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Releases: AZalshehri7/FeverLink3

FeverLink3 0.2.11

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@github-actions github-actions released this 30 Oct 17:21

FeverLink3 0.2.11

In short

  • The junction lane tool works again in a session.

Fixed

  • The junction lane tool works again in a session: in 0.2.10 its changes to a junction's lanes were dropped on every game, without a notice. Seen fixed with two game windows on one PC (the lane changes applied on both games, the worlds stayed equal).

SHA-256 of FeverLink3-0.2.11.zip:

c6e1e9c3c817c95b1b7e64a231d98e333d4fd64f934bb347eeb36fb67701f9d2

This release is NOT signed (unsigned until 1.0.0). The in-game updater checks the zip against manifest.json and the .sha256 file, and every file against manifest.json. Verify by hand: see docs/RELEASING.md.

FeverLink3 0.2.10

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@github-actions github-actions released this 30 Oct 15:53

FeverLink3 0.2.10

Fixes for problems found while playing between two PCs, and the start of companies: one shared company. "Company for each player" is in the code but not offered yet: it shows as a grayed "(upcoming)" button until it has been played between two PCs. Everything marked "seen" was seen with two game windows on one PC unless it says otherwise.

Added

  • Companies with one shared company: the host starts the session with "One shared company" (everyone builds and pays from one account, as before); "Company for each player (upcoming)" shows grayed out. The window's Companies tab comes with a company for each player.
  • The FeverLink3 window shows the version you run in its title ("FeverLink3 Multiplayer 0.2.10"). Seen.

Fixed

  • A bus stop on a road made by another mod (for example the Bus And Truck Bay mod's bay roads) was cancelled with "Your build could not be shared with the other players"; you had to remove the bay first. Seen fixed: a stop on a truck bay road (guest) and on a bus bay road that already had a stop (host), built on both games.
  • A street that splits roads you had just built could show as failed and then "Your build was built after all": the game had moved one of its points by a few metres. Such a build is now recognised by the road pieces it replaces. Not yet seen in a session between two PCs.
  • The games now autosave together: during a session each game's own autosave timer is held off, and at the host's autosave interval every game runs the game's own autosave at the same moment, so there is one short stop for everyone instead of each game stopping the others (before, a game stood still about 3-4 s at each of its own autosaves and the others waited; with a 2-minute autosave that was a stop every 2 minutes). A player whose autosave is off does not save. Seen with two game windows on one PC (three autosaves at the same step on both games); not yet between two PCs.
  • A Steam invite now joins by itself when your game is hosting a session nobody else is in: that session ends and you join the friend who invited you. Before, you had to press Join in the FeverLink3 window after accepting the invite in Steam. Accepting the invite in Steam is still needed (Steam asks every player). Not yet seen between two PCs.
  • The notices about new or experimental tools (terrain, trees, stations) came back after every sync; now each shows once a session. Seen.
  • A world saved while paused: the gameplay type the host chose at Start now applies right at the start. The session runs on a few steps to it and pauses there again, the same step on every game (seen: 6 steps); before, it waited until someone resumed the game.
  • A world started paused could get a second company of the same name for one player. Seen fixed: one company per player in three runs.

Known issues

  • Bulldozing two pieces of the same road within a second of each other once made the game report an error on both PCs and sync everyone (seen once in 0.2.9 between two PCs); nothing was lost. Not reproduced in the lab yet.
  • In our tests since 2026-10-28 the game crashed when the lab picked the tree brush in the landscaping menu; 0.2.9 crashes the same way, so it is not caused by this version (the cause is not known; two mod.io mods updated that day). Tell us if it happens to you.

SHA-256 of FeverLink3-0.2.10.zip:

a748454998b8190ebf17e41f24aacedea916fe00ca3eca664528400692e147f2

This release is NOT signed (unsigned until 1.0.0). The in-game updater checks the zip against manifest.json and the .sha256 file, and every file against manifest.json. Verify by hand: see docs/RELEASING.md.

FeverLink3 0.2.9

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@github-actions github-actions released this 26 Oct 23:03

FeverLink3 0.2.9

Fixed

  • A build another mod's tool or window sends (for example the bus and truck bay upgrade tool, or the crossing window) is now applied at the same moment on every game, yours included; before, it ran on your game at once and on the others a moment later, which made the worlds differ and caused a resync. If it cannot be carried to the other games it is refused with a notice, never built on one game alone. Seen with two game windows on one PC (the bus bay upgrade and the crossing window), not yet between two PCs.
  • Big builds such as 3-track stations and station configurations are no longer refused as too big: a build now travels in parts and is applied on every game at the same moment, up to 3 MB of build (before: about 480 KB; a 3-track station is about 620 KB). The other games wait a moment for a very big build (about a second per MB). Seen with two game windows on one PC (builds of 620 KB and 1.23 MB applied on both games), not yet between two PCs.
  • After a resync your builds no longer reuse numbers of builds you made before it, which could mix up a build made after the resync with one made before. Seen with two game windows on one PC over a resync (builds before and after it kept going up, the worlds stayed equal).
  • A construction from a mod that brings its own track (for example the Advanced Track Patterns junctions) now travels as the game's exact command, like every other build: before, the other games could refuse it ("Construction Not Possible") or the worlds drifted apart. Seen with two game windows on one PC (the worlds stayed equal), not yet between two PCs. Known issue: the game log says RESULT DIFFERS for these builds, because the mod's pattern stands as plain track; the worlds stay equal.

Changed

  • When a host refuses you because its FeverLink3 is newer, your game looks for the update right away (from 30 s after the game start) instead of waiting 2 minutes, and the window says so: "Your FeverLink3 is older than the host's. Checking for an update now...", then downloading and "Restart the game to finish" as before. With automatic updates off it says to download the new version from GitHub or Nexus (issue #4). Seen with two game windows on one PC (a refused player started its update at once).

SHA-256 of FeverLink3-0.2.9.zip:

e77486b5b8c1b32d64a0faa17693b874fd9e73c5df8b269bc76dc4425c2304af

This release is NOT signed (unsigned until 1.0.0). The in-game updater checks the zip against manifest.json and the .sha256 file, and every file against manifest.json. Verify by hand: see docs/RELEASING.md.

FeverLink3 0.2.8

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@github-actions github-actions released this 26 Oct 16:42

FeverLink3 0.2.8

Added

  • Trees, plants and rocks are shared in a session: the tree, plant and rock brushes and the vegetation eraser are no longer grayed out, and every game, yours included, builds the same groups of trees at the same moment (a short moment after your click). Where a game cannot carry them the tools stay grayed out as before. A brush tick whose trees changed between your click and that moment is refused on every game alike (a notice says so). Overlapping ticks of one fast stroke may be refused (one tick's trees change the groups the next one was made from). This is new: seen only in an automated test with two game windows on one PC (the tree and rock brushes and the eraser were seen there, also in long strokes and with both players; a tick whose trees were already gone was refused alike on both games; the plant brush uses the same tool but its tiles did not show in our test worlds), not yet between two PCs. Tell us if the trees look different for someone. Placing a single tree, plant or rock (not with the brush) is shared the same way (seen in the two-window test). During a stroke your trees vanish for a moment and appear again: the brush's preview ends when the tick leaves your game, and its trees appear when every game plants them together (about a second at speed x1, less when faster). Ticks travel in a compact form (about 2.4 times smaller than in the first tests); only a huge brush held down long can make a tick too large to send; it is refused on every game alike and a notice says so.

Fixed

  • A build that removes trees, plants or rocks no longer fails to travel with "construction N is not in the world": such groups are now named by their own kind of reference, checked on every game. Not yet seen in the game.
  • A session message the game could not be given (for example on a full disk) is no longer dropped: it is kept and goes first at the next try, so a game waits instead of running past another player's build (seen in the two-window test, where a full disk had let one street exist on one game only).

Changed

  • For developers: the automatic tests run in about half the time, and tools/check.ps1 runs all of CI's checks at once.

SHA-256 of FeverLink3-0.2.8.zip:

26d9bf79cb8ac5245816d107ab95f309cf87e19cecaaba87033410e221dbf6ba

This release is NOT signed (unsigned until 1.0.0). The in-game updater checks the zip against manifest.json and the .sha256 file, and every file against manifest.json. Verify by hand: see docs/RELEASING.md.

FeverLink3 0.2.7

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@github-actions github-actions released this 25 Oct 21:15

FeverLink3 0.2.7

Fixed

  • Players with different game languages no longer get a repair sync ("names differ in 2 checks in a row") each time the game adds an industry. The game names the industry in each player's own language, and FeverLink3 now leaves the names of station groups that no player owns out of the world comparison (issue #3). Seen on one PC that player stations keep their names compared and industries do not; two different languages are not yet seen.

Changed

  • Every build and terrain stroke lands sooner: two steps less between your click and the moment every game applies it (at normal speed 0.8 s instead of 1.2 s, at x4 about 0.1 s less). In return a game waits a little more often for the others' clocks (the smooth pacing hides most of it). Seen in two game windows on one PC.
  • The vegetation tools (trees, plants, rocks and the eraser) are switched off (shown grayed) during a session, like the terrain tools were. Their strokes changed only the game of the player who used them, which then needed repair syncs (issue #3). Sharing them is planned. Seen in two game windows on one PC.
  • When names differ, the session log now says which names, with each game's value ("checksum N names differ at: stations| 0='...' 1='...'").
  • Logs and bug reports now list the mods active in the world (read from each save a sync saves or loads, in mod.log and world_mods.txt) apart from the installed mods. A bug report also holds each game's newest repair detail files (detail_s*.txt).

Added

  • FeverLink3 now finds the places it needs in the game at every start, with the same whole-function proof its address tool uses, instead of reading them from a list built into it. A Transport Fever 3 update therefore no longer always switches the multiplayer part off: when every place is proven the game plays, and only when not, it stays off as before. A build that was not yet played and checked (builds 40420, 40423 and 40425 were) shows "found by search, not yet confirmed" in the window, and only players whose games found exactly the same places can play together. The first start on a build takes about a third of a second longer; later starts reuse the result. Checked on the executables of builds 40420 and 40425 and seen in two game windows on build 40425.
  • Terrain height edits are shared in a session: raise, lower, flatten, smooth and roughen work again and every game, yours included, applies the same ground change at the same moment (a short moment after your click). If the ground ends up different on two games, the host repairs it. Seen working in two game windows on one PC (12 strokes in two tests, the ground the same on both games).
  • Ground paint is shared in a session the same way: every game paints the same ground at the same moment. There is no way yet to check the paint afterwards, so a difference would only show to the eye. Seen in two game windows on one PC (8 strokes in two tests, the same on both games to the eye, the same money).

SHA-256 of FeverLink3-0.2.7.zip:

ebb8d9328b11110a837fcf7f4035ade8c7c9e99b4692be19409e76e59a3052fb

This release is NOT signed (unsigned until 1.0.0). The in-game updater checks the zip against manifest.json and the .sha256 file, and every file against manifest.json. Verify by hand: see docs/RELEASING.md.

FeverLink3 0.2.6

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@github-actions github-actions released this 24 Oct 15:13

FeverLink3 0.2.6

Added

  • Support for Transport Fever 3 game build 40425 (the game update of 2026-10-22, PE 0x6ad9ce10). With 0.2.5 that game build ran without FeverLink3's hooks: the window said an update was needed and hosting was refused. Builds 40420 and 40423 stay supported. Seen working in two windows on 40425.

SHA-256 of FeverLink3-0.2.6.zip:

d3233f1445d19e577a86fab7d6aa42316f32a044cb0651a7b73622bea8e996c3

This release is NOT signed (unsigned until 1.0.0). The in-game updater checks the zip against manifest.json and the .sha256 file, and every file against manifest.json. Verify by hand: see docs/RELEASING.md.

FeverLink3 0.2.5

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@github-actions github-actions released this 23 Oct 18:46

FeverLink3 0.2.5

Added

  • When an update is ready, the FeverLink3 window and the pop-up have a Save and quit button (outside a session): it saves your world as "feverlink3-restart" and closes the game; start the game again from Steam and load that save to play the new version. Not yet seen in the game.

Fixed

  • A build the game applied at once while the session was paused (for example a change to a crossing's settings) no longer forces a resync: it was sent as if made at the moment of the pause, long before where every game stood, so the other games applied it late. It now takes its place in the host's order of the pause, at the step where it was made, and every game applies it there. Not yet seen in the game.
  • In the FeverLink3 window (every tab and screen) and in the pop-up of the bar icon, the text no longer touches the edges: there is now a small margin on every side, the same as in the game's own windows.
  • Roundabouts could not be built in a session: every game refused them and the player was told "Your build could not be built". The engine stores one rotation number of a roundabout as minus zero, which FeverLink3 took for a different placement; tiny rounding differences in where a construction stands no longer count, a different construction or place still does. Seen with two games on one PC.
  • Re-laying or extending a street that has a bus or tram stop on it (the street tool shows the stop moved, yellow) was always cancelled with "Your build could not be shared with the other players"; the same happened to a street station whose street carries a stop. Such builds are now shared like any other. Seen with two games on one PC.
  • A repair that was needed shortly after a sync (a build that failed on one game, or worlds that differed) was dropped, so the worlds stayed different until someone synced by hand (once for 8 minutes, with builds refused on one game). Now the repair waits and starts by itself as soon as the 2-minute pause between syncs is over, and worlds that differ in a changing set of places count as different. Not yet seen in the real game.
  • A build that was built on a game although FeverLink3's native module reported it as not taken is now reported to the host as built, so the host sees when another game refused it and repairs the difference instead of logging "refused alike, no repair needed" (it stayed a hidden difference between the worlds). A player whose build the game showed as failed (for example cut by a sync) and that was built all the same is now told "Your build was built after all". Not yet seen in the game.
  • A friend who joins through a Steam invite now has their mods compared with the host's: the host no longer warns that the player's game "could not list its mods", and the friend's part of a bug report shows their game build and mods instead of "unknown" (the game lets the window read the mod list only while a world loads, so FeverLink3 keeps that list). Seen with two games on one PC; not yet in a real invite join.

SHA-256 of FeverLink3-0.2.5.zip:

6ef7bb9e7e5dc3ac9f78ce13498a9184ce30ad45b47e319006643045c8758dee

This release is NOT signed (unsigned until 1.0.0). The in-game updater checks the zip against manifest.json and the .sha256 file, and every file against manifest.json. Verify by hand: see docs/RELEASING.md.

FeverLink3 0.2.4

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@github-actions github-actions released this 23 Oct 10:29

FeverLink3 0.2.4

Added

  • Support for Transport Fever 3 game build 40423 (the game's "Second Stability Update" of 2026-10-22). With an older FeverLink3 that game build ran without FeverLink3's build sync and drift fixes, and nobody was told.

Changed

  • Mods that change lines by themselves (for example Auto Line Namer, Auto Color Lines, Auto Assign Terminals) now work in a session: the host's copy of the mod makes the changes and every game applies them at the same moment, and a setting changed in such a mod's window reaches every game. The warning now appears only for a mod change FeverLink3 still cannot share. Seen with two games on one PC; a setting changed in such a mod's window not yet.

Fixed

  • On a game build FeverLink3 does not support yet, the FeverLink3 window now says "Transport Fever 3 was updated (build N); this FeverLink3 does not support it yet. An update of FeverLink3 is needed before you can play together." Hosting is refused; a player with such a game who tries to join is refused by the host, and the host's window names that player.
  • The warning about another mod that changes the world on its own names the mod as the game's mod list shows it (for example "Auto Color Lines"), not its folder number. One warning per mod and session.
  • A library FeverLink3's encryption uses (ctutils) is updated for a security advisory published on 2026-10-23 (RUSTSEC-2026-0385).

SHA-256 of FeverLink3-0.2.4.zip:

08a6136fd9991388c39ea624cbedb9cf4b91b4d4c4f6191bdbac6e7e2eb13f29

This release is NOT signed (unsigned until 1.0.0). The in-game updater checks the zip against manifest.json and the .sha256 file, and every file against manifest.json. Verify by hand: see docs/RELEASING.md.

FeverLink3 0.2.3

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@github-actions github-actions released this 22 Oct 22:01

FeverLink3 0.2.3

Fixed

  • A road that joins or splits an existing road no longer says "Your build could not be built ... Try again" when it was in fact built on every game. The game moves a few points of such a build by a few centimetres before it applies it; FeverLink3 now still recognises it as the player's own build. A player is never told a build failed when it was applied.
  • Configuring a station (adding or changing a module) right after a sync, before any other build tool was used, was refused with "Try again". It is now copied to every game like any other build.
  • Every game, not only the host, keeps its world details when a sync starts, before the sync replaces its world, so a difference between the games can be traced in the logs afterwards.
  • feverlink3.exe never passes FeverLink3's own settings on to Steam when it starts the game, and its developer start of a game waits for Steam to be running.

SHA-256 of FeverLink3-0.2.3.zip:

5e7c5a1cdb5f283aa4c9d78ebbc3530b071d6640f736c95600d58ab75a04608d

This release is NOT signed (unsigned until 1.0.0). The in-game updater checks the zip against manifest.json and the .sha256 file, and every file against manifest.json. Verify by hand: see docs/RELEASING.md.

FeverLink3 0.2.2

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@github-actions github-actions released this 22 Oct 08:39

FeverLink3 0.2.2

Changed

  • Faster builds: a build stands on every game 1.4 s after the click at game speed x1 and 0.8 s at x4 (measured with two games on one PC). At x4 the game really runs at four times the speed now.

Fixed

  • Update messages in the pop-up and the window are shorter and no longer cut off at the edge: "Updated to . Restart the game to finish." and "Update to failed: . You keep ." Every long text in the window and the pop-up (update, Report a problem, events) now breaks into several lines.
  • After a finished update the empty feverlink3_update folder is removed from the game folder.

SHA-256 of FeverLink3-0.2.2.zip:

9a66f3ce1965197c03c5e4569c3c9ae2836fe28ca64f6c7d87cd53f7e12ddfde

This release is NOT signed (unsigned until 1.0.0). The in-game updater checks the zip against manifest.json and the .sha256 file, and every file against manifest.json. Verify by hand: see docs/RELEASING.md.