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Captain of Industry News

Patch notes for v0.4.7c

* Fixed "ghost" vehicles that could happen when recovery was interrupted.
* Fixed that large trucks were not able to serve nuclear reactors with partial loads turned off.
* Prevent cut & paste of entities that already had parts (quick) delivered.

Patch notes for v0.4.7b

* Fixed crash on load occurring in rare cases.
* Disabled flipping of Shipyard.
* Fixed that research lab that did not accept products from large trucks when partial quantities were disabled.
* Increased robustness of vehicles jobs to avoid further issues and crashes.
* Reduced log file retention from 60 to 10 days to save space.

Patch notes for v0.4.7

* Camera keys (WASD) now move the viewport in the world map and research windows.
* Vehicles can now be ordered to go to a location (see new button in inspector).
* Fixed unexpected flooding of mines that could occur from "invisible" ocean tiles. Ocean plane was moved from height 0 to +0.5 so that it is visible on flooded terrain at height 0.
* Improved flooding rules so that small patches of ocean (less than 10 connected tiles) no longer cause flooding.
* Game is now auto-saved during pause if some game actions were made. This prevents losing progress when planning setups during pause. Auto-saves taken during pause are kept separate from others to not override all other auto-saves while planning.
* Added a special "Assigned To" panel for vehicles.
* "Quit" and "Exit to main menu" no longer asks the player to confirm exiting when the game was already saved.
* Error dialog is shown for failed auto-saves.
* Very short transports now have the same throughput as longer ones (previously the throughput was slightly higher). This should solve issues with overflowing priority ports on balancers connected by short transports.
* Farm no longer accepts water and fertilizer during construction and pause.
* Fixed farm terrain surface to be collapsible.
* Increased unity per rocket launched to 1 per month (12 unity in total).
* Fixed upgrade cost of entities that were built before v0.4.1a that was higher than construction from scratch.
* Added missing entity collapse icon to inspectors and notifications.
* Updated translations, thanks to everyone who is contributing!

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.