Captain of Industry — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Captain's Diary #55: Forum and Mods on COI Hub | 2026-05-04 | COI Hub now supports mod hosting and forums. Update v0.8.4 adds recovery saves, a terrain inspector, and performance improvements. Feel free to read the full details on our blog at https://www.captain-of-industry.com/post/cd-55 |
| Patch notes for v0.8.3a | 2026-04-19 | * Optimized train state synchronization (up to 10% FPS gain in train-heavy games). * Added more zoom-to-cursor options with a new default (check settings if you prefer the previous behavior). * Added a camera motion damping slider. * Fixed blueprint rotation misaligning multi-tile surfaces relative to decals and other entities. * Fixed errors and visual glitches on instanced entities after switching them between blueprint and placed state. * Fixed error when drag-placing train tracks after a previous placement had been aborted mid-sequence. * Fixed error after loading certain saves with ocean-adjacent entities. * Fixed a rare issue where an u |
| Update 4.1 – Trains networks and Quality of Life | 2026-04-16 | Ahoy everyone, Captain Marek here with an exciting announcement: we’ve just released Update 4.1, bringing fully automated train logistics, along with lots of smaller features and quality-of-life improvements.Checkout our blog post for all of the details! |
| Patch notes for v0.8.2c | 2026-03-23 | * Fixed highlighting of train tracks on bridges. |
| Patch notes for v0.8.2b | 2026-03-22 | Improvements * Reduced memory consumed by bridge meshes by up to 80% through mesh deduplication and caching. * Mod directory name must now match the mod's ID (from the manifest), misnamed directories are now rejected with a an error message. * Moved pipes before molten metal channels in the entity list. * Trains no longer slow down for waypoints when they can proceed directly to the next station. * Non-amphibious trucks no longer attempt deliveries to entities fully in the ocean. * Rocket assembly depot now displays its computing requirement in the building inspector. Fixes * Mine tower trucks with export routes now wait for their assigned to |
| Path notes for v0.8.2a | 2026-03-14 | Improvements * Optimized bridges initialization resulting in ~40% faster content loading. * Bridge segments whose pillars are entirely on land can now be built using unity build. * Excluded pillars, poles, and other infrastructure entities from global search results. * Re-ordering a ship to a new world location no longer sends it back to the dock first. * Speed increase keybind no longer cycles into super speeds when they are not activated. Fixes * Fixed that FBR enrichment would skip a beat every now and then due to remaining fuel life amounts not being carried over to the next cycle. * Fixed that train pathfinding underestimated the cost of |
| Patch notes for v0.8.2 | 2026-03-13 | New feature: pillar tool* Added ability to add and remove pillars on transport belts and pipes, similar to train track pillars.* Added 'remove_redundant_transport_pillars' console command to remove all redundant transport pillars. We recommend saving your game before using it. Removing redundant pillars can improve performance.Improvements* Stacker tower rails can now be placed on the ocean.* Ocean area notifications now update when entities are moved.* Optimized transport product rendering based on camera distance, reducing transport simulation update time by up to 50% (up to 10% of overall sim update).* Optimized construction manager, up to |
| Patch notes for v0.8.1a | 2026-03-11 | * Improved recipe matching for machine copy-paste to correctly handle overclocked recipes and prefer similar recipes across compatible machine types. * Battleships now notify when they cannot reach the world. * Battleships and cargo ships now show a more stable status when unable to reach the world instead of flickering between states. * Optimized train track blueprint and paste placement, reducing large stuttering when moving many track previews. * Optimized pole and pillar generation for train tracks (up to 4.5x faster for large placements). * Fixed that amphibious vehicles would disrupt terrain on the ocean floor under the water. * Fixed t |
| Patch notes for v0.8.1 | 2026-03-11 | * Train designer, inspector, and train line windows now group wagons by default, making it much easier to design and manage long trains. * Train inspector now has a more compact layout with inline progress bars. * Added ship recovery - ships can now be recovered to the world edge or their destination (except ships currently moving cargo). * Docks can now be built on out-of-bounds ocean tiles near map edge. * Improved ship pathfinding with better support for out-of-bounds navigation. * Trade docks now require a minimum ocean depth of -2 instead of -3, making them easier to place early on. * Fixed train alignment issue with T2 locomotives when |
| Update 4 is here! Bridges, Amphibious vehicles, Trains II, Stacker II & more! | 2026-03-09 | Ahoy everyone! We are excited to share that Update 4 has just landed on Steam! In Update 4, you can expand your train network with tier 2 locomotives and wagons! Cross intricate terrain features and water areas with two types of bridges with dynamic lanes. Deploy amphibious excavators and trucks to expand waterways that can now be navigated by ships, thanks to their new pathfinding. Automate dumping using the new stacker tower. Use sandbox mode to design your blueprints and push them to the limits using source/sink entities. Plus, you can expect new quality-of-life features such as productivity counters, train replacement, truck filters, and |
| Captain's Diary #54: Bridges, stacker, sandbox and more in Update 4 | 2026-02-24 | Ahoy everyone! Captain Filip is back, and I’m excited to share more information about what’s coming in Update 4. To recap, the update is scheduled for March 9. Since this post only covers the stuff we haven’t shown you yet, here’s a quick recap of everything else that’s coming with Update 4:Tier 2 trains (both locomotives and wagons)Amphibious trucks and excavatorsPath-finding for ships (unrestricted docks placement)Quality of life: idle statistics, train replacement, train line coloring, truck filtersBetter mod support (manifest files, dependencies, advanced UI)Improved performanceBridges (in this post)Stacker tower (in this post)Sandbox (in |
| Captain's Diary #53: Quality of life, Update 4 release date | 2026-02-02 | Hello and welcome to the 53rd edition of Captain’s Diary. I am Captain Marek, and today I’d like to share what we’ve been working on for Update 4, including its release date and a large set of quality-of-life improvements.The short version is this: Update 4 launches on March 9th, 2026 alongside the Trains Expansion DLC. To recap, here are the key features of Update 4:Tier 2 trains (both locomotives and wagons)Bridges building with dynamic surfacesAmphibious trucks and excavatorsPath-finding for ships (unrestricted docks placement)An unannounced stacker tower (stay tuned!)Improved performanceQuality of life (presented in today’s post)And more! |
| Upatch notes for v0.7.9a | 2025-12-27 | * Fixed a rare case of trains getting stuck at a station with configured train limit. |
| Captain's Diary #52: Optimizations of vehicles and ocean | 2025-12-10 | Hello and welcome to the 52nd edition of Captain’s Diary. I am Captain Marek, and this week I will share some details about my recent work on optimizing vehicles and ocean simulation. This is a slightly more technical topic, so the TL;DR is that, due to complications with amphibious vehicles, we have optimized vehicles and the ocean simulation, and you will be able to enjoy 10-15% more FPS! Read on if you want to learn how these gains were achieved and why this has anything to do with amphibious vehicles.For the full blog post with more details and new screenshots, check it out here:https://www.captain-of-industry.com/post/cd-52 |
| Captain's Diary #51: What’s coming in Update 4 | 2025-11-02 | Hi everyone, after a short break, Captain Marek reports for duty. This time with some highly anticipated news regarding our next major Update!In short, Update 4 is coming and it will bring bridges, amphibious vehicles, tier 2 trains, and more. For more details, read the full announcement here:https://www.captain-of-industry.com/post/cd-51 |
| Patch notes for v0.7.9 | 2025-08-29 | 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 c |
| Patch notes for v0.7.8a | 2025-08-19 | * 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 |
| Patch notes for v0.7.8 | 2025-08-03 | 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 repor |
| Patch notes for v0.7.7 | 2025-07-14 | 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 improv |
| Patch notes for v0.7.6a | 2025-06-27 | * 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. |