

To help players with that, Workshop items could have tags (like Vehicles, Buildings, Worldgen, etc) to filter by them.Ĭurrently, there’s no way to specify a tag when uploading a mod, but we plan to add support for it with the next minor update.
VOXEL TYCOON FILTER MOD
With the number of mods increasing over time (thank you, dear modders!) it becomes pretty hard to navigate through the Workshop looking for a new mod to try. We are working in that direction, and hopefully will be able to make it real soon. Some mods would greatly benefit or even would be impossible to exist without the ability to work in the main menu (before the world is created). Now, the game provides WorldGeneratorManager which allows a modder to easily swap the vanilla worldgen with their own custom IWorldGenerator implementations. However, making it possible was pretty hacky and prone to be broken with new updates. It was demonstrated by the amazing Biome-izer mod, which not only richens your worlds with spectacular rivers, mesas, and other features but also provides a lot of new settings for biome assets for those modders who prefer to stay away from script mods (we can’t blame you for that!). It was already possible for mods to override how worlds are generated. You can now open your personal data management page ( Game → Data collection settings) and see what data are collected, or even completely opt-out from Unity’s data collection. We know that for some of you it’s important to understand what information the analytics service collects, so we made it accessible with ease. To detect problems with the game performance early, we collect some anonymous data using services provided by Unity. The volume of vehicle horns now can be configured separately the from overall volume, if you find them too intruding. Now, when you hit the Send to depot button from the Vehicle window or the Fleet window, you will be prompted with these options: Implementing the mass vehicle replacement seemed like the perfect time to make vehicles properly go to depots (since we need to touch this part anyways) like it was always intended. Speaking of sending vehicles to depots - before today, when you send a vehicle to a depot, it just stopped, then started reporting as going to a depot, and then - poof! - it just disappears, then magically shows in the depot. It works exactly like any other feature in VT - they’re still a work in progress, and we plan to constantly work on improving every aspect of the game, together with you! No more teleportation (almost) While the current implementation should be a relief, we have more ideas on how we can make the process even more flawless.

Vehicles are sent for replace one by one to avoid clogging ways to depots, and to prevent a substantial drop in supply rates. You can fine-tune the replacement process by specifying exact routes on what vehicles should be replaced.
