Captain of Industry

Captain of Industry

Keranik Dec 29, 2023 @ 3:14am
[Mod Release] COI: Extended 0.3.0d
Main Mod Features:
40 New Buildings
40 New Research
165 New Recipes
35 New Products
Bigger Storages - No throughput limits and more I/O
Faster Transports - Tier 4 Pipes and Belts
Storage of (almost) all items
New Battery Network System - Build three sizes of battery bank to build a back-up battery network
New World Map - 100+ locations, tougher enemies, more of trades, contracts, loot, mines, settlements
Improved Cargo Ship logic for reliable calculations
Cargo Ship: Drydock - Allows for construction of cargo ships (infinite trade removed)

https://github.com/Keranik/COI-Extended/releases/tag/v0.3.0

0.3.0a
Changed Fishing Dock from M2 to M1
Intermediate nanochip stages no longer allowed in storage

0.3.0b
Added Oil/Water to Flap Map XL

0.3.0c
Fixed an issue with world map technologies overlapping causing them not to be awarded correctly

0.3.0d
Adjusted the distance at which certain diseases appear to prevent diseases appearing before appropriate means to handle have been researched.
Last edited by Keranik; Jan 6, 2024 @ 2:46pm
< >
Showing 1-15 of 49 comments
mac18782 Dec 29, 2023 @ 1:59pm 
do i have to start a new game, like by changing with ur mod from 0.2.7 to 0.2.9d ?
my actual game runs on 0.2.9d.
but thx for ur work here, its a rly nice mod, more Recipes and Products, thats a good challenge :)
rgreat Dec 30, 2023 @ 9:18am 
Large starting island is not woking. Hangs on load.
Keranik Dec 30, 2023 @ 4:06pm 
Originally posted by rgreat:
Large starting island is not woking. Hangs on load.

It takes a significantly long time to generate, you must have patience.
rgreat Jan 2, 2024 @ 11:09am 
Did not find Radar System technology at reachable map points.

So now i'm stuck. My ship can not travel farther. Not engough fuel, and Ship Engine II tech is is locked out after Ship Bridge II, which require Radar System.

Please help.
mac18782 Jan 2, 2024 @ 12:08pm 
the same here, but with the console u can unlock it, push ^ and type "help" to it, then "unlock_ship_radar", close the console by ^ and u have it.
Keranik Jan 2, 2024 @ 1:12pm 
Originally posted by rgreat:
Did not find Radar System technology at reachable map points.

So now i'm stuck. My ship can not travel farther. Not engough fuel, and Ship Engine II tech is is locked out after Ship Bridge II, which require Radar System.

Please help.

This was fixed in 0.3.0c, but will not affect your current game. As the other poster kindly noted, you can find the technology spawns in the console menu to ensure uninterrupted gameplay for prior versions of 0.3.0!
rgreat Jan 2, 2024 @ 7:04pm 
Originally posted by mac18782:
the same here, but with the console u can unlock it, push ^ and type "help" to it, then "unlock_ship_radar", close the console by ^ and u have it.
Thanks. That work.
rgreat Jan 3, 2024 @ 2:41pm 
Can i see a full list of changes made by this mod somewhere?

It is me, or Settlement comsumption and Maintenance is altered?
Keranik Jan 3, 2024 @ 2:51pm 
Originally posted by rgreat:
Can i see a full list of changes made by this mod somewhere?

It is me, or Settlement comsumption and Maintenance is altered?

Settlement consumption and maintenance have not been altered in any way; those are controlled by the game's difficulty settings.

You can look through the Github for release notes if you want to look back in time. Not all changes are documented though.
rgreat Jan 5, 2024 @ 8:06am 
I constantly have deadly cases of fly in first 30-50 years.
Lose like 10-15% of population in several months and it happend like every few years.
So I constantly struggle to regain people.

I have no options to fight that as medicine is way too farther down the research tree.
Can it be altered somehow so illness could start more gradually?
Last edited by rgreat; Jan 5, 2024 @ 9:21am
Keranik Jan 5, 2024 @ 4:52pm 
Illness in the game is based on the distance from the island you have traveled. Since the mod increases the distances between islands it causes more severe diseases to show up earlier.

This should probably be changed to be proportionate to the new map scale.

I'll make an update, thanks for the feedback.
Ser Wellough Jan 6, 2024 @ 11:37am 
I observed that the small battery banks are able to charge using spare generation capacity, however they do not discharge when there is insufficient generation or when the other generators are turned off.

I turned the global battery network settings on/off in different combinations but they still do not discharge.

Is there anything I need to do allow them to discharge, or are batteries WIP right now?
Keranik Jan 6, 2024 @ 2:41pm 
They went through extensive testing, but they could still have an issue that wasn't discovered.

I'd probably need you to send me your save game to try to see what unexpected behavior is happening.

I'll save you the technical explanation.
Keranik Jan 6, 2024 @ 2:47pm 
Originally posted by rgreat:
I constantly have deadly cases of fly in first 30-50 years.
Lose like 10-15% of population in several months and it happend like every few years.
So I constantly struggle to regain people.

I have no options to fight that as medicine is way too farther down the research tree.
Can it be altered somehow so illness could start more gradually?

0.3.0d fixes (?) this issue, thanks for your feedback.
Food storage menu is not opening. Also, can't choose the recipe for the fishing dock
< >
Showing 1-15 of 49 comments
Per page: 1530 50