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Captain of Industry News

Patch notes for v0.3.3 - v0.3.7

Happy New Year everyone! Here are patch notes from last 5 patches.

[h2]v0.3.3 (25th Dec)[/h2]
- Added an option to disable partial truck loading in logistics.
- Added auto-repair option for the main ship.
- Improved You Shall Not Pass map so that it is playable even on 100% resources settings.
- Right clicking an icon in the resources panel opens the recipe book.
- Recipe book now shows the title of machines on hover.
- Recipe book now shows which resources can be dumped and mined (for dumping it also warns if mine tower is required).
- Recipe book now properly shows slurry.
- Tree harvesting can be done at slightly longer distance, making some trees easier to harvest.
- Fixed Alert checkboxes that were not synchronized with game state.

[h2]v0.3.4 (27th Dec)[/h2]
- When slider in a storage is dragged the target quantity is shown.
- Show notification text when save / autosave is in progress.
- Show toolbox for pause tool to explain right click and ctrl actions.
- Fix cargo ship & depot that had small fuel storage for tier II ships on Admiral difficulty.
- Fix first unlocked village that did not show nodes behind it.

[h2]v0.3.5 (29th Dec)[/h2]
- Decoupled construction pause from entity pause. Entities that cannot be paused (like flywheel) can have construction paused.
- Fixed world mine capacities to be always larger than fully upgraded cargo ship.
- Improved rendering of resource bars which are now in front of terrain designations, they are aligned to designations grid, and slightly slimmer to not occlude the view as much.
- Terrain designations are slightly less transparent to improve legibility.

[h2]v0.3.6 (31st Dec)[/h2]
- Added planning mode. Once enabled, construction of all placed buildings is automatically paused.
- Fixed issues with excavator scraping while waiting for fuel.
- Recipes of a machine are properly updated after upgrade.
- Fix that maintenance T0 research was unlocking T1 recipe.
- Fix undismissable research notification.
- Fixed that cancellation of paused (de)construction did not revert its pause.
- Import config for non-irrigated farms is now hidden.
- Fixed full output status for machines that had more than once recipes where one had full input.
- Fixed infinite rubber trading from a trading dock.

[h2]v0.3.7 (1st Jan)[/h2]
- Added navigation overlay that shows where vehicles can or cannot navigate. This can help with factory planning and determining why some goals are unreachable. You can enable it in vehicle inspector.
- Crushed slag can be now dumped (and will be mined back as normal slag, for now).
- Fixed the turbine upgrade that in some cases did not reconnect to existing pipes.
- Fixed minor translation string discovery. Even more strings will be translatable now (such as map names and descriptions).
- Optimized vehicle pathfinder that will now use less CPU resources to create and update its data structures.
- Fix that planning mode that was pausing transport pillars.
- Show products for ports for all recipes when a machine has no recipe selected.
- Fixed wood icon for sawmill.


Example of new navigation overlay that shows where vehicles can and cannot go.

Patch notes for v0.3.2 (and v0.3.1)

v0.3.2
- Added storage alerts, you can now configure custom alerts for storage fullness or emptiness.
- Added logistics control to farms and diesel generators (farms have import disabled by default).
- Fixed localization issues where some translated strings were not loaded.
- Translations data is now in "Translations" folder in the game installation so it is much easier change them by players.
- Fixed turbines that fail to connect to transports after upgrade.
- Increased path-finding limits to be able to find very long and complex paths on You Shall Not Pass map.

v0.3.1
- New recipe book! Right click on a product in any recipe to open it.
- Added notification for idle excavators that have no reachable designation to mine.
- Fixed tree harvester UI.
- Dumping configuration on the mine tower is always available (no longer locked by a tech).
- Updated all community translations.

Happy holidays everyone!

Beta is out! Loads of new content, new maps, original soundtrack, and more!

Hi everyone, Captain Marek speaking and I am very excited to announce that our Beta was released today! In this post I will give you a brief overview of what is new. If you prefer to just read the patch notes, they are at the bottom of this post

New content


Note: If you follow our Captain's diary blog posts, all this is just a recap. If you wish to receive future updates straight in your inbox, join our Captains Club!

[h2]New maps[/h2]
Until now, the game could be played only on one map. In the last Captain’s diary #10 we described serialization infrastructure revamp and how that enabled support for playing on different maps.

With that support, we have designed three brand-new maps of various difficulties that will challenge you in different ways:

[h3]The Beach[/h3]
Starting on a sandy beach, there is plenty of space to build a factory, but farms cannot be built on sand, so the challenge is with their constrained placement. Another challenge is that there is not much space to build cargo docks and the main island has tall mountains around the perimeter, so one will need to either make an artificial reef or use space farther out.


[h3]Golden Peak[/h3]
Has a tall peak in the middle made of gold ore! This map is slightly tricky due to its tall mountain in the center formed by many platforms on different heights that need to be connected via ramps to get access. Expanding the buildable land by mining the mountain and dumping rocks into the ocean is a vital strategy here.


[h3]You shall not pass[/h3]
An experimental map to test your skills. The start location is in a very small and constrained valley, and while you have huge amounts of resources, you need to reach the top plateau before you run out of coal and wood. After reaching the top, you are rewarded with a large area for building a vast factory so you can utilize all the resources available to you. This map is for experts only.


[h2]Nuclear power[/h2]
When coal powerplant no longer scales, now you have another option: Nuclear power! But make sure you always have enough cooling water and don't let the reactor overheat! Below you can see 12 MW setup!


[h2]Arc furnace[/h2]
Were you wondering where will all the new power from nuclear powerplant go? Arc furnace is one example. The tier 2 will consume whopping 2MW of power! However, its cooling capabilities allows salvaging some of the power back.


[h2]Settlement tier 3[/h2]
Larger factories needs more people. Tier 3 housing provides nearly double capacity compared to tier 2. Here are some tier 3 settlement houses next to tier 1 and 2.


[h2]Game difficulties and new game configuration[/h2]
We've got lots of feedback from alpha that it is too easy/hard. To please as many players as possible we have implemented difficulty modes. Currently, there are three modes. The middle one is how we play and balance the game, and the other ones are made to make the games easier or on the contrary, more challenging. We are looking forward to seeing how this evolves. We will rely on our beta community feedback to fine-tune the difficulties and maybe introduce extra experimental modes.


[h2]Anaerobic digester[/h2]
We have added an anaerobic digester. This machine converts food, waste water, and sludge (product of water treatment) into biogas and digestate. Biogas can be used to power a boiler or to produce diesel fuel. And digestate is a valuable fertilizer.


[h2]Desalinator[/h2]
We have also introduced a new desalinator to provide players with independence on coal. The new one takes steam instead (any kind of steam). This gets exciting with a combination of alternative sources of energy.


[h2]New boilers[/h2]
Talking about alternative sources of energy, we have added many more boilers that can burn pretty much anything that is flammable, including waste products from crude oil refining. On top of that there is a new an electric boiler!


Patch notes

There is more new content than I can fit in this post, so feel free to read through the detailed patch notes below.

Note: this is list of all changes since the last alpha patch.

New soundtrack
  • 64 minutes of industrial-themed music!
Maps
  • 3 brand new maps for Beta from advanced to a challenging one.
  • Ability to parametrize maps from the UI, such as forest size, resources size, cliff height.
  • Added limestone as a mineable terrain material. It is primarily used for concrete production but has many other uses throughout the factory.
  • Improved ores deposit shapes to make them easier to mine.
  • Grass is now generated over flat areas of the rocky terrain for nicer looking maps. Also, many deposits are now partially covered by rock.
Mining and dumping
  • Terrain designations size reduced from 6x6 to 4x4. This allows greater flexibility when designing mines and allows steeper ramps.
  • Improved excavators mining logic, allowed mining/dumping across designation borders, and maximized excavator load per dig.
  • Increased mining speed of plain rock by 30% to make it easier to remove while mining resources.
Game difficulties
  • It is now possible to choose game difficulty when creating a new game. There are 3 presets and we allow players to create their own unique experience by tweaking any of the existing options.
Priority system
  • The player can now set a general priority for each machine & building to affect their consumption of electricity, workers, maintenance, and unity. This also affects cargo priority for logistics. Some entities such as storages have dedicated priority configurations.
  • A dedicated set of priorities for electricity generation. With this system players can now build backup electricity generation.
Vehicles navigation redesign
  • Our original navigation for vehicles had several smart auto-recovery systems in case vehicles got lost. This turned out to be too tricky to grasp for players and sometimes this system was confused as bugs. We have removed automated recoveries and now we let players deal with it while providing them a recovery action (costs Unity).
Quick-build & trading
  • Quick-build no longer “cheats” new materials. It was changed to “quick-delivery” so it instantly delivers missing materials that the player already has.
  • To reduce hard-locks (especially in the early game), the player starts with an already discovered village that enables them to trade important commodities. Added a new building called “trading dock” to facilitate goods delivery and to make trading more discoverable and tangible.
New content
  • Blast Furnace II (advanced smelting)
  • Arc furnace I & Arc furnace II
  • Silicon reactor
  • polymerization plant (plastic production)
  • Hydrogen reforming
  • Power production
  • Nuclear reactor
  • Nuclear waste storage
  • Uranium enrichment facility
  • Spent fuel storage
  • HP & LP turbines tier II
  • Large cooling tower
  • Gas and electric boilers
  • Rotary kiln & cement production
  • Anaerobic digester
  • Greenhouse II
  • Ship bridge III
  • Housing III
  • Household electronics module for settlement
  • New early game buildings: Research Lab tier 0, Maintenance depot tier 0 - these help to reduce initial demands in the early game
  • New products: Limestone, Graphite, UraniumOre, YellowCake, UraniumPellets, UraniumRod, SpentFuel, ToxicSlurry, Ammonia, CarbonDioxide, Cement, PCB, Gravel, Digestate, Sludge, FilterMedia,
Existing chains redesigns
  • New thermal desalinatior that no longer requires coal but uses steam. It provides the ability to utilize nuclear power or waste steam for desalination.
  • Crude oil distillation was redesigned to follow more closely real processes. Also, its bi-products can now be burned in a gas boiler.
  • Introduced sulfur to decouple sour water from acid. Also a sulfur mine was added to the world map. This enables players to scale acid independently of oil production.
  • Removed acid recycling. Instead, sulfur can be neutralized using limestone.
  • Advanced smelting enables the addition of extra materials into smelting to increase the efficiency.
  • Salt can be now produced directly without the need to produce brine, it just takes longer.
  • Fertilizer production via hydrogen is now much more expensive. But it is still cheap when made from oil chain via ammonia.
  • Copper electrolysis can work with just water (but yields less pure copper). This removes the oil chain as a blocker for copper production that was causing hard locks.
  • Redesigned Construction parts: CPs I requires concrete, CPs II requires copper, CP3 III requires steel.
New production chains
  • Introduced fuel gas that can be made in anaerobic digester. This enables the recycling of sludge from the settlement (makes water treatment even more beneficial). Gas can be processed to diesel via a cracking unit.
  • Electronics production, household electronics, maintenance II.
Balancing
  • Maintenance significantly reduced for idle machines & vehicles.
  • Exhaust scrubber is now more beneficial (more power, more useful resources returned).
  • Higher settlement tiers come with a slight increase in services consumption.
  • Maintenance depots now produce more frequently.
Performance improvements
  • Greatly reduced game save duration (less lag during auto-save).
  • 5x improved rendering performance of terrain designations (was noticeable for large designated areas) and made their bookkeeping 100x faster.
Other changes
  • World map and weather are now fully randomized (based on a few predefined constraints) and players can configure game seed in the new game wizard.
  • Added a new edict that increases settlement services consumption for extra Unity.
Fixes
  • Fixed that shortcuts did not close windows that they opened.
  • Fixed clipped windows on the main screen for smaller resolutions.
  • Improvements in pathfinding.
  • Removed crushed concrete, digging into concrete returns rock instead.
  • Fixed cloning tool that did not deactivate in some cases.


Thank you so much for reading and see you next time!
Captain Marek out.

Alpha is released, community highlights, patch notes!

[h2]Alpha release[/h2]
Hi everyone! Captain Marek speaking and I am excited to tell you that last Thursday we launched the alpha version to all Admiral level supporters and the launch went great! I have to say that we are quite humbled by the positive response we got from you so far. Thanks again for your trust and support, we wouldn’t be at this stage without you!

Moreover, we already received an incredible amount of suggestions, constructive feedback, and bug reports from the community and based on all the input we are adjusting our roadmap to make the game even better. If you’d like to support us and join the alpha, we are still offering the Admiral pledge on our website.
Support us

Beautifully planned crude oil refinery by 7ower3efender

[h2]Community highlights[/h2]
Thanks to our awesome community the alpha launched localized to 7 languages: DE, FR, ES, CS, NL, SV, ET. This was way beyond our expectations and we have awarded top 22 translators with alpha keys so they get to enjoy their work in-game!

Out of all the social sites that we are on, Discord is proving to be the most popular place. Our server has nearly 2k members and the average message rate increased 15x after alpha launched! People are asking questions, sharing screenshots, discussing suggestions, reporting bugs, and more!
Join our growing Discord community

We also have a great community of content creators who started to stream and post videos the same day alpha was out! Check out their coverage on our Blog.

Amazing coal mine made by Eurofighter1200

[h2]More info on our blog[/h2]
We have more updates than we can fit here so head over to our blog to learn more! Patch notes are below. Talk to you later! Captain Marek out.

Click here to read more info on our Blog

[h2]Patch notes[/h2]
[h3]v0.2.0 (alpha)[/h3]
Translations
  • Added German, French, Spanish, Dutch, Czech, Swedish, Estonian, Polish translation done by our community
New features
  • Players can now build multiple separate settlements and each one can be provided by services independently
  • Cargo ship including cargo depot to automate crude oil transport
  • Pirate battles & ship upgrades
  • Captain office + edicts toggleable by the player (Kickstarter stretch goal)
  • Advanced logistics
    • Assign storage and mine towers to each other to form custom supply routes for trucks
    • Added dumping filter into mine tower to enable fine-grained control for dumping and also to dump materials that were not dumpable by default like coal for instance
  • Building priority system: Vehicles prefer constructing entities that already got some materials delivered
New content
  • New 2 tiers of research labs
  • Vehicles bridge
  • Flywheel
  • Transports & pipes tier II
  • Settlements
    • Housing tier II
    • Settlement transformer
    • Settlement household goods module
  • Seawater processing
    • Evaporation pond
    • Desalination plant
    • Ocean pump I and II
  • Metallurgy
    • Air separator
    • Industrial mixer
    • Oxygen furnace
  • Other processing
    • Glassmaker
    • Assembly electric II
  • Ecology
    • Exhaust filtration station
    • Wastewater treatment plant
  • Farming
    • Fertilizer maker + Electrolyzer
    • Greenhouse
  • Vehicles
    • Truck II
    • Excavator II
    • Tree harvester
New production chains
  • Construction parts 3
  • Glassmaking
  • Steelmaking + more efficient maintenance from steel
  • Seawater processing
  • Wastewater & pollution processing
  • Household goods
  • Fertilizer
Major changes
  • Transports improvements
    • Transports builder now has 100x faster path-finding
    • Massive speedup in transports rendering (400x) and simulation (benefit for larger factories)
    • Transport pillars are no longer underneath transports but around them. That enables a single pillar to support multiple transports instead of support one and blocking others. That enables to build in much more tight spaces and provides a great degree of freedom and flexibility.
    • Also, quality of life improvements like hold shift to build in a straight line, auto-snap to nearest port when hovering over a building or machine
  • Improved upgrades
    • Machines & transports stay fully operational until all the material required for an upgrade is delivered. That makes the upgrading process much smoother.
    • Upgrades now also preserve internal buffers of machines.
  • Electricity changes
    • Turbine no longer stops when it reaches full utilization, instead, it wastes the steam. However, to prevent the waste, the player can build a flywheel. Turbine now also has start / stop penalty.
  • Water management
    • Groundwater is now in deposits that are extracted individually (rain still replenishes them)
    • Added a fresh water source in the world map for the desperate ones :)
  • Exhaust changes
    • Exhaust is no longer emitted every second like before but only once at the beginning. This means that exhaust quantities now match what is displayed in the recipes.
    • Smokestack throughput is significantly increased
    • Pollution from the exhaust is now reflected in population growth
Other changes
  • Trucks can now refuel in fuel stations (can be turned off)
  • Reduced ocean depth to make it easier to create new land by dumping
  • Vehicle depot now gives materials for scrapped vehicles
Quality of life improvements
  • New products display on the side of the screen. Can contains lots of products and players can also pin/unpin any products they like.
  • New status display for research and ship to the top bar
  • Transport inspector now shows the throughput of the selected transport
  • Enabled closer zoom for regular game camera and even more camera flexibility in photo mode
  • Mine tower now notifies player when it runs out of mineable designations
  • Lots of improvements in tutorials. Significant reduction of text and repetitiveness. Several videos illustrating principles. Increased font size.
  • Research node parents highlight
  • Pause tool
  • Performance improvements in terrain rendering
Graphical improvements
  • New transports textures
  • More particle effects
  • Improved metal caster animation
  • Improved weather visuals
Balancing
  • The first village is now closer to the player
  • Population no longer grows without player’s initiatives
  • Diseases temporarily disabled
  • Maintenance depot has 25% increased throughput
  • Unity repairs are a bit cheaper
  • Delayed dry weather and made it progress more granularly
Bug fixes
  • Fixed broken upgrade cancelations
  • Fixed broken window positioning
  • Fixed elements scaling in product stats and product picker
  • Fixed cropped tooltips on the right side of the screen
  • Food market now reports stored products to the global state of stored products.
  • Vehicles now also cost fuel so it can't be cheated by constructing new vehicles
  • Vehicles no longer animated when paused
  • Excavators that are assigned with a refueling truck will no longer ignore that they ran out of fuel
  • Ocean no longer renders over dumping designations
v0.2.0a
  • Fixed displaying and loading of saves when there is a file with empty name (issue #3).
  • Allowed all alphanumeric characters in save files (previously only a-z, 0-9 were allowed) to support non-English saves.
v0.2.0b
  • Attempted fix of trucks getting stuck and not responding to anything.
v0.2.0c
  • Ignore input from game controllers and other hardware that was causing constant camera panning (issue #1).
  • Fixed variable rain sound intensity caused by camera rotation (issue #2).
  • Disallow saving game with empty name (issue #3).
  • Add default value (timestamp) to new saves.
  • Minor error fixes.
[h3]v0.2.1[/h3]
  • Increased crude oil on the island by 10% (only in new games).
  • Show turbines output in the UI.
  • Fixed issues with excavator refueling.
  • Fixed cargo ship docking position.
  • Cargo ship is closer to home island.
  • Updated all translation files.
[h3]v0.2.2[/h3]
  • Added experimental modding support, see https://github.com/MaFi-Games/Captain-of-industry-modding for more info.
  • Increase starting diesel and food by 20%.
  • Increased island crude oil deposit by 10%.
  • Fixed research lab UI not showing lab's real status.
  • Fixed long research panel not being visible in small resolution.
  • Fixed autosave intervals.
v0.2.2a
  • Fixed issue where jobs sometimes disappeared from vehicle's queue. This should fix various logistics and mining problems.
[h3]v0.2.3[/h3]
  • Maintenance changes:
    • Broken entities no longer consume maintenance.
    • Lower max chance of breakdown from 75% to 50% (when maintenance is 0).
    • Maintenance depot buffers increased by 20%.
    • Starting maintenance for new entities increased by 10%.
    • Maintenance quick repair is 50% cheaper now.
    • Notification for lack of maintenance now shows earlier.
    • Global maintenance status is now shown on the main screen next to products.
    • Increased min broken duration from 5 to 10 days, making switching between broken and not broken state less frequent.
  • Other changes:
    • Recipes now have a toggle to show normalized time per 60 sec.
[h3]v0.2.4[/h3]
  • Added throughput limit of 40/sec to all ports. This fixed several issues where instant product transfer was confusing.
  • Added error messages when trying to construct two neighboring transport connectors, since they won't connect and it was causing confusion.
  • Fixed issue where unreachable vehicles were not correctly marked as such, causing issues in logistics.
  • Optimized some arithmetic functions and fixed potential arithmetic overflow in some cases.
  • Fixed construction cubes of waste liquid dump.

Just one month left to alpha!

Ahoy! Captain Marek here and I would like to update you on the current state of the development.

Based on the feedback from our community we have started periodic bi-weekly update series called Captain's diary. Earlier today we have published 3rd entry and below you can find links to all of them together with a short list of discussed topics.

[h2]Captain’s diary #1: Start of regular updates [/h2]
Covered topics: Air separator, settlement power, household goods, groundwater changes, QoL, performance, transports, and translations.



[h2]Captain’s diary #2: Alpha preparations[/h2]
Covered topics: research labs, cargo dock, languages support, settlement tiers, vehicle bridges, and transport path-finder performance.



[h2]Captain’s diary #3: Just one month left to alpha![/h2]
Covered topics: multiple settlements, better building upgrades, more fun with seawater, improved tutorials, and occupancy internals improvements.



[h2]Translations[/h2]
Community translations are also going well, we 6 languages >80% translated! Thank you! If you'd like to contribute, visit https://www.captain-of-industry.com/translate.

If you don't want to miss future Captain's diary posts, make sure you join our Captain's club! And as always, we’d love to hear from you on our Discord server — come and say hi!

That's all I have for now, thanks for stopping by and see you next time!

Cheers,
~Marek