A comprehensive suite of modular mods for Captain of Industry
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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 branchb481with their existing mods.
- Captain of Industry (latest version recommended)
- Basic file management knowledge
-
Download the mod(s) you want from the Releases page
-
Locate your game's mod folder:
%APPDATA%\Captain of Industry\ModsOr navigate manually:
- Open File Explorer
- Type
%appdata%in the address bar and press Enter - Navigate to:
%APPDATA%\Captain of Industry\Mods - If the
Modsfolder doesn't exist, create it
-
Extract the mod folder(s) into the
Modsdirectory- Each mod should be in its own subfolder (e.g.,
Mods\COIExtended.Core\)
- Each mod should be in its own subfolder (e.g.,
-
Launch the game and verify the mod appears in the Mods menu
- 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
The Core pack merges and supersedes the old "Logistics/World/Solar/Structures Extended" modlets and adds substantial late‑game content.
- 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 chlorideandSalt 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
- 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
- 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)
- D‑T fuel cycle:
- Heavy water + enriched lithium →
TritiumandDeuterium - DT fuel rods + reprocessing loop to recover isotopes and slag
- Heavy water + enriched lithium →
- 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)
- 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
- 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
- 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
- Comms satellites:
- Build discovery progress over time, gated by network health
- Generate "pending discoveries" that world systems can consume to reveal new locations
- 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
- 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 Station IV with diesel, hydrogen, and synfuel variants
- New T4 cargo depot modules for unit, loose, and fluid with proper colliders and icons
- Dedicated mines: copper, iron, gold, titanium
- VariableMineEntity:
- When spawned, each mine rolls 1–3 possible products from its
AvailableProductslist (deterministic per site) - Player chooses which of those products to extract via UI; buffer and output update accordingly
- When spawned, each mine rolls 1–3 possible products from its
- Some advanced materials (e.g.
Manganese flakes,Cobalt powder) are not directly mineable:- Obtained via trade or variable mines that rolled them
- Water‑in, gas + wastewater‑out wells that mirror real fracking behavior
- Tied into extended water treatment and waste/brine loops
- 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)
- 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 species: sardines, anchovies, mackerel, cod, tuna, swordfish
- Byproducts: fish oil (fluid), fish scales (loose), raw fish
- 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
- Fish scales → organic fertilizer and burnable fuel
- Fish oil → antibiotics and waste‑dump recipes
- Overclock/underclock machines with:
- Scaled workers, maintenance, electricity, and computing
- Copy/paste overclock settings
- Overclocking tech node moved under Maintenance Depot II
- T4 Maintenance Depot that can produce all previous maintenance types
- Greatly simplifies late‑game maintenance
- Revised research tree:
- Drydock vs Cargo Ship dependencies
- Ship armor/weapons placement
- Biofuel and overclocking nodes repositioned
- Numerous bugfixes and tooltip / icon improvements
Core ships with a persistent, versioned Mod Settings DB that exposes configurable options in the in‑game Settings menu:
- Allow all product storage (per‑storage "allow all" baseline)
- Remove storage throughput limit
- Vehicle cargo pickup duration (Instant → Slowest)
- Liquid dump recipe multiplier
- Food market capacity multiplier
- Shipyard cargo capacity
- Molten channels T1–T2
- Flat belts T1–T4
- Loose belts T1–T4
- Fluid transports T1–T4
- Transport maintenance multiplier (stacked on top of COIExtended's base ~50% reduction)
- Transport electricity and construction multipliers
- 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.
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
Tweaks provides non‑cheat quality‑of‑life and visualization improvements.
- Unlocks an unconstrained camera:
- No terrain clipping
- Infinite zoom and free movement
- Removes size caps on:
- Mining and dumping areas
- Surface designations
- Forestry harvest zones
- Removes default area limits for towers (e.g. forestry towers)
- Independently toggle:
- Cloud rendering
- Fog rendering
- Weather effect visibility (visual only; simulation remains)
- Globally disables emissions/particle systems on all relevant prototypes
- Due to engine limitations, requires a full save/load to fully enable or disable
- 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 column:
- Mass‑upgrade tools for trucks, excavators, tree harvesters, and tree planters
- Pick current type, target type, and quantity (or all) to upgrade
- Always allow demolition of static entities (
AlwaysAllowBulldoze)
- Tweaks cargo‑stuck edge cases for trucks that pick up dump material
Tweaks integrates cleanly with both Core and mostly vanilla games.
StoragePlus replaces the vanilla storage inspector with a persistent, configurable panel.
- 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 Alltoggle:- For non‑nuclear storages: Allows any compatible product of the same product type
- Works with enhanced product picker for products beyond vanilla
StorableProducts
- 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
- StoragePlus config stores per‑prototype defaults and per‑instance behavior
- Your choices persist across save/load
Cheats adds a multi‑tab cheat UI backed by CheatFlags and deep integration with the simulation.
- 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 buffersFill Animal Farms– adds animals and fills feed/water
- Build & research:
Instant Build/Research,No Construction Costs - Free resource generation: Power, Computing, Unity (per tick/month)
- Maintenance:
No Maintenancetoggle,Fill All Depots - Research:
Free Research,Finish Current/All/Repeatable Research - Focus system:
Infinite Focus,Focus Multipercentage adjustment - Gameplay:
Instant Delete Storages
- 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 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
- 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
- Scans all
DrivingEntityProtoand lists them - Each entry has an
Editbutton opening the Vehicle Editor - Allows deep tuning (capacity, speed, costs, etc.)
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.
- 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
⚠️ Critical Warning: This is not a generic "remove any mod and keep playing" tool. It is only for cleaning dead config references from saves.
sanitize_configs
- Reflects into the game's internal dependency resolver and
GameSaverto:- Remove mod/config instances for mods that only leave configs (e.g.
COIExtended.Cheats,Tweaks,StoragePlus, etc.)
- Remove mod/config instances for mods that only leave configs (e.g.
- Produces a save that no longer hard‑references those configs
- 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.
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)
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)
For general questions, tips, or sharing your creations, visit the Discussions section!
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.