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Captain of Industry News

New content and features that are coming your way in Early Access release!

Ahoy sailors, Captain Marek speaking. In case you haven't seen our Captain's diary blog posts, here is a short summary of what is being worked on for the Early Access release that is currently planned for May.

[h2]Captain’s diary #16 (Feb 10)[/h2]
  • New tier 3 trucks: 3-4x more cargo than a tier 2 truck
  • Building collapse mechanic: Buildings will collapse when the terrain underneath them is dug out.
  • Upgradable world mines & oil rigs: Infinite upgrades at increasing cost.


[h2]Captain’s diary #17 (Feb 24)[/h2]
  • Early Access release timeline update: Release date planning and new roadmap.
  • Mega excavator: 3x larger shovel capacity compared to its predecessor.


[h2]Captain’s diary #18 (Mar 10)[/h2]
  • Partial transport removal: Conveyors and pipelines can be removed partially.
  • New storages with 4 tiers: New storages that show fullness level visually
  • New starting tree harvester: Smaller tree harvester to start with, removed trucks tree harvesting.
  • Burner: Allows burning various side products from food chains or sulfur.


[h2]Captain’s diary #19 (Mar 24)[/h2]
  • Recycling: New mechanic that allows recovery of some raw materials used in maintenance or research.
  • New recipes: Mechanical parts, electronics, vehicle parts, and lab equipment
  • New farming mechanics: Improved fertility simulation allowing making some real decisions and trade-offs in farming.
  • Improved weather schedule: Weather is now chaining more often and is more predictable.


[h2]Captain’s diary #20 (Apr 7)[/h2]
  • New and improved balancers: 8 ports, priorities, and even input/output enforcement.
  • Improved ship docking: No more land sharks!
  • Chickens: Source of protein for your people.


[h2]Captain’s diary #21 (Apr 21)[/h2]
  • Earth day celebration: Even in the game, you have to protect the environment or face the consequences.
  • Terrain grid: Displays a standard square grid on flat areas and contour lines on slopes.
  • Vehicle barriers: Allows restricting vehicle access.
  • Trade contracts: Automated trading and limo-ship.
  • New food chains: Mill and fermentation tank.


Whoa, that is a lot of stuff! And more is on the way! If you like the progress, don't forget to wishlist the game! And if you'd like to receive updates straight to your inbox, join our Captain's club (and get a screen wallpaper as bonus)! You can also chat with us and our community on our Discord server!

See you around! Captain Marek out.

https://store.steampowered.com/app/1594320/

Watch Aavak play beta!

Watch YouTuber Aavak playing beta, see the entire series at bit.ly/aavak-coi-beta

Patch notes for v0.3.8 - v0.3.11

Here are patch notes from the latest 4 builds of the beta.

[h2]v0.3.8 (4th of Jan)[/h2]
- Added support for asset loading in mods. Mods can now add any new assets to the game, such as new 3D models, icons, etc. For more info see documentation at github.com/MaFi-Games/Captain-of-industry-modding.
- Rotation of entities during construction and terrain designations is now clock-wise (was ccw).
- Lots of small internal fixes and improvements to error messages for easier debugging of reported issues.

[h2]v0.3.9 (12th of Jan)[/h2]
- Added per-60 recipe switches to steam turbines and diesel generator.
- Fixed grass that was not growing when dirt was dumped on some surfaces. This also fixes it for all old saves!
- Fixed issue where path-finding was unable to get to entities in tight spaces (GH issue #74).
- Fixed issue where path-finding was giving up too early when goal was blocked but close approach was still possible (GH issue #86).
Modding:
- Added `also_log_to_console` console command that prints all logs to the console for easier debugging.
- Added `generate_layout_entity_mesh_template` console command for exporting 3D model template for any entity. This can be used as a template for making new game models to make sure the scale, orientations, and port locations match.

[h2]v0.3.10 (14th of Jan)[/h2]
- Added experimental support for capturing timelapses. See `timelapse_start_at_current_camera_pose` console command for details.
- Improved quality and speed of captured screenshots in photo-mode (F11). They are now nicer than what you can gen with just a screen grab.
- Fixed visual glitches in navigation overlay on steep terrain.

[h2]v0.3.11 (22nd of Jan)[/h2]
- Huge performance optimizations across the board, FPS increased by 2-3x, simulation is 30-50% faster.
- Added two new and larger vehicle ramps. A medium ramp has 2x more space for transports, a large ramp has 4.6x more space!
- Added a new recipe for sand which can be now made by crushing gravel.

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!