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Captain of Industry News

Patch notes for v0.7.1c

* Fixed regression causing train track no-stopping zones being incorrectly removed from intersections during direction flipping. To prevent trains blocking each other, ensure that all overlapping tracks (denoted with yellow arrows on track direction overlay) are marked as no-stopping zones (red markers).
* Fixed schedule conditions being incorrectly combined when using OR and AND operators.
* Level crossings are now marked as no-stopping zones by default.

Patch notes for v0.7.1b

* Added a quick delivery option into the train depot.
* Added an option to set larger text in Settings => Video => Accessibility (note that this is an experimental feature).
* Added shortcut [R] to open recipes selection modal.
* Added double-click option in recipe selection modal to instantly apply a recipe and close.
* Added an option to go to a village from the contracts window.
* Slightly darkened frosted glass panels.
* Added a clear button into all search fields.
* It is now possible to remove exclusive zones from bi-directional tracks. Note that this is an advanced feature that may cause trains to deadlock if done incorrectly. We highly recommend that bi-directional track segments that are removed from exclusive zones be marked as no-stopping zones.
* Fixed path-finding issues with trains when trains were waiting on a critical section that was not near a fork.
* Fixed issue where long track segments (curve) were improperly considered entirely blocked even if only a small part was blocked.

Patch notes for v0.7.1a

* Added option to set rectangular area of mining and forestry towers directly via a new button in the bottom toolbar in the area editing mode.
* Added more explicit status & tutorial about waiting for an exclusive zone.
* Level crossings can now be made no-stopping zones.
* Overridden critical sections are now properly preserved through copy-pasting and blueprints.
* Fixed notification alerts incorrectly showing for notifications added and removed in the same step.
* Fixed trains that fail to depart to a station due to train limit no longer leave the current station and keep it occupied for the train limit purposes.
* Fixed that trains would not leave the depot if the first station had a train limit of 1.
* Fixed train departure to follow train station limit more.
* Fixed world map location inspector titles.
* Fixed max train count not showing in trainline manager.
* Fixed train stats that were showing max speed below train’s min speed.
* Fixed trains showing a pause icon on all locomotives, which didn't update if the game was paused.

Patch notes for v0.7.1

* Added option to disable frosted glass effect in UI (found in settings => video => accessibility).
* Hide planning mode badge when not building.
* Added option to automatically disable logistics for all newly constructed buildings (found in vehicles management, via truck icon in HUD).
* Added option to dismiss all notifications/messages at a time.
* Added an all subcategory into all build categories.
* Train crossing lights no longer flash when the disable flashing accessibility option is enabled.
* Improved train occupied block visualization to better show exclusive zone reservations.
* Fixed vehicles fuel consumption. fuel is no longer consumed when vehicles are idle or paused.
* Fixed engine sound that now properly turns off when vehicle is idle.
* Fixed asteroid placement UI.
* Fixed quick-repair decreasing maintenance in some cases.
* Fixed tree harvester tooltip incorrectly stating that it cannot go under elevated conveyors or pipes.
* Fixed some issues with exclusive zones for trains.
* Fixed that some items were not marked as new in the toolbar.

Update 3 is here! Trains, Space Program, Asteroids, UI, and more!

We are happy to announce that Update 3 is finally here! Lay tracks, move cargo, and revolutionize your island’s logistics with powerful trains. To conquer space, take your industry to orbit and unlock endless possibilities with unlimited end-game!

Check out our trailer to see all the new cool stuff in Captain of Industry!

[previewyoutube][/previewyoutube]

Our own translation tool is live!

We now have our custom-made translation tool running at hub.coigame.com. You can support our game by helping to translate it into your language! Also, be sure to check out the blueprints and maps created by our wonderful community - or upload your own!

Update 3 changelog (patch notes)

v0.7.0 (Update 3)

[h2]Backwards compatibility[/h2]
  • Saves from Update 2 are compatible with Update 3. However, due to various changes, existing factories may need updating.
  • You can still play Update 2 on Steam, if you want on branch update2-legacy


[h2]Notable breaking changes[/h2]
  • Removed Bricks and replaced with simpler concrete recipe made in Kiln.
  • Glass Maker I now returns broken glass, not slag.
  • 2x Glass Maker II needed per Blast Furnace II.
  • FBR now consumes significantly more yellowcake and costs Titanium to build. Machines supporting it have updated ratios, and both reprocessing and enrichment now require more power.
  • Consumer Electronics, Solar Panel (Mono) now require Aluminum (not steel).
  • Lab Equipment II uses glass instead of steel; production ratios overhauled.
  • Thermal Storage now returns water, not depleted steam.
  • Belt & pipe usage increases maintenance; long versions use more power (discount removed).
  • Oil: Naphtha/Diesel cracking no longer outputs sour water (removed sulfur loop).


[h2]New feature: Trains[/h2]
  • Added trains, train stations, and train tracks building.
  • Two types of locomotives: steam and diesel.
  • Grid-based train tracks construction supporting 16 cardinal directions. For more details see Captain’s diary #45.
  • Train tracks can be elevated and constructed on pillars up to height of 5.
  • Signal-free train routing supporting complex scenarios such as sidings, round-abouts, or waiting bays. For more details see Captain’s diary #46.
  • Modular train stations allow continuous train loading. For more details see Captain’s diary #47.
  • Advanced features like train arrival limits or load/unload conditions are also supported.
  • Signaled level crossings allowing vehicles to traverse train tracks safely.
  • Train path-finder runs on a background thread, not affecting game performance in a significant way.


[h2]New feature: Offices and focus system[/h2]
  • Build offices to leverage your growing population.
  • Offices assigned with workers and given Office Supplies, provide Focus points which can be allocated into modifiers and perks similarly to edicts but without Unity cost.
  • This is an end-game mechanic allowing you to scale your population and overclock parts of your industry.
  • For more details see Captain’s diary #48


[h2]New feature: Space program, asteroid mining[/h2]
  • Rockets can now deliver cargo to orbit.
  • Added option to build, upgrade and maintain a space station.
  • Space station provides advanced research, unity bonus and research efficiency bonus.
  • Upgrades are unlimited, the only real limitation is how effectively you can scale.
  • Added a second tier of Rocket.
  • Added a new mechanic to search and deliver asteroids in order to mine them at your island.
  • For more details see Captain’s diary #48



[h2]New feature: Infinite research[/h2]
  • Extended the research tree with 18 new infinite research nodes that provide significant bonuses and allow to overclock your industry to new possibilities.
  • Repeatable research nodes get more and more demanding - providing a significant end-game resource sink.
  • Advanced research nodes also require space points supplied by an operational space station.


[h2]New production chains[/h2]
  • More than 40 new products.
  • Added smelting and production of Aluminum and Titanium.
  • Added production of diamonds.
  • Added Electronics IV produced from Sapphire wafers and diamonds.
  • Added products for the space program - space probe parts, station parts, crew supplies, compact reactor and more.
  • Added Luxury goods as a new product into settlements.
  • Added The Internet as a new module providing computing to settlements.


[h2]New content[/h2]
  • New Ore sorter II with 10x more throughput than tier I.
  • New mineable resources: uranium, bauxite (aluminum ore), and titanium ore, added to all maps.
  • New Settlement IV.
  • Added Pipe IV with throughput of 900 per minute (compared to 450/m of T3 pipe).
  • Added 24 new contracts.


[h2]New mechanics[/h2]
  • Added support to define power consumption multipliers per recipe.
  • Added option to set FBR breeding ratios for allowing dedicated breeder reactors and more advanced configurations.



[h2]Maps[/h2]
  • Added a new map, Dragontail Isle, that is currently the largest official map in the game (22 km^2), where logistics via trains will be necessary.
  • Updated existing maps:
    • New Haven: land area increased from 4 to 11 km^2
    • Armageddon: land area increased from 17 to 20 km^2
    • The Beach: land area increased from 5 to 14 km^2
    • Curland: land area increased from 5 to 16 km^2
    • Golden Peak: land area increased from 3 to 16 km^2
    • You Shall Not Pass: land area increased from 6 to 18 km^2
    • Crater (from Supporter’s edition): land area increased from 7 to 18 km^2
    • Insula Mortis was retired but will be available on CoI Hub


[h2]New user interface[/h2]
  • Complete UI overhaul
  • Overhauled more than 60 entity detail windows, statistics, codex window, HUD, blueprints and more.
  • Fully overhauled statistics with new bar charts, pie charts and better context information.
  • Significantly increased responsiveness and speed of computationally expensive UI components such as conveyors/pipes construction and building/blueprint construction.
  • Introduced new quality of life features
  • Storage slider to limit products output to belts & pipes.
  • Pinning windows, maximizing some windows.
  • UI now surfaces much more information thanks to rich floating windows.
  • Actual fuel, maintenance consumptions
  • Vehicle attributes shown in vehicle depot.
  • More information about mechanical shafts.
  • Ability to inspect machine buffers.
  • Toolbar overhaul
  • Toolbar groups items by tier reducing clutter.
  • Added Toolbar sub-categories for a more goal oriented approach.
  • Added search box into Blueprints and Contracts.
  • Codex window
    • Added machine information pages.
    • Added option to build machine directly (ctrl + click).
    • Added history navigation.



[h2]Updated content and mechanics[/h2]
  • Increased maximum height of conveyor and pipe support pillars from 3 to 5.
  • All vehicles can now travel under obstacles such as pipes given sufficient clearance. For example, T1 excavators or haul trucks have a clearance of 4 and can travel under a pipe at height 5 or higher.
  • Controlled areas of mine and forestry towers can now be a polygon instead of just a rectangle.
  • Increased maximum area of mine and forestry towers.
  • Increased maximum vehicles limit from 180 to around 400 (depending on infinite research level).


[h2]Graphics[/h2]
  • Improved overall scene lighting and color grading.
  • Introduced new texture quality setting that controls resolution of displayed textures.
  • Increased resolution of many textures by 2x and 4x.
  • Updated 3D models for conveyor belts, pipes, lifts, robotic assemblers (T4 and T5), rocket launch pad, and many products.
  • Improved ambient occlusion rendering of various models.


[h2]Performance Improvements[/h2]
  • Increased vehicle path-finder performance by 40%.
  • Trees
    • Trees rendering is now ~3x faster, increasing overall game FPS by 10-25% in the early game.
    • Tree stumps rendering is now ~10x faster.
    • Growth of trees and decay of stumps no longer cause any CPU overhead, FPS increase 5-10% for saves with lots of forestry action.
    • Trees highlight rendering (harvesting selection) is now 5x faster, removing FPS drop when shown.
    • Trees selection and deselection operation is now 7x faster, removing lag when selecting large groups of trees.
    • Optimized data structures and algorithms for trees, reducing per-tree memory footprint and increasing performance of operations such as tree search for harvest by ~3x.
    • Optimized game initialization and loading, resulting in faster load times by a few seconds on average.



[h2]Balancing[/h2]
This is just a simplified summary
More details at www.captain-of-industry.com/post/update3-is-out