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Hello, Captains!
Update 4.2 has just landed, and it’s a big one: full COI Hub integration directly in the game, modular ramps, a host of new train features, and major performance improvements. We’ve also put together a new trailer highlighting the key features, while this post takes a closer look at everything included in the update.
Important: If anything seems off after updating, use Steam’s Verify integrity of game files option. Several players on the experimental branch found that Steam had not applied the update correctly and left the game in an inconsistent state.
You can read all of the details about today's update on our blog post.
You can watch the Update 4.2 trailer here:
Welcome everyone to today's edition of Captain's diary. I am Captain Marek and today I will be talking about some serious performance improvements we've done over the past few months. Are you ready for 20x faster products rendering?
Before that, I have an important announcement. Update 4.2 is nearly finished and will be released on the 20th of July! The key new features to look forward to are:
An in-game COI Hub integration for mods, maps, and blueprints.
Universal wagons for trains that can carry all 3 major types of cargo.
More train track pieces like 2-tile s-bends or grade changes.
Train waypoints with allow/deny options.
Ability for trains to autonomously go forward and reverse on bi-directional tracks if that's the shortest path.
New statistics for all products showing detailed usage breakdown.
Performance optimizations described in today's diary.
And more!
Click here to see the full post on how we made product rendering 20x faster!
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
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.
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 routing through stations, causing trains to prefer pathing through stations unnecessarily. * Fixed that boats would spin up to 359 degrees when leaving the dock. * Fixed amphibious dump truck mixed material pile colors. * Fixed a crash related to settlements.
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 8x faster when many constructions are paused (up to 10% of overall sim update).
* Optimized ocean-related height change processing, saving about 1ms per simulation step on large saves (up to 3% of overall sim update).
Fixes
* Fixed amphibious hydrogen excavator having incorrect construction costs.
* Fixed a ship pathfinding bug that could lead to ships pathing through obstacles.
* Fixed cargo ships using incorrect crew size for different ship tiers.
* Fixed stacker tower throttling being applied at half the intended rate, also causing delayed construction of new segments.
* Fixed stacker tower max terrain height calculation for segment layouts.
* Fixed stacker tower area selection not considering its pivot correctly.
* Fixed issues when adding or removing train track pillars.
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 expanded modding support. Put all the new features to the test in the brand-new map for Update 4 - Shattered Isles.
Check out our new cinematic trailer showcasing all the great stuff arriving in Update 4!
We are also launching a train expansion for train enthusiasts. Supercharge your train logistics network with the power of electricity, or even nuclear energy. Modernize your railway fleet with five new high-tech locomotives, build electrified rail infrastructure, and transport molten resources with specialized wagons.
Check out a short trailer showcasing the content of the train expansion!
We want to clarify one important point: Trains have been part of the base game since Update 3, and Update 4 also adds tier 2 locomotives and wagons for all players, including tier 2 steam locomotives.
The DLC expands the existing train system with optional advanced rail features for players who want that extra depth. These features are more specialized and usually only become relevant much later in a playthrough, rather than as part of the main early progression.
We also want to emphasize that we are not moving core features out of the base game. The DLC was designed around additional train-specific content on top of the core system, not around replacing gameplay that was planned for the base game.
It also does not signal a change in direction for COI. Core pillars, progression, and major features will continue to remain in the base game as part of free major updates.
Like any independent studio, we need to balance ongoing development with long production timelines. Optional DLC helps us fund continued work on the core game, support the team making it, and keep delivering major free updates during Early Access.
We know this will not change everyone’s view on paid DLC during Early Access, and we respect that. But we hope this added context makes our intentions clearer. By remaining in Early Access, we are committing to continue improving and expanding the base game through major free updates rather than treating it as finished.
Backwards compatibility
Saves from Updates 2 and 3 are fully compatible with Update 4. However, due to various changes, existing factories may need to be updated.
All mods have to be recompiled and use the new mod manifest file.
Notable breaking changes
Some pre-existing docking areas might not be working if built near shallow waters.
New feature: Bridges
Introduced 2 types of bridges: truss and cable-stayed.
Bridges have a modular lane system that currently supports either roads or train tracks.
Bridges are constructed similarly to train tracks by placing a start point and dragging a bridge.
Bridges can be built in 8 cardinal directions, but can be connected to the terrain only in 4 directions.
Bridges are fully compatible with all tools, such as copy/paste and blueprints.
New feature: Amphibious vehicles
Added amphibious trucks and excavators that can traverse and work on water.
Unless assigned, amphibious trucks only take jobs that normal trucks fail to do.
Amphibious excavators can mine underwater to a depth of -5.
New feature: Pathfinding for ships
Ships now use pathfinding.
Docks can be built anywhere and will work as long as they have access to the map edge.
Added ships navigation overlay similar to vehicles.
Ships capacity was increased to compensate for longer travel times.
World mines capacity was increased as well.
New feature: Expandable stacker tower
Added stacker tower that allows dumping materials over a range of 20 tiles and a height of 15 tiles (both range and height are configurable).
Elevated rails can be attached to the tower to extend its range, with an option to auto-build them.
Maximum throughput is equal to two tier 3 conveyor belts (900 per minute).
New game mode: Sandbox
New games can now be started in a Sandbox mode that allows various options such as instant free-build, infinite electricity/maintenance, etc.
New source/sink entities that can be used in Sandbox and in regular games serve as read-only markers.
Sandbox can also be applied to existing games using the console command enable_sandbox.
Added a new sandbox-only flat map for quick testing and prototyping.
This mode is currently tailored for modders or players who wish to design optimized blueprints.
Additional new content
New map: Shattered Isles, the largest map in the game, with an area of 26 km^2.
Expanded and adjusted all the existing maps to allow for bridge building; maps are on average 15% larger now.
Added three tier 2 locomotives, three tier 2 wagons, and a tier 2 coal tender.
Added the waypoint train station.
New DLC: Trains Expansion
Electrified train tracks, train stations, and level crossings.
Five new locomotives: electric tier 1 and 2, gas turbine, fireless-steam, and nuclear.
New wagon and station module for molten materials.
Captain’s locomotive available for owners of both this and the Supporters Edition DLCs.
Quality of life improvements
Added machine and vehicle productivity statistics with monthly and yearly history.
Added search on map feature to the search menu (Ctrl+F), which allows easy search for machines, buildings, vehicles, and even their contents.
Buildings can now be placed over trees that are removed during construction.
Mining, Forestry, and all other tooling areas are now limited by surface area and not just the max edge size, allowing for the creation of larger non-rectangular shapes. All the areas have also been increased. Blueprint creation also benefits from this.
Clicking a train with the pause tool now toggles the train's paused state.
Incremental research now automatically queues again after being researched.
Added the ability to compare trains in the train designer without having to go to replace mode.
Performance
Optimized vehicle simulation resulting in an overall 10% FPS gain (see CD#52 for details).
Optimized save loading, resulting in 30-50% faster startup.
Optimized ocean simulation resulting in 5-8% FPS gains (in early game).
Optimized performance for placing of large blueprints by up to 90% (depending on the size).
User interface
Added new language: Norwegian
Added train replacement tool with full comparison UI for train replacements.
Added color picker for train line and train colors.
Added vehicle type filters for storage unit.
Improved mods UI, selection screen, and error reporting.
Improved train designer UI and surfaced more useful information.
Trains now notify when loading is interrupted by a fork in the track.
Changed how maintenance is surfaced in entity inspectors, actual resource consumption rate with a progress bar is now shown.
Reshuffled toolbar categories for better usability.
Added WASD / arrow key navigation to the research window and world map.
Holding ALT key keeps floating popups open without requiring interactive mode.
Balancing: Trains
Increased max train speed through medium turns from 60 to 80 km/h.
Reduced air drag by 4x for all trains, affecting the fastest tier 2 trains the most.
Lowered tier 1 steam locomotive fuel consumption from 7.5 to 4.
Removed train top-speed penalty from locomotives pushing wagons, introduced locomotive power penalty instead. This also means that adding a locomotive to any position within a train will never hurt its overall performance.
Increased the cost of locomotives' instant refuel action.
Reduced train build times across the board.
Balancing: Increase capacities
Fuel station I: 40 => 100
Fuel station II: 120 => 200
Fuel station III: 360 => 400
Hydrogen fuel station: 240 => 400
Storage II: 400 => 500
Storage III: 2500 => 3000
Storage IV: 5000 => 6000
Recipes
Added overclocking recipes to seawater pump to allow it to pump 2x more for 3x power.
Increased Liquid dump throughput to match T2 pipe (from 60 to 200 / min).
Balancing: Sand, Silicon, Rubber
Reduced Rubber in Electronics I production
Old: 1 rubber + 4 copper => 4 electronics
New: 1 rubber + 6 copper => 6 electronics
Reduced Glass in PCB
Old: 6 glass + 6 plastic + 3 copper => 12 PCB
New: 3 glass + 6 plastic + 3 copper => 12 PCB
Reduced Silicon in Electronics II production
Old: 6 PCB + 12 electronics + 6 silicon(poly) => 6 electronics II
New: 6 PCB + 12 electronics + 3 silicon(poly) => 6 electronics II
Reduced Silicon throughput in Arc Furnaces
Old: 48 sand + 12 coal + 3 graphite => 36 molten si + 18 slag + 24 exhaust
New: 30 sand + 6 coal + 3 graphite => 24 molten si + 12 slag + 18 exhaust
Reduced Silicon throughput in Hydrogen reactor
Old: 18 molten silicon + 4 hydrogen => 18 silicon(poly)
New: 12 molten silicon + 4 hydrogen => 12 silicon(poly)
Reduced Silicon in Silicon wafer
Old: 48 silicon(poly) + 4 water => 12 silicon wafer
New: 24 silicon(poly) + 4 water => 12 silicon wafer
Increases Silicon wafers in Solar cell (mono):
Old: 1 aluminum + 9 wafer + 4 glass => 8 solar cell mono
New: 1 aluminum + 12 wafer + 4 glass => 8 solar cell mono
Modding support
Mods are no longer loaded on game launch but only after a new or loaded game requests them. This avoids outdated or broken mods affecting the core game.
Introduced mod manifests that provide mod metadata without loading executable files.
Mods can now declare mandatory and optional dependencies, affecting mod load order.
Mods can now be optionally configured in-game based on keys from config.json. Configuration can also be changed when loading an existing game.
Mods can now explicitly process config changes on load based on the loaded vs current mod version.
Mods can now have changelogs that are surfaced in the game.
It is now possible to remove research nodes and unused unlocked prototypes without breaking save compatibility.
New console commands
set_game_speed - to overclock simulation speed beyond 3x speed.
toggle_fog_rendering - to disable fog.
add_markers_to_toolbar - to show source / sink markers outside of sandbox.
Graphics
Improved ocean visuals, including shadows cast onto the water surface.
Removed legacy low-fidelity ocean option.
Locomotives now display unique identification numbers on their models.
Added camera dolly track to Photo Mode for smooth, repeatable camera motion with editable waypoints.
Other
Increased Steam Cloud quota from 2 GB to 4 GB. Note that synced files are all saves, custom maps, and blueprints.
Improved balancing of trucks and excavators, minimizing idle trucks (mining is now up to 17% faster).
Excavators now maintain spacing from each other when mining. The same applies to trucks when dumping.
Loads of smaller bug fixes.
Notable fixes (not an exhaustive list)
Fixed missing side-walls and railings on elevated track intersections.
Fixed incorrect train cars spacing on 45-degree tracks.
Fixed trucks driving off long level crossings and being trapped in between tracks.
Fixed datacenter that was consuming 0.09765% more coolant than defined.
Fixed construction priority resetting on cut/paste.
Fixed trade reputation rising from failed loan payments.
Fixed Unity consumption by mine/lab/oil rig to not consume Unity when not working.
Fixed dump tutorial (slag) not triggering in all cases.
Fixed quick trades costing unity of the next tier.
Fixed quick repair being free instead of disabled (from difficulty settings).
Fixed rocket depots consuming resources while waiting for the transporter.
Fixed nuclear reactor UI not showing reactor as overheated when emergency cooling was active.
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 excavators
Path-finding for ships (unrestricted docks placement)
Quality of life: idle statistics, train replacement, train line coloring, truck filters
Better mod support (manifest files, dependencies, advanced UI)
Improved performance
Bridges (in this post)
Stacker tower (in this post)
Sandbox (in this post)
New map (in this post)
For more details, images, and videos of the upcoming content, please view our blog post at https://www.captain-of-industry.com/post/cd-54
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:
This Captain’s Diary covers Update 4’s release date and a focused overview of the features arriving with the update, Today we walk through several quality-of-life improvements, including global map search, new productivity and idle-time statistics, train color customization, and major improvements to mod support and backwards compatibility.
For the full blog post with all details, explanations, and screenshots, check it out here:
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:
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:
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Captain of Industry, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Captain of Industry statistics page.
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