v1.6
Plant Upgrades & Play Modes
🔧 The career bank finally buys something
- New in the ⚙ menu: Plant upgrades. Capital works on the station, paid for out of the career bank every profitable shift has been feeding, and installed on the plant you take into every shift from then on.
- Mechanical — an automatic trash-rack rake (debris can never foul your intakes again), an upgraded bearing package (wear accrues far more slowly), and stainless runner replacement (a few more megawatts out of the same water).
- Electrical — a fast-acting digital AVR (the field slews twice as fast, so the bus rides out swells) and upgraded stator cooling (a heat wave stops dictating your output).
- Hydraulic — catchment telemetry & a met station (you are never blind: the wet-front forecast is always up, reaches further ahead, and is worth trusting) and an auxiliary spillway gate (discharge capacity 1,800 → 2,600 m³/s).
- Upgrades unlock on lifetime operating stats, not cash — shifts worked, energy delivered, units synchronised, floods routed. You earn the right to buy them before you earn the money.
🏭 Career or 🎛 Sandbox — pick how you play
- The game now opens by asking how you want to run the plant. CAREER is your station, and it remembers: every shift graded and recorded, profit banking toward upgrades, the Daily Shift feeding your streak. You start on stock iron and earn the rest.
- SANDBOX is the whole plant with no consequences — every upgrade installed from the start, and nothing recorded: no grade, no bank, no streak. A place to learn a scenario, or just to open the big spillway and see what happens.
- Tick “don’t ask again” and it stops asking. Switch any time from the ⚙ menu — a 🎛 SANDBOX badge sits in the top bar so you always know which you’re in.
⚖️ Kept honest
- Every upgrade carries a small grade multiplier below 1, and they stack. A rebuilt station is easier to run, so a record set on one has to be genuinely better to stand beside a record set on stock iron.
- The Daily Shift ignores upgrades entirely — it is dealt on the stock plant, so every operator’s grade still compares.
- Buying never changes the shift you are in. Upgrades are fitted for your next one.
🏷 “Free Play” is now the “Open Shift”
- With CAREER and SANDBOX arriving, a scenario called Free Play sitting inside career mode read like a contradiction. The open-ended 7-day shift is now the Open Shift — same shift, clearer name.
- Your records are untouched. Grades were never stored against the name, so every plant record you have set carries straight over.
- The top bar now always shows which mode you are in — 🏭 CAREER or 🎛 SANDBOX — so “which shift” and “does it count” are never confused again.
🌊 Fast-forward is smooth now
- Fixed a long-standing wobble at 4× and 16× speed. The physics used to advance up to 30 seconds of plant time in a single calculation step — at 16× that let the wicket gates swing further than their full travel in one go, so the governor overshot, the frequency swung back, and generation buzzed up and down on the readout. It looked like the plant hunting; it was arithmetic.
- The simulation now integrates in steps no longer than 2 seconds. Generation, frequency and the gates all settle at high speed the way they always did at 1×, and recovering from a unit trip while fast-forwarding is far calmer.
- 1× play is unchanged — it was already inside the new limit.
📖 Odds and ends
- The tutorial now closes by pointing at the Daily, records, upgrades and the mode choice, and the in-game GUIDE gains three new sections.
- The realism control is now labelled REALISM (it used to say MODE, which clashed with the new career/sandbox choice).
- Fixed: the tutorial overlay was left behind on every scenario restart, quietly stacking up unused copies over a long session.