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Releases: Keranik/COI-Extended

Captain of Industry Extended (v115) for Captain of Industry Game version 0.7.9 b495

28 Nov 07:40
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🚀 COIExtended Mod Family – v115

The Fusion & Satellites Update

A massive late-game expansion featuring lithium extraction, fusion power, orbital networks, and advanced logistics


📋 Overview

Version 115 transforms COIExtended into a comprehensive late-game progression mod with deeply interconnected systems. This update adds a complete lithium → battery → fusion → satellite technology chain, a fully simulated orbital satellite network with beamed power and computing, dynamic world resource generation, fracking operations, and extensive logistics automation tools.


🔬 Major Progression Additions

⚗️ Lithium & Oceanic Materials

New Research Chain

  • 🌊 Oceanic Materials
  • Ion Extraction
  • 🧪 Carbonate Chemistry
  • 🔋 Battery Chemistry

Key Technologies

  • Seawater lithium extraction
  • Brine concentration & recycling
  • Electrodialysis processing
  • Chlor-alkali regeneration

New Fluids & Intermediates

  • Brine (lithium), Brine (concentrated), Brine (spent)
  • Lithium eluate, Lithium chloride, Lithium carbonate
  • Salt mix (impure), Caustic soda, Hydrogen chloride
  • Exhaust (clean) – low-impact exhaust stream

New Production Chains

  • 🌡️ Focused seawater evaporation and brine intensification
  • ⚙️ Electrodialysis and chlor-alkali regeneration for lithium extraction
  • ♻️ Closed-loop brine recycling systems
  • 🧂 Soda ash (Solvay process) production
  • 💧 Impure salt electrolysis and fertilizer conversion
  • 🌊 Alkaline wastewater treatment

This establishes the foundation for a complete late-game lithium industry that integrates seamlessly with existing chemical infrastructure.


🔩 Alloys, Nickel & Scrap Recycling

New Research

  • 🏭 Alloy Refinement I
  • 🔥 Ladle Attachments

New Materials & Processing

Material Processing Chain
Nickel Nickel oreCrushedPowder (via Large Crusher)
Manganese Manganese flakes → Manganese steel alloys
Cobalt Cobalt powder → High-performance alloys
Alnico Manganese + Nickel + Cobalt → Alnico alloy
Aluminum Extended processing → Aluminum foil

Ladle Furnace Enhancements

  • ♻️ Scrap remelting for:
    • Iron, Copper, Aluminum scrap
    • Glass and Gold scrap
  • 🔥 Produces molten metals with clean exhaust
  • ⚙️ Manganese steel and Alnico alloying

📌 Availability Note: Nickel ore is fully mineable. Manganese flakes and cobalt powder are obtained via trade contracts or variable mines (see below).


🔋 Batteries & Silicon Recovery

New Research

  • 🔋 Battery Chemistry
  • 🖥️ Silicon Recovery

New Products

  • Cathode (NMC) – Standard lithium-ion cathode
  • Cathode (HighNi) – High-energy density variant
  • Battery pack (Li-ion) – Final product for advanced applications
  • NMC precursor mix – Intermediate material

New Building

  • 🏭 Electrode Coater – Specialized machine for cathode coating

Silicon Recovery Systems

  • 🖥️ Final-stage microchip recycling (standard & lithium-doped variants)
  • ☀️ Mono-Si solar cell production using:
    • Aluminum foil backing
    • Lithium chloride doping
  • ♻️ Silicon wafer recycling → Polysilicon recovery
  • 🔧 Silicon wafer (broken) → Reprocessing chain

Creates a complete lithium-ion battery industry and high-end electronics recycling loop on top of vanilla systems.


☢️ Isotopes, Heavy Water & Deuterium

New Research

  • ⚛️ Isotope Enrichment

New Products

Product Source Use
Enriched Li-6 Uranium Enrichment Plant Fusion fuel breeding
Enriched Li-7 Uranium Enrichment Plant Advanced applications
Heavy water Electrolyzer T2 Deuterium source
Deuterium gas Heavy water processing Fusion fuel
Argon gas Air Separator Inert atmosphere

New Processing Methods

  • ⚙️ Lithium isotope enrichment in existing Uranium Enrichment Plant
  • 💧 Heavy water fractionation via Electrolyzer T2
  • 💨 Argon air separation and distillation in Air Separator

Unlocks the prerequisites for fusion power and enables advanced alloy production.


⚛️ Fusion Power & Supercritical Turbines

New Research

  • 🔥 Fusion Ignition
  • ⚙️ Supercritical Turbines

New Buildings

  • ⚛️ Fusion Reactor – D-T fusion power plant
  • 🌪️ Multistage Turbine – High-efficiency supercritical steam turbine
  • Power Generator T3 – Gigawatt-scale power generation

New Products & Fluids

  • DT fusion fuel rods (fresh and spent)
  • Tritium gas – Fusion fuel component
  • Deuterium gas – Fusion fuel component
  • Helium (gas) – Fusion byproduct
  • Helium (liquid) – High-performance coolant

Helium Chain

  • 💨 Helium air separation and distillation
  • ❄️ Helium cooling for cryogenic applications
  • ♻️ Closed-loop helium management

Fusion becomes a true endgame baseload power option with appropriate complexity, resource demands, and a sustainable fuel cycle.


🛰️ Orbital Satellites & Beamed Power Network

New Research

  • 🚀 Orbital Assembly
  • 📡 Satellite Network

New Buildings

Building Function
🏭 Satellite Assembler Construct satellites and satellite hardware
🎛️ Satellite Control Center Manage orbital network and auto-deploy satellites
📡 Satellite Receiver Ground station for beamed power/computing

Satellite Types

Power Generation

  • ☀️ Solar satellite (standard)
  • Solar satellite (High-Ni) (enhanced)

Network Infrastructure

  • 📡 Relay satellite (network health)
  • 📞 Comms satellite (discoveries)

Computing

  • 🖥️ Supercomputer satellite

Components

  • 🚀 Satellite thruster
  • 🔧 Additional satellite hardware

🌐 Network Simulation System

The orbital satellite system is a fully simulated, managed infrastructure layer with real-time resource allocation:

Orbit Management

  • 🚀 Rockets delivering satellite cargo feed a global Satellites Manager
  • 📦 Satellites enter orbit storage organized by type
  • 🎯 Satellite Control Center auto-deploys from storage to meet per-type target counts
  • 🔄 Existing deployed satellites are automatically claimed when Control Center is built

Ground Receivers

  • 📡 Multi-mode operation: Switch between satellite types (power vs computing)
  • ⚙️ Full integration: Respects maintenance, workers, electricity, and computing requirements
  • 🎯 Priority-based allocation: Configure receiver priority for resource distribution
  • 📊 Real-time monitoring: Track alignment status and resource flow

Network Behavior

  • 📈 Health tracking: Network health scales with relay satellite count
  • 🎲 Alignment simulation: Probabilistic alignment checks determine which receivers connect
  • ⚖️ Smart allocation: Power and computing distributed by priority with proportional sharing under contention
  • 🔧 Maintenance simulation: Satellites degrade over time; relay satellites regenerate health when over-provided
  • Type bonuses: High-Ni satellites provide efficiency multipliers

Discovery System (Comms Satellites)

  • 🔍 Accumulate discovery progress over time (gated by network health)
  • 🗺️ Generate pending discoveries that world systems consume
  • 🌍 Reveal new locations and resources dynamically

This transforms satellites from flat tech bonuses into a maintainable, strategic infrastructure that requires planning, resource management, and ongoing support.


⛏️ Variable Mines & Dynamic World Content

New World Entity System

  • 🎲 VariableMineEntity – Dynamically configured mine type
  • 🗺️ Associated prototype class with flexible product lists

How Variable Mines Work

  1. Spawn Time: Each mine rolls 1–3 random products from its configured list

    • 🎯 Deterministic per site (same seed = same products)
    • 🔄 Different mines offer different opportunities
  2. Player Choice: Select which product to extract via in-game UI

    • 🔄 Switch production targets as needed
    • 📊 Buffer and output update automatically
  3. Serialization: Fully saved with version checks and safe fallback behavior

New Dedicated Mines

  • 🟠 Copper Mine
  • Iron Mine
  • 🟡 Gold Mine
  • Titanium Mine

Additional World Content

  • 🏘️ Extra settlement graphics and tiers
  • 🗺️ Enhanced world generation parameters

📌 Material Availability Note:

  • Directly mineable: Nickel, Copper, Iron, Gold, Titanium
  • Trade or Variable Mines only: Manganese flakes, Cobalt powder

Combined with the satellite discovery system, late-game exploration becomes more dynamic with meaningful resource decisions and strategic trade-offs.


🛢️ Fracking Wells

New Extraction System

  • 💧 Water-injection fracking for natural gas

Operation

  • Inputs: Significant water consumption
  • Outputs:
    • 💨 Natural gas (or equivalent gas products)
    • ⚠️ Substantial wastewater production

Integration

  • ♻️ Designed to integrate with COIExtended's water treatment chains
  • 🔄 Feeds into brine handling and wastewater processing systems
  • ⚖️ Makes gas extraction a meaningful environmental and infrastructure decision

Adds realistic resource extraction complexity with environmental consequences that must be managed through your industrial infrastructure.


🔧 Maintenance Depot IV

New Research

  • 🏭 Maintenance Depot IV

**New B...

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Captain of Industry: Extended (114h) for Captain of Industry Game (b495)

15 Nov 10:08
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Core Mod:

  • When loading games the mod will now scan through all research nodes to see if you have any unlocked nodes but not been credited their unlock.
  • Added a new recipe to Hydrogen Reformer that is compatible with Super Steam.
  • Changed world map view/zoom limits and added extra padding for better map viewing experience.

Sanitizer Mod [BETA] -

https://github.com/Keranik/COIExtended-BETA/releases/tag/beta-smartbalancers

Smart Balancers [BETA] -

https://github.com/Keranik/COIExtended-BETA/releases/tag/beta-sanitizer

Captain of Industry: Extended (114g) for Captain of Industry Game (b495)

01 Nov 14:08
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Release Notes for 114g:

  • StoragePlus window moved down one section and is now collapsible if desired (disabled by default).
  • Fishing Docks that were using the same fish type for bait as a fish type that was being caught that would fill up with the fish type corresponding to the bait fish type would prevent the other fish type from generating, this has been fixed.

Captain of Industry: Extended (114f) for Captain of Industry Game (b495)

27 Oct 09:17
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Build 114f (Release Notes):

  • Changed "Make Default" in StoragePlus mod to be a button instead of a toggle box.
  • When a default capacity is changed it will now persist through sessions, no more changing them each time.

Captain of Industry: Extended (114d) for Captain of Industry Game (b495)

21 Oct 12:51
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114d Release Notes:

  • Fixed an issue with microchip research node being in the wrong spot.
  • Fixed an issue with large excavators being available in Vehicle Depot T2

114e Release Notes:

  • TweaksMod now has a new option "Unlimited Demolish" which when checked, will allow you to demolish most items instantly.

Captain of Industry: Extended (114c) for Captain of Industry Game (b495)

08 Oct 17:39
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Build 114c (Hotfix)

  • Fixed an issue where Fish Farms were not generating the proper amount of product.

Captain of Industry: Extended (114) for Captain of Industry Game (b495)

29 Aug 20:30
8cdc33e

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Build 114a (Release) Patch Notes

  • Made further adjustments to train build speed when enable fast train building is enabled.
  • Cracking Unit II + Sour Water Stripper now have appropriate Super Steam recipes.
  • Visual errors that caused belts to not appear fully saturated when they were have been fixed.
  • Focus points multiplier will now save on quit and apply on load.
  • Contracts tab now supports values for 10 and 12 module cargo ships.
  • Overclocking Panel can now be collapsed in the Machine UI.
  • Biofuel research node has been moved down so it isn't hidden behind the Drydock node.
  • Free Camera mode has been renamed to 'Cameras Gone Wild'.
  • Free Camera mode has been improved to allow truly infinite zoom and will apply on load if enabled.
  • Added new temporary models and vehicle icons for Large Truck, Large Truck (H) and Large Truck (S).

Version 114 Patch Notes

New Products

  • Synfuel
  • Synfuel (gas)

New Buildings

  • Synfuel Refinery
  • Synfuel Generator
  • High Pressure Boiler (Gas)
  • Fuel Station IV (variants for Synfuel, Diesel, and Hydrogen)
  • Cracking Unit II
  • T2 Oil Distillation machines (increased speed, support Super steam recipes)
  • T4 Cargo Depot module (variants for Unit, Loose, and Fluid)
  • Cargo Dock 5+6 (support for Synfuel (fluid) and Synfuel (gas) fuel types)

New Vehicles

  • Large Truck (universal cargo for Fluid, Unit, Loose; base capacity 180 units; supports Diesel, Hydrogen, Synfuel)
  • Large Excavator (base capacity 60 units; supports Diesel, Hydrogen, Synfuel)
  • Mega Vehicles (base capacity increased to 540 units; Synfuel variants added)
  • Mega Excavator (base capacity increased to 180 units; Synfuel variant added)
  • Synfuel Locomotives
  • Synfuel Fuel Module for refueling
  • Rocket III (powered by Synfuel (gas))
  • Synfuel variants for Tree Planter and Tree Harvester

New Recipes

  • Synfuel Liquid Refining
  • Synfuel Gas Refining
  • Heavy Oil to Medium Oil Cracking
  • Medium Oil to Light Oil Cracking
  • Tier 2 recipes for Cracking Unit II
  • Extra recipe for Sour Water Stripper (unlocked with Super Distillation)
  • Syngas recipes for Waste and Pressed Waste in Waste Incineration Plant
  • Steel canning (now produces 24 cans per tier)
  • Water consumption for HP-Boiler recipes reduced to 36
  • Electricity production for Synfuel Generator increased to 12MW

New Research

  • Synfuel Production
  • Synfuel Generators
  • High Pressure Boilers
  • Oil Hydrocracking
  • Bigger Trucks (renamed from Large Trucks)
  • Large Vehicles (replaces Mega Vehicles; moved to earlier tier)
  • Hydrogen Large Trucks (replaces Hydrogen Mega Vehicles)
  • Mega Vehicles (moved to Tier 5)
  • Synfuel Mega Vehicles (child of Mega Vehicles)
  • Synfuel Haul Trucks
  • Synfuel Cargo Ships
  • Cargo Docks 5 & 6 (unlocked by Research Lab 5)

Updates

  • Updated vehicle costs to align with base game
  • Updated descriptions on research nodes, buildings, and products for clarity
  • Mod settings menu accessible in-game via F12 (requires save/load for most changes)
  • Population Cheat prevents setting to 0
  • Disable Emissions tweak (renamed from Disable Particles; fully disables emissions/particles; requires save/load)
  • Throughput Display handles flipping correctly
  • Added custom animations, lights, models, icons, and shaders for new vehicles, buildings, and variants (including Synfuel Mega Excavator, Large Excavator variants, Large Truck variants, Fuel Station IV, T2 Oil Distillation, Rocket III, Cracking Unit II, XL Depot Modules)
  • Fuel Station IV supports custom surfaces when overpainted
  • Removed Diesel and Aluminum from alternate Cargo Ship recipe
  • Added worker costs to Cargo Drydock
  • Fixed transposed Ship Armor I and Ship Weapons I on Research screen
  • Core Fuel tested as fuel for largest cargo ships (may be removed)

Captain of Industry: Extended (b113) for Captain of Industry Game (b486)

19 Aug 03:31
4ae6cdb

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Build 113b (Hotfix) Patch Notes

  • Added Instant Build Surfaces to Cheats mod that will automatically fulfill surface operations when they are assigned.
  • Fixed an issue where maintenance buffer floaters (pop-ups) would only show the last one created instead of the one you hovered.
    • This got backported to the LEGACY mod of COIExtended.Logistics (Hatdatsat & JohnMegacycle)
  • Restored missing graphics for quarter-sized Solar Panels (#208).
  • StoragePlus mod now supports storages with type NuclearWasteStorage, report any issues you may encounter.
    • NOTE: The Allow All toggle is still restricted to radioactive material only.
  • Fixed an issue where the Fishing Dock would not properly update the Logistics buffers for Vehicles when changing fish types.
  • Fishing Dock I no longer allows the Logistics mode to be disabled as it can only support delivery from Vehicles anyway.

Build 113a (Hotfix) Patch Notes

  • Fixed an issue where world generation would try to assign too many world mines to the map if you chose the Static Map (base game).
  • Fixed an issue where location caching was not properly handled when the Static Map was generated, leading to missing key errors.

Build 113 Patch Notes

  • Potentially fixed an issue where 'Reveal All Locations' Cheat would not always work properly on custom maps.
  • Rerolling the map seed will no longer make the UI change sizes.
  • Random world generation time has been reduced by a factor of ten due to extensive improvements.
  • Disease appearance now scales to map size instead of being a fixed value as per the static map.
  • Disease6 can now be found at the farthest reaches of the world, explore mindfully!
  • Code optimization of ThroughputDisplay's display component now spreads visual counter updates across multiple ticks if necessary.
  • Throughput display rotation settings can now be copy/pasted and persist through save/load.
  • StoragePlus now allows you to set a capacity lower than the current capacity of the storage.
    • Products that no longer fit go to any available storage or if none—the Shipyard.
  • Fishing Dock now allows you to select which type of fish you want to catch in either slot.
  • Fishing Dock will automatically transfer caught fish to bait buffer if that bait type is selected and active.
  • Fishing Dock will now apply a penalty to catch rate if you catch the same fish in both slots.
  • Fish canning from Sardines -> Food Can Fish is now 7 (was 6), other values unchanged.
  • Raw Fish from Mackerel -> Raw Fish is now 18 (was 10), other values unchanged.
  • Raw Fish from Cod -> Raw Fish is now 13 (was 10), other values unchanged.
  • Raw Fish from Tuna -> Raw Fish is now 10 (was 8), other values unchanged.
  • Raw Fish from Swordfish -> Raw Fish is now 8 (was 12), other values unchanged.
  • Base catch rate for Sardines -> 7.25 (was 13.5)
  • Base catch rate for Mackerel -> 8.0 (was 9.0)
  • Base catch rate for Cod -> 5.5 (was 5.0)
  • Base catch rate for Swordfish -> 2.3 (was 2.1)
  • Ported HarmonyManager class from Core to StoragePlus, Tweaks & Cheats to ensure one-time patching.
  • World Map Minimum Location Distance -> 100 (was 250)
  • World Map Maximum Location Distance -> 500 (was 550)
  • World Map Maximum Number of Sectors -> 8 (was 7)
  • World Map Location Count increased -> 999 (was 600)
  • Updated -ALL- tooltips on the map settings tab.

🔽 Quick Download Selector (Choose ONE ZIP)

Purpose File (example) Use This If Save Compatibility
Unified future content (Core overhaul) COIExtended-113.zip Starting a new game or continuing a save from b112 ❌ Not compatible with legacy overhaul saves
Continue an existing overhaul save (feature modlets) COIExtended-113-LEGACY.zip Your save file contains Logistics, Solar, Structures or World modlets ✅ Works with that old save (no future features)
Continue a save that only had standalone QoL / cheat mods COIExtended-113-StandaloneONLY.zip You only used ItemSink / Cheats / Tweaks / StoragePlus / Difficulty ✅ Works; you can later start a new Core save
Older frozen legacy reference v0.7.8.481 tag Need exact reproducibility / comparison Same as before (no backports)

COIExtended Unified v112 for Captain of Industry 0.7.8 (b481)

12 Aug 18:07
164a9c5

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🚀 COIExtended Unification Expansion Release (v1.12)

Unified Core for NEW games is now publicly shipped alongside an UPDATED legacy bundle. Pick EXACTLY ONE path per save. (Standalone QoL/Cheat mods still remain separate.)

🔽 Quick Download Selector (Choose ONE ZIP)

Purpose File (example) Use This If Save Compatibility
Unified future content (Core overhaul) COIExtended-112u-ForNewGames.zip Starting a brand new game now ❌ Not compatible with legacy overhaul saves
Continue an existing overhaul save (feature modlets) COIExtended-112-LEGACY-AllMods.zip Your save used Logistics / World / Solar / Structures ✅ Works with that old save (no future features)
Continue a save that only had standalone QoL / cheat mods COIExtended-112-StandaloneONLY.zip You only used ItemSink / Cheats / Tweaks / StoragePlus / Difficulty ✅ Works; you can later start a new Core save
Older frozen legacy reference v0.7.8.481 tag Need exact reproducibility / comparison Same as before (no backports)

Backports & fixes were added to the new legacy bundle (112). Updating an existing legacy save from older legacy tags is safe—still make a backup.

🔥 New playthrough? Install Unified Core (112u-ForNewGames) and start fresh.
🧪 Unified Core + future Agriculture/Fishing expansions will ONLY land on the Core path.
👀 Finishing an old legacy overhaul save? Stay on 112-LEGACY-AllMods (or older tag).
🧱 Standalone mods (ItemSink, Cheats, Tweaks, StoragePlus, Difficulty) remain separate for both paths.


❗ Core vs Updated Legacy (At a Glance)

Aspect Unified Core (112u) Updated Legacy (112-LEGACY-AllMods)
Future features & expansions ✅ Yes ❌ No (compatibility only)
Requires new save ✅ Yes ❌ No
Agriculture / Fishing growth ✅ Integrated ❌ Not backported
Long‑term support ✅ Primary ⚠️ Will sunset
Mix with feature modlets Already merged Separate modlets

TL;DR (English)

  • New game? Use COIExtended-112u-ForNewGames.zip.
  • Existing overhaul save (Logistics/World/Solar/Structures)? Use COIExtended-112-LEGACY-AllMods.zip.
  • Existing save with ONLY ItemSink / Cheats / Tweaks / StoragePlus / Difficulty? Use COIExtended-112-StandaloneONLY.zip.
  • Old tag v0.7.8.481 remains for historical pinning; prefer the updated legacy bundle otherwise.
  • DO NOT mix legacy feature modlets with the Unified Core.
  • Migration plan = finish legacy save → fresh Core save later.

简体中文速览

  • 新开档:使用统一核心 COIExtended-112u-ForNewGames.zip(未来全部新内容)。
  • 已有“大改”存档(用过 Logistics / World / Solar / Structures):COIExtended-112-LEGACY-AllMods.zip
  • 旧存档只用了独立 QoL / 作弊子模组:COIExtended-112-StandaloneONLY.zip
  • 旧标签 v0.7.8.481 仍在(复现用),一般推荐新版旧整合包。
  • 不要把旧功能子模组和统一核心混装。
  • 迁移:先完成旧存档 → 再开启统一核心新档。

Install Rules

  1. BACKUP your saves.
  2. Delete (or move) any mods with the COIExtended prefix in the Mods folder.
  3. Install exactly ONE ZIP (Core OR Legacy-AllMods OR StandaloneONLY).
  4. (Unified Core) Add standalone mods afterward if desired—never add legacy feature modlets.
  5. Unified Core requires a brand new save.
  6. Do not attempt mid-save conversion.
  7. Report issues via GitHub Issues (include which ZIP + logs) or the official Discord #modding channel.

Patch Highlights (English)

Grouped for readability—full granular list is below if you want every line.

New Systems & Content

  • Unified Core package launched (merges Logistics, World, Solar, Structures; foundation for Agriculture).
  • Fishing & Canning wave: 14 products, 4 buildings (Cannery + Fishing Docks I/II/III), 18 recipes, new research nodes, canned food chain.

Balance & Gameplay

  • Ship part research scaling reworked.
  • Fishing chain (catch rates, bait usage, buffers, maintenance, power) tuned.
  • Cannery & Docks port layouts and maintenance tiers adjusted.
  • Loot radioactive rewards removed by default (toggleable).
  • New trades & contracts for canned goods and key materials.

World & Events

  • World gen mine placement stricter.
  • Event loot & enemy probability rebalanced; dynamic DistancePerFuel by map size.
  • Multiple world map caps increased (size, locations, buffers, connections, sectors).

UI / Settings / UX

  • New throughput & transport multipliers, shipyard storage capacity setting.
  • Mod Settings Tab overhaul; improved field validation & change indicators.
  • Overclocking copy/paste + slider alignment fix.
  • Throughput counters: icons, placement rules, dedicated research node.

Technical & Stability

  • Unity asset bundles migrated to UnityGLTF (fixes prefab issues).
  • Log spam cleaned (warnings/errors from mods resolved).
  • Overclocking / worker assignment edge cases fixed.

Product Type Adjustments

  • Fish Oil → Fluid; Fish Scales → Loose.
  • Added recyclers: Fish Scales → Organic Fertilizer; Fish Oil → Antibiotics.

Misc / Quality

  • Randomized default map seed (no longer fixed).
  • Free Camera tweaks.
  • Numerous description & research text additions.

Legacy Backport

  • Settlement Decoration (blank) Unity bonus fix also applied to legacy Structures.
  • RulerWithSlider changes also apply to legacy Logistics.

补丁要点(中文精简)

  • 统一核心上线:整合主要功能子模组,未来农业扩展基础。
  • 渔业与罐头链:14 产品、4 建筑、18 配方、新研究节点。
  • 渔场与罐头产线全面平衡重做;维护 / 功耗 / 缓冲调整。
  • 世界事件与地图上限提升;矿点放置更严格。
  • 新吞吐、运输、电力、容量等设置;UI 与字段校验改进。
  • 传送带计数器图标 + 放置限制;Overclocking 可复制粘贴。
  • 产品类型:Fish Oil → 流体;Fish Scales → 散装;添加肥料 / 抗生素配方。
  • 日志告警清理;多项 bug 修复。
  • 旧结构装饰加成修复同步回溯。

Full Detailed Patch List (Original Items)
  • Loot no longer contains radioactive rewards by default, but can be enabled.
  • Research cost for new ship parts adjusted to scale properly from lowest to highest.
  • All errors or warnings caused in logs by the Core mod or modlets have been addressed.
  • Moved Drydock node to after Cargo Ship and made Cargo Ship a prerequisite.
  • Fixed nodes that got left without parents after research adjustments, BOLO for orphan nodes.
  • Drydock now has a temporary prefab and associated icon that is a WIP alternative to help differentiate them.
  • Throughput Counters have been given icons and now have a home research node that is available after the conveyor routing research.
  • Shipyard II now has an entity Icon and an associated research node attached to it.
  • Free Camera mode in Tweaks mod has had some adjustments and should behave a little better.
  • Throughput settings for all tiers and types of conveyor
  • Transport electricity consumption multiplier
  • Transport construction cost multiplier (this is supposed to be maintenance)
  • Fixed an issue where buildings without workers who were assigned workers from overclocking would not go back to 0 workers when overclocking was removed.
  • Updated asset bundle project to UnityGLTF to fix an issue with prefabs for retaining walls and barriers
  • Added new throughput counters because the above fix broke the throughput counters
  • Added (14) new products: Sardines, Anchovies, Mackerel, Cod, Tuna, Swordfish, Fish Oil, Fish Scales, Fish (raw), Food can (empty), Food can (fruit), Food can (fish), Food can (vegetables), and Food can pack.
  • Added (4) new buildings: Cannery, Fishing Dock, Fishing Dock II, Fishing Dock III
  • Added (1) new food type: Food can (fish)
  • Added (18) total recipes including raw fish from different fish types, empty food can production, canned fruit/vegetables and canned fish.
  • Fixed an issue where Fish Farm would generate too many fish.
  • Fixed an issue where changing bait types would not update Recipe UI.
  • Adjusted bait type bonuses, fish catch rates, and bait usage rates for all Fish Farms.
  • Adjusted buffer quantity size for all bait and fish buffers for all Fish Farms.
  • Adjusted construction cost, maintenance cost, electricity cost, for all Fish Farms.
  • Added transport input and output support for Fishing Dock II and Fishing Dock III.
  • Added 'Fishery and Canning' 'Advanced Fishery' 'High-Tech Fishery' research nodes.
  • Fixed an issue where changing bait types would not properly update the bait buffer in the logistics network.
  • Fixed an issue where it would create a logistics buffer for the bait type if you had not yet enabled bait.
  • Adjusted input and output ports for Cannery with dedicated port for recipe loopback.
  • Made new prefab for the Cannery building and generated an associated Icon for it.
  • Added support in ModSettingsDb to add new default fields to loaded saved games that were introduced in a previous version.
  • Fixed an issue where the ModSettingsDb was not reading from the loaded settings when loading a saved game.
  • Changed Product 'Fish Oil' from type 'Countable' to type 'Fluid'
  • Changed Product 'Fish Scales' from type 'Countable' to type 'Loose'
  • World generation placement of mines was adjusted to be a little bit more strict, report any issues.
  • New Recipes: Fish Scales -> Organic Fertilizer, Fish Oil -> Antibiotics.
  • Added recipe to Solid Burner for Fish Scales and recipe to Waste Dump for Fish Oil.
    (Fish Scales and Fish Oil will continue to be used in more products as they get added in future updates)
  • Fixed an issue where Fishing Dock did not have workers assigned to it.
  • Fixed an issue where Cannery was still using Food Processor building costs.
  • Adjusted values for entire chain from Fishing Dock to Canned fish to be balanced and consistent.
  • Prefab models for Fishing Dock, Fishing Dock II and Fishing Dock III implemented.
  • Added icon for Food Pack (canned) and added a couple contracts for it.
  • Added quick trade for Food can (fish) for Concrete Slab.
  • Added quick trade for Coal for Limestone.
  • Added a bunch of descri...
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IMPORTANT ANNOUNCEMENT

10 Aug 18:30
164a9c5

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Looking for the current playable (legacy) release instead? 👉 Click Here
(You can continue that version for existing saves, but read below before updating.)

🚀 COIExtended Unification Is Coming (Public Beta starts Aug 9, 2025)

COIExtended is moving from many gameplay modlets to a single unified core overhaul. This is enabled by the new 65,000 product limit and lets development accelerate without constant product slot compromises.

Important: The new unified core will NOT load your existing saves that were started with the old modular gameplay modlets (Solar, Logistics, World, Structures, etc.).
🎉 Unaffected: The following modlets will still remain standalone - (ItemSink, Cheats, Tweaks, StoragePlus, Difficulty)
Good news: Your ongoing saves can remain on the legacy modlets (they will receive minimal compatibility patches only).
🔥 Starting a NEW game? Skip legacy—jump straight into the beta core overhaul here: COIExtended-BETA Repository


TL;DR (English)

  • If you want to finish an existing save that uses the old gameplay modlets: stay on the latest release version (or later legacy compatibility patch) and ignore the new core for now.
  • If you are starting fresh: install the unified core beta (replaces Logistics, World, Solar, Structures, and future Agriculture).
  • Legacy gameplay modlets will get compatibility only (no new features, may move to a separate branch soon).
  • Some modlets remain standalone and unaffected:
    • ItemSink
    • Cheats
    • Tweaks
    • StoragePlus
    • Difficulty
  • Version numbering continues (no hard reset). Core overhaul simply advances from current sequence.
  • Expect the legacy path to be sunset quickly—please plan your migration.

📘 Details & Action Paths (click to expand)

1. What’s Changing

We’re folding feature modlets (Logistics, World, Solar, Structures + incremental Agriculture) into a single Core Overhaul for easier maintenance, faster iteration, and coherent balance.

2. Save Compatibility

  • Old saves made with modular gameplay modlets are not compatible with the unified core.
  • Those saves can continue using legacy builds; they’ll just get game-version compatibility (no added content).
  • Attempting to load them with the new core will break or refuse to load.

3. Standalone Modlets That Stay Separate

These remain optional and compatible with both legacy (for now) and the new core (unless otherwise noted):

  • COIExtended.ItemSink (kept separate due to its cheat‑like nature)
  • COIExtended.Cheats
  • COIExtended.Tweaks
  • COIExtended.StoragePlus
  • COIExtended.Difficulty

If your save only used the above (and none of the absorbed gameplay modlets), the unification does not force you to abandon that save—BUT adding the new core mid-save is still not supported.

4. Legacy Support Window

  • Goal: Retire legacy gameplay modlets as soon as practical after core stabilization.
  • A temporary "legacy-compat" branch may appear to reduce confusion for newcomers.
  • No promises on feature backports—forward momentum is on the unified core.

5. Choosing Your Path

Your Situation Recommended Action
Mid/late save you want to finish Stay on modlet version (or future compat patch)
Starting a new playthrough Go straight to Core Beta
Curious but cautious Backup, test beta in a fresh profile
Only using ItemSink / Tweaks / Cheats etc. You can keep playing; no forced change yet

6. Install / Migration Instructions (Fresh Start for Core Beta)

  1. Backup your existing saves.
  2. DELETE your entire official mods directory (avoid leftover AssetBundles).
  3. Download the latest beta core from: https://github.com/COIExtended/COIExtended-BETA
  4. Place only the new core mod (and any desired standalone modlets that remain supported).
  5. Start a NEW game. (Do not attempt to migrate old saves.)
  6. Report issues via GitHub Issues or the game’s official Discord (#modding).

7. Versioning

  • Core continues numbering seamlessly (e.g., if legacy was 2.9.4 then core might be 2.9.5-beta).
  • Legacy modlets are effectively "frozen" except for required compatibility bumps.

8. Support / Feedback

  • Primary: GitHub Issues (clear repro steps, logs).
  • Secondary: Official game Discord (#modding) for discussion.
  • Early adopters accelerate stabilization—thank you!

9. Why Not Keep Both Long-Term?

Maintaining duplicate feature paths fragments QA and blocks larger system rewrites. Unification unlocks deeper balancing, content pacing, and future expansions without product ID scarcity.

10. Risks If You Ignore Instructions

  • Leaving old feature modlets alongside the new core may cause crashes, invalid prototypes, or invisible products.
  • Partial installs or mixing asset bundles will corrupt loading.

简体中文速览 (Chinese TL;DR)

  • 如果你正在进行一个旧存档(使用旧的功能子模组,比如 Solar、Logistics、World、Structures),请继续使用 Modlet Version(或后续兼容补丁),不要升级到新核心。
  • 想开新档?直接使用统一核心公测版:COIExtended-BETA 仓库
  • 旧功能子模组今后只做“版本兼容”更新,不再加新内容,可能很快被移动到单独分支。
  • 以下子模组保持独立,不合并:ItemSink、Cheats、Tweaks、StoragePlus、Difficulty。
  • 新核心与旧存档不兼容——请为新核心开全新存档。
📘 详细信息(展开)

1. 变化内容

多个功能性子模组合并为一个统一核心(Logistics、World、Solar、Structures,以及逐步加入的 Agriculture),提升维护与更新速度。

2. 存档兼容

  • 使用旧功能子模组的存档无法在新核心中加载。
  • 你仍然可以继续在旧版本上游玩;只会有游戏版本兼容修补,不会再加入新玩法。
  • 不要尝试“升级”旧存档至新核心。

3. 保持独立的子模组

  • COIExtended.ItemSink
  • COIExtended.Cheats
  • COIExtended.Tweaks
  • COIExtended.StoragePlus
  • COIExtended.Difficulty

如果你的存档只用了上面这些(没有使用被合并进核心的内容),暂时不需要改变。但仍不建议在旧存档中混装新核心。

4. 旧版支持时间

  • 目标是尽快结束旧功能子模组的维护。
  • 可能新增一个“legacy-compat”分支以避免新玩家混淆。
  • 不会向旧子模组回迁新功能。

5. 选择路径

你的情况 建议操作
正在进行的重要旧存档 留在 <LEGACY_TAG_HERE>
准备开新档 直接用核心公测版
想先试水 备份 -> 新核心新档测试
只用 ItemSink / Tweaks / Cheats 等 可继续暂不变动

6. 安装 / 迁移步骤(新核心)

  1. 备份存档。
  2. 删除官方 mods 目录(确保没有旧资源残留)。
  3. 下载核心公测版:https://github.com/COIExtended/COIExtended-BETA
  4. 放入核心及你需要的仍保持独立的子模组。
  5. 开新存档。
  6. 问题反馈:GitHub Issues 或官方 Discord #modding 频道。

7. 版本号

  • 新核心延续现有版本号序列(例:2.9.4 -> 2.9.5-beta)。
  • 旧功能子模组进入“冻结”状态,仅保留兼容补丁。

8. 支持与反馈

  • 首选:GitHub Issues(请附复现步骤与日志)。
  • 次选:官方 Discord (#modding)。

9. 为什么不长期双轨?

双线维护降低开发效率,并阻碍更深入的系统与平衡迭代。统一后可充分利用 65,000 产品上限进行扩展。

10. 忽略说明的风险

  • 混合安装旧功能子模组与新核心可能导致崩溃、原型冲突、物品缺失。
  • 资源残留会导致加载异常。

Next Steps for You Right Now

  1. Decide: finish legacy save OR start fresh with beta.
  2. Bookmark the beta repo: https://github.com/COIExtended/COIExtended-BETA
  3. (Optional) Watch this repo for the first unified core release notes.

Questions? Open a GitHub Issue or jump into the official Discord #modding channel.
Thank you to everyone—especially our Chinese community—for supporting this evolution! 💚

简体中文:我应该下载哪一个?

选择与你当前玩法匹配的压缩包。(下面两个都是“旧版”兼容包,新统一核心只在 Beta 仓库。)

选项 A:COIExtended-112-LEGACY-AllMods.zip

适用情况:

  • 你的存档使用过以下任何功能子模组:Logistics、World、Solar、Structures(可能含早期 Agriculture 测试)
  • 还想顺带保留 Tweaks / Cheats / StoragePlus / ItemSink / Difficulty
    包含:所有旧功能子模组 + 独立子模组
    用途:用于“完成”旧存档,只做游戏版本兼容修补,不再加新内容。

选项 B:COIExtended-112-StandaloneONLY.zip

适用情况:

  • 你的存档只使用独立子模组(Tweaks、Cheats、StoragePlus、ItemSink、Difficulty)
  • 从未安装过 Logistics / World / Solar / Structures
    包含:仅五个独立子模组
    用途:纯 QoL / 功能性,不含旧的玩法大改内容。

想体验“新统一核心”?

准备开新档或想提前测试?前往 Beta:
👉 https://github.com/Keranik/COIExtended-BETA/releases
(需要 新开档,不要加载旧存档。)


决策速表

你的情况 现在下载 或者
继续一个用过 Logistics / World / Solar / Structures 的旧存档 LEGACY-AllMods 以后用 Core Beta 新开档
只用 Tweaks / Cheats / StoragePlus / ItemSink / Difficulty StandaloneONLY 可忽略 AllMods
现在就想开新档并跟进未来内容 (更推荐)Core Beta 若不想测试,等正式核心
不确定以前装过啥 若有 COIExtended.Logistics 等文件夹:AllMods 若没有:StandaloneONLY

安装提示(旧版包)

  1. 备份存档。
  2. 先清理旧的 / 重复的模组文件夹。
  3. 只安装两个压缩包中的一个(不要混用)。
  4. 不要把旧功能子模组与新核心 Beta 混装。
  5. 测试 Beta:先清空 mods 目录,然后只放核心 + 允许的独立子模组。

❓ Which version do I download?

Pick the ZIP that matches how you are currently playing. (These are non‑beta legacy packages. The new unified Core is only in the Beta repo for now.)

Option A: COIExtended-112-LEGACY-AllMods.zip

Use this if:

  • Your existing save was started with any of these gameplay modlets: Logistics, World, Solar, Structures (and optionally Agriculture test pieces)
  • You also maybe use the standalone mods (Tweaks, Cheats, StoragePlus, ItemSink, Difficulty) and just want everything bundled
    Includes: Legacy feature modlets + Standalone modlets (all in one archive)
    Purpose: Let you finish that save. Only receiving minimal game‑version compatibility updates. No new gameplay features will be added.

Option B: COIExtended-112-StandaloneONLY.zip

Use this if:

  • Your save only ever used the standalone modlets (Tweaks, Cheats, StoragePlus, ItemSink, Difficulty)
  • You never installed the legacy feature modlets (Logistics / World / Solar / Structures)
    Includes: Only the five standalone modlets
    Purpose: Lightweight QoL / cheats without the legacy overhaul pieces.

Want the NEW unified Core?

Starting a new playthrough or want to help test before next week’s release? Grab the beta (unified Core overhaul) here:
👉 https://github.com/Keranik/COIExtended-BETA/releases
(Requires a new game. Do NOT try to load old legacy saves.)


Quick Decision Matrix

| Your Situation | Download Now | Or Instead |
| ---...

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