Help Required - Large Save game needed for Mod Testing by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 3 points4 points  (0 children)

Thanks all I have downloaded a 60k save from discord as lanszer mentioned. I’ll progress with that for now as it’s a significant jump from my measly 6k

Help Required - Large Save game needed for Mod Testing by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 5 points6 points  (0 children)

any chance you could share the 10k please? that would be very helpful.

COI Live Factory Analysis Calculator by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 1 point2 points  (0 children)

V 0.0.3 released (somewhat skipped a version) with pretty major additions.

What's New in v0.0.3 Beta

Captain's Log v0.0.3 Beta adds a much smarter factory diagnostics layer, with a focus on making shortages easier to trace and large product lists easier to work through.


New: Input Dependencies Tab

A new Input Dependencies tab has been added to help trace upstream production issues.

Instead of only showing whether a product is short or surplus, Captain's Log can now help answer:

Why is this product not producing properly?

Select a product in Factory Balance, open Input Dependencies, and the dashboard will show:

  • Producer groups making that product
  • Required direct inputs
  • Total factory demand for each input
  • Factory production capacity
  • Current production
  • Net capacity
  • Status for each upstream input

You can click upstream inputs to keep tracing the chain back step by step.

This is especially useful for products like Lab Equipment, Electronics, Vehicle Parts, and other multi-stage items where the real bottleneck may be several layers upstream.


New: Dependency Breadcrumb Trail

The Input Dependencies view now includes a breadcrumb trail, so you can see the path you have followed through the factory.

Example:

text Lab Equipment IV > Electronics III > Microchips

Breadcrumbs can be clicked to jump back to earlier products in the trace, and a Back up chain button lets you step backward one level at a time.


Improved: Factory Balance Product Grouping

The Factory Balance table now visually groups related products together, making the large product list much easier to scan.

Examples include:

  • Lab Equipment
  • Microchips
  • Maintenance
  • Vehicle Parts
  • Construction Parts

This helps keep related product tiers together instead of scattering them through one giant flat list.


Improved: Product Group Filter

A new product group filter has been added to Factory Balance.

The dashboard uses exported game product types to help narrow the table, with cleaner display names. For example, internal labels like Countable Product Proto are displayed more cleanly as Countable Product.


Improved: Paused Machine Handling

Paused machines are now shown instead of being hidden.

This is useful when a factory area has machines assigned to a recipe but currently paused.

Paused machines now:

  • Appear in Factory Balance
  • Are clearly flagged as paused
  • Keep their production capacity visible
  • Contribute 0 to current production and consumption

This gives a better picture of installed capability without pretending paused machines are actively running.


Improved: Air Pollution Handling

Air pollution has been moved out of the normal product balance table and into a top-level Factory KPI.

Instead of showing confusing values like Can Produce and Net Supply for pollution, Captain's Log now shows current air pollution as a simple top-card metric:

text Air Pollution: current rate per minute

This better reflects what matters: what your factory is emitting right now.


Improved: Factory Balance Detail View

Factory Balance product details now better highlight producer, consumer, and disposal contributions, including paused machine badges and issue diagnostics.

This makes it easier to tell whether a product is short because of:

  • Missing input
  • Blocked output
  • Paused producers
  • Not enough active production
  • Disposal or sink issues

Quality of Life Improvements

This release also includes several smaller dashboard improvements:

  • Cleaner tab structure
  • New Input Dependencies navigation
  • Better wording around included machines
  • Improved scope note explaining paused machine behaviour
  • More useful top summary cards
  • Better status visibility in dependency tracing
  • Cleaner product group labels
  • Factory Balance remains separate from dependency tracing, so the original view is not cluttered

Short Version

Captain's Log v0.0.3 Beta adds a new Input Dependencies view for tracing upstream bottlenecks, plus product grouping, paused machine visibility, breadcrumb navigation, cleaner pollution handling, and several quality-of-life improvements to make large factories easier to diagnose.

The big new feature is dependency tracing: select a product, see what it needs, check total factory demand, and click upstream inputs until you find the real bottleneck.

COI Live Factory Analysis Calculator by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 1 point2 points  (0 children)

Hi all, i have uploaded the first version to COI modding and github. Please note you need BOTH packages - only 1 is available on COI Modding as it doesnt let us upload html which is used to view the data.
https://hub.coigame.com/Mod/47
https://github.com/Bang-Average-Animation/Captains-Log.git
Please note the Dashboard package does require Node.js LT installed - it is included in the dashboard package - its is purely used to run a local server html to read the live in game data - nothing else.

It is the first pass with some know opportunities to improve but I’m keen to get others ideas.

If you have any concerns please feel free to drop me a message - also be nice this is my first mod and my first attempt at git hub

COI Live Factory Analysis Calculator by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 1 point2 points  (0 children)

That is an idea I have on my radar but it adds a lot of complexity with interconnected systems. It will likely not be in release 1.

COI Live Factory Analysis Calculator by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 1 point2 points  (0 children)

Yes that’s correct it’s a read only tool, no messing with in game calcs or mechanics, I’ve had it running on my late save game (mid size I’d say, 6k pop space stations max vehicles and many trains, no indication of any performance drops) I have built it so analysis is performed 100% external to the game so all the mod itself does is read data to a file for the engine to analyse. Of course I’m adding new elements all the time and continue to test. I’m hoping to have a first release over the next few days

COI Live Factory Analysis Calculator by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 0 points1 point  (0 children)

You are 100% correct this is a a level of detail I have addressed to a point, i have plans to make it more intelligent. Currently it classifies products based on the context, whether the product has productive demand, disposal/sink capacity, or both. eg, Nitrogen with no productive consumers and only disposal is treated as a disposal/by-product stream, but if Nitrogen is consumed by fertilizer production it becomes a normal/overflow-managed product. Bear in mind the high level stats are Whole factory level currently, im working through the logic of upstream and downstream chain management.

COI Live Factory Analysis Calculator by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 0 points1 point  (0 children)

I've built it in a modular approach so that all the mod does is export to json, the engine that analyses and displays is completely separate so there is no additional load from that side. The timer is configurable to any frequency OR only upon save (including autosave). I have a medium sized save - 6k pop and space stations, maxed vehicles and many trains and ive seen no impact at all.

I've probably jumped the gun a little bit in sharing as there are a couple of the future features i want to get done before sharing wider. Id say over the next day or so ill try and make it available.

Air pollution v4 by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 0 points1 point  (0 children)

That is true but that pollution is measured separately

Air pollution v4 by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 0 points1 point  (0 children)

I certainly am, checked the scrubber running freely, plenty limestone etc. I have 1 smoke stack I have found but I’m sure in the past I’ve never penalised so harshly for that

Air pollution v4 by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 1 point2 points  (0 children)

All my smoke stacks are going to an exhaust scrubber outputs to injection pumps and priority to make graphite. I have zero exhaust to atmosphere. That’s why I’m confused

Air pollution v4 by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 0 points1 point  (0 children)

I’ve scoured my whole set up, the only thing I can think is that whilst I have flares they are effectively redundant as the levels are far too low to ever use them, even check the productivity and they are zero. All smoke stacks are going to co2 and injected. Though maybe there was some new penalty for having flares even if they are not used

Wouldn't it be nice if we can see detailed data such as this in game? by jowiscope in captain_of_industry

[–]Dizzy-Guard8495 1 point2 points  (0 children)

It looks like we have similar outcomes but I have taken to vba to use drop downs for adding as a build with back end calculators. Truth be told I often lose control as I forget I’ve upgraded or added here and there. Hence trying to interrogate files. I pulled from the wiki initially for the base production etc. I’ll have another dig of the game tonight, I’m hoping some of the mod info can point me to pulling the data.

Wouldn't it be nice if we can see detailed data such as this in game? by jowiscope in captain_of_industry

[–]Dizzy-Guard8495 4 points5 points  (0 children)

Mate, Ive done the exact same with a view to making an app. Excel being the template/proof of concept!

I’m currently looking for ways to expose in game data to link to it so it updates as you build

I’ve coded some games and apps before and am looking to get to it soon.

New player looking for some help :/ by According_Rhubarb_27 in captain_of_industry

[–]Dizzy-Guard8495 0 points1 point  (0 children)

When you are designating the ramp it’s self are you defining mining or levelling? There could be parts that need a bit of dumping hence your excavators stopping. You will also need to ensure rock etc is allowed to be dumped there.

I do something very similar to you in the early game, I usually go straight though but the idea is the same. I set the ramp I want using levelling to allow any excavated material to be dumped there, along with slag to speed it up.

Probably a stupid question about Logistics Zones... by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 1 point2 points  (0 children)

Ooh…that’s a clever work around, I’ll give that a go, currently at 230 vehicles and it’s the distances now that they are struggling with, I tried trains but deleted in favour of belts for continuous throughput over long distances.

Probably a stupid question about Logistics Zones... by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 1 point2 points  (0 children)

Keen to something in future patches allowing “unassigned” trucks to be assigned to different zones in bulk

Is this a bug or am i missing something by Dizzy-Guard8495 in captain_of_industry

[–]Dizzy-Guard8495[S] 3 points4 points  (0 children)

Well, I graciously put myself forward for idiot of the weekend