Captain of Industry cover
Captain of Industry screenshot
Genre: Simulator, Strategy, Indie

Captain of Industry

Patch notes for v0.7.2a

* Fixed a rare issue where maintenance stopped being simulated.
* Fixed missing workers in radioactive waste storage inspector.
* Product and mode selection is now hidden for the empty train station module.
* Quick remove will no longer reset the manually-set export from the slider.
* Fixed train cargo tooltips sometimes being wrong.
* Fixed map details window on wide displays.
* Fixed building from codex ignoring default logistics mode.
* Fixed rounding in power multipliers in recipes.

Patch notes for v0.7.2

Trains
* Added per-wagon products filters which can be set directly on trains or in the train designer.
* Doubled train station capacity.
* Improved train alignment logic. Note: This may affect some of your lines.
- Trains will now always align all wagons that have any compatible modules at a station.
- Alignment now works for all wagons even if the station root building is in the middle of a station.
- Trains now prefer earlier alignments if possible.
- Wagons that are already in a fulfilled state (e.g. full wagons during loading operation) will be skipped during alignment.
- Trains on bi-directional tracks that have finished servicing station but cannot find path to the next station will crawl forward to clear any intersection before the station.
- Modules with no products assigned are ignored if there is at least one module with an already assigned product.
- Trains will be able to align even if the station has the exact same length as the train
* Level crossing now properly inherits track directionality when placed over existing track.
* New models for train track ends to make improperly connected rails more visible.
* Fixed that trains could break no-stopping zone rules when just leaving the station.* Fuel stations are no longer skipped when manually skipping stations.
* Fixed possible self-intersection of long trains on loops and added a notification when it happens.
* Fixed that path-planning tool was showing paths that were impossible for the train to take (e.g. reverse path when part of the train was already on a forward-directional track).
* Fixed pasted train tracks to properly add no-stopping zones on overlapping sections.
* Fixed that train was unable to navigate to the train depot to scrap when the scrap command was issued when train was paused.
* Fixed a rare issue causing the entire train network to stop working until game restart.

User interface
* Clicking on a recipe in the toolbar menu popup will now open the entity placement flow with this recipe selected.
* It is now possible to cycle through tiers or buildings (including transports) when placing them by holding CTRL + scrolling up / down.
* Added placement clipboard: Pressing Ctrl+V recall last cut or pasted item, Ctrl+Shift+wheel cycles history of last 50 cut/pasted items.
* Pressing the quick delivery tool shortcut while an entity window is open performs quick delivery / removal.
* If quick build / removal fails, the construction is unpaused.
* It is now possible to independently mute critical and non-critical alerts.
* Added keybinds for Vehicle management and Train lines windows.
* Allow to set key-binding for: Storage, Terraforming, and Train build menu.
* List of asteroids is now scrollable.
* Merged filter media research into Wastewater treatment.
* Hydrogen burning in flare is now unlocked with the initial distillation.
* Increased camera pan speed.
* Improved tips on loading screen and have them cycle periodically.
* Train station names are now propagated to all modules. Renaming a module now renames the entire station.
* Improved train status reporting to be more concrete and helpful.
* Improved train track laying tool to better match direction when attaching to other tracks.
* Train lines no longer show an empty icon if no product is set.
* Level crossing is now split in the toolbar per type, and was added to the vehicles menu.
* Restored the ability to cycle through idle vehicles in the management window.
* Added confirmation dialog to display settings change.
* Fixed the crop picker that was not being closable with ESC key.

Fixes
* Added missing Uranium rod recipe for T2 robotic assembler.
* Fixed a rare issue that was causing game freezing and required forced restart.
* Fixed an issue that the 5th terrain material layer was missing from generated maps. In existing games, this layer will appear on all untouched tiles.
* Fixed polygon area getting hidden when switching to a designation tool while editing.
* Fixed diesel generator to not consume full maintenance when idle.
* Fixed maintenance efficiency modifier that did not apply to newly placed depots.
* Fixed fuel station that would not accept vehicles when placed in "disabled logistics for newly placed" mode.
* Fixed cargo ship that did not restore its fuel saving option after its upgrade.
* Fixed the ship modification pause button in the shipyard inspector that was not showing the right state.
* Fixed missing rail icons in the blueprints window.
* Clicking on "designations outside towers" notification now brings them into the view.
* Fixed text overflow in research nodes.
* The assigned vehicles panel in storage no longer jumps when assigning the first truck.
* Fixed assigned buildings panel sometimes showing incorrect icons.
* Fixed disappearing mining tower area when M/Z keys are pressed.

Patch notes for v0.7.1e

* Reduced construction costs of train stations by 50%.
* Increased train fuel tank capacity by 50%.
* Increased maximum area size for mining and forestry towers by 2x.
* Added option 3 and 5 minute interval options for more frequent auto-saves.
* Added explanation in the logistics dropdown that it can be cycled via mouse clicks.
* Right-clicking any hover popup will close it. This is only relevant for intractable popups.
* Fixed popups remaining visible when opening codex via right-clicks on product icons.
* Removed train speed limit for level crossings.
* The train path visualizer now shows an orange line from the train to the last block it failed to reserve, followed by a green line to the final destination.
* Improved look-ahead logic when searching for alternative paths for trains.
* Improved train track building tool which should be faster and more responsive, especially when the game is paused.
* Trains waiting on arrival conditions now show status "arrival conditions not met".
* Train status in the depot is now more accurate.
* Improved and fixed train depot departure logic, skipping stations with arrival conditions not met if possible.
* Added 10 kph max speed penalty if ever a locomotive is not at the "front" of the train, but decreased max speed penalty for a group of wagons that is being pushed and pulled.
* Improved forced skip station behavior to ignore schedule conditions.
* Tender wagons no longer fire out of fuel notifications.
* Fixed maintenance for hydrogen vehicles.
* Fixed missing vehicle clearance mega excavator.
* Fixed T1 silicon recipe being shown in T2 arc furnace research.
* Added 1 decimal digit to health values in the population overview.
* Fixed missing limestone deposit marker on the Curland map.

Patch notes for v0.7.1d

* Train station modules no longer need power or workers to send stored products to output ports.
* Buildings such as train stations or level crossings can now be built on tracks which are part of a reserved exclusive zone.
* Train stations now preserve module and train limits through copy paste and blueprints.
* Fixed a rare issue where switching an active display caused the game to become 1x1 px stretched across the screen when in borderless window mode.
* Fixed issue where switching from a large display to a small one was sometimes not working properly in the borderless window mode.
* Rectangle selection tool now properly obeys maximum area limits.
* Fixed an issue where the train would not obey track direction when the direction was changed after the train found a valid path. Trains now replan their path when track direction change is detected.

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!



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)

Backwards compatibility



  • 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


Notable breaking changes



  • 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).


New feature: Trains



  • 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.


New feature: Offices and focus system



  • 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


New feature: Space program, asteroid mining



  • 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



New feature: Infinite research



  • 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.


New production chains



  • 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.


New content



  • 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.


New mechanics



  • 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.



Maps



  • 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



New user interface



  • 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.




Updated content and mechanics



  • 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).


Graphics



  • 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.


Performance Improvements



  • 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.




Balancing


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


  • Population goods and services consumption reduced by 10%.
  • Increased housing capacities.
  • Increased goals rewards.
  • Ore sorting made the default mechanic for all new games.
  • Maintenance

    • Reduced maintenance of excavators and haul trucks.
    • Reduced idle maintenance from 33% to 20%.
    • Reduced workers and power in maintenance depots.
    • Doubled the throughput of Maintenance depot (basic) + 10 free maintenance.

  • Belts & pipes changes

    • Belts & pipes now cost maintenance.
    • Increased power consumption of belts, especially by removing discounts for long ones.

  • Recycling efficiency

    • Base efficiency reduced from 25% to 20%.
    • Removed 10% bonus from research.
    • Max possible efficiency reduced from 90% → 60% (75% with offices).

  • Rebalanced a few edicts, mainly recycling ones that got more expensive.
  • Increased storage units capacities and decreased costs for III and IV.
  • Research changes

    • Introduced research efficiency which scales with population size.
    • Increased Unity consumption of Lab II, III, IV.
    • Increased workers required in Research labs.
    • Made mid-game research ~1.5x more expensive, end-game research is ~2x more expensive.
    • Removed compression from research parts but increased quantities and science to compensate.
    • Make research costs clear by showing their values in research points.
    • Significantly softened unintended science price increase when upgrading labs and researching techs from the previous tiers.

  • Research tree changes

    • Collapsed several less exciting research nodes into other ones.
    • Moved terrain leveling to come earlier.
    • Moved glass & salt to come before Research Lab II as many of you requested. As your punishment for such a request you now need to add glass into Lab Equipment II.
    • Moved Gold smelting to come after Research Lab II and not after Lab III.
    • Moved Arc furnace II to come after Res. Lab III instead of after Lab IV (similar with CO2 recycling).
    • FBR is now locked behind the Titanium research node.
    • Split recycling edicts into individual research nodes and make them more costly to research.

  • Smelting changes

    • Increased ore and coal consumption for iron, copper, and silicon smelting to scale ores flow.
    • Quartz consumption increased for silicon production (1.3x more quartz per output).
    • Removed computing from Arc II and bumped it to 6 MW.
    • Made Arc I capable of smelting the same recipes as Arc II and increased power to 4 MW.
    • Smelting scrap is more economical on fuel consumption thanks to new power multipliers.
    • Graphite production takes less coal.

  • Glass production changes

    • Removed compression from glass mix, Increased glass compression.
    • Glass maker I returns Broken glass instead of Slag.
    • Reduced throughput of Glass makers.

  • Balanced crushers to match new ore consumption, Iron & Copper crushing got more demanding, Quartz crushing less demanding, reduced power draw of crushers.
  • Cargo ships & depot modules

    • Cargo ships I,II now hold 500 per module.
    • Cargo ships III & IV now hold up to 750 per module (6000 total for Ship IV compared to previous 2880/3520).
    • Cargo ships fuel use adjusted to match new capacities (e.g. 30 → 40 diesel per module).
    • Cargo depot module capacities and throughput updated accordingly.

  • World map mines

    • Increased world mines & oil rigs throughputs and increased several deposits.
    • Significantly increased maintenance of world mines & rigs.
    • Electronics II now costs 2x Electronics I

  • Microchips changes

    • Now cost more silicon (2 per chip) but require less gold, acid, and plastic per unit.
    • Microchip Maker I throughput increased by 50%; Maker II now 3× faster than Maker I.

  • Computing changes

    • Servers are twice as expensive, but datacenters now require half as many.
    • Racks provide 2× more computing power but consume 2× more electricity.
    • Increased computing demand from Microchip Makers; reduced computing use in Assemblers.

  • Oil processing rebalanced for higher throughput and realism

    • Distillation towers now process more Crude and yield more Heavy oil and Naphtha (e.g. Heavy oil, Light oil).
    • Increased energy density of Medium Oil.
    • Fixed several energy-positive recipes (e.g., Naphtha to Diesel) and improved some overly energy-negative ones.
    • Fixed Sulfur-positive loop in Diesel to Naphtha by replacing Sour Water with Fuel Gas; similarly replaced Sour Water with Hydrogen in the Naphtha to Fuel Gas recipe.
    • Made Rubber cheaper and Plastic more expensive.
    • Reduced Sulfur output from the Sour water stripper.

  • Electrolyzers & Hydrogen

    • Increased throughput and reduced baseline power consumption for non-Hydrogen recipes.
    • Increased power efficiency of Electrolyzer II for hydrogen production.
    • Increased cost of producing hydrogen from Super pressurized steam.
    • Added a recipe to produce Ethanol from Carbon dioxide.

  • Nuclear and Uranium rebalanced

    • Yellowcake cost from Uranium tripled.
    • Enrichment and FBR power demands significantly increased.
    • FBR, Enrichment plant, Reprocessing plant maintenance significantly increased.
    • FBR consumes 72 Uranium Ore / 60 via blanket enrichment (12 yellowcake instead of 0.8).
    • FBR no longer burns Depleted Uranium for free (requires infusion with enriched blanket).
    • Renamed Crushed Uranium Ore to Uranium Ore Powder; crushers now process less input.
    • Reprocessing recipes updated for cleaner ratios.
    • Added option to make Plutonium and U20 outputs from enriched blankets.
    • Removed Pu + U4 => U20 recipe and introduced Pu => Core recipe.
    • Increased radioactivity for several nuclear products (e.g., Plutonium, Fission Products).
    • Nuclear Waste Storage capacity increased from 1600 to 2400.
    • FBR is no longer positive on enriched fuel when running in self-sustaining mode and has multiple breeding levels.

      • 0 (no breeding), takes 0.5 fuel
      • 1 (equilibrium), takes 1 fuel (no longer 4% positive)
      • 3, takes 1 fuel, produces just 1/4th of steam


  • Solar panels changes

    • Power output increased by 25%.
    • Maintenance got reduced by a factor of 4.

  • Electric boiler

    • Power consumption increased.
    • Make available earlier (right after power generation II).

  • Increased vehicle parts compression and increased costs of vehicles by 50%.
  • Slowed down T1 and T2 trucks by 10%.
  • Crops & food changes

    • Increased compression of Food Packs and simplified their recipes.
    • Increased yield of Fuel Gas, Ethanol and Diesel from crops.
    • Added digestion recipes for Corn, Soybeans, and Sugar cane.
    • Added burning recipe for Canola.
    • Increased crop yields for Sugar cane, Canola, Poppy.
    • Burning Animal Food, Biomass yields more Steam.
    • Increased snacks compression by a factor of 2.
    • Anaerobic digester returns twice as much compost from sludge.

  • Fertilizer changes

    • Fertilizer II fertilization potential increased from 2% to 2.5% and its production slightly reduced.
    • New recipe to blend dirt into Fertilizer (organic).
    • New recipe to blend Fertilize (organic) into Fertilizer I.

  • Pollution changes

    • Pollution health penalty is no longer capped at 40.
    • Increased throughput of Exhaust Scrubber.
    • New exhaust scrubbing recipe using limestone to fully mitigate pollution.

  • Unity changes

    • Reduced Unity provided by Consumer electronics.
    • Reduced Unity from Healthcare.
    • Disabled quick delivery for Rainwater harvester.

  • Thermal storage changes

    • Charging heat loss reduced from 20% to 10%.
    • Changed to return water instead of depleted steam.

  • Other maintenance changes

    • Add maintenance for Rainwater harvester, Incineration plant, Compactor, Shredder.
    • Reduce maintenance for diesel generators.

  • Other new recipes

    • Alternative recipe to produce CP1 out of steel to save wood.

  • Other recipe changes

    • Removed exhaust byproduct from golden scrap smelting.
    • Added all recipes from T3, T4 assemblers to T4, T5 assemblers making them always compatible for upgrades.
    • Evaporation Ponds yield less salt from seawater and brine.
    • Reduced throughput & capacity of Ore sorting plant I.
    • Reduced workers in farms, cooling towers, casters, boilers and more.
    • Made Robotic assembly T5 to require Maintenance III and no workers.
    • Increased power consumption of Air separator.
    • Reduced rocket build duration to 4 minutes.

  • Quality of life

    • Conveyor belt/pipe connectors can now be constructed directly on transports with a transport tool or directly from the build menu.
    • Added option to Unity-remove products from transports and connectors.
    • Right-clicking on a product icon in the storage inspector now opens the Codex instead of starting storage clearing.
    • Improved products to ports mapping for Ore sorters, providing more flexibility.

  • Camera

    • Added a new first-person drone-like camera type to photo mode, controllable via controller or keyboard.
    • Camera position no longer resets when moved after loading a saved position.
    • Camera saved position now also restores the rotation (only for newly saved positions).

  • Notable fixes

    • Fixed map cache loading that did not take into account mods. This could result in a map being loaded with incorrect materials.
    • Fixed issue where terrain was not updating fast enough or at all when too many changes were being made every tick.
    • Fixed multiple cases where transport connectors would not be constructed when connecting to multiple ports simultaneously.
    • Fixed tree planting that could get into a state where planters were no longer planting.
    • Rocket engine smoke no longer animates after the game is loaded.
    • Screenshots taken in the photo-mode now have a bloom post-processing effect and have the correct image format when MSAA is disabled.
    • Fixed issue with some surface designations disappearing on load.
    • Fixed trees highlight that was incorrectly highlighting the billboard model.
    • Tree model variants are now stable between game loads.
    • Fixed curbs of custom surfaces that now appear instantly after load without a delay.
    • Fixed maintenance that was sometimes not properly discounted when an entity was idle.
    • Fixed various animations not being properly loaded, e.g. rocket transporter tower holding a rocket.

  • Modding

    • Lots of API changes, especially in UI, will make most mods dysfunctional. Please update or remove mods before proceeding with old saves.

  • Translations

    • Created and published a new translation portal for community translations with an intuitive voting system and better game integration at http://hub.coigame.com/.

Captain’s diary #49: Update 3 Release Date Change and New Content!

Hey everyone! Captain Filip is back again! Update 3 is getting closer and closer so we have prepared another post for you to reveal more information. We also had to reschedule our launch. So let’s go!

Launch date


I know we promised you that Update 3 is launching on 20th of May. It turned out that day was already busy with launches so, with a heavy heart, we had to move our launch date to 14th of May. We apologize to anyone who expected the update to come out 6 days later.

With that out of the way, let’s discuss the new content! In the previous post we managed to cover a decent portion of the space program and hinted at new production chains but this time I would like to dive deeper into it and also cover other changes we made.

Today we'll showcase Aluminum production, train crossings, new assembler models, settlement services, new and updated maps, increased vehicle limits and bricks removal!

Jump over to our blog for the full post as we have lots of videos to show off new content!