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Captain of Industry News

Patch notes for v0.6.2

* Research changes
- Farm is now unlocked from the start.
- Merged loose storage research into mining research.
- Merged vehicles management I into advanced logistics.
- Merged flywheel research in power production II.
- Merged tree harvester II research into large vehicles.
* Goals changes
- Goals can no longer be disabled in new games.
- Added a button to collapse all goals into a single header per each.
- Redesigned goals so that lots of them are not blocked by ship exploration or trading.
- Removed the goal to stockpile wood and buy bricks for wood, instead requiring to buy bricks for iron.
* Added a quick trade to buy bricks for iron.
* Added 11 new decal symbols.
* Conveyor lifts can be now directly connected to balancers and sorters.
* Ore sorter's buffers and throughput now scale with trucks overloading edicts.
* The "out of fuel" notification is no longer shown if the vehicle already goes for fuel.
* Fixed world map mines that would keep mining when resources get depleted.
* Fixed trucks that would prioritize ore sorter over their tower's own dumping designations.
* When assigning a truck, prioritize an empty one.
* Tree planters now prefer to plant trees close to the forestry tower.
* Bloom effect was clamped to avoid overblown bloom regions due to too high color intensity values, sometimes appearing due to driver issues.
* Increase transport max terrain penetration from 0.1 to 0.2 tiles.
* Creating settlement refunds removed custom surface cost.
* Molten channels can be completed in open elevated space.
* Fixed a lag between load/quit game and loading screen appearing.
* Fixed that loans could go into negative in rare cases.
* Removed picking highlight from cut tool that was being left behind.

Dev Stream - Can we survive Armageddon on Insane Start, Admiral Difficulty?

[previewyoutube][/previewyoutube]

Patch notes for v0.6.1

* Improved performance of resource bars overlay, they will show-up 10x faster now. This also improves performance when toggling visibility of individual resources.
* Slightly increased rewards for goal completion (tutorial), from refugees, and from the world map.
* Initial rewards from the world map now also include iron and copper scraps.
* Increased maximum initial loan amount.
* Maximum initial loan amount now scales with loan duration so that more can be borrowed for longer loan durations.
* Quick-trade cooldown is now shorter with each level of price increase so that paying a higher price will allow purchasing more products.
* The Trade tab is now the first tab in the trade window.
* Navigation overlay is now shown by default when a stuck vehicle is selected.
* Diesel storages with an import slider set to import fuel are now allowed to refuel vehicles.
* Tree harvester inspector was made wider to fit all truck types.
* The current game is now pre-selected in the load game window.
* Added shortcuts overlay when tools are active in the map editor
* Stumps from cut trees that are on mining designations will get properly registered for clearing by excavators.
* Surfaces are no longer removed by other entities that did not place them (e.g. pipes over buildings).
* Fixed building validation layer that was not visible in some cases on large maps.
* Fixed trees miss-alignment when tree harvester cut down trees while standing on non-flat surface.
* Placing a farm from a blueprint now properly filters-out locked food types.

Patch notes for v0.6.0d

* Added decals for the letters A-Z.
* Quick build actions are no longer available for pumps and vehicle depots.
* Fixed issues with refueling of vehicles if the last fuel station in the game got removed.
* Fixed crops rendering on T1 farms. Finally you will be able to see all the potatoes!
* Fixed and improved mod selection and propagation.
* Fixed inconsistent line breaks in non-English languages.
* Fixed dropdown that should have been tabs in the main menu for languages with symbols (like Chinese).
* Unreachable goals are clear when a vehicle is recovered. This will skip the waiting period and the vehicle can get to work sooner.
* Save name field is now focused right after opening the save game window.

A map revamp means your giant factory-cities in Captain of Industry are going to look better than ever




First launched in 2022, Captain of Industry is one of the more unique twists on the factory-building automation genre out there, combining it with an element of city-building that requires you to supply and care for the health of your workers' environment just as much as your machines—meaning that too much polluting heavy industry can actually be a bad thing...
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