1. Captain of Industry
  2. News

Captain of Industry News

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.

Patch notes for v0.7.8

New entity replace/upgrade system
* It is now possible to place a new entity over an existing one in order to upgrade/downgrade it.
* Placing a storage over an existing one can replace its type (e.g. loose to liquid), tier or orientation (rotation, flip).
* A small storage (T1/2) can now be replaced with a large one (T3/4).
* Simplified product refunds system, old products that are not used in the new tier are simply returned without any conversion.
* The Upgrade tool now supports an option for downgrade and for quick-replace using unity.
* When mass-placing entities (blueprint or copy/paste):
- identical entity replacement is no longer reported as error,
- valid replacements are highlighted purple,
- indirect replacements are highlighted orange (e.g. moving of an entity by a few tiles),
- it is required to hold Shift to confirm replacement or ignore collisions, and
- it is possible to upgrade/downgrade transports when placing them over existing ones.
* It is now possible to place a blueprint as deconstruction-only that marks matching entities for deconstruction without building anything.

Additional new features and improvements
* Added a new tool for placing text decals by typing the text.
* Added tool for re-coloring of existing decals.
* Added an option to confine the cursor to the window.
* Added support for surfaces in cut/copy/paste tools and in blueprints.
* Added toggles to allow copy/cut-pasting of any combination of entities, surfaces, and decals.
* Added toggles to allow placing blueprints without entities, surfaces, or decals.
* Added priorities for train stations within a group.
* Added an option for the Ore sorter to auto-assign products to sort, enabled by default for newly placed sorters.
* Unity tool now shows products needed for quick-delivery.
* Unity tools can now selectively ignore buildings or surfaces, and surfaces are ignored by default.
* Train car statistics such as power or fuel tank capacity are now shown when hovering a car in the train designer.
* Clicking on refuel failed notification now cycles through affected vehicles.
* Last used transport is now persisted in addition to the selected tier in the toolbar.
* Increased the maximum number of mixed materials in vehicles from 3 to 8.
* Rocket assemblies and launch pads now adhere to logistics zone rules. Additionally, rocket assemblies can now specify the target zone for rockets.

Performance
* Improved rendering performance, leading up to 15% more FPS in large factories.
- Improved conveyor/pipe rendering which is now ~5x faster.
- Optimized models of settlements for 2-5x speedup.
* Improved simulation performance by up to 9%, lowering CPU load in large factories.
- Conveyors/pipes simulation is 30% faster.
- Conveyors/pipe connectors simulation is 60% faster.

Modding
* Increased maximum number of products from 255 to 65k.
* Research costs data type was changed from fix32 to int64.

Fixes
* Fixed holes appearing in designated surfaces after game load.
* Fixed camera height not properly updating when loading save camera positions via keyboard shortcuts.
* Fixed incorrect research cost cap affecting late-game research making it too easy.
* Fixed auto-save notification that failed to disappear in some cases.
* Fixed corrupted paste history when placement was not successful.
* Fixed an issue where product departure condition on train line config was not forgotten on change.
* Fixed depart condition "full of specific product" not working properly in rare cases.
* Fixed train not updating in time after asteroid drop.
* Fixed memory leak causing memory consumption growth on game reloads.
* Fixed level crossing position in toolbar flickering when changing tier.
* Fixed radioactive waste storage flickering when fuel passes through it by adding a placeholder text.
* Fixed that clicking on the toolbox button while placing a lift would raise the whole lift instead of growing it.
* Fixed the train inspector sometimes initiating scrolling when hovering the remove filter button.
* Fixed conveyor belts and pipes disappearing in rare cases.
* Fixed unrepairable shipyard when its ocean area is blocked.
* Fixed yaw angle of rendered products.

Patch notes for v0.7.7

Balancing
* Removed quick-delivery discount for large quantities. The cost is now linear with the number of quick-delivered products, at 0.05 unity per product.
* Trains longer than 100 tiles now strictly adhere to reservation rules and no-stopping zones.
* Adjusted exhaust scrubber recipes so that they all take the same amount of exhaust, allowing proper prioritization via recipe order.
* Digester is now always unlocked with the first recipe that needs it, allowing organic waste digestion without researching bio diesel first.
* Added HF recipe to Medical supplies 3 research.
* Slightly increased throughput of all storages.

Performance improvements
* Added LODs for storages.
* Optimized launch pad model and added LODs for it and rockets.
* Optimized settlement squares 3D models and rendering.
* Trains now resume reservation search from the last failure point, instead of starting from scratch each tick.

UI improvements
* Added edge scrolling (configurable in settings).
* Added electricity and maintenance consumption for belts and pipes in the build toolbar.
* Added capacity and throughput for storages.
* Fixed missing research cost product icon in space station UI.
* Added proper handling for clicking on some space station alerts.
* All conveyor lift variants are now combined in statistics.
* Added a Back button to the space station UI.
* Open the Codex on the right click of a pinned product in the HUD.
* Added alters for “above percentage full” for thermal storages.
* Added particle effects to loose storages.

Fixes
* Fixed that trains which had never had any cargo would never leave a station with "empty of any".
* Terrain areas are now properly updated to terrain changes.
* Fixed tier 1 vehicle depot having a logistics mode dropdown but no ports for belts.

Modding
* Moved unlocked state of protos from UnlockedProtosDb to the protos themselves.

Patch notes for v0.7.6a

* Reduced minimum height of notification panels.
* Fixed scroll bar jumping in the alerts tab when clicking the last element.
* Fixed max unity of healthcare category.
* Fixed deconstructed entities with overlapping vehicle surfaces leaving forever inaccessible tiles behind.
* Fixed icons of solar panels.
* Fixed scroll wheel events that were not being detected in keybinding settings.
* Fixed growing buffer issue in market inspector.