Large sites run at full speed again: a campus was sending a quarter of a megabyte every tick for port lights. Arms Race finishes at the campus for earlier winners, and J-hooks go up after a move.
Fixed
- Large sites no longer crawl. Since v0.1.53 every port light flicker re-sent its whole device to every player; a full campus fell below 10 fps. Lights now ride the telemetry cycle, plugs show at once.
- Arms Race finishes at the campus for players who won before it existed. Keep Playing on the old finish no longer disarms the new one, so the victory screen and the hard-mode unlock arrive.
- A campus robot takes its own building's lanes. Stood at the last row, its console listed the next building's rows and drove it there.
- J-hooks go up after a move. Placing a cable tray at the data center or campus refused with "AZ #1 not found" on any run that had relocated.
- Comms channels load when you pick them. At the campus, choosing a channel or customer waited for the next notification before its pane painted.
- An object-store growth ask says what it asks for. A "+2200 GB" request was the whole bucket restated; the card now shows the disk the ask adds across its copies.
- A storage ask the fleet has no disk for is refused, not applied. Approving it used to grow every copy past what any server could hold; the card now says to add hardware first.
Notes
- Your saves load. v0.1.59 saves come across unchanged.
- An old Arms Race win re-arms on load. If your campus already meets the finish, the victory screen shows once on that load. Keep Playing afterwards holds as before.
- Multiplayer needs everyone on v0.1.60. The wire changed, so an older client is refused at join.
- API: `PortFlowView` gained `activity`, `DeviceFlowView` gained `ports_complete`. `PortView.activity` changed meaning: current only as of its view. The live band is on the flow row; a port absent from a complete row is idle.