering, but you can imagine them sleeping inside. :) 
- You can now cancel deconstruct orders using the X-button. 
- Added DiscordID, SteamID and Role to UserModAuthor.
- Made it easier to place harbours.
- Several code performance improvements.
- Fixed conveyor belt dereservation after items picked up by overhead conveyor.
- Fixed conveyor belt dereservation after items picked up by inserters.
- Fixed a bug causing items to roll off a conveyor belt after load/save.
- Tests and fixes.
 
Currently working on: General polishing, Tutorials

¥

<b>Closed Alpha 14.12.2018</b>
- Made some big performance improvements!
- Performance (CPU): Drastically reduced the number of backend callbacks.
- Performance (CPU): Disabled the automatic physics simulation. It is now only triggered when required for raycasts.
- Performance (CPU): Removed an unnecessary tile enumerations.
- Performance (generation): Improved performance and memory footprint of tile generation.
- Performance (generation): Reduced the number of dependency injection calls.
- Performance (generation): Removed overhangs from meta object repository (eliminates lag at end of map generation) and improved their creation process.
- Performance (generation): Mesh combination is now done in smaller batches.
- Performance (generation): Changed AudioInfo to combine multiple audio clips.
- Performance (rendering): Made some voxel models a bit more performant.
- Added support for reskinning! Mods can now replace the voxel models that are in the game. (Note that icons might not get updated unless you clear them in the cache (Kubifaktorium/IconCache).)
 
Currently working on: General polishing, Tutorials

¥

<b>Closed Alpha 13.12.2018</b>
- Buildings are now obstacles! Colonists will no longer walk through houses and workshops or on top of bonfires. Colonists will also avoid to trample on your planted crops. :)
- Improved the way the collision is handled for rocks and other environment objects.
- Your colonists will now go on top of the platform in train stations instead of clipping through them.
- Added clay veins and clay quarries to the game. 
- Added iron veins and iron quarries to the game.
- You can now place buildings on top of items. Before construction begins, your colonists will move the offending items to free tiles.
- You can now build farms and groves on top of items. Before tilling and planting begins, your colonists will move the offending items to free tiles.
- Improved the panel for tools and weapons.
- Added slime pools and some slime variations. 
- Enemy camps now have some loot.
- Fixed serialization of output stockpiles. 
- Fixed serialization of items on conveyor belts.
- Numerous other fixes.
 
Currently working on: General polishing, Tutorials

¥

<b>Closed Alpha 9.12.2018</b>
- There are now three spawn enemy camp modifiers. Activating any of them will spawn a number of enemy camps on the map depending on the map size.
- Colonists now have a health need. Being injured makes them very unhappy. Sleeping helps them to regenerate.
- Colonists and other friendly creatures can no longer die. However, when their health is below 50%, they will no longer do any work until healed.
- Improved the placement of the border markers.
- Changed the formula for how tools, mood and skill affect damage etc.. Updated tooltips accordingly.
- The priority for planting a farm/grove is now > harvesting.
- UI: Clicking on a tile will now select the corresponding claim flag.
- UI: Made it easier to right-click-link stockpiles.
- UI: You can now deselect using right-click. 
- Made several code improvements which should make the game more stable in general.
- Enemy zones are now black in the zone color overlay.
 

Currently working on: General polishing, Tutorials

¥

<b>Closed Alpha 6.12.2018</b>
- New combat system (WIP): Enemies no longer attack you on sight. Instead, enemy camps now occupy parts of the map. To attack them, click on their camp bonfire and click on attack. All your colonists with fighting enabled will join up and attack the enemies. When the camp is cleared, the enemy bonfire disappears. 
- Added enemy bonfires. They have a larger range and a higher priority than your bonfires so you have to destroy them to claim their area.
- Modding: Mods can now overwrite parts of existing objects. This allows you to rebalance parts of the game if you so desire. Added the "massive sheep", "speedy colonist" and "stone bakery" examples. 
- Modding: You can now enable or disable mods in the user mods screen. Only active mods are processed.
- Modding: Mods (can) now have a priority which can be set to influence their loading/processing order.
- Modding: Added a lot of documentation and added it to the XSD-file. So, if you use an XML-editor, you now get information on all available elements and how to use them. 
- The messages in the log are now truncated to have even sizes. 
- Fixed the message log having page 1 = page 2.
- Fixed farm zone outputs being lost after load/save. 
- Some other smaller fixes.

Currently working on: General polishing, Tutorials, Combat

¥

<b>Closed Alpha 4.12.2018</b>
- Added mood thought bubbles which popup when your colonist are unhappy.
- You can now reset your camera rotation by pressing the pos1/home button.
- You can now name and rename stockpiles, farms and groves. Also, names can now contain numbers, upper case letters and more characters.
- Removed the task and workshop assignment panel for robots. Also removed them from the colonist screen.
- When a target position cannot be reached, the navigation and task now fails correctly.
- Fixed camera rotation while writing bug reports. 
- Fixed a bug causing female colonists to have different stats.
- Fixed a bug causing recruited colonists to not update their needs.
- The numbers in the build menu now only show the number of your building. 
- Other smaller fixes. 

Currently working on: General polishing, Tutorials, Combat

¥


<b>Closed Alpha 26.11.2018</b>
- Added a warning flag to active trains that have less than 2 targets or no valid path.
- Added a warning flag to train stations that are not linked to the logistics system properly.
- Added a status text label to the train info panel.
- Fixed and improved the mod and scenario screens in the main menu.
- Added two new surveys. Let me know what you would like to play and see me work on next!
- Fixed a bug when zeppelins drop items.  
- Fixed depot cranes and some items being invisible after loading.
- Fixed overhead conveyor cranes going into spaaace.
- Fixed some issues with track curve orientation. 
- Colonists no longer get experience in being idle and fulfilling their needs. :) 
- Deprecated the 32-bit Linux build (64-bit remains available of course).

Currently working on: General polishing, Tutorials, Combat

¥

<b>Closed Alpha 24.11.2018</b>
- Trains now spawn correctly in train factories. 
- Trains now navigate to the next station on their schedule. 
- Train stations now work correctly as part of the logistics system. 
- Goods stored at the train station are now loaded onto the train. 
- Goods loaded onto a train are now correctly unloaded at the target location. 
- Trains now turn correctly in a station if their next target is behind them.
- Fixed numerous bugs that prevented parts of the transport and logistics systems, as well as their serialization.   
- Both ambient light and torches are now brighter at night time. 

In the next progress report I'll show a demonstration of the new train system. 
Currently working on: Trains, Logistics, Combat

¥

<b>Closed Alpha 14.11.2018</b>
- The colonist info panel now contains a line describing what he/she is doing at the moment. 
- You can now rename colonists and animals. Just click on their name in the info panel and start typing.
- Train stations now have names and can be renamed.
- Added little frames to the skill boxes in the colonist screen.
- Trains now have schedules (which are ineffective for now). The UI is a bit clunky but it works for now. To add a station to the schedule, select the train and right-click the new station. To remove a station, click on its entry in the schedule.
- Added support for non-square buildings. 
- Added the train factory as a proper building and removed the factory button from the track laying UI.
- Removed the 'old' building size indicator.
- Fixed the text/UI in the wave based mission.
- Some smaller fixes.

Currently working on: Trains, Logistics, Combat

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<b>Closed Alpha 4.11.2018</b>
- The tooltips now have nice icons.
- Some messages now have nice icons.
- Added a tutorial menu to the menu screen.
- Added the wooden handle which is used to build tools.
- The game now keeps track of tutorials you complete.
- Increased the resolution of the terrain calibration. You should now longer get the occasional maps that are "only mountains".
- Added monoliths to the game (scenery).
- Farms built on ex-mountain tiles now actually plant/grow things.
- Fixed a small graphical glitch effecting some icon borders.
- You can now build bonfires, oil pumps and torches on sand.

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<b>Closed Alpha 28.10.2018</b>
- Robots can now operate in multiple modes. The mode effects their movement speed as well as their fuel consumption.
- You can now drag around the tech/production graph.
- When mining a mountain, you now get perfectly usable grassland + some rubble that disappears over time. 
- Changed the way mods are handled. You can now bundle one or more things into a mod package which includes a description file for the mod as well as infos regarding requirements, authorship etc. Have a look at the GreenTomato example to get a glimpse at how it works. 
- There is now a active modding screen which you can access from the main screen. When there is an error in a mod, the game no longer crashes. Instead, you can mouseover over the erroneous mod (which shows an X as its icon) and read the error message, which should assist in figuring out the problem. If you are making a mod and find issues, please let me know!   
- Made a performance improvement regarding the shadow rendering.
- Fixed a bug causing an extra mesh to be rendered for each batch. 
- Added a slight outline effect to the font.
- The logistics system should now support item stacking.

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<b>Closed Alpha 25.10.2018</b>
- Workshops can now have multiple outputs! Task generation, UI, tests etc. have been extended accordingly. The first recipe to take advantage of this is the bread recipe.
- When placing a bonfire, the game now highlights the area you would gain.
- Added a warning flag to logistics system targets that accept nothing.
- Object icons are now written to / loaded from your save game folder. This makes loading a map / starting a game much faster.
- Made some UI updates more efficient and respondent.
- You can no longer build on sand.
- The mini inventory in the top now shows some goods by default.

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<b>Closed Alpha 23.10.2018</b>
- Added a warning counter to the info bar in the top. Clicking on it will cycle through all objects which have warnings. 
- Clicking on the idle colonist display in the top now lets you cycle through your idle colonists.
- Fixed several issues regarding the interaction of inserters and conveyor belts.
- Fixed the remove-object cheat.
- Some smaller fixes.

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<b>Closed Alpha 14.10.2018</b>
- Colonists are now smart about which ingredients they use for construction/production. First, they'll pick the one that's closest to them, afterwards they pick the ones closest to the production / construction site.
- You should no longer get map spawns with disconnected pieces of land.
- The selection box is now correct for even-sized buildings like the well. 
- The selection box is now red when you hover over an invalid position.


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<b>Closed Alpha 11.10.2018</b>
- Replaced the camera system with Unity's Cinemachine, which allows smoother transitions and simplifies everything.
- Added a fully zoomed out state where you can see the entire map.
- Mac players without a right mouse button can now use control-left-click instead. 
- In the colonist management screen you can now see which workshops need workers based on the workshop icon's color.   
- The particle effect when dropping an item is now smaller and has the color of the ground tile.
- Other bug fixes.

Note: Save games from older versions can be incompatible with newer versions.

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<b>Closed Alpha 9.10.2018</b>
- Reprogrammed the conveyor belt system. Items are now transported more smoothly. Also, items will no longer get glitched/stacked when multiple belts merge. 
- Your colonists will no longer try to mine things that are out of reach, e.g. inside a mountain.
- Inserters no longer insert an endless amount of items into automatic workshops.  

Note: Save games from older versions can be incompatible with newer versions.

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<b>Closed Alpha 3.10.2018</b>
I've improved loading/saving, should be much more reliable now. :)

- Changed the game to use the Mobile/Diffuse shader, which should improve performance on slower machines. Let me know if it helped!
- Fixed the serialization of workshop selected recipies.
- Fixed the serialization of workshop output stockpiles.
- Fixed the serialization of farm/grove output stockpiles.
- Fixed the serialization of stockpile logistics targets.
- Fixed the serialization of the ship's cargo load.
- Fixed the position of the tools.
- Creating small stockpiles/farms (e.g. 1x2) is no longer clunky.
- When creating stockpiles/farms, the tile you begin the zone now determines which zone will be extended (if any). 
- When placing a building, the size of the green box is now the size of the building.

Note: Save games from older versions can be incompatible with newer versions.

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<b>Closed Alpha 1.10.2018</b>
Just working on bug fixes for now. I've improved the code quality a lot recently and will work on loading/saving next. :)

- Placing a building over a zone now removes the zone.
- Worms no longer block buildings and are removed automatically when built upon.  
- Fixed a number of serialization errors and added serialization to the logistics jobs.
- Fixed the serialization for depots
- Fixed a bug preventing to load items onto the ship.
- Several other bug fixes.

Note: Save games from older versions can be incompatible with newer versions.

¥


<b>Closed Alpha 28.9.2018</b>
Just working on bug fixes for now. I've improved the code quality a lot recently and will work on loading/saving next. :)

- Added a few desert dioramas to the main screen.
- Modding: Added a scheme file which makes it easier to create and validate the XML files used to declare new objects. 
- Fixed a bug related to the depot hoppers.
- Fixed colonists bringing logs/rocks to incorrect stockpiles.
- Fixed two bugs related to automatic workshops and their animation.

Note: Save games from older versions can be incompatible with newer versions.

¥


<b>Closed Alpha 27.9.2018</b>
Just working on bug fixes for now. I've improved the code quality a lot recently and will work on loading/saving next. :)

- Added the first batch of backer names to the credits.
- Connected islands and cargo ships are now serialized. Added some unit/integration tests for this. 
- Fixed a crash related to the overhead conveyor.
- Fixed a bug in the build menu.
- Fixed save button not working.
- Fixed colonists getting stuck when construction tasks are aborted.
- Fixed a bug causing mining jobs to not serialize correctly. 
- Fixed a bug causing idle farms to not serialize correctly.
- Fixed colonists bringing chopped wood to stockpiles. Maybe...
- Fixed the toggle arrow button.
- Fixed a bug related to animal needs.


Note: Save games from older versions can be incompatible with newer versions.

¥


<b>Closed Alpha 26.9.2018</b>
Just working on bug fixes for now. I've improved the code quality a lot recently and will work on loading/saving next. :)

- Added 3 new quality settings. If you experience crashes after ~20m, try one of the lower ones and let me know if it helps. This should help me find and fix the issue. Thank you!
- Added ~10 new color variations for the colonist models.
- The UI now shows the size of a zone when building it (e.g. 3x4).
- Fixed particle effects in undiscovered areas at the beginning ot the game.
- Fixed a bug with the building rotation.
- Fixed workshops being lit when lights are disabled.
- Fixed issues with the build previews.
- Fixed the auto farm not harvesting.


¥

<b>Closed Alpha 20.9.2018d</b>
- The hotkey for remove zone is now z, r is for rotate building. The hotkey for rally is now y.
- Many changes to the save system.
- Animals should no longer randomly walk onto water.
- Colonists will no only unload 
- Added an idle-colonist counter to the info bar.
- Added the option to disable the day/night-cycle in the settings.
- Train factories can now only be built on tracks.
- You should no longer get unlock-messages for "invisible" things like tracks.
- Fixed some overlapping info panels.
 

List of known issues: 
- Strange actor behavior after loading/saving.
- The logistics system becomes buggy after loading/saving.
- The other biomes are not balanced yet. Vital resources might be missing and enemies might be op.
- The overhead conveyor belts are untested and do not serialize correctly.
- There will be tutorials to explain the logistics system, combat, trains etc. later on.
- The new train system is still work in progress, there are many problems surrounding it. 

¥

<b>Closed Alpha 18.9.2018 (Page 4/4)</b>
Welcome to the closed alpha! :D
(See previous 3 pages for changes/additions).

List of known issues: 
<i>(These are issues I am already aware of and working on, there is no need to send bug reports for them. Thank you! :) )</i>

- The logistics system becomes buggy after loading/saving.
- The other biomes are not balanced yet. Vital resources might be missing and enemies might be op.
- The overhead conveyor belts are untested and do not serialize correctly.
- There will be tutorials to explain the logistics system, combat, trains etc. later on.
- The new train system is still work in progress, there are many problems surrounding it. 

¥

<b>Closed Alpha 18.9.2018 (3/4)</b>
Welcome to the closed alpha! :D
- Added cargo ports and cargo ships to the game. For now, you need to activate "Friendly neighbors" for ships to spawn. 
- Fixed cargo ship approach path and added support for multiple ports and parallel ship servicing.
- Implemented the rules for cargo port building placement.
- Food and drink variety now influences your colonists' happiness and productivity. Colonists will try to consume the items which maximize their consumption variety.
- Houses now have a quality level and the quality of their house influences the inhabitants' happiness and productivity. Colonists will try to move into the available house with the highest quality.
- Added small !-markers over enemy/friendly camps that are under the fog of war. 
- Rewrote the train system. Train wagons no longer disconnect over time 

¥

<b>Closed Alpha 18.9.2018 (2/4)</b>
Welcome to the closed alpha! :D

- Numerous improvements towards the info panels.
- Made the rendering of the dioramas on the title screen prettier.
- You can now mod in and share you own dioramas! It's pretty simple to do. I have added some information on how to do it to the modding documentation.
- Added three now house models. 
- If a building has multiple variations, e.g. the houses, you can now cycle between them by pressing the v key while placing them.
- Updated the model for the wells.
- Added support for even building sizes.
- Added a preliminary credits screen.
- Added a setting which allows you to tweak how much the follow-cam leads its target.

¥

<b>Closed Alpha 18.9.2018 (1/4)</b>
Welcome to the closed alpha! :D

- Unlocked all the non-demo content.
- Added ruins and columns. 
- Added the quarry which automatically produces rocks.
- Added stone veins, on top of which quarrys can be built.
- Added a mini inventory to the top of the screen. Add goods in the inventory screen to add them. Alternatively, control click them on a type filter screen.
- Enemy camps etc. now spawn at random, distributed positions.
- Captured or stranded colonists now sit down and contemplate their life choices.
- Colonists now leave small smoke blocks behind when running.
- Added documentation for map modifier modding. You can now mod in your own biomes and change how the terrain is generated.


¥



<b>Demo 1.9.2018d</b>
- The shadow from the sun is now stronger and the sun moves according to the time of the day.
- The shadows from the clouds are now nicer and "morphing" over time.
- Refactored a lot of the UI code. Info panels now consist of multiple elements based on the selected object. Useful, for example, for a building that is a workshop and houses animals at the same time. 
- The items you get from mining something are now shown in the UI.
- Animals on rocks should now get thrown off.
- Made some smaller performance tweaks and added the option to turn off lights.
- Increased the time it takes to mine things, especially mountains.
- Numerous other fixes.
- <i>Saving can still be buggy. Please report things that are not saved/loaded correctly.</i>

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b>! :)

¥

<b>Demo 27.8.2018</b>
- Added mini surveys. Vote on new features and more!
- Added a message for when your colonists are under attack.
- Items should no longer be dropped where your colonists cannot access them.
- Colonists eat/drink 'earlier'.
- Other smaller fixes.
* Things on rocks should now get thrown off.
- <i>Saving can still be buggy. Please report things that are not saved/loaded correctly.</i>

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b>! :)

¥


<b>Demo 26.8.2018</b>
- Added the oil pump - the first automatic and animated workshop!
- Added oil wells and oil barrels.
- Added transport robots! Transport robots require oil to function well.
- Added the robot workshop. 
- Pigs now carry items on their back. :)
- Improved the resource spawning system. You are now guaranteed to get a minimum number of clay, iron ore and oil spawns.
- Objects on your territory now correctly unlock recipes when loading a game.
- Fixed a bug causing zeppelin depots to disappear when building depot exits on top.
- Numerous other fixes.
- <i>Saving can still be buggy. Please report things that are not saved/loaded correctly.</i>


Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation features, multiple biomes, world map and more which will be in the full game.</i>

¥

<b>Demo 24.8.2018</b>
- Fixed tranparency of built auto farms.
- Updated the save/load dialog to work with foreign characters. And maybe even on Mac. :)
- Fixed the building conditions for depot entries and exits.
- Probably fixed massive arrow & pickaxe at the corner of the world.
- Numerous other fixes.
- <i>Saving can still be buggy. Please report things that are not saved/loaded correctly.</i>


Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation features, multiple biomes, world map and more which will be in the full game.</i>

¥

<b>Demo 22.8.2018b</b>
- Added farms, inserters and depots to the game!
- Added warnings/help to the stockpile and zeppelin panels that tell you their status in the logistics system.
- The save files now contain the types of all tiles (rather than just the map seed).
- Fixed a bug causing completed objectives to reappear after reloading a map.
- Colonists should no longer moon-walk towards enemies. :)
- <i>Saving can still be buggy. Please report things that are not saved/loaded correctly.</i>

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation features, multiple biomes, world map and more which will be in the full game.</i>

¥

<b>Demo 21.8.2018</b>
- The border markers are now colored according to the nearest bonfire.
- Added the barn to the game, a house for your animals! Thank you to roadfox for making it and allowing me to add it to the game.
- Wild animals will now eventually leave your territory.
- You can now deconstruct bonfires.
- Fixed stockpiles still being assigned to workshops after getting removed.
- Fixed issues occuring after zeppelin stations are removed.
- <i>Saving can still be buggy. Please report things that are not saved/loaded correctly.</i>

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation features, multiple biomes, world map and more which will be in the full game.</i>

¥

<b>Demo 19.8.2018</b>
- Fixed a bug causing too many pigs to spawn for recruitment. Also fixed the colonist management screen not updating its page count.
- There are now separate 'remove zone' and 'cancel order'-buttons. 
- Dragging with RMB no longer cancels the current action and should cause colonists to get move commands. Dragging with RMB is also now the default option for the Mac build. 
- Panels now close when choosing an action (like mining).
- Added modding options to animate workshops.
- Wave are now affected by ambience setting.
- Music volume now affects the main menu.
- Other bug fixes.
- <i>Saving can still be buggy. Please report things that are not saved/loaded correctly.</i>

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation features, multiple biomes, world map and more which will be in the full game.</i>


¥

<b>Demo 18.8.2018</b>
- Improved the mesh combination algorithm. This should get rid of the artifacts seen on some GPUs and should also improve performance on some systems. Please let me  know if you encounter any trouble with the new update.
- Made some changes to allow for more localization.
- Serialization: Bonfire colors are now preserved.
- Serialization: Workshop colonist assignments and levels are now preserved.
- Serialization: Workshop jobs are now correctly reassigned.
- Miscellaneous bug fixes.
- <i>Saving can still be buggy. Please report things that are not saved/loaded correctly.</i>

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation features, multiple biomes, world map and more which will be in the full game.</i>


¥



<b>Demo 17.8.2018</b>
- Reworked the system responsible for loading/saving. It works a lot better now - as a side effect it is no longer compatible with old save files.
- You can now load a saved game from the main menu.
- Fixed serialization of visibility / fog of war.
- <i>Saving is still buggy but I'm working on it.</i>
- Added a warning when output stockpiles do not accept products.
- Added the option to drag the map using the right mouse button.
- Your colonists now move faster/slower when they are happier/sad.
- People and animals should no longer get stuck on rocks.
- Building outposts should now be easier.
- The ambience volume setting now affects birds etc.
- Numerous bug fixes.

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation features, multiple biomes, world map and more which will be in the full game.</i>


¥


<b>Demo 16.8.2018</b>
- Fixed the flickering-shadows-bug which occurred on some GPUs.
- Fixed tiles with clay remaining unbuildable after being mined.
- Fixed multiple ores/clay spawning on the same tile.
- Fixed a freeze when exiting to main menu while paused.
- Fixed some road related issues.
- Scroll on border no longer scrolls while hovering over UI.
- Circumvented a bug with the bug reports. :)

- <i>Saving is still buggy but I'm working on it.</i>

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation features, multiple biomes, world map and more which will be in the full game.</i>


¥


<b>Demo 15.8.2018</b>
- Added the logistics system (LS)! The LS allows you to connect multiple stockpiles and transport systems like zeppelins. It will automatically transport goods to stockpiles where they are requested, i.e. accepted.
- Added / Unlocked zeppelin! Build them in the zeppelin factory and connect zeppelin stations to your logistics system to use them.
- Added a rotation speed setting.
- <i>Saving is still buggy but I'm working on it.</i>

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation features, multiple biomes, world map and more which will be in the full game.</i>


¥


<b>Demo 14.8.2018</b>
- You can now sort the colonists in the colonists overview.
- Colonists now carry items to the nearest stockpiles.
- Added the outpost bonfire which you can use to create remote outposts.
- Some modding based changes and extensions.
- <i>Saving is still buggy but I'm working on it.</i>

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation and transportation features, multiple biomes, the combat system, world map and more which will be in the full game.</i>

¥


<b>Demo 13.8.2018</b>
- Removing farm zones now removes farm land.
- Fixed a bug causing the game to freeze in the main menu.
- Fixed a bug causing the game to occasionally freeze when generating a map.
- You can now have multiple output stockpiles assigned to a workshop. Useful if you want one workshop to produce multiple tools, for example.
- Fixed the save game / settings folder.
- Large number of bug fixes!
- You can now sort the colonists in the colonists overview.
- Colonists now carry items to the nearest stockpiles.
- Added the outpost bonfire which you can use to create remote outposts.
- <i>Saving is still buggy but I'm working on it.</i>

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation and transportation features, multiple biomes, the combat system, world map and more which will be in the full game.</i>

¥

<b>Demo 12.8.2018</b>
- Added battle music! It plays when your colonists are in combat. 
- You can now rotate the map with Q/E or PgUp/PgDown.
- Added the production tree overview to the game. You can find it in the menu.
- You can no longer mark objects outside of your territory to be mined or loaded.
- Added accept all / refuse all buttons to stockpile panels.
- Large number of bug fixes!
- (Removing farm zones now removes farm land.)

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation and transportation features, multiple biomes, the combat system, world map and more which will be in the full game.</i>

¥

<b>Demo 11.8.2018</b>
- Expanded the things you can do and rebalanced the production tree. 
- Use the kiln to produce bricks, which enables further options.
- Farms can now grow flowers. Also added donuts. :)
- Fixed and re-enabled the load/save dialog as well as a bunch of serialization issues. <i>Saving is still buggy but I'm working on it.</i>
- Animals and enemies now have a type-specific tendency to flock together.
- Fixed some issues on widescreen resolutions.
- Miscellaneous bug fixes and stability improvements.
- b) even more bug fixes!

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation and transportation features, multiple biomes, the combat system, world map and more which will be in the full game.</i>

¥

<b>Demo 10.8.2018</b>
- Added page switching for the patchnotes. :)
- Added Reddit and Discord buttons to the main menu.
- Added hyphenation support for text.
- Added automatic exception / error collection.
- Added preliminary modding documentation.
- Reenabled quicksaving / loading (F5/F6). <i>There have been a lot of changes lately so saving is probably buggy but I'm working on it.</i>
- Fixed loading screen scaling for non-wide resolutions.
- Miscellaneous bug fixes.

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation and transportation features, multiple biomes, the combat system, world map and more which will be in the full game.</i>

¥

<b>Demo 9.8.2018</b>
- Added language support.
- Added German localization. Jaja.
- Added Space = pause & Escape = menu.
- Added recipies to the kiln.
- Added brightness setting.
- Added scroll speed setting.
- Fixed audio cutoffs.
- Fixed bugs related to cancelled buildings.
- Moved the colonist spawn point from water to sand.
- Fixed WASD movement while hovering over UI objects.
- Fixed a bug causing the arrows to disappear.
- Fixed bugs in the defeat enemies to recruit thing.

Welcome to this preview build of Kubifaktorium! If you like what you see, please support the game on <b>Kickstarter</b> and help me spread the word! :)
The <b>tutorial mission</b> shows the basic mechanics of the game. Afterwards you can play procedurally generated <b>custom maps</b>.
<i>Note: This demo does not include any of the advanced automation and transportation features, multiple biomes, the combat system, world map and more which will be in the full game.</i>

¥

<b>List of Debug options</b>
Alt-Remove Zone = Delete everything in selected area.
Ctrl-Stockpile = Capture area and export it as Diorama.
F7 = Activate debug menu.
F8 = Open spawn menu. (While placing: MMB / V = change model variation, Click = Friendly spawn, Ctrl-click actor = Spawn as enemy, Shift-click = Spawn construction job., Alt-click = Open spawn menu with all objects spawnable).
F9 = Cinematic camera movement between positions 1-3. Hold Shift, Control or Alt to modify movement speed.
F11 = Hide UI.
F12 = Screenshot. C:\Users\<username>\AppData\LocalLow\MirkoStudio\Kubifaktorium\...  <br>Folder for Mac/Linux:<br>  ~/.config_/unity3d_/MirkoStudio_/Kubifak_torium_/

