- 0.5.7.3 Fixes - 13 September 2025
-Fixed Transfer Station not handling cargo. -Fixed Editor not updating cargo available on the map when a new industry is placed manually. -Fixed notification not showing when industry levels up. -Fixed ship size and height not showing up in depot info window.
- 0.5.7.2 Fixes - 11 September 2025
-Fixed several rail pathtracing issues when first track is changed and on-the-fly pathtracing when station is changed. -Improved re-tracing path when station is manually deleted from train orders. -Fixed ship follow option not cancelling properly when vehicle window is closed. -Fixed road tunnel placement blocked in certain direction. -Fixed road spline placement issue in certain direction. -Fixed road crossroad generation One-Way overriding One-Sided option. -Fixed few UI issues when selecting Per-Cargo and Per-Car options. -Updated premade maps with the new industry changes.
- 0.5.7.1 Hotfix - 7 September 2025
-Fixed some crossroad generation that was changed previously. -Fixed few loading issues with editing existing stations. -Fixed few issues related to saving a game during construction. -Fixed one screwup in road pathtracing, calculating temp paths length wrong, causing some inconsistent route selections. -Some minor fixes to road generation. -Fixed road direction indicators not showing up while placing road nearby after the last update. -Removed limits on number of connected roads, so more than 3 roads can now be connected.
- 0.5.7. Fixes - 5 September 2025
Thought this would be just a quick hotfix update, but it turned out to be a whole thing... FIXES -Fixed error with changing station connections while vehicle is waiting in station. -Fixed road connection issue if smaller road is connected between road tile and road spline. -Fixed error when deleting road tile that is connected to multiple roads. -Fixed several issues with connecting multiple roads. -Fixed random error from placing road stop in a certain configuration. -Fixed few issues with road stop on multi-lane road. -Fixed issue with train switching if station widget is still open. -Fixed multi-trailer loading in a designated loading station. -Fixed cargo selection option not showing up in the switching window. -Fixed road bridge sometimes not loading meshes correctly after a reload. -Fixed issue with track snap option flip-flopping around and general track snapping improvements. -F…
- 0.5.6. Update - 30 August 2025
Dynamic Industry SpawnIndustry spawning is now fully dynamic, with each industry spawned based on existing dependencies. This should ensure there are no industries left without any input or output.Each map prioritizes spawning at least 1 consumer goods industry and 1 food industry. The rest is randomized.This applies to end industries, such as gas stations or hospitals as well. But not to city commercial buildings. Those can still spawn without any input on the map.Reorder Switching ChangesNew Reorder setting was added to rail switching. Apart from setting which elements to add/remove at a station, Reorder now lets you set a specific train configuration to switch to. This can be used to ensure train only picks up a certain maximum number of cars, or to simply change car order in the station. *Reorder still requires available switching track, even if no train elements are left at the sta…
- 0.5.5. Small Update - 17 August 2025
- Few fixes and improvements for road pathtracing. - Few small UI performance fixes. - Fixed possible error/crash when loading excessively large city.
- 0.5.4. Fixes - 14 August 2025
Fixes - Fixed vehicle collision detection issue. - Fixed vehicle issue if it's restarted or moved to depot while it's blocked by other traffic. - Few improvements to road traffic light system and vehicle detection. - Fixed road terminal station radius preview. - Fixed local passenger production if there is only 1 city on a map or city grows. - Added option to Force Sell cargo waiting in station, if it is accepted by any nearby industry.
- 0.5.3. Industry Update #2 - 11 August 2025
When I said the last industry update was the last, I was very wrong. So here is another one.Global ElectricityElectricity is now a global commodity. It is produced by power plant industries and consumed by cities and certain high electricity-demanding industries. It can't be transported or stored in any way (yet), and immediate electricity production must meet power demand. This will also serve to better utilize other types of power plants in the future. To demonstrate this, BioPlant, producing electricity from biomass, has been added as an alternative to a coal power plant.All locations producing or consuming electricity can be found in a new World Window UI tab. Industries requiring electricity currently are: Aluminum SmelterSilicon SmelterElectric Arc FurnaceCity Passenger ProductionCity passenger production is now handled in a similar way to industry production. Default passenger pr…
- 0.5.2 Smaller Update - 8 August 2025
Premade maps and scenarios were added back.Two optimization changes to improve performance while placing road and rail splines. This includes bridges and tunnels as well.Rail bridge collision was changed, so it's possible to stack bridges and ramps next to each other.Testing UI redesignI have struggled with the UI design for this game since the very beginning and I've wasted months of work on 4 complete redesigns at this point. Even after all this time i'm still not 100% sure if I want to go with a more modern UI feel, or lean into the low-poly aesthetic and try a more 'cartoony' design.For this iteration I have decided to stick with a modern design, that would be slightly more interesting and dynamic, while still possible to do with no resources. And hopefully different enough from other similar games (I'm looking at you Transport Fever with the most basic window design possible)New UI…
- 0.5.1 Industry Update - 27 July 2025
Update overhauling industry setup, new industry cargo classifications, adding new cargo, industries, and bugfixes.Industry Update5 new types of cargo and 6 new industries, changes to chemical industry chain, tools and alternative uses of byproducts. This brings us to 59 cargo types and 88 industries in total. New CargoWood ChipsChemical MineralsToolsLab EquipmentAutomation ToolsAnimal Feed New IndustriesSulfur Mine (Minerals)Chemical Plant (Minerals->Chemicals)OSB Factory (Wood Chips, Chemicals ->Lumber)Tools Factory (Steel, Wood -> Tools)Lab Equipment Facility (Glass, Rubber –> Lab Equipment)Mechatronics Plant (Aluminum, Plastic, Electronic Components -> Automation Tools) New Industry SetupThis update introduces some changes to the industry production cycle itself. New input and output classifications and how it effects production.INPUT - Base materials needed for industry production.O…
- 0.5.0.2 MapGen optimization test - 10 July 2025
Testing map generation optimization.
- 0.5 Core Update - 9 July 2025
Right, an update. New 0.5 version is here with some major core changes, most of which are not visible or that exciting. Warning: This update will definitely break old saves and deleting old save folder is required. MAJOR CORE UPDATESome core game and engine stuff was changed. Not as much as I'd like, but it's something. New camera system, changes to world simulation, faster overall vehicle speed, faster fast-forward simulation, performance improvements, etc.Cool new main menu was also added, signalling possible future UI redesign.INDUSTRY UPDATEBiggest changes are with industry system, bringing 7 new cargos, 15 new industries and some more changes to existing industry chains. NEW CARGOOilseedEdible OilPetroleum ProductsSiliconSynthetic RubberCarbon BlackTiresElectronic ComponentsNEW INDUSTRIESOilseed FarmOilseed Processing PlantSilicon SmelterSemiconductor PlantCosmetics FactorySyntheti…
- Update 0.4.9. Fixes - 18 January 2025
Hopefully last fix update before 0.5 Version - Fixed some issues during train station loading leading to errors, potentially snowballing into other issues. - Fixed issue after changing roads for station with more than one Out Connections. - Fixed issues caused by changing Road Station from layout options, disabled layout change for Ports. - Fixed rail/road slope construction limits. 1 tile for roads, 1/2 tile for rail. - Fixed Manual Road Connect sometimes not connecting roads properly. - Fixed bridge ship navigation with the new spline bridge system. - Fixed ship navigation layer display issue. - Fixed Delete active station UI blocking if too many vehicles are referenced. - Fixed city Construction Material UI counter not updating. - Fixed VecTR truck trailer coupling issues. - Some improvements to bridge collision, snapping, and autorotation during construction. - Added tile highlight…
- 0.4.8. Fixes - 6 January 2025
- Fixed crash caused by connecting multi-lane, one-way road into a road station's side connections. - Fixed issues with depot 'Row Delete' leaving some references, causing train mixup issues after reload. - Fixed issues with road depot and some road station elements save references, causing road issues after reload. - Fixed deleting road tile not updating connected roads properly. - Fixed train not finding path if there was a track change after it arrived at station. - Fixed issue with deleting rail track inside a signal block while train is in the next connected block. Causing train to get stuck in station, if the block is a train station. - Fixed issue with connecting rail track to a junction with one-way signal resetting the one-way restriction. - Fixed issue with train arriving at the same platform after it was manually moved to depot. - Fixed some issues with road vehicle on-the-fl…
- Update 0.4.7. Fixes & Improvements - 28 December 2024
- Added Option to select specific Industry Chain to spawn on a new map. This can be selected from the Industry Tab in new game options. It's very basic and not everything is included on the list, because some of this stuff will likely change in the next update. Number of spawned industries is still limited by the maximum number of industries on a map. If the number of selected industries is higher than max, not everything will be spawned. If the number of selected industries is lower than max, rest of industries will be spawned from random pool, same as before. - Added Option to delete station even if it is still referenced in vehicle orders. New message will also list vehicles that have this station in orders. Vehicles in depot should be fine if station is deleted, if vehicle is en route, it might cause vehicle to lose path if there is no new path from current location. - More fixes to…
- Update 0.4.6. Fixes & Improvements - 17 December 2024
- Fixed problems with road station stops causing issues. - Fixed train station losing changes after reload if the layout was manually edited. - Fixed some issues with roadside building-road connections causing vehicles to lose path. - Bunch of fixes to train pathtracing, preventing some looping behavior, better retracing from depot after vehicle was recalled there, better retracing from train waiting in station, retracing from station with different connections from each track, etc. - Railway pathtracing can now be manually reset by selecting the same station in orders again, in case something goes wrong. - Fixed manual MoveToDepot not resetting signal block connected to depot. - Fixed 45° road bridge placement and water level placement. - Fixed railroad crossing. It is now triggered based on train speed and distance, not fixed location, closer to how modern crossings work. - Fixed Poun…
- 0.4.5. Infrastructure Update - 29 November 2024
Last few months have been an absolute nightmare, so let me start by apologizing for the lack of updates and then rant a bit about the current changes in what is the largest update so far. Warning: This update will definitely break old saves and deleting old save folder is strongly recommended. FINISHING PASSENGER UPDATE Last finishing touches on passenger update with passenger Comfort Level and multi-cargo passenger vehicles. When I was working on the Amrtrak update I became fascinated with how US handles long-distance passenger trains and wanted to incorporate it into the gameplay somehow. It’s finally here as a passenger Comfort Level – each passenger vehicle has a certain level of comfort, which increases passenger delivery time and thus making long-distance transport more viable. With 0 comfort being default delivery time and 100 being 2x delivery time. US passenger railcars now com…
- 0.4.4.2 Fixes - 17 September 2024
Just some quick fixes - Fixed train pathtracing issue with stations using 1-block signals. - Fixed some bridge end ramp collision issues. - Fixed some rail track-road collision detection issues. - Fixed segment track edit costs. - Fixed solar and ballastless track collision. - Fixed spline tracks not creating crossings. - Fixed city parks-road station collision. - Fixed large bus station connections. - Fixed maglev station track spawning. - Fixed maglev pathtracing issue after upgrading tracks. - Fixed keyboard shortcuts input firing in the in-game menu.
- Planes, Trains, and Automobiles Fest - 16 September 2024
Transporter is taking part in the Planes, Trains, and Automobiles Fest! And what better way to check out a new vehicular-themed fest than with the hottest (allegedly) new transport sim! Trucks, Buses, Rigs, Barges, Ferries, Cargo Ships, and Trains of all shapes and sizes, now with a 25% discount. Check out newly added passenger ferries and test your passenger transport skills with new city destination system.
- Passenger Update - 15 September 2024
So many things to do, so not enough of anything else... DESTINATION SYSTEM City-based transport now uses a new Destination System. Intercity passengers and some other city-based cargo now spawn separately for each destination. Destination passengers or cargo need to be delivered to the correct destination to be accepted. Destination system can be fully combined with the current order system, to easily create specific lines for each destination, create passenger transfer stations, or let the system decide automatically. Total number of intercity passengers spawned by a city remains the same, but individual spawn rate for each destination is now based on Destination Population and Growth, not just origin city population. This means that a small city might produce more passengers to a large city, than large city to small one, which might not be as intuitive at first and lead to more asymme…