v1.0.8 | 2026-05-10
* Updated manifest for latest version.
* Mixed Fluid Pipe — fixed unlimited fluid growth that could happen. (sorry for missing this)

v1.0.7 | 2026-05-10
* Mixed Fluid Pipe — fixed unlimited fluid growth that could happen. (sorry for missing this)

v1.0.6 | 2026-05-09
* Fixed Terex trucks occasionally sacling wrong after save reload or fuel-type upgrade. Huge thanks to DeznekCZ for tip to do it right!

v1.0.5 | 2026-05-08
* Molten Storage research moved from T3 (Arc Furnace II) to T2 (now unlocks once Research Lab II is researched). Cost reduced from 15 to 10. Makes molten storage accessible much earlier.

v1.0.4 | 2026-05-08
* Terrex cargo bed no longer reverts to vanilla size after save/load or fuel-type upgrade.
* Cable bridge belts/pipes — bulldozing a bridge now safely removes its auto-spawned belts, preventing terrain craters.
  This is fixed with new custom belt t3 instead of vanilla belts. This will only work on new placed bridges and not on old ones placed,
  old placed bridges that are removed, have to fill in holes and place a new bridge to get the fixed versions.

v1.0.3 | 2026-05-04
* Parking HQ HUD — can now be repositioned with Ctrl+Left-drag when Tweaks++ is not installed; position is saved and restored between sessions.
  When Tweaks++ is loaded it takes over drag control instead.
* Parking HQ — entry and exit door proximity triggers increased so doors open earlier as trucks approach to avoid clipping trough doors.
* The Terex — fuel tank capacity increased to match vanilla T3 haul truck since it was running out of fuel to fast.
* Parking HQ — optional Zone Priority: only idle trucks in the building's logistics zone are pulled; per-type priority competes only with other Parking HQs whose zones overlap
* Parking HQ — enabling Zone Priority evicts trucks already inside that do not share the HQ logistics zone (including inbound)
* Parking HQ HUD — row labels follow vanilla renames (same title as the building window)
* Cable bridge underground belts — Now fixed and work again. Also i updated a better way for placing the belts on curvy bridges, to avoid it breaking connection.
* Cable bridge transport — T3 belts and pipes auto-spawn as blueprints (belts in center, pipes on sides); no more free belts/pipes!

v1.0.0 | 2026-05-03
* Heavy Hauler — 100-cargo flatbed truck (diesel, synthetic diesel and hydrogen variants)
* The Terex — 412-cargo dump truck, slow, high pollution (diesel, synthetic diesel and hydrogen variants)
* Heavy Tanker — 650-fluid tanker truck (diesel and hydrogen variants)
* Huge Excavator — 85-bucket excavator, slower cycle, higher fuel (diesel, synthetic diesel and hydrogen variants)
* Warehouse — 4-slot flat storage (4000 per slot) with per-port product filtering
* Molten Lift — vertical transport for molten products
* Molten Storage — stores molten iron, steel, copper, aluminium, titanium, glass, silicon
* Pipe Sorter — sorts and routes mixed fluids between output ports with no conversion loss
* Mixed Fluid Pipe — carry multiple fluids in a single pipe
* Pipe Balancer (1x1) — single-tile four-way pipe balancer for splitting and prioritizing fluids
* District Heating — steam-powered home heater (+1 happiness per house, outputs water)
* Parking HQ — auto-parks idle trucks (T1/T2/T3 loose/fluid incl. Heavy Hauler; diesel, synfuel, hydrogen); animated rolling doors; up to 50 slots (100 with CP upgrade)
* Parking HQ — building window: parked counts, priorities, fuel/CP buffers, refueling, slot targets; cargo offloads to Shipyard
* Parking HQ HUD — live panel listing each HQ with truck counts; click to pan camera; scale/hide/move via Tweaks++ HUD settings
* Underground belts on cable bridges (flat and loose)
* Bridge access for large vehicles (Truss & Cable bridges) NEED TWEAKS++ FOR BRIDGE CONTROLL SETTINGS!
* Hydrogen fuel upgrade path for all custom vehicles
