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Upatch notes for v0.7.9a

* Fixed a rare case of trains getting stuck at a station with configured train limit.

Captain's Diary #52: Optimizations of vehicles and ocean

[p]Hello and welcome to the 52nd edition of Captain’s Diary. I am Captain Marek, and this week I will share some details about my recent work on optimizing vehicles and ocean simulation. [/p][p]This is a slightly more technical topic, so the TL;DR is that, due to complications with amphibious vehicles, we have optimized vehicles and the ocean simulation, and you will be able to enjoy 10-15% more FPS! Read on if you want to learn how these gains were achieved and why this has anything to do with amphibious vehicles.[/p][p]For the full blog post with more details and new screenshots, check it out here:[/p][p]https://www.captain-of-industry.com/post/cd-52[/p][p][/p][p][/p][p][/p]

Captain's Diary #51: What’s coming in Update 4

[p]Hi everyone, after a short break, Captain Marek reports for duty. This time with some highly anticipated news regarding our next major Update![/p][p]In short, Update 4 is coming and it will bring bridges, amphibious vehicles, tier 2 trains, and more. For more details, read the full announcement here:[/p][p]https://www.captain-of-industry.com/post/cd-51[/p][p][/p][p][/p][p][/p][p][/p]

Patch notes for v0.7.9

Improvements
* Tree planters will now ignore import sliders on storage units when looking for saplings.
* Improved map cache retention by having loaded games mark cache files as fresh.
* Fully constructed tracks are now replaced back when removing a non-constructed entity which overlapped them.
* Connectors can now be placed next to each other (while not being connected via ports).
* Increased performance of dumping designations search by 5x, reducing CPU load, especially for saves with a lot of dumping.
* Setting of muted alerts in the notification window is now persisted in saves.
* Setting of entity, surface, and decal selectors (e.g. in copy, cut) is now persisted in saves.
* Brine pond seawater intake was standardized to avoid prioritizing brine production.
* Vehicle barriers are now flippable. This also allows blueprints containing vehicle barriers to be flipped.
* Reduce the empty train station module layout above the train track from 5 to 4.
* Locked the Pipe III research node behind the Pipe II research node.
* Locked the Storage IV research node behind the Storage III research node.
* Locked the Research Lab IV research node behind the Data center (instead of microchips) as it needs Maintenance III.
* Rename stored power to energy as that is the correct terminology.
* Added command line flags --flush-after-each-log and --full-flush-logs for better log control.

UI fixes
* Fixed train inspector layout that would break with very long train schedule names.
* Fixed broken layout of product filters in the Mine tower inspector under specific resolution and scale.
* Fixed tooltip claiming ship could not depart due to being modified whilst it was due to being repaired.
* Fixed that rotate & flip of ghosts did not work while an inspector was pinned.
* Fixed stuck decal painter toolbox when text tool was escaped during placement.
* Fixed unselectable entity issue after replacement with other entity due to missing collider.
* Fixed broken layout in map editor panels.
* All text fields are now auto-selected on click inside.

Trains fixes
* Fixed that trains could incorrectly reserve critical sections when approaching a station.
* Fixed train goto command that was showing an error that the train is too long instead of an error that the depot was at full capacity.
* Fixed that trains which had started aligning would never switch their engines off if blocked by a train ahead, needlessly consuming fuel.
* Fixed that replacing an empty train station module with a regular one would not allow it to be assigned a product.
* Train track entities are no longer movable.
* Fixed that train stations would reset their priority to the highest one after load, if they were allowed to run without power, overriding the player's setting.

Other fixes
* Fixed the Unity cap research that was incorrectly affecting water consumption instead.
* Fixed dumping designations that were incorrectly considered eligible for unassigned trucks due to overlapping mine tower areas.
* Fixed a rare issue that was preventing some saves being loaded due to invalid terrain materials layers.
* Fixed surfaces in blueprints that were not transformed properly after a reload.
* Fixed research efficiency bonus that was not recalculated when population size changed, but only after reload.
* Fixed that excavators did not go for fuel on their own if the only available fuel station was outside their logistics zone.
* Fixed missing emission on office buildings after load.
* Fixed that downgrading from greenhouse to a farm would not remove crops that require a greenhouse.
* Fixed that products were incorrectly created after deconstruction canceling when they were previously already removed.
* Fixed tomb of captains that was missing flowers buffer after upgrading.
* Fixed a rare case where a space station crew would get ejected out of space station prematurely.
* Fixed space station that was ejecting crew twice if it was doing a partial ejection.
* Fixed thermal storage that did not have correct tank position on load until unpaused.
* Fixed issue of workers not being returned from removed vehicles and ships created before February 2025.
* Fixed that some fuel stations constructed before June 2025 did not accept trucks for refueling.
* Fixed that it was not possible to re-assign cargo depot module product back if module was empty and product was loaded on the ship.
* It is no longer possible to replace a regular storage with a radioactive one which was causing issues.
* Fixed that switching cargo ship fuel would subscribe its cargo dock’s fuel buffer to logistics even though logistics was disabled.
* Fixed fuel setting for T2 Nuclear reactor that was not properly copy-pasted.
* Fixed a small memory leak caused by unit storage’s products rendering.

Patch notes for v0.7.8a

* Trucks now prefer ore sorters with product assigned matching to the cargo, over auto-assigning new products to existing sorters.
* Increased ore sorter products limit from 8 to 16.
* Stacker now shows supported products and maximum throughput.
* Added more information to the quick deliver/remove button floaters to explain why the buttons are disabled (e.g. lacking Unity or products).
* Fixed datacenter UI showing incorrect racks maintenance.
* Reduce settlement consumption of consumer electronics which was incorrectly increased in Update 3.
* Fixed custom surfaces that are now properly destroyed when terrain under them is mined out.
* Fixed Fix32 overflow when sorting trains by priority and trains have been waiting for more than 150 hours.
* Fixed imprecise settlement needs computation when the population is above 80k.
* Fixed loose textures on cargo ships.