Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 0.2.0
Date: 2026-08-21
Features:
- Pointing at any row the bundle already covers now extends it straight, so a wide bus carries
on from anywhere across its width instead of only from lane 1's exact row. No corner is
possible inside the bundle's own width, so this is a definition of the target, not a guess.
- Ghosts can be placed at a chosen quality. Where quality is in play the tool window shows a
row of quality buttons, the vanilla quality-cycling controls step through them while the
tool is held, and the preview label names any quality other than normal. Without quality
nothing changes.
- A "Blow up cliffs" switch in the tool window. With it on, cliffs in the way are marked for
deconstruction the way a deconstruction planner marks them; with it off a run that meets a
cliff is refused and the message names the switch. Greyed out until cliff explosives are
researched, and the planner checks the research too, so a stale window cannot order what the
robots would ignore. A per-player setting gives the switch its default for new players.
- Undo and redo move the anchor with them. Ctrl+Z while holding the tool steps the run back to
where the removed segment started, so the next click lays it again; redo steps it forward.
The anchor only moves if you have not clicked on since.
- The label at the cursor and the tool window say what a click will cost - belts, splitters,
landfill, trees, rocks and plants to fell, cliffs to blow up, buildings of yours to remove -
and how many items a second the bundle will carry. The window's status follows the preview
live rather than only updating on clicks.
- Ctrl+Shift+B steps back through the belt tiers, so overshooting no longer costs a full lap.
Changes:
- Water is bridged with the terrain's own cover tile instead of always landfill: foundation on
Vulcanus lava and Fulgora's oil ocean, ice platform on Aquilo, platform foundation in space.
The "Landfill over water" switch keeps its name; what it places is whatever the tile
prototype says covers it.
- Belt tiers your force has not researched are greyed out in the tool window and skipped by
Shift+B, so you are never handed a ghost nobody on the force can build. The window updates
as research finishes or is reversed. A mod set that leaves no tier researched offers them
all.
- Gleba's plants (yumako trees, jellystems) are cleared like trees instead of stopping the run.
The engine keeps every plant on the neutral force, even one an agricultural tower planted, so
there is no crop to tell apart from a weed.
- Extending a run after changing quality replaces the shared tile's ghost at the new quality,
the same way a belt tier change already did.
- Remote view: the tool follows the player across controller changes, rebuilding its pointer
tracking where the view has gone. A run on the same surface is kept; another surface cancels
it as before. On the zoomed-out map, where nothing can be selected, the tracker stops
re-seeding and the window says "Zoom in to plan".
- The "Turn is too shallow" refusal is gone. It could only ever fire for a target inside the
bundle's own width, and those are now straight runs.
- The removal marker in the preview is scaled to the entity's footprint, so a cliff marked for
removal gets a mark the size of the cliff.
Bugfixes:
- Water-layer terrain that nothing can cover (the map edge, for one) now stops the run instead
of receiving a landfill ghost that could never be built, whatever the switch says.
- A belt ghost at any quality other than normal was invisible to the check that replaces the
shared tile between one run and the next, because a bare name in find_entity means "normal
quality only". Found while adding quality; fixed for every lookup the tool makes.
Version: 0.1.0
Date: 2026-08-21
Features:
- Initial BETA release