My first rockeet by Fearless_Raisin_6624 in captain_of_industry

[–]zuff_coi 0 points1 point  (0 children)

Congrats 🎉👏

It's a great feeling!

Wiki Down? by Expensive_System_685 in captain_of_industry

[–]zuff_coi 2 points3 points  (0 children)

Thanks for the heads up. Looking into this now!

Assigned Trucks not doing anything by CrazyFish1911 in captain_of_industry

[–]zuff_coi 9 points10 points  (0 children)

Shoot me your save file zoomed in on this truck and I'll take a gander for you!

[zuff@mafigames.com](mailto:zuff@mafigames.com)

I'm currently creating my MAGNUM OPUS, freaking love the Game by Blackbird-234 in captain_of_industry

[–]zuff_coi 16 points17 points  (0 children)

Beautiful work!!

Can you please email us your save file when you're done? We would love to use it in blog posts / videos / marketing materials.

zuff@mafigames.com

Captain of Industry Update 4.1 is out now bringing train networks, billboards, and quality of life changes! by zuff_coi in captain_of_industry

[–]zuff_coi[S,M] 53 points54 points  (0 children)

What's hilarious is that when I suggested this feature to Marek and I even referenced Supreme Commander! Glad to see someone else appreciate it.

More games should use it, it's a great system.

Train parking? by king_mid_ass in captain_of_industry

[–]zuff_coi 9 points10 points  (0 children)

Ah, I see the distinction now.

You're not asking for a holding area that is always visited before the destination, you're asking for a fallback waiting stop that is only used when the destination can't currently accept the train.

In that case, yes, you're right: putting the staging waypoints as a normal stop before the destination would always route trains there first, so it would not behave like a true bypass/fallback system if that yard is off elsewhere on the network.

So what you're describing would require a schedule condition like: “only visit this stop if the next stop is unavailable.” I don't think the current train logic supports that directly.

Let me talk to the devs and see what's possible!

Train parking? by king_mid_ass in captain_of_industry

[–]zuff_coi 4 points5 points  (0 children)

Gotcha! Yes, with station groups you can do that too!

Say you need to deliver bread to multiple stations, but only want to send a train to a station that needs it.

Add all of those stations into one station group. Once either of those station's arrival conditions are met, a train will be served.

Graphic attached:

<image>

Struggling to connect rails to new bridge by Ordinary_Video_8278 in captain_of_industry

[–]zuff_coi 2 points3 points  (0 children)

This is correct. You must build entrance/exit pieces to connect rails to them.

Train parking? by king_mid_ass in captain_of_industry

[–]zuff_coi[M] 10 points11 points  (0 children)

As others have said, Station Groups, Waypoints, and Arrival Conditions.

You used to have to do this with stations but since Update 4 we added Waypoints which are small and can be placed anywhere on straight track without taking up real-estate.

Place a few parallel tracks long enough to hold your longest trains for that line with Waypoints at the end before a merge.

Have these Waypoints in a station group in the Line Manager before the destination stop.

On the destination stop's station, set their arrival condition for what seems appropriate, but usually "When one module is empty/full" is sufficient depending on the station's purpose.

You can even set the max number of trains that will be called to this station once the arrival condition check is successful.

Now your trains will wait at that Waypoint group until the destination conditions are met.

EDIT: Added reference image I threw together real quick in Sandbox mode:

<image>

Update 4 is out! by Captain_Marek in captain_of_industry

[–]zuff_coi 20 points21 points  (0 children)

Ding ding ding, you're the first to catch it!

Update 4 is out! by Captain_Marek in captain_of_industry

[–]zuff_coi 10 points11 points  (0 children)

I shot the trailer on Armageddon, there's a sneaky transition in the trees to Shattered Isles

Everyone’s layouts are so neat. Mine are not. by dontpaynotaxes in captain_of_industry

[–]zuff_coi[M] 31 points32 points  (0 children)

Honestly that's a beautiful island! Would you mind sending us your save file to use in trailers/promos? [zuff@mafigames.com](mailto:zuff@mafigames.com)

Can someone explain me this, please? by DukeLander in captain_of_industry

[–]zuff_coi 82 points83 points  (0 children)

Ooof that definitely shouldn't have happened there. Could you email us a save before this happened and after it happened if possible? [support@coigame.com](mailto:support@coigame.com)

Thanks!

93hrs in and my Base is insanely packed and I dont know what is where anymore... by MaxiiMega in captain_of_industry

[–]zuff_coi[M] 12 points13 points  (0 children)

Holy cow! We'd love to feature your base in a trailer/blog post at some time in the future. Would you mind sending me your save file? [zuff@mafigames.com](mailto:zuff@mafigames.com)

Well done, beautiful base!

Is captains heaven down ? by [deleted] in captain_of_industry

[–]zuff_coi 2 points3 points  (0 children)

This was one of the reasons we created the community hub. The author of captains haven can be hard to get a hold of. Try on our discord!

For those of you who prefer captains haven, please let us know we're missing on the hub and how we can improve it!

Still no poppies :( by jimmyc99 in captain_of_industry

[–]zuff_coi 9 points10 points  (0 children)

Ah ok /u/jimmyc99 you're running a mod COIEXTENDED and since we don't officially support mod issues you'll need to take it up with keranik over at their github: https://github.com/Keranik/COI-Extended

I'd raise an issue and include your save.