1. Captain of Industry
  2. News

Captain of Industry News

Captain’s diary #26: Welcome Zuff, our new community manager!

Ahoy sailors! Captain Marek is speaking. Welcome to our regular Captain’s diary post. I have some great news so let’s dive in!

[h2]MaFi Games is growing![/h2]

I am excited to introduce you to Captain Zuff – our new community manager! Give him a warm welcome if you see him around :) Here are a few words from him:

Hey Captains! I'm Zuff and I'm excited to be a part of the team and help this game and community grow into the biggest factory we've ever seen! I'm a huge fan of simulation, tycoon, and city-building games, going back to the first SimCity in 1990. Captain of Industry, in my opinion, is the best one yet and that's what makes this position a dream come true. Looking forward to the future! Build on and don't run out of oil!

My role is to be the in-between for the devs and the community. My duties will include moderation, video production, community interaction, issue/suggestion management, and social media handling.

My goal will be to bring the community's creations, ideas, and suggestions together and try to identify what's important, what's already been submitted, and what can be trimmed. This way the developers can have a better understanding of top priority requests for features and bug fixes.

I also want to showcase users' factories, mods, and other creations on our official outlets. Finally, I'll work with content creators and other media sources for more exposure to this fantastic game.


Zuff’s humble factory. He is a little guilty of restarting saves often so he is yet to launch his first rocket!

[h2]Development update[/h2]

The last two weeks brought dozens of fixes and also some most-wanted features. Just to name a few:
  • It is now possible to move the main Shipyard.
  • Added a new edict that allows evicting the population from the island.
  • Copy/paste and cut/paste tools now support transports.
  • Logistics assignments are now directional.
  • The area delete tool can now cut transports based on the selected area.
  • Reduced size of save files by up to 20%.

We would like to keep the pace of fixing the most important issues while adding new features to stabilize the game further but expect the frequency of patches to go down and their size to go up!

Among other things, we are working on solving the mine flooding issues caused by invisible ocean tiles below the surface. While technically, this is not a bug, we understand that this is causing a lot of frustration and has to be fixed soon. We also decided to add a manual vehicle control so you will be able to tell the vehicle to navigate to a certain place.

We are also looking into tree replanting mechanics. While you can get unlimited wood by importing it from the world, not being able to replant trees doesn’t feel right. We are hoping that replanting will be used as a wood source as well as decoration to add some greenery to the factories.

There are a few more items on our radar, namely pathing issues and end-game performance. These are larger tasks that will take us some time to tackle but rest assured that we are working on them.


Extensive copper and steel smelting shared by player ItDoesntHurt_IHope.

[h2]Update from the Community[/h2]

Our community is growing in many places! Recently we have celebrated 7500 members on our Discord server, 1300 members on our subreddit r/captain_of_industry/, and our Steam forums are very active as well; welcome, everyone! If you need help or just want to share your work, please do!

We are also thinking about creating a dedicated COI forum on our website since we feel that all the current options are not meeting our needs, especially discoverability and searchability. We’d like to allow anyone without any account to read and search posts. We’d love to hear your thoughts about this. Let us know on our Discord or Steam forum!


Conveyor belt artwork posted by player Coin. This is some MOMA material!

Patch notes for v0.4.6

* It is now possible to move the main Shipyard by building a new one and reassigning the main ship there.
* Added a new edict that allows evicting population from the island.
* Removed limitation that only one product is attempted to be sent via one port.
* Balancer and steam turbine config is now properly copied.
* Custom entity names are now properly copied.
* Search on storages is no longer case sensitive.
* Excavator now immediately stops mining when tower area is re-assigned elsewhere (instead of working on it till it is fulfilled).
* Animal farms no longer accept products when not constructed or paused.
* Very (very) long transports will no longer break the game. Instead, they show warnings that they are too long and they need to be split.
* Buried transports no longer unbury themselves after upgrade.
* Fixed corrupted save exception that could happen if there were too many terrain layers on one tile.
* Fixed issue where material layers on tiles were accumulating too much. Now, thin layers underground are merged. This also reduces save files by up to 20%.
* Fixed that vehicle recovery was not restoring assignments.
* Changed quarantine icon to be a face mask.

Patch notes for v0.4.5b

* Fixed issues with logistics assignments that were not working properly in rare cases.
* Fixed clone tool for single entity that was not properly copying its rotation.
* Clone tool for single entity now only copies settings when shift is held.
* Updated translations, thanks to everyone who is contributing!

Patch notes for v0.4.5a

* Fixed dumping issues from mine towers that had import routes.
* Fixed alignment issues when copy/pasting a single settlement module.

New features: cut/copy of transports, directional routes, and more!

Hi everyone, today we bring you a slightly larger update v0.4.5 with some highly requested features and more fixes. The most requested new feature is cut/copy and paste of transports which should make building and scaling of your factories easier. Also, other area tools such as area deconstruction supports partial transports selection as well. Second feature is directional routes that allows greater control for logistics. You can read more about it in our recent Captain's Diary #25 post.

Happy copy-and-pasting!
~Captain Marek



[h2]Changelog[/h2]
v0.4.5
* Copy/paste and cut/paste tools now support transports.
* Copy and cut tools can now move all selected entities up or down using Q and E keys. This is especially useful for moving transports and retaining walls.
* Logistics assignments are now directional. Import and export can be assigned independently. Please check assignments after loading old saves.
* Area delete tool can now cut transports based on area. You can hold Shift to delete all selected belts in their entire length.
* Fixed all area tools (such as quick build dragged over area) to properly register transports, even if selected only partially.
* Quick build and quick remove now automatically unpause a paused construction.
* Fixed fallback logic for trucks to properly take items back to the shipyard if needed.
* Transport connectors don't get constructed until the first connected entity is constructed. This allows using the cut tool on them (otherwise they get constructed immediately and cut tool would not work on them).
* You can now hold Ctrl when deleting a structure to quickly remove it using Unity.
* Copy using Ctrl + C and cut using Ctrl + X will not immediately select the entity under cursor but just activates the tool. C key (without Ctrl) will still copy the entity under the cursor immediately.
* Increased export priority on fuel stations for fuel to make it the preferred choice for refueling over storages.
* Shipyard pending world map repairs list is now scrollable.
* Added option to temporarily cancel world map repairs.
* Added delete save button to in-game save menu (previously was only in main menu).
* Game speed is set to 1x when the first rocket launch countdown is started.
* Fixed time-lapse rendering that was sometimes producing corrupted images.
* Fixed time-lapse rendering that was not resetting lightning conditions properly.
* Line area renderings (like editing of mine tower area) are no longer shown in time-lapses.