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Captain of Industry News

Patch notes for v0.7.3

* Added logistics zones.
- Truck logistics can now be separated into zones.
- Trucks assigned to a zone will only do jobs within that zone.
- Logistics zones can be configured via the Vehicles management window (F6).
- Added tutorial explaining how logistics zones work.
* Added train tutorials.
* Improved train path-finding heuristics and increased frequency of path re-planing.
- Added and improved path-finding penalties for: no-stopping and exclusive zones, tight turns, stopped trains, train stations, steep ramps, and more.
* Improved tie-breaking for train-to-station alignments.
- If there are more equally good alignments, prefer the one that aligns the most of all wagons.
- This should result in trains using entire stations instead of partially aligning.
* Added option to mute alerts directly to the alerts UI.
* Added a label to clarify that conveyor/pipe cost is given per 100 tiles.
* Fixed a memory leak caused by transport previews not properly disposing of the preview meshes.
* Fixed offices that kept providing benefits even when paused or destroyed.
* Fixed an issue with train track building that happened when 3 train tracks met at one point.
* Train status messages are now more explicit (less of “unknown” status).
* Paused trains no longer hold arrival slots for stations unless they are in that station.
* Trains navigating to the depot no longer hold arrival slots for stations.
* When editing tower areas, the original area remains visible but grayed-out.
* Fixed train-module alignment issues when root station building was in the middle of modules.
* Fixed that trains stuck at stations due to impossible depart conditions
* Fixed research completed message tooltip showing wrong item.
* Fixed flickering occurring on zipper inspectors for some UI scaling values.

Patch notes for v0.7.2a

* Fixed a rare issue where maintenance stopped being simulated.
* Fixed missing workers in radioactive waste storage inspector.
* Product and mode selection is now hidden for the empty train station module.
* Quick remove will no longer reset the manually-set export from the slider.
* Fixed train cargo tooltips sometimes being wrong.
* Fixed map details window on wide displays.
* Fixed building from codex ignoring default logistics mode.
* Fixed rounding in power multipliers in recipes.

Patch notes for v0.7.2

Trains
* Added per-wagon products filters which can be set directly on trains or in the train designer.
* Doubled train station capacity.
* Improved train alignment logic. Note: This may affect some of your lines.
- Trains will now always align all wagons that have any compatible modules at a station.
- Alignment now works for all wagons even if the station root building is in the middle of a station.
- Trains now prefer earlier alignments if possible.
- Wagons that are already in a fulfilled state (e.g. full wagons during loading operation) will be skipped during alignment.
- Trains on bi-directional tracks that have finished servicing station but cannot find path to the next station will crawl forward to clear any intersection before the station.
- Modules with no products assigned are ignored if there is at least one module with an already assigned product.
- Trains will be able to align even if the station has the exact same length as the train
* Level crossing now properly inherits track directionality when placed over existing track.
* New models for train track ends to make improperly connected rails more visible.
* Fixed that trains could break no-stopping zone rules when just leaving the station.* Fuel stations are no longer skipped when manually skipping stations.
* Fixed possible self-intersection of long trains on loops and added a notification when it happens.
* Fixed that path-planning tool was showing paths that were impossible for the train to take (e.g. reverse path when part of the train was already on a forward-directional track).
* Fixed pasted train tracks to properly add no-stopping zones on overlapping sections.
* Fixed that train was unable to navigate to the train depot to scrap when the scrap command was issued when train was paused.
* Fixed a rare issue causing the entire train network to stop working until game restart.

User interface
* Clicking on a recipe in the toolbar menu popup will now open the entity placement flow with this recipe selected.
* It is now possible to cycle through tiers or buildings (including transports) when placing them by holding CTRL + scrolling up / down.
* Added placement clipboard: Pressing Ctrl+V recall last cut or pasted item, Ctrl+Shift+wheel cycles history of last 50 cut/pasted items.
* Pressing the quick delivery tool shortcut while an entity window is open performs quick delivery / removal.
* If quick build / removal fails, the construction is unpaused.
* It is now possible to independently mute critical and non-critical alerts.
* Added keybinds for Vehicle management and Train lines windows.
* Allow to set key-binding for: Storage, Terraforming, and Train build menu.
* List of asteroids is now scrollable.
* Merged filter media research into Wastewater treatment.
* Hydrogen burning in flare is now unlocked with the initial distillation.
* Increased camera pan speed.
* Improved tips on loading screen and have them cycle periodically.
* Train station names are now propagated to all modules. Renaming a module now renames the entire station.
* Improved train status reporting to be more concrete and helpful.
* Improved train track laying tool to better match direction when attaching to other tracks.
* Train lines no longer show an empty icon if no product is set.
* Level crossing is now split in the toolbar per type, and was added to the vehicles menu.
* Restored the ability to cycle through idle vehicles in the management window.
* Added confirmation dialog to display settings change.
* Fixed the crop picker that was not being closable with ESC key.

Fixes
* Added missing Uranium rod recipe for T2 robotic assembler.
* Fixed a rare issue that was causing game freezing and required forced restart.
* Fixed an issue that the 5th terrain material layer was missing from generated maps. In existing games, this layer will appear on all untouched tiles.
* Fixed polygon area getting hidden when switching to a designation tool while editing.
* Fixed diesel generator to not consume full maintenance when idle.
* Fixed maintenance efficiency modifier that did not apply to newly placed depots.
* Fixed fuel station that would not accept vehicles when placed in "disabled logistics for newly placed" mode.
* Fixed cargo ship that did not restore its fuel saving option after its upgrade.
* Fixed the ship modification pause button in the shipyard inspector that was not showing the right state.
* Fixed missing rail icons in the blueprints window.
* Clicking on "designations outside towers" notification now brings them into the view.
* Fixed text overflow in research nodes.
* The assigned vehicles panel in storage no longer jumps when assigning the first truck.
* Fixed assigned buildings panel sometimes showing incorrect icons.
* Fixed disappearing mining tower area when M/Z keys are pressed.

Patch notes for v0.7.1e

* Reduced construction costs of train stations by 50%.
* Increased train fuel tank capacity by 50%.
* Increased maximum area size for mining and forestry towers by 2x.
* Added option 3 and 5 minute interval options for more frequent auto-saves.
* Added explanation in the logistics dropdown that it can be cycled via mouse clicks.
* Right-clicking any hover popup will close it. This is only relevant for intractable popups.
* Fixed popups remaining visible when opening codex via right-clicks on product icons.
* Removed train speed limit for level crossings.
* The train path visualizer now shows an orange line from the train to the last block it failed to reserve, followed by a green line to the final destination.
* Improved look-ahead logic when searching for alternative paths for trains.
* Improved train track building tool which should be faster and more responsive, especially when the game is paused.
* Trains waiting on arrival conditions now show status "arrival conditions not met".
* Train status in the depot is now more accurate.
* Improved and fixed train depot departure logic, skipping stations with arrival conditions not met if possible.
* Added 10 kph max speed penalty if ever a locomotive is not at the "front" of the train, but decreased max speed penalty for a group of wagons that is being pushed and pulled.
* Improved forced skip station behavior to ignore schedule conditions.
* Tender wagons no longer fire out of fuel notifications.
* Fixed maintenance for hydrogen vehicles.
* Fixed missing vehicle clearance mega excavator.
* Fixed T1 silicon recipe being shown in T2 arc furnace research.
* Added 1 decimal digit to health values in the population overview.
* Fixed missing limestone deposit marker on the Curland map.

94% rated Captain of Industry hits new Steam high after enormous update

While the likes of Industry Giant used to rule the production line game roost back in the day, more recent entries in the series have a lot more competition to face up against these days. Ambitious breakout hits like Satisfactory, simple yet satisfying experiences like Shapez 2, and obscenely addictive games like Factorio are now the go to destinations for folks that love building and resource management. Now seeing a resurgence, three years after launching in early access, Captain of Industry is the latest challenger to see a huge spike in popularity. After dropping a massive update last week, it's now setting new player count records on Steam.


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Industrial factory building game gets big upgrade and new map editor