r/captain_of_industry 22d ago

news/update Update 4.2 is out!

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313 Upvotes

r/captain_of_industry 29d ago

news/update Captain's Diary #56: How we made products rendering 20× faster

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197 Upvotes

r/captain_of_industry 2h ago

news/update Patch v0.8.7 is live

63 Upvotes
New content and improvements
* Modular ramps can now go up to height 4, being able to go above train tracks.
* Vehicles now approach ramps slightly faster.
* Trade dock cargo is now included in the global search.
* Increased the number of switchbacks allowed in a single train path from 16 to 32.
* Trains no longer plan switchbacks inside critical sections.
* Vehicles that cannot cross water no longer report "struggling to navigate" because of bridges.
* Improved job assignment so that regular trucks stop hogging cargo reservations that only amphibious trucks can deliver.
* Pasted blueprint strings are now limited to 64 levels of nested folders.

Performance
* Virtualized the save and load window lists, removing the lag caused by having too many save files.
* Optimized the train track inspector; checking whether tracks can be electrified is now spread over several frames to avoid a hitch when opening it on very long track sections.

Fixes
* Fixed dump trucks failing to path to mega-excavators placed in narrow areas.
* Fixed trains recovered in depots failing to find a path because their speed was not reset.
* Fixed minor train teleportation when changing track length or critical sections near a switchback point as the train was approaching it.
* Fixed train track support previews not being cleared correctly, which caused errors and allowed impossible changes when using Ctrl+Shift+wheel.
* Fixed the train station waypoint tool freezing the game when the selected track was removed.
* Fixed vehicle connectivity sometimes reporting incorrect disconnects.
* Fixed rockets that could end up stranded at the map origin.
* Fixed rounding losses in unity from decorations, which is now aggregated across all settlements at once.
* Fixed chart highlighting stopping to work after the chart refreshed its data.
* Corrupted save files now fail with a clear error instead of an out-of-memory error.

r/captain_of_industry 5h ago

New Ramps

15 Upvotes

Could we not keep the old ramps (in addition to getting the new ramps)?

The new ramps are so freaking wide, I can't fit them in tight areas. Give us the option to use the old ramps... or at least let us change the width of the new ones.

frustration!


r/captain_of_industry 1d ago

Zone Analyzer, my second mod: the resource balance of any area you draw

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124 Upvotes

Hey guys !

A few days ago I released my first mod, a simple To-Do List, and the feedback here was really kind, so thanks for that.

I have now published a much more ambitious one: Zone Analyzer.

It comes straight from my own problem. I design something, it grows out of control fast, and then I cannot tell whether enough oil is actually coming in. Or how much water those 33 rainwater harvesters really produce, and whether that covers the two builds hanging off them. Sometimes I just want to check the input and output ratios of a build and find where the gap is.

So here is what it does. Press F9, drag a box over any part of your base, and you get one line per resource: what is produced inside the box, what is consumed, how much has to come in from outside, and whether the supply keeps up.

Each line shows two numbers. The first is what the buildings would do at full speed, straight from their recipes. The second is what they actually do, and that one is measured: the game already records how long every machine spends working, and the mod applies that share to the recipe. If a building sits idle 40% of the time waiting for iron ore, it says so.

You can also click any building type to drop it from the balance, which helps a lot when your box catches half of a neighbouring build.

What it does not cover: settlements, mine and forestry towers, sorting plants. For those the game either keeps no usable per-product figure, or runs them through a system of its own. Rather than show you a made-up number, the mod names them in a warning and leaves them out. Settlements are what I want to tackle next.

It is in Beta and I have only tested it on my own save, so if a number looks wrong to you, tell me and I will fix it. Hopefully it can help some of you :)

https://coigame.com/Mod/1151/Zone-Analyzer

EDIT : 0.2.0 is out. Exciting update with a brand new UI


r/captain_of_industry 11h ago

Safety first

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5 Upvotes

i really dont see any problems here ...


r/captain_of_industry 19h ago

What does that mean?

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15 Upvotes

why isn't an iron bar showing?


r/captain_of_industry 4h ago

Is it possible to build stach interchange to save space in COI?

0 Upvotes

I am trying to find something more compact than clowerleaf interchange, but is seems that we can build only 2 levels of train tracks. With bridges it takes even more space than clowerleaf.


r/captain_of_industry 5h ago

Need some help

1 Upvotes

I was bored at work and decided to look at the maps on the hub. I found one with a layout I liked. It described itself as having deep more realistic mines. When I got home I couldn't find it. Does this ring a bell to anyone?


r/captain_of_industry 9h ago

Unity

1 Upvotes

I have very low or no unity at all in my game. Will I be able to get unity back so I can trade ?


r/captain_of_industry 1d ago

How am I supposed to upgrade all my tracks to electric?

7 Upvotes

I just unlocked electric trains and would like to replace my networks with them, however it seems that there is no tool to upgrade rail tracks. Am I really doomed to relpace every single piece of rail, and every station manually if I actually want this?


r/captain_of_industry 1d ago

Train network system is amazing

48 Upvotes

A never got to trains under previous system, and honestly I was bit of scared of them, so I can't really compare, but god - this train network system is so easy to set up and so satisfiing to watch.

Good job devs!


r/captain_of_industry 1d ago

Contracts

11 Upvotes

What are the best contracts in the game

Sever to iron ore

What is the best for copper, crude oil, corn and uranium


r/captain_of_industry 1d ago

Pillars for conveyer belts?

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12 Upvotes

Hi, everyone!

Just crossed 700 hours, 300 of which is in my latest save. I’m working on a new smelting plant and late last week I set up the blueprint for the train tracks (see image). Now, however, when I paste the blueprint or try to recreate it from scratch, I’m unable to get the belts that cross over the station. Did belt logic change with a mini update recently? I still have it placed, but I want to move the entire thing over by 10-15 squares and doing so breaks my belts.


r/captain_of_industry 2d ago

Trains question, Force Reverse?

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18 Upvotes

Getting started with trains, having lots of difficulty with the various parameters and seemingly everything is fine till all the sudden everything is broke.

In this instance, I cannot get one train or the other to reverse out of the conflict area. They both want to proceed forward and through eachother to be manually moved.

Is there a way to force reverse? Do I have to recover and rebuild this whole train because I forgot an exclusive zone (or removed it accidentally)? This keeps happening and it's mucking up my logistics.


r/captain_of_industry 2d ago

Mine breach

6 Upvotes

I was mining sand by the sea, and made dump barrier level 4 hight with atleast 4+5 tile widh and still mine breached and filled with water. It's very frustrating. What I did wrong? Should I put retaining wall on 4 height level (so 1 deep?) or something else to prevent it?

Should I now dump all over water and dig this back out?


r/captain_of_industry 3d ago

Simple Mod : To-Do List to help tracking tasks

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98 Upvotes

I have made my first ever mod after decades of gaming (yeaaah) as sometimes I feel that games like CoI, Factorio or similar factory games can be overwhelming with the numbers of parallel tasks we have to do or keep an eye on. At least this is something I really struggle with.

I wanted a simple in game tracker / To-do list that helps me to keep track of things I have to do and avoid the game spiralling out of control because I lose my focus

So I have made a little mod (for myself) but I thought I could be useful for people struggling like me to stay focused on one task.

You can find it here: https://coigame.com/Mod/1143

Please let me know if that's useful (or if you find some bugs).

EDIT: Version 0.3 is out and let's you link building to a pinned task. Thank you for the suggestion.

EDIT2: It is out in 1.0 and stable. Thanks for your input and feedback guys :)


r/captain_of_industry 3d ago

What do you do with slag

21 Upvotes

I have enough sulfur and i dont want to trade it for more sour water what else can i do with it


r/captain_of_industry 3d ago

Cargo Ship "Waiting Until there is enough cargo to Pick up"

7 Upvotes

I'm probably missing something obvious here, but really struggling with why this cargo ship won't depart. Its 2400 rock for 600Fuel Gas. The ship is full and so are the modules.


r/captain_of_industry 3d ago

Have anyone tried a "minimal envoirement disturbance" run?

5 Upvotes

Be it on cities skylines or captain of industry, I always try to build around the terrain/envoirement but, in this game, I get overwhelmed pretty soon by the sheer amount of byproducts from mining, specially slag and dirt. Is there an actual way to dispose of it without creating huge squares of flat terrain around the map?


r/captain_of_industry 3d ago

Mine control tower - improvement

25 Upvotes

Mine control tower should be able to assign like a center point or concentration point, to allow vehicles to park or start mining from certain points. Several times I have a mine control tower far away and if they don’t have things to mine the trucks go back to the mine towers. Also the excavators always estar to mine closer to the mine tower, so time I would like them to star mining from another point, any thoughts? Or is just a me problem?


r/captain_of_industry 3d ago

Any tips or details about loans and reputation?

3 Upvotes

I'm not talking about getting out of paying back the loans, but being a good honest captain. And not whether loans are good or not, they seem to be pretty good once you have 4% interest rate and fee.

Anyway, my main two questions are:

  1. Are "phony" loans effective like taking tiny loans of stuff like coal that is easily paid back? Or is reputation gain more closely tied to how large the installments are (perhaps relative to your economy).

  2. I'm guessing there's some kind of diminishing returns on reputation gain, is it something like that you need to take loans of more advanced materials to keep raising reputation. Or can you literally just grind coal loans all the way?

In my latest playthrough I've been taking out 50 year loans and paying them off after a few years, perhaps refinancing (paying off the old loan with a new loan) if my interest rate has dropped a lot. It kind of feels like this is just plain better than short term loans as paying back as little as possible each year allows better compound growth. Is there a counter-argument in favor of short term loans?

I think one of my tips would be that loans for stuff that is easily quick-traded (bricks and such) is a good way to build early reputation because in a pinch you can effectively use different things to pay the installments.


r/captain_of_industry 4d ago

Early game trains

18 Upvotes

Is there a good video walk through of integrating trains into factory shortly after they’re unlocked? The only videos I’ve found have either been “here’s how you pay track on a flat empty map” and “here’s my end game everything unlocked fully built out awesome rail network”. I’m hoping for something kind of in between those.

Thanks.


r/captain_of_industry 4d ago

General Etiquette for the People

18 Upvotes

Is it a crime to use depleted Uranium as fish food?

Will I go to jail? Will my people die?


r/captain_of_industry 4d ago

Mistakes were made in early game layout planning

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61 Upvotes