STEAMYDATA

Transporter — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
0.5.7.3 Fixes2025-09-13-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 Fixes2025-09-11-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 Hotfix2025-09-07-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. Fixes2025-09-05Thought 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 stat
0.5.6. Update2025-08-30Dynamic 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 co
0.5.5. Small Update2025-08-17- Few fixes and improvements for road pathtracing. - Few small UI performance fixes. - Fixed possible error/crash when loading excessively large city.
0.5.4. Fixes2025-08-14Fixes - 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 #22025-08-11When 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 ne
0.5.2 Smaller Update2025-08-08Premade 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
0.5.1 Industry Update2025-07-27Update 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
0.5.0.2 MapGen optimization test2025-07-10Testing map generation optimization.
0.5 Core Update2025-07-09Right, 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 ch
Update 0.4.9. Fixes2025-01-18Hopefully 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 to
0.4.8. Fixes2025-01-06- 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. -
Update 0.4.7. Fixes & Improvements2024-12-28- 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.
Update 0.4.6. Fixes & Improvements2024-12-17- 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 resett
0.4.5. Infrastructure Update2024-11-29Last 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 – eac
0.4.4.2 Fixes2024-09-17Just 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 Fest2024-09-16Transporter 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 Update2024-09-15So 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 no
Amtrak Update2024-08-15First part of larger passenger update. Finishing last orders improvements with stop frequency and switch condition, changing vehicle rebuilds, adding first Amtrak locomotives, Amfleet coaches, and an assortment of US-style hoppers. Stop Frequency Stop frequency can now be set for each station. Vehicle will only stop at the station every n-th specified time. Currently can be set up to 24, or 1 by default. This can be used to easily setup routes with less frequent stops, without having to cycle route orders multiple times. Can also be used to setup maintenance stops, when vehicle condition is fully implemented. - Pathtracing will currently not
0.4.1 EMD Locomotives & Timeline2024-07-30EMD Locomotives 0.4.1 Update is adding pretty much the entire EMD GP and SD catalog. Over 25 locomotive models and 5 locomotive rebuilds, from the classic GP7 to the latest SD70ACe-T4, in the same detail quality as previous CME3/WAG locomotives. Starting Timeline Career Mode now has the option to select Starting Timeline (currently from 1950 to 2000) and Vehicle Region (currently US and WORLD). A lot of vehicles, like trucks and unlocked vehicles, are still shared between both regions. New region-specific vehicles will gradually be added into the game with each update, focusing on creating a decent selection of unique vehicles for US and EU f
0.4 Cleanup Update2024-07-11I needed to have this update out by the end of June. Which didn’t happen. At all. So let’s hope late is still better than never. Finishing Save System Previous version switched to using single-file saves, which I was quite proud of, but I was really hoping the single-file system would work a lot better than it was. I have spend way too much time trying to make it work, but there was still a noticeable performance hit when creating/opening menu that I could not get rid of. So 0.4 version is going back to using 2 file save system, which I really hate, but don’t have a lot of choice anymore. Game will now save with *.sav file and *.h.sav preview
0.3.8 Update2024-06-140.3.8 Fixes - Fixed and improved placing railway signal onto existing rail signal network or connecting multiple signal networks together. - Improved train pathtracing and fixed few problems with rail system looping. - Fixed several issues with city station connections and road station connection getting lost. - Fixed inconsistent cargo calculation caused by deleting passengers from overcrowded passenger stations. - Improved road vehicle braking and fixed a few mistakes with vehicle deceleration. - Fixed diagonal railway ramp loading. - Fixed road vehicle getting stuck if game autosaves while vehicle is waiting at lights or at crossing. - Fix
Update 0.3.62024-05-24Friday update for all you fine people, mainly fixes. - Station loading algorithm was reworked a bit for more efficient loading. When loading multiple types of cargo, it should now restart loading previous vehicles, rather than start loading new ones. - Fixed vehicle cargo percentage calculation. It should now be calculated from total vehicle capacity, rather than just current capacity, including fix for universal box/freezer vehicles. - More fixes to ship loading. Should fix barge loading stuck at 60 and large ships with multiple holds getting stuck. - Fixed large road station middle connection problems. - Fixed road station connection not up
0.3.5 Update2024-05-18- Yet again more diagonal road bridge fixes - Fixed cursor freezing after double right-clicking certain UI elements - Fixed and improved per-car order setting - Fixed road vehicle getting lost after changing city road - Fixed cargo stations not interacting with city and not displaying accepted/sold cargo message - Improved city road upgrade, fixed and improved small city road visuals and city road can no longer be changed to a highway. - Traffic light improvements - Fixed ship attaching wrong barge after load - Fixed ship loading getting stuck - Depot quick sell/duplicate shortcuts improved and changed to Q/E - Added control hints for depot w
Version 0.3.3 Fixes2024-05-09Smaller update and more fixes Fixed barge save/load. Fixed saving and loading modified vehicles. Fixed main menu Continue button. Fixed exporting and loading custom map with the new save system. They are now saved into a separate folder. Some road vehicle movement fixes - fixed movement for vehicle with more than 2 trailers, fixed movement when combining multiple trailers of different types, improved speed limits in curves and braking before turning into curves. Some changes to bridges - improved placing performance, fixed diagonal road bridge, increased price, different speed limits, road bridge cannot be upgraded, rail bridge can. Fixed not
0.3.1. Fixes2024-04-27- Fixed large road station parking problems. - Fixed problem with save/load vehicle while parking in a full station. - Fixed parking in truck stop with more than 1 stop. - Hopefully finally fixed commodity price-related bugs. - Fixed Autosave. - Fixed Wall save/load. - Increased vehicle simulation speed. - Increased train capacity and loading capacity. - Decreased ship capacity and added smaller, Panamax-sized ships. - Added road/rail maintenance cost. - Fixed multi-unit locomotive setup. - Fixed train stuck unloading with multi-unit passenger locomotives. - Fixed rail track tangent scaling issue with rail bridges, causing some inaccurate mov
Version 0.3 Update2024-04-21I have emerged out of my sleepless nightmare once again, to deliver an update. This time adding new save system, large maps, vehicle modernization and condition and a couple of new industries, vehicles, and fixes. SERIALIZED SAVE SYSTEM and LARGE MAPS Brand new serialized saving system, which I didn’t want to do initially, but it was the only way to make large maps usable. This should make saving and loading a bit faster, drastically reduce save file size (forested 768 map file is still under 50MB, which I am very happy about), and be a bit more reliable on large maps. This allowed me to finally enable large 512x512 and even 768x768 maps, wit
Update 0.2.2 Fixes2024-03-19- Added option to start premade maps in both freeplay and career mode. - Performance improvements. - Fixed railway tunnel connection. - Fixed diagonal railway bridge scaling issue. - Fixed loading issue with rail depot connected to a spline with signal. - Fixed train 'Move to Depot' - Fixed part of a problem related to railway signals not updating.