Skip to content

Keranik/COI-Extended

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

58 Commits
 
 
 
 
 
 

Repository files navigation

🏭 COIExtended Mod Family

A comprehensive suite of modular mods for Captain of Industry

Captain of Industry License

📥 Installation🐛 Report Bug💡 Request Feature💬 Discussions


📦 Available Mod Packs

COIExtended is a family of modular Captain of Industry mods, ranging from a full late‑game overhaul to focused utility, difficulty, and QoL packs. You can mix and match most of them in a single save.

Mod Pack Description
COIExtended.Core Main gameplay overhaul with extensive late-game content
COIExtended.Automation Smart Balancer / Smart Zipper only
COIExtended.Cheats Full cheat / god‑mode toolkit
COIExtended.Difficulty Extended difficulty sliders (rebuilds vanilla difficulty menu)
COIExtended.ItemSink Dev‑style resource spawner and sink
COIExtended.Sanitizer Save config sanitizer for "stuck" configs
COIExtended.StoragePlus Storage & buffer overhaul with persistent settings
COIExtended.Tweaks UI / gameplay tweaks, free camera, forestry tools, and visual toggles

⚠️ Legacy Notice: Legacy overhaul modlets are no longer part of this lineup. Legacy users should use the Steam beta branch b481 with their existing mods.


📥 Installation

Requirements

  • Captain of Industry (latest version recommended)
  • Basic file management knowledge

Installation Steps

  1. Download the mod(s) you want from the Releases page

  2. Locate your game's mod folder:

    %APPDATA%\Captain of Industry\Mods
    

    Or navigate manually:

    • Open File Explorer
    • Type %appdata% in the address bar and press Enter
    • Navigate to: %APPDATA%\Captain of Industry\Mods
    • If the Mods folder doesn't exist, create it
  3. Extract the mod folder(s) into the Mods directory

    • Each mod should be in its own subfolder (e.g., Mods\COIExtended.Core\)
  4. Launch the game and verify the mod appears in the Mods menu

Load Order & Compatibility

  • Most COIExtended mods can be used together
  • COIExtended.Core should be loaded if you want the full overhaul experience
  • Individual utility mods (Automation, Tweaks, StoragePlus, etc.) work standalone
  • COIExtended. Sanitizer is only needed for troubleshooting stuck configs

📚 Mod Documentation

🏭 COIExtended.Core – Main Overhaul

The Core pack merges and supersedes the old "Logistics/World/Solar/Structures Extended" modlets and adds substantial late‑game content.

⚡ Late‑Game Progression

Lithium & Oceanic Materials

  • Lithium extraction from seawater via heated ponds and thermal desalinators
  • New brine types and chemistry:
    • Lithium‑rich, concentrated, and spent brines
    • Ion extraction and electrodialysis → Lithium chloride and Salt mix (impure)
    • Chlor‑alkali regeneration closes brine loops and produces Hydrogen chloride
  • Carbonate chemistry:
    • Soda ash (Solvay), caustic soda, impure salt electrolysis, fertilizer from impure salt
    • Alkaline wastewater treatment

Batteries & Silicon Recovery

  • Battery Chemistry:
    • NMC and High‑Ni cathodes
    • Li‑ion battery packs built in robotic assemblers
    • Dedicated Electrode Coater for cathode coating
  • Silicon Recovery:
    • Final‑stage chip recycling (normal & lithium‑doped)
    • Mono‑Si solar cells with lithium‑enhanced wafers
    • Silicon wafer recycling → polysilicon

Isotopes, Heavy Water & Deuterium

  • Lithium isotope enrichment in the Uranium Enrichment Plant
  • Heavy water fractionation and deuterium extraction in Electrolyzer T2
  • Argon production via Air Separator (air separation + argon distillation)

Fusion Power & Helium

  • D‑T fuel cycle:
    • Heavy water + enriched lithium → Tritium and Deuterium
    • DT fuel rods + reprocessing loop to recover isotopes and slag
  • Fusion reactor:
    • Feeds Multistage Turbine and Power Generator T3 for GW‑scale power
  • Helium chain:
    • Helium air separation, distillation, and helium cooling (liquid helium as coolant)

🛰️ Orbital Satellites & Beamed Power/Computing

Satellites & Assembly

  • Solar satellites (standard & HighNi), relay satellites, comms satellites, supercomputer satellites
  • Satellite thrusters and hardware assembled in the Satellite Assembler
  • Rocket III (synfuel‑only) as late‑game launch vehicle

Network Simulation

  • Global SatellitesManager:
    • Tracks stored vs deployed satellites per type
    • Computes total power and computing output, scaled by network health and type multipliers
    • Allocates output to ground receivers by priority, with proportional sharing under contention
    • Simulates failures and degradation; relay satellites can regenerate health if over‑provided
    • Performs probabilistic alignment checks to hook receivers into the network

Ground Infrastructure

  • Satellite Control Center:
    • Per‑type target counts and auto‑deployment from orbit storage
    • Claims existing deployed satellites on construction
  • Satellite Receivers:
    • Mode‑switchable by satellite type
    • Act as generators (power or computing) and consumers (power or computing) depending on mode
    • Respect maintenance, workers, electricity, and computing requirements

Discoveries

  • Comms satellites:
    • Build discovery progress over time, gated by network health
    • Generate "pending discoveries" that world systems can consume to reveal new locations

⛽ Synfuel & Advanced Logistics

Synfuel Chain

  • Synfuel (liquid and gas) products
  • Synfuel Refinery, Synfuel Generator, HP Gas Boiler
  • Expanded oil chain:
    • Heavy/medium/light oil cracking
    • T2 distillation and enhanced sour‑water handling

Vehicles & Fuel

  • Large trucks and large excavators with support for diesel, hydrogen, and synfuel
  • Synfuel variants of mega vehicles, excavators, tree planters, harvesters
  • Synfuel locomotives and synfuel cargo ships
  • Dedicated research nodes for synfuel vehicles, cargo docks, and generators

Fuel Stations & Depots

  • Fuel Station IV with diesel, hydrogen, and synfuel variants
  • New T4 cargo depot modules for unit, loose, and fluid with proper colliders and icons

🌍 World, Mines, Fracking & Events

Mines & Variable Deposits

  • Dedicated mines: copper, iron, gold, titanium
  • VariableMineEntity:
    • When spawned, each mine rolls 1–3 possible products from its AvailableProducts list (deterministic per site)
    • Player chooses which of those products to extract via UI; buffer and output update accordingly
  • Some advanced materials (e.g. Manganese flakes, Cobalt powder) are not directly mineable:
    • Obtained via trade or variable mines that rolled them

Fracking Wells

  • Water‑in, gas + wastewater‑out wells that mirror real fracking behavior
  • Tied into extended water treatment and waste/brine loops

World & Events

  • More flexible world‑gen caps:
    • Higher max map dimensions, sectors, locations, and connection distances
  • Event tuning:
    • Loot vs "nothing found" odds, pirate behavior, enemy spawn scaling per tier
    • Radioactive loot removed by default (toggleable elsewhere)

🎣 Food, Fishing & Canning

Fishing & Fish Farms

  • Fishing Docks I/II/III with proper models and logistics ports
  • Fish Farms with:
    • Configurable bait types
    • Adjusted catch rates, bait usage, and buffer sizes
    • Fixes for bait buffer/logistics issues on type changes

Fish Chain

  • Fish species: sardines, anchovies, mackerel, cod, tuna, swordfish
  • Byproducts: fish oil (fluid), fish scales (loose), raw fish

Canning

  • Canned foods:
    • Empty cans, canned fish, canned fruit/vegetables, canned food packs
  • Balanced recipes and value across the chain
  • Contracts and quick trades for canned goods

Side Uses

  • Fish scales → organic fertilizer and burnable fuel
  • Fish oil → antibiotics and waste‑dump recipes

⚙️ Maintenance, Overclocking & UI

Overclocking (10–300%)

  • Overclock/underclock machines with:
    • Scaled workers, maintenance, electricity, and computing
  • Copy/paste overclock settings
  • Overclocking tech node moved under Maintenance Depot II

Maintenance Depot IV

  • T4 Maintenance Depot that can produce all previous maintenance types
  • Greatly simplifies late‑game maintenance

UI & Research

  • Revised research tree:
    • Drydock vs Cargo Ship dependencies
    • Ship armor/weapons placement
    • Biofuel and overclocking nodes repositioned
  • Numerous bugfixes and tooltip / icon improvements

⚙️ Built-In Mod Settings

Core ships with a persistent, versioned Mod Settings DB that exposes configurable options in the in‑game Settings menu:

Storage & Logistics

  • Allow all product storage (per‑storage "allow all" baseline)
  • Remove storage throughput limit
  • Vehicle cargo pickup duration (Instant → Slowest)

Gameplay

  • Liquid dump recipe multiplier
  • Food market capacity multiplier
  • Shipyard cargo capacity

Transports – Throughput per Tier & Type

  • Molten channels T1–T2
  • Flat belts T1–T4
  • Loose belts T1–T4
  • Fluid transports T1–T4

Transports – Cost Multipliers

  • Transport maintenance multiplier (stacked on top of COIExtended's base ~50% reduction)
  • Transport electricity and construction multipliers

Trains

  • Base train capacity multiplier
  • Reduced train build duration toggle
  • Added train wagon capacity multiplier (additive)
  • Added train station capacity multiplier (additive)

Settings are versioned (CURRENT_SAVE_VERSION = 120) and serialized per save.

🔀 COIExtended.Automation – Smart Balancer / Smart Zipper

Contains only the Smart Zipper (Smart Balancer):

  • 8‑port, power‑aware splitter/merger:
    • Per‑port priority levels, product filters, and throughput caps
    • Per‑port "bucket" accounting to enforce soft rate limits over time
  • Even distribution modes:
    • Force even on inputs or outputs, overriding priorities
  • Dynamic buffer sizing and delay based on effective throughput and connections
  • Fully cloneable config and safe serialization

🎨 COIExtended.Tweaks – UI & Gameplay Tweaks

Tweaks provides non‑cheat quality‑of‑life and visualization improvements.

📷 Camera & Area Limits

Free Camera

  • Unlocks an unconstrained camera:
    • No terrain clipping
    • Infinite zoom and free movement

Unlimited Designations

  • Removes size caps on:
    • Mining and dumping areas
    • Surface designations
    • Forestry harvest zones

Unlimited Tower Area

  • Removes default area limits for towers (e.g. forestry towers)

🎭 Rendering & Visuals

Disable Clouds / Fog / Weather

  • Independently toggle:
    • Cloud rendering
    • Fog rendering
    • Weather effect visibility (visual only; simulation remains)

Disable Emissions

  • Globally disables emissions/particle systems on all relevant prototypes
  • Due to engine limitations, requires a full save/load to fully enable or disable

🚜 Forestry & Vehicle QoL

Forestry Tower Enhancements

  • Forestry towers gain:
    • A total throughput view for their managed area
    • Direct control over excavator mining priorities for that area, configured from the tower UI

Vehicle Replacer / Mass Upgrade

  • Vehicle Replacer column:
    • Mass‑upgrade tools for trucks, excavators, tree harvesters, and tree planters
    • Pick current type, target type, and quantity (or all) to upgrade

🔧 Other Features

Unlimited Demolish

  • Always allow demolition of static entities (AlwaysAllowBulldoze)

Fix Stuck Trucks

  • Tweaks cargo‑stuck edge cases for trucks that pick up dump material

Tweaks integrates cleanly with both Core and mostly vanilla games.

📦 COIExtended.StoragePlus – Storage & Buffer Overhaul

StoragePlus replaces the vanilla storage inspector with a persistent, configurable panel.

Capacity & Defaults

  • Per‑storage capacity
    • Change capacity via text field; updates underlying buffer capacity
    • If new capacity is lower than current contents, excess is pushed out through the logistics buffer (not destroyed)
  • Make Default
    • Writes the current capacity back to the storage prototype and to StoragePlus config
    • Future storages of that type spawn with your chosen capacity

"Allow All" Product Types

  • Allow All toggle:
    • For non‑nuclear storages: Allows any compatible product of the same product type
    • Works with enhanced product picker for products beyond vanilla StorableProducts

Import/Export & I/O Controls

  • Full set of synchronized sliders + numeric fields:
    • Import (truck import until %)
    • Export (truck export from %)
    • Transport From & Transport Until (belt/pipe throughput thresholds)
  • Drag sliders OR type exact percentages
  • Logic keeps import/export mutually sensible

Persistence

  • StoragePlus config stores per‑prototype defaults and per‑instance behavior
  • Your choices persist across save/load

🎮 COIExtended. Cheats – Cheat / God‑Mode Toolkit

Cheats adds a multi‑tab cheat UI backed by CheatFlags and deep integration with the simulation.

🏘️ Settlement & Needs

  • Direct numeric edits: Total population, Unity, and Unity cap
  • Needs toggles: No Food Need, No Electricity Need, No Clean Water Need, No Computing Need
  • No Disease Effects: Sets disease effect/mortality multipliers to zero
  • One‑click actions:
    • Fill Food Markets – maxes configured food buffers
    • Fill Animal Farms – adds animals and fills feed/water

💰 Economy & Progression

  • Build & research: Instant Build/Research, No Construction Costs
  • Free resource generation: Power, Computing, Unity (per tick/month)
  • Maintenance: No Maintenance toggle, Fill All Depots
  • Research: Free Research, Finish Current/All/Repeatable Research
  • Focus system: Infinite Focus, Focus Multi percentage adjustment
  • Gameplay: Instant Delete Storages

🌍 Environment & Resources

  • Pollution & waste: Toggle all pollution types and waste generation
  • Virtual reserves: Unlimited Water, Unlimited Oil
  • Asteroid spawning: Choose materials, mix ratio, radius, and spawn

⛰️ Terrain & Weather

  • Terrain operations: Process/clear designations, change terrain material, instant surfaces
  • Tree tools: Instant plant/remove with spacing control
  • Weather: Lock weather, adjust sun/rain intensity, toggle rendering

🚢 Exploration & Logistics

  • Ships & fuel: Instant cargo ships, disable fuel consumption
  • Throughput & capacity: Fast ore sorting, train/vehicle capacity adjustments
  • World map: Reveal/scan/visit all locations, defeat all enemies
  • Shipyard product adder: Add arbitrary products to shipyard or world storages

🚗 Vehicles & Vehicle Editor

  • Scans all DrivingEntityProto and lists them
  • Each entry has an Edit button opening the Vehicle Editor
  • Allows deep tuning (capacity, speed, costs, etc.)

✨ Creative Mode

One‑click macro combining:

  • 9999 Unity cap & Unity; 9999 monthly Unity
  • 9999 MW and 9999 TFlops free per month
  • Explore world map; unlock all technology
  • Raise vehicle cap; fill food markets
  • Enable Instant Build; disable maintenance
  • And much more...

⚙️ COIExtended.Difficulty – Extended Difficulty Sliders

Rebuilds the vanilla GameDifficultyConfig ranges using reflection, drastically expanding slider options.

  • Each difficulty setting gets much wider ranges, typically from –90% up to +500%, with fine‑grained steps
  • Affected settings include:
    • Extra starting material
    • Maintenance cost difficulty
    • Fuel consumption
    • Rain yield and farm yield
    • Base health
    • Resource mining rates
    • Settlement consumption and food consumption
    • World mine reserves
    • Unity production
    • Construction costs
    • Trees growth
    • Extra contracts profit
    • Research cost
    • Quick actions cost
    • Disease mortality
    • Solar power efficiency
    • Pollution impact

Safe to run with vanilla or Core.

🔧 COIExtended.ItemSink – Dev Spawner & Sink

  • Adds a universal resource spawner (source entity)
  • Adds a universal sink (void entity)
  • Useful for:
    • Testing recipes and chains
    • Building blueprints
    • Emergency cleanup in broken saves

🧹 COIExtended.Sanitizer – Save Config Sanitizer

⚠️ Critical Warning: This is not a generic "remove any mod and keep playing" tool. It is only for cleaning dead config references from saves.

Console Command

sanitize_configs

Behavior

  • Reflects into the game's internal dependency resolver and GameSaver to:
    • Remove mod/config instances for mods that only leave configs (e.g. COIExtended.Cheats, Tweaks, StoragePlus, etc.)
  • Produces a save that no longer hard‑references those configs

Does NOT Remove

  • Custom buildings, products, recipes, entities, or world changes
  • If you remove a mod that added content the save still uses, the save may still crash

Always back up your saves before running sanitize_configs.


🐛 Support & Issues

Reporting Bugs

Found a bug? Please help improve COIExtended by opening an issue!

When reporting, please include:

  • Which COIExtended mod(s) you're using
  • Captain of Industry version
  • Steps to reproduce the issue
  • Screenshots or logs if applicable
  • Your save file (if relevant and comfortable sharing)

Feature Requests

Have an idea for a new feature? Open a feature request and describe:

  • What you'd like to see added
  • Why it would be useful
  • Any implementation ideas (optional)

Discussions

For general questions, tips, or sharing your creations, visit the Discussions section!


📄 License

Copyright © Keranik. All Rights Reserved.

This mod is not open source. It is provided in accordance with the MaFi Games Modding Policy.

You may:

  • Download and use this mod for personal gameplay
  • Share links to this repository
  • Create derivative works for personal use

You may NOT:

  • Redistribute this mod or any part of it on other platforms
  • Use this code in commercial projects
  • Claim this work as your own
  • Modify and redistribute without explicit permission

For permissions beyond this scope, please open an issue to discuss.


Enjoy building your industrial empire! 🏭

Made with ⚙️ for Captain of Industry

⬆ Back to Top