[DL] [В разработке] Captain of Industry [P] [RUS + ENG + 8] (2022, RTS) (0.8.5 +2 DLC) [Portable]

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Pashk0vsky

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Стаж: 17 лет 11 месяцев

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Pashk0vsky · 22-Июн-23 23:55 (3 года назад, ред. 03-Июн-26 08:54)


Captain of Industry
Год выпуска: 31 мая. 2022
Жанр: Стратегии, Ранний доступ, Симулятор, Автоматика, Инди
Разработчик: MaFi Games
Издатель: MaFi Games
Платформа: Windows (Только для x64)
Версия: 0.8.5 Build 23490631
Тип издания: Неофициальный
Релиз: Portable
Язык интерфейса: русский, английский, французский, немецкий, итальянский, испанский, китайский (упр.), чешский, нидерландский, шведский
Язык озвучки: Отсутствует
Таблетка: вшита (Goldberg)
Наличие/отсутствие рекламы: Реклама отсутствует
Системные требования:
Требуются 64-разрядные процессор и операционная система
МИНИМАЛЬНЫЕ:
Windows 10 or later
Процессор: Dual-core CPU @3.0 GHz
Оперативная память: 4 GB ОЗУ
Видеокарта: Dedicated graphics card, GTX 770 2GB
Место на диске: 3 GB
Звуковая карта: DirectX compatible
Дополнительно: Note that while we are in the Early Access, the minimum requirements may change
Описание:
Captain of Industry — это игра-симулятор колонии и фабрики. Ваше путешествие начнется с небольшой команды выживших на заброшенном острове. Если вы все сделаете правильно, вы проложите себе путь к самодостаточной колонии и сыграете важную роль в промышленности региона. Но сначала, чтобы выжить, вам нужно будет добывать сырье, выращивать еду, строить фабрики, производить продукты, конструировать транспортные средства, исследовать новые технологии, исследовать окрестности и торговать с другими островами. Если вы добьетесь успеха, вы даже сможете начать космическую программу и строить ракеты! Но это долгий и трудный путь...
ОБ ЭТОЙ ИГРЕ
  1. Производство продукции
    Начните с простого — выплавляйте железо, смешивайте бетон, создавайте строительные детали и выращивайте еду. Вскоре вы сможете заняться переработкой сырой нефти, электроникой, солнечными панелями, центрами обработки данных и даже ракетами. Есть более 150 уникальных продуктов для изучения и работы!
  2. Создавайте транспортные средства и транспортные продукты
    Полностью автоматизированная система логистики гарантирует, что продукты всегда будут доставлены туда, где они нужнее всего. Ваша задача состоит в том, чтобы настроить логистику, построить достаточное количество грузовиков, чтобы обеспечить движение вещей, и соединить находящиеся рядом машины с конвейерными лентами или трубопроводами для оптимизации транспортировки ресурсов.
  3. Стройте эффективные заводы
    Чтобы построить процветающую империю, нужно быть умным. Тщательно размещайте машины, чтобы более эффективно соединять их с конвейерными лентами или трубами, перерабатывайте сырье рядом с местом добычи, чтобы сэкономить топливо, необходимое для транспортировки, или модернизируйте производственные цепочки с помощью более эффективных машин для экономии сырья.
  4. Добывайте сырые ресурсы на полностью динамичной местности.
    Найдите природные богатства своей земли и используйте их для расширения своей империи. Добывайте уголь, железо, медь, золото или качайте подземную нефть и воду! Стройте карьеры, чтобы добывать ценную руду из-под земли, или просто сбрасывайте лишние камни в океан, чтобы создать новую землю для строительства! Помните, что ни одна гора не может быть достаточно высокой для вашего флота экскаваторов!
  5. Обрабатывайте свою землю
    Вам нужно кормить своих людей, выращивая картофель на фермах. Но этого будет недостаточно. Позже вы сможете выращивать разные культуры, чтобы производить больше видов еды и продуктов. Вы также можете производить удобрения и использовать теплицы, чтобы не отставать от потребностей в еде.
  6. Исследуйте новые технологии
    Исследование обязательно! Разблокируйте новые здания и материалы и сделайте свою фабрику более эффективной. Новые технологии изменят ход вашего будущего.
  7. Исследуйте мир, торгуйте с союзниками, сражайтесь с пиратами
    Отремонтируйте и улучшите свой корабль, установив лучшие двигатели, броню и оружие. Исследуйте окрестности, находите беженцев, союзные поселения для торговли, открывайте новые ресурсы и будьте готовы к морским сражениям с надоедливыми пиратами!
Порядок установки
1. Распаковать архив в любое место (главное чтобы на пути к папке с игрой не было кириллицы)
2. Запустить Launcher.exe
3. Играть
Скриншот архива
Changelog
v0.8.5 | 2026-05-21
Improvements
* Increased the maximum camera distance by 50%.
* Added a new adaptive simulation speed mode that lowers the sim rate before frames start dropping, keeping the game smooth under heavy load. It is the new default and can be changed in the settings.
* Mine and forestry towers areas, and logistics zones, can now be edited together. Editing one area shows all of them at once so it is easy to switch between them.
* Added a configurable Ctrl+M shortcut to open tower area editing directly without going through an inspector.
* Hovering a tower area now highlights the tower it belongs to and shows a connecting line.
* Surface clearing now respects truck zone construction filters.
* Train station modules now distribute products evenly between both sides.
* Reworked linked storages:
- A storage can now only be linked to a single station.
- Logistics is automatically disabled on the linked side while the station is loading or unloading it, preventing trucks from "stealing" reserved cargo or space from trains.
- Port restriction sliders now reduce the storage amount and capacity available for train reservations.
* Improved train pathfinder heuristics to discourage routing through other stations and network waypoints when an alternative exists. Trains far from a busy station are now much less likely to try to squeeze through it.
* Removing a waypoint now replaces it with the matching base track (electrified waypoints leave electrified track, normal waypoints leave normal track).
* Mining designations now ignore bushes and stumps that sit below the designated mining level.
* Train UI improvements such as job information to the train status row or a new open inspector button to arrivals.
* Trucks will no longer deliver parts in small amounts when products are low and are trickling in to storages one by one.
* Recovery saves now preserves logistics zones.
* Console commands now reject undefined enum values instead of silently accepting them.
* Improved console command error messages and help formatting.
Performance
* Construction and deconstruction are now processed in chunks, greatly reducing the cost of dense construction sites (measured ~4x speedup in vehicle buffer balancing on a large save, with spikes reduced from 40ms to 10ms).
* Added a vehicle connectivity manager that detects unreachable destinations without running a full pathfinding search, drastically reducing pathfinding cost and stuck-vehicle behavior in disconnected areas (over 10x pathfinding savings on some saves).
Fixes
* Vehicles no longer show red "cannot reach" lines and notifications for targets they do not need to path to anymore.
* Fixed level crossings not closing when a track was under deconstruction.
* Fixed the new-content dot not clearing when a building was upgraded.
* Mod config dialog now allows typing negative numbers for parameters whose minimum bound permits it.
* Fixed pause button not working for trains parked at a depot while assigned to a network.
* Fixed train network product statistics ignoring the per-station train limit.
* Fixed stacker tower incorrectly reporting invalid rail segments.
* Fixed active settlement bonus UI indicator showing "[active]" before the floater faded in, and the warning color not being applied to the right element.
* Fixed non-storable products being assignable to train station modules by feeding them in, bypassing the train compatibility check used by the UI pickers.
* Fixed pollution values shown in vehicle, locomotive, and train designer tooltips ignoring the fuel-consumption and pollution game difficulty multipliers.
* Fixed "stored quantity" being shown on the settlement internet provided building.
* Fixed visual flicker and notification toast spam caused by same-tick notification retriggers.
* Fixed stale arrival rules after replacing station modules with an incompatible type.
* Fixed train capacity changes through edicts leaving unrealistically high loading targets that could prevent the train from departing.
* Fixed waypoints being assignable as fuel stations in train networks.
* Fixed stacker tower keeping a stale target after a configuration change when no input was available.
* Fixed trucks swarming to a single excavator instead of distributing across multiple available ones.
* Fixed truck pickups stalling at storage buffers that never naturally fill up; partial loads are now allowed after 60 seconds without activity.
* Fixed hydrogen ship engine particles.
v0.8.4b | 2026-05-09
* Train network unload modules now default to 100% threshold (always demand) instead of 0%; load modules still default to 0%. This makes train networks work out of the box without configuring sliders.
* Train dispatcher now tiebreaks between equally-good idle trains by picking the one closest to the supply station.
* Mine towers, forestry towers, and logistic zones can now be resized by dragging their edges.
* Improved and standardized area highlights for mine/forestry towers and logistic zones; the entire shape highlights when the cursor is inside it.
* Improved colliders for train tracks, stations, bridges, and roads.
* Improved fluid and loose train wagons 3D models to LOD popping.
* Fixed that two mods both using a config.json file would fail to register.
* Fixed that trains could align at the wrong module or fail to match departure conditions when the station was changed during alignment.
* Fixed that two trains needing the same fuel type at the same fuel station could interfere and neither would receive fuel.
* Fixed that train networks could ignore higher priority jobs in favor of lower priority ones.
v0.8.4a | 2026-05-07
* Cargo depot and station modules now show input/output products, and the product search now includes trains.
* Reintroduced network train timeout based on transfer inactivity rather than total time at station, with a notification when a train is forced to depart.
* Terrain inspector tool no longer rounds tile sizes.
* Fixed terrain physics stopping on tiles touched by a recovery save load.
* Fixed terrain physics and disruption not fully recovering after loading a recovery save.
* Fixed config references becoming stale after save/load, which could cause difficulty changes or mod overrides to apply to outdated copies.
* Fixed stacker tower premature warnings.
* Fixed that ramps could be built perpendicular to start ports when port avoidance was enabled, preventing the port from being used.
* Fixed balancing between flipped train stations.
* Fixed unstable pipe start direction when the first segment would be vertical.
* Fixed terrain inspector not showing layers below intermediate bedrock.
* Fixed an error when trains pulled away from a station that required reserving critical sections at the nose.
* Fixed "cannot path" notification briefly appearing at turn-around stations.
* Fixed errors and incomplete loads caused by orphaned train track pillars/poles.
* Fixed tenders not functioning correctly when reversing.
* Fixed cancel job tooltip showing stale product from previous train.
* Fixed a memory leak that prevented the game from releasing memory after returning to the main menu.
v0.8.4 | 2026-05-04
New feature: Recovery save system
* Added a new save format intended as a last-resort tool for migrating games when a normal save cannot load due to major version changes or mod incompatibilities.
* Any mod or DLC can be unloaded/ignored when loading a recovery save.
* Recovery save can be created via command 'export_recovery_save' and loaded through the standard load game UI.
* Coverage includes terrain, trees, all static entities, conveyors/pipes including products, storage contents, vehicles, trains, train lines and networks, the research tree, world map state, contracts, and global product statistics.
* After loading, a summary window lists what was loaded successfully and which proto IDs failed to load.
* Not preserved: machine processing state, vehicle and train jobs, ship and fleet state, world map enemy fleets, in-progress repairs and upgrades, per-machine statistics, partially harvested trees, rocks, goals, messages, and camera position.
- A recovery save should be seen as a foundation to rebuild from, not as a seamless continuation of your game.
* A recovery save must be created from a save that can still be loaded. This feature does not magically restore already incompatible saves on its own.
* Recovery saves are not synced to Steam Cloud.
New feature: Terrain inspector
* Added a terrain inspector tool that shows a vertical cross-section of the ground below the cursor with bars colored by layer, product icons, and height labels.
* Activate it from the Resource Overlay (L) or directly with Shift+L.
* Includes a water level line, ocean indicator, and contour lines that help to read elevation.
* Hold Shift while inspecting to switch to a detail view that always spans 20 tiles below the surface.
Performance
* Simulation and rendering performance improvements resulting in 5-20% FPS gain overall (depending on save size and hardware).
* Optimized state synchronization for vehicles, transports, animations, particles, machine emissions, products, entity icons, train depots, and entity sound groups.
* Optimized rendering of train track overlays, farm crops, and blueprint transports.
* Eliminated multiple sources of stuttering, including truck balancing or particle effects on storages and train stations.
Other changes
* Hold Ctrl and scroll the mouse wheel to switch between T2 and T3 storages during placement.
* Autosaves now show a clock icon on the save row for visual clarity.
* Added a "Visual Weather Override" dropdown to the dolly track editor so timelapse recordings can use a constant sky appearance without disrupting the simulation. The override is purely visual.
* Game speed is now restored when leaving playback mode instead of at natural playback end.
* Added a "hide cursor on play" option to the dolly editor.
* Added '--launch-last-game' startup argument to skip the main menu and load the latest save.
* Added '--exec-command <step> <cmd>' startup argument to schedule console commands to run after a specified number of simulation steps after game initialization (multiple --exec-command can be passed).
* Added named arguments support to the console parser (e.g. 'cmd arg1 name:value'), greatly simplifying commands with multiple optional arguments. Quoted values and Windows paths are preserved.
* Sapphire wafer recipe is now gated behind Electronics IV research.
* Map editor: published map preview images are now capped at 10 to prevent excessively large map files.
* Disabled train honking at level crossings (the noise was getting overwhelming in large saves).
Fixes
* Fixed filesystem errors on CrossOver (Mac) that caused issues with game saves.
* Fixed that the settlement research bonus could overflow when there were more than 400k people.
* Fixed that a settlement housing or decoration square could become permanently undeletable due to a stale attached-modules counter.
* Fixed that settlement decoration squares could be moved to non-grid positions through in-place replacement, leading to errors when later removing them.
* Fixed research state inconsistencies on load that caused error spam and could increment a completed research past its maximum level.
* Fixed wrong emission color on certain entities (multi-mesh and semi-instanced) right after loading a save.
* Fixed that replacing a train with fewer wagons could delete cargo from the leading wagons when removed wagons were of an incompatible type (cargo is now retrieved into the redistribution pool).
* Fixed that newly built or reassigned trains did not pick up their line or network locomotive color until the color setting was re-edited.
* Fixed that a locomotive with wagons on both sides had its push penalty canceled to zero.
* Fixed that adding an under-construction train station to a schedule could cause an error after save/load.
* Fixed transport jitter that could occur when nearby machines were rebuilt.
* Fixed that a machine assigned two recipes producing the same product could stall at high fullness when the output buffer had room for the smaller recipe but not the larger.
* Fixed that thermal storage could get stuck just below capacity (e.g. 59988/60000) and never trigger its 100% alert.
* Fixed that the ore sorter could display wrong product piles when the texture limit was exceeded.
* Fixed that rockets currently being transported showed up in the global search.
* Fixed that network trains could depart partially loaded when the supply was bottlenecked; the train now waits as long as reachable storage still holds the cargo it reserved.
* Fixed phantom cargo ships spawning after a depot upgrade.
* Fixed mine tower trucks delivering to unassigned storages from the sorting branch.
* Fixed that loop animations on Farm IV and the Nuclear Reactor did not resume after being disabled and re-enabled.
* Fixed a memory leak in farm crop rendering and a visual glitch where new crop dryness was not interpolated correctly.
* Fixed missing Lab IV emission lighting and reduced lab emission intensities for consistency.
* Fixed that notifications added and removed on the same tick could remain stuck forever.
v0.8.3a | 2026-04-17
* Optimized train state synchronization (up to 10% FPS gain in train-heavy games).
* Added more zoom-to-cursor options with a new default (check settings if you prefer the previous behavior).
* Added a camera motion damping slider.
* Fixed blueprint rotation misaligning multi-tile surfaces relative to decals and other entities.
* Fixed errors and visual glitches on instanced entities after switching them between blueprint and placed state.
* Fixed error when drag-placing train tracks after a previous placement had been aborted mid-sequence.
* Fixed error after loading certain saves with ocean-adjacent entities.
* Fixed a rare issue where an unsupported conveyor or pipe could disappear when a connector was placed on it.
v0.8.3 (Update 4.1) | 2026-04-16
New feature: Train station arrival rules
* Replaced the old arrival conditions (wait until modules are empty/full) with a new per-product rule system.
* Each product handled by a station now has its own arrival rule with a percentage threshold slider.
* The system accounts for trains already en route. Incoming cargo is factored in, preventing unnecessary additional trains from being dispatched.
* New "require full service" toggle per product ensures a train is only called if the station can fully service it (enough capacity for unloading or enough stock for loading).
* Stations can now filter arrivals by fuel type, restricting which locomotives may approach.
* Existing saves are automatically migrated to equivalent rules. Migration is best effort, please verify your setups.
* Behavior change: Trains with no actionable cargo (e.g. heading to an empty loading station) are no longer allowed entry, reducing wasted journeys.
* Behavior change: Trains that cannot interact with any product at a station now automatically skip it instead of occupying it. This can be disabled per station via a "do not skip" toggle, useful for terminal stations where a direction change is required.
* Behavior change: A station can no longer load and unload the same product.
New feature: Linked storages
* Storage buildings can now be manually linked to a train station using a new assignment tool.
* Linked storages are included in the station's capacity calculations for arrival rules.
* Storages connected via ports are counted automatically and do not need to be linked manually.
New feature: Train networks
* Train networks are a new alternative way to manage trains. Instead of manually creating schedules, you assign trains and stations to a network and it handles dispatching automatically.
* Stations in a network behave passively, similar to how storages work with truck logistics.
- When a station's arrival rules signal demand (e.g. low stock for unloading, excess stock for loading), the network finds a matching station with supply and dispatches an idle train to fulfill the job.
* Each network has three station roles: cargo stations, fuel stations, and waiting bays.
* Cargo stations can be assigned a priority to control which stations are serviced first.
* Fully interoperable with the new arrival rules, which networks rely on to determine when stations need service.
* Network stations now have their own dedicated per-product threshold and priority settings, separate from train line settings.
Other features and improvements
* Added "Zoom towards cursor" camera option. When enabled, mouse wheel zoom pivots toward the cursor position instead of the screen center.
* Added a setting to mute audio when the game window is not focused.
* Added click+drag multi-placement for entities and blueprints.
- Click and drag to place entities along a line, or hold Shift to fill a rectangular grid.
- Blueprints now support per-blueprint overlap settings for drag placement, allowing irregular shapes to mesh together.
* Added small billboards for letters, numbers, and symbols (ASCII).
* Added a billboard text placement tool that converts typed text into rows of letter billboards with multiline support.
* Added a large COI billboard variant, unlocked via Housing III research.
* Added a billboard color system with primary and secondary colors, preset swatches, and full color pickers.
* Significantly improved train track LOD transitions to minimize visual popping when panning and zooming.
* Station modules handling the same product now automatically balance their inventories to ensure trains can always be fully loaded or unloaded, even across non-adjacent modules.
* Added refueling threshold setting for train schedules.
* Added locomotive color options. Locomotives can now be colored independently of wagons, with "same as line", "no override", and "custom" modes.
* Added conditional station skipping in schedules:
- "Skip if this station cannot accept the train".
- "Skip if next station can accept the train".
* Removed "Apply product icon color" option on train lines as it only applied to fluids.
* When the blueprint library is upgraded to the next version, automatic backup is created, preventing blueprint loss when downgrading.
* Increased T4 storage throughput to accommodate 4 T4 pipes.
* Roads on bridges now properly reduce vehicle maintenance cost.
* Train line arrival sliders now have a dedicated step to always allow trains in.
* Starting a new transport from an existing transport's end port now copies the transport tier.
* Trucks assigned to tree harvesters now follow the assignment chain to refuel at fuel stations assigned to the tower.
Train behavior changes
* Train arrivals are now always distributed across stations in a group, even without train limits set.
* Trains now align at the station/waypoint entrance when no modules are present, preventing them from occupying the block beyond.
Quality of life
* New-item dots on the toolbar are now cleared when an entity is placed in the world.
* New-item dots are no longer shown in sandbox games started from the main menu.
* Added "Zoom sensitivity" slider (50-200%) to camera settings.
* Added "Key pan speed" slider (50-200%) to camera settings.
* Multiple stations and waypoints can now be dragged over to add them to a group at once.
* Empty station modules can now be replaced with regular ones directly.
* The train schedule displays icons of products assigned to station modules.
* Train track direction is now shown when dragging ghosts and blueprints.
* The train path is now always visible, not only when the overlay is enabled.
* Lines to unreachable stations are now drawn directly instead of requiring a button click.
* Waypoint stations now show the train lines panel.
* The train schedule now shows load/unload direction icons.
* The train lines window can now be pinned.
* Paused stations now show a paused icon in the train schedule view.
Performance
* Improved terrain disruption processing speed by 2-3x, resulting in 10-25% simulation speedup on large saves.
* Vehicles no longer disrupt terrain under custom surfaces, reducing unnecessary disruption processing.
* Fixed severe FPS drops at higher game speeds (above 3x) caused by loose storage particle simulation.
* Fixed FPS drops caused by loose storage particles when panning the camera.
* Fixed FPS stutter during rain when the game was paused while set at >3x speed and camera was moving.
* Reduced game install size by ~200 MB through asset bundle optimization and shared materials.
* Optimized train simulation update to be ~50% faster.
* Audio sources are now disabled when not playing, reducing per-source CPU overhead.
* Improved performance of goal tracking in large factories.
Fixes
* Large factories no longer experience significantly slower terrain disruption recovery.
* Fixed that some disrupted terrain tiles could permanently stay disrupted after loading a save.
* Fixed that loose storage particles would not appear when panning to distant storages while the game was paused.
* Train paths are now hidden in photo mode.
* Removed excessive vehicle barrier icons from the logistics research node to better show that it also grants a vehicle limit increase.
* Fixed color picker not accepting pasted inputs containing a '#' character properly.
* Fixed that transports would render incorrect product LODs when the camera moved while the game was paused or the transport was idle.
* Fixed that vehicles targeting other vehicles (e.g. tree harvester trucks, refueling vehicles) could not follow them across bridges.
* Fixed that construction of unreachable entities would fail if there was a significant height difference between the source of materials and the entity.
* Fixed issue with ship's pathfinder when starting from an edge tile.
* Fixed that fuel stations would refuel trucks with mismatched fuel types.
* Fixed that trucks would not self-refuel at their mine tower's assigned fuel station.
* Fixed that hydrogen was available as ship fuel without the required research completed.
* Fixed that lifts could not achieve maximum throughput depending on entity update order.
* Fixed construction cost product order being inconsistent between diesel and hydrogen vehicles.
* Fixed that vehicles could path incorrectly on or near bridges.
* Fixed that the train station unit module crane animation was stuck retracted.
* Fixed that unity would be re-charged each time a building lost and regained power.
* Fixed that vehicles could get stuck on roads/bridges after their job was cancelled.
* Fixed that flipped COI billboards would read backwards.
* Fixed that research HUD would show a stale level when auto-repeating research advances.
* Fixed delayed terrain visual updates in parts of the map.
* Fixed camera sticking to terrain borders during keyboard or edge pan.
* Fixed FPS stutter when panning during rain weather when paused.
* Fixed particle pop-in when loose storage, stacker, and train station particles become visible after being off-screen.
* Fixed that rocket transporter boom would not show extended position after load.
* Fixed stacker tower missing or flickering particles during dumping.
* Fixed that contract exchange would delete exported cargo when import modules are paused.
* Fixed incorrect error when a diagonal waypoint overlaps tracks.
* Fixed that nuclear waste storage would not copy the "do not send retired waste" option during copy-paste or in blueprints.
* Fixed an error in the Photo Mode dolly track editor that could occur when entering edit mode after switching tracks.
* Fixed changing the direction of stations breaking their configuration. Settings are now preserved when the new orientation is still valid.
* Fixed trucks ignoring higher priority jobs in some cases.
* Fixed train station module workers not being assigned until the first load/unload of the station.
v0.8.2c | 2026-03-23
* Fixed highlighting of train tracks on bridges.
v0.8.2b | 2026-03-22
Improvements
* Reduced memory consumed by bridge meshes by up to 80% through mesh deduplication and caching.
* Mod directory name must now match the mod's ID (from the manifest), misnamed directories are now rejected with a an error message.
* Moved pipes before molten metal channels in the entity list.
* Trains no longer slow down for waypoints when they can proceed directly to the next station.
* Non-amphibious trucks no longer attempt deliveries to entities fully in the ocean.
* Rocket assembly depot now displays its computing requirement in the building inspector.
Fixes
* Mine tower trucks with export routes now wait for their assigned tower's designations instead of dumping elsewhere.
* Mine tower trucks now respect the logistics zone mask when dumping to non-assigned towers.
* Fixed that the bridge lane inspector would not show the double-lane option for inner lane buttons.
* Fixed that the computing status bar would not show currently used capacity.
* Fixed train slope difficulty multiplier being applied twice, causing trains to climb hills too easily.
* Fixed train inspector showing stale water icon after locomotive replacement.
* Fixed that trains would not align correctly at waypoints.
* Fixed that non-amphibious trucks would dump to ocean designations at height 0.
* Fixed that vehicles could dump to mine tower designations outside their assigned logistics zone.
* Fixed issues with the upgrades of certain buildings.
* Fixed that the terrain disruption system could cause issues on load with corrupted queue entries caused by mods.
* Fixed various building layouts to better match their 3D models (ore sorting plant T1, large crusher, chemical plant, food mill, microchip machines, and others).
* Fixed missing translatable strings for various vehicle jobs, tutorial messages, and UI elements.
* Fixed that dumping near bridges could cause them to instantly collapse.
* Fixed animated building parts rendering with an offset when highlighted.
* Fixed tree harvester animations.
* Fixed that amphibious vehicles would not be considered parked at their destination.
* Fixed that train designer comparison would show stale speed values after slope difficulty changes.
* Fixed that the video settings tab could fail to initialize with an error.
v0.8.2a | 2026-03-13
Improvements
* Optimized bridges initialization resulting in ~40% faster content loading.
* Bridge segments whose pillars are entirely on land can now be built using unity build.
* Excluded pillars, poles, and other infrastructure entities from global search results.
* Re-ordering a ship to a new world location no longer sends it back to the dock first.
* Speed increase keybind no longer cycles into super speeds when they are not activated.
Fixes
* Fixed that FBR enrichment would skip a beat every now and then due to remaining fuel life amounts not being carried over to the next cycle.
* Fixed that train pathfinding underestimated the cost of routing through stations, causing trains to prefer pathing through stations unnecessarily.
* Fixed that boats would spin up to 359 degrees when leaving the dock.
* Fixed amphibious dump truck mixed material pile colors.
* Fixed a crash related to settlements.
v0.8.2 | 2026-03-12
New feature: pillar tool
* Added ability to add and remove pillars on transport belts and pipes, similar to train track pillars.
* Added 'remove_redundant_transport_pillars' console command to remove all redundant transport pillars. We recommend saving your game before using it. Removing redundant pillars can improve performance.
Improvements
* Stacker tower rails can now be placed on the ocean.
* Ocean area notifications now update when entities are moved.
* Optimized transport product rendering based on camera distance, reducing transport simulation update time by up to 50% (up to 10% of overall sim update).
* Optimized construction manager, up to 8x faster when many constructions are paused (up to 10% of overall sim update).
* Optimized ocean-related height change processing, saving about 1ms per simulation step on large saves (up to 3% of overall sim update).
Fixes
* Fixed amphibious hydrogen excavator having incorrect construction costs.
* Fixed a ship pathfinding bug that could lead to ships pathing through obstacles.
* Fixed cargo ships using incorrect crew size for different ship tiers.
* Fixed stacker tower throttling being applied at half the intended rate, also causing delayed construction of new segments.
* Fixed stacker tower max terrain height calculation for segment layouts.
* Fixed stacker tower area selection not considering its pivot correctly.
* Fixed issues when adding or removing train track pillars.
v0.8.1a | 2026-03-11
* Improved recipe matching for machine copy-paste to correctly handle overclocked recipes and prefer similar recipes across compatible machine types.
* Battleships now notify when they cannot reach the world.
* Battleships and cargo ships now show a more stable status when unable to reach the world instead of flickering between states.
* Optimized train track blueprint and paste placement, reducing large stuttering when moving many track previews.
* Optimized pole and pillar generation for train tracks (up to 4.5x faster for large placements).
* Fixed that amphibious vehicles would disrupt terrain on the ocean floor under the water.
* Fixed that ships could reverse after leaving docks.
* Fixed exhaust on all excavators not rotating correctly with the vehicle.
* Fixed ocean area recovery requiring incorrect depth threshold.
* Fixed billboard and gold furnace layouts.
* Fixed locomotive tooltip showing incorrect fuel consumption when vehicle fuel edicts were active.
* Fixed that the Everything toolbar tab would not work properly in the Buildings menu.
v0.8.1 | 2026-03-10
* Train designer, inspector, and train line windows now group wagons by default, making it much easier to design and manage long trains.
* Train inspector now has a more compact layout with inline progress bars.
* Added ship recovery - ships can now be recovered to the world edge or their destination (except ships currently moving cargo).
* Docks can now be built on out-of-bounds ocean tiles near map edge.
* Improved ship pathfinding with better support for out-of-bounds navigation.
* Trade docks now require a minimum ocean depth of -2 instead of -3, making them easier to place early on.
* Fixed train alignment issue with T2 locomotives when placed in the middle of a train with wagons on both sides.
* Fixed that pumps and dumps could cause save loading issues.
* Fixed various issues with terrain bounds checks for ships and ocean-related buildings.
v0.8.0 (Update 4) | 2026-03-09
Backwards compatibility
* Saves from Updates 2 and 3 are fully compatible with Update 4. However, due to various changes, existing factories may need to be updated.
* All mods have to be recompiled and use the new mod manifest file.
Notable breaking changes
* Some pre-existing docking areas might not be working if built near shallow waters.
New feature: Bridges
* Introduced 2 types of bridges: truss and cable-stayed.
* Bridges have a modular lane system that currently supports either roads or train tracks.
* Bridges are constructed similarly to train tracks by placing a start point and dragging a bridge.
* Bridges can be built in 8 cardinal directions, but can be connected to the terrain only in 4 directions.
* Bridges are fully compatible with all tools, such as copy/paste and blueprints.
New feature: Amphibious vehicles
* Added amphibious trucks and excavators that can traverse and work on water.
* Unless assigned, amphibious trucks only take jobs that normal trucks fail to do.
* Amphibious excavators can mine underwater to a depth of -5.
New feature: Pathfinding for ships
* Ships now use pathfinding.
* Docks can be built anywhere and will work as long as they have access to the map edge.
* Added ships navigation overlay similar to vehicles.
* Ships capacity was increased to compensate for longer travel times.
* World mines capacity was increased as well.
New feature: Expandable stacker tower
* Added stacker tower that allows dumping materials over a range of 20 tiles and a height of 15 tiles (both range and height are configurable).
* Elevated rails can be attached to the tower to extend its range, with an option to auto-build them.
* Maximum throughput is equal to two tier 3 conveyor belts (900 per minute).
New game mode: Sandbox
* New games can now be started in a Sandbox mode that allows various options such as instant free-build, infinite electricity/maintenance, etc.
* New source/sink entities that can be used in Sandbox and in regular games serve as read-only markers.
* Sandbox can also be applied to existing games using the console command enable_sandbox.
* Added a new sandbox-only flat map for quick testing and prototyping.
* This mode is currently tailored for modders or players who wish to design optimized blueprints.
Additional new content
* New map: Shattered Isles, the largest map in the game, with an area of 26 km^2.
* Expanded and adjusted all the existing maps to allow for bridge building; maps are on average 15% larger now.
* Added three tier 2 locomotives, three tier 2 wagons, and a tier 2 coal tender.
* Added the waypoint train station.
New DLC: Trains Expansion
* Electrified train tracks, train stations, and level crossings.
* Five new locomotives: electric tier 1 and 2, gas turbine, fireless-steam, and nuclear.
* New wagon and station module for molten materials.
* Captain’s locomotive available for owners of both this and the Supporters Edition DLCs.
Quality of life improvements
* Added machine and vehicle productivity statistics with monthly and yearly history.
* Added search on map feature to the search menu (Ctrl+F), which allows easy search for machines, buildings, vehicles, and even their contents.
* Buildings can now be placed over trees that are removed during construction.
* Mining, Forestry, and all other tooling areas are now limited by surface area and not just the max edge size, allowing for the creation of larger non-rectangular shapes. All the areas have also been increased. Blueprint creation also benefits from this.
* Clicking a train with the pause tool now toggles the train's paused state.
* Incremental research now automatically queues again after being researched.
* Added the ability to compare trains in the train designer without having to go to replace mode.
Performance
* Optimized vehicle simulation resulting in an overall 10% FPS gain (see CD#52 for details).
* Optimized save loading, resulting in 30-50% faster startup.
* Optimized ocean simulation resulting in 5-8% FPS gains (in early game).
* Optimized performance for placing of large blueprints by up to 90% (depending on the size).
User interface
* Added new language: Norwegian
* Added train replacement tool with full comparison UI for train replacements.
* Added color picker for train line and train colors.
* Added vehicle type filters for storage unit.
* Improved mods UI, selection screen, and error reporting.
* Improved train designer UI and surfaced more useful information.
* Trains now notify when loading is interrupted by a fork in the track.
* Changed how maintenance is surfaced in entity inspectors, actual resource consumption rate with a progress bar is now shown.
* Reshuffled toolbar categories for better usability.
* Added WASD / arrow key navigation to the research window and world map.
* Holding ALT key keeps floating popups open without requiring interactive mode.
Balancing: Trains
* Increased max train speed through medium turns from 60 to 80 km/h.
* Reduced air drag by 4x for all trains, affecting the fastest tier 2 trains the most.
* Lowered tier 1 steam locomotive fuel consumption from 7.5 to 4.
* Removed train top-speed penalty from locomotives pushing wagons, introduced locomotive power penalty instead. This also means that adding a locomotive to any position within a train will never hurt its overall performance.
* Increased the cost of locomotives' instant refuel action.
* Reduced train build times across the board.
Balancing: Increase capacities
* Fuel station I: 40 => 100
* Fuel station II: 120 => 200
* Fuel station III: 360 => 400
* Hydrogen fuel station: 240 => 400
* Storage II: 400 => 500
* Storage III: 2500 => 3000
* Storage IV: 5000 => 6000
Recipes
* Added overclocking recipes to seawater pump to allow it to pump 2x more for 3x power.
* Increased Liquid dump throughput to match T2 pipe (from 60 to 200 / min).
Balancing: Sand, Silicon, Rubber
Reduced Rubber in Electronics I production
* Old: 1 rubber + 4 copper => 4 electronics
* New: 1 rubber + 6 copper => 6 electronics
Reduced Glass in PCB
* Old: 6 glass + 6 plastic + 3 copper => 12 PCB
* New: 3 glass + 6 plastic + 3 copper => 12 PCB
Reduced Silicon in Electronics II production
* Old: 6 PCB + 12 electronics + 6 silicon(poly) => 6 electronics II
* New: 6 PCB + 12 electronics + 3 silicon(poly) => 6 electronics II
Reduced Silicon throughput in Arc Furnaces
* Old: 48 sand + 12 coal + 3 graphite => 36 molten si + 18 slag + 24 exhaust
* New: 30 sand + 6 coal + 3 graphite => 24 molten si + 12 slag + 18 exhaust
Reduced Silicon throughput in Hydrogen reactor
* Old: 18 molten silicon + 4 hydrogen => 18 silicon(poly)
* New: 12 molten silicon + 4 hydrogen => 12 silicon(poly)
Reduced Silicon in Silicon wafer
* Old: 48 silicon(poly) + 4 water => 12 silicon wafer
* New: 24 silicon(poly) + 4 water => 12 silicon wafer
Increases Silicon wafers in Solar cell (mono):
* Old: 1 aluminum + 9 wafer + 4 glass => 8 solar cell mono
* New: 1 aluminum + 12 wafer + 4 glass => 8 solar cell mono
Modding support
* Mods are no longer loaded on game launch but only after a new or loaded game requests them. This avoids outdated or broken mods affecting the core game.
* Introduced mod manifests that provide mod metadata without loading executable files.
* Mods can now declare mandatory and optional dependencies, affecting mod load order.
* Mods can now be optionally configured in-game based on keys from config.json. Configuration can also be changed when loading an existing game.
* Mods can now explicitly process config changes on load based on the loaded vs current mod version.
* Mods can now have changelogs that are surfaced in the game.
* It is now possible to remove research nodes and unused unlocked prototypes without breaking save compatibility.
New console commands
* set_game_speed - to overclock simulation speed beyond 3x speed.
* toggle_fog_rendering - to disable fog.
* add_markers_to_toolbar - to show source / sink markers outside of sandbox.
Graphics
* Improved ocean visuals, including shadows cast onto the water surface.
* Removed legacy low-fidelity ocean option.
* Locomotives now display unique identification numbers on their models.
* Added camera dolly track to Photo Mode for smooth, repeatable camera motion with editable waypoints.
Other
* Increased Steam Cloud quota from 2 GB to 4 GB. Note that synced files are all saves, custom maps, and blueprints.
* Improved balancing of trucks and excavators, minimizing idle trucks (mining is now up to 17% faster).
* Excavators now maintain spacing from each other when mining. The same applies to trucks when dumping.
* Loads of smaller bug fixes.
Notable fixes (not an exhaustive list)
* Fixed missing side-walls and railings on elevated track intersections.
* Fixed incorrect train cars spacing on 45-degree tracks.
* Fixed trucks driving off long level crossings and being trapped in between tracks.
* Fixed datacenter that was consuming 0.09765% more coolant than defined.
* Fixed construction priority resetting on cut/paste.
* Fixed trade reputation rising from failed loan payments.
* Fixed Unity consumption by mine/lab/oil rig to not consume Unity when not working.
* Fixed dump tutorial (slag) not triggering in all cases.
* Fixed quick trades costing unity of the next tier.
* Fixed quick repair being free instead of disabled (from difficulty settings).
* Fixed rocket depots consuming resources while waiting for the transporter.
* Fixed nuclear reactor UI not showing reactor as overheated when emergency cooling was active.
Почему игра может не запускаться?
- Игра может вылетать, или не стартовать новая игра когда не может найти папку с сохранениями: нажмите winkey+R введите appdata и перейдите к roaming/catain of industry вы должны увидеть logs, maps, mods, создайте новую папку и назовите ее Saves.
- Убирайте кириллицу из пути к папке с игрой,
- Имя пользователя Windows не должно содержать кириллицу,
- Выключайте антивирус, т.к. он может блокировать запуск исполняемых и/или дополнительных файлов.
- На самый крайний случай - перекачайте папку с игрой полностью, по новой.
Скриншоты
DLC
Supporter edition upgrade
Trains expansion
Предыдущие и альтернативные раздачи
Download
Сайт не распространяет и не хранит электронные версии произведений, а лишь предоставляет доступ к создаваемому пользователями каталогу ссылок на торрент-файлы, которые содержат только списки хеш-сумм
Как скачивать? (для скачивания .torrent файлов необходима регистрация)
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DioD

Стаж: 18 лет 8 месяцев

Сообщений: 165


DioD · 23-Июн-23 12:57 (спустя 13 часов)

свежий патч улучшил производительность в 3 раза, если раньше игра тормозила, то можно попробовать еще раз.
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cjiaba79

Старожил

Стаж: 16 лет 3 месяца

Сообщений: 127

cjiaba79 · 23-Июн-23 20:07 (спустя 7 часов)

DioD писал(а):
84874567свежий патч улучшил производительность в 3 раза, если раньше игра тормозила, то можно попробовать еще раз.
Такой патч ждал, если производительность подняли, то это очень хорошо, буду пробовать.
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Pashk0vsky

Top Bonus 04* 3TB

Стаж: 17 лет 11 месяцев

Сообщений: 205

Pashk0vsky · 24-Июн-23 16:19 (спустя 20 часов, ред. 10-Июл-23 23:24)

Обновление 0.5.3b до 0.5.3c

Pixeldrain
Изменения
v0.5.3c
* Исправлен бизнес-индикатор логистики, который в некоторых случаях неправильно отображал занятую логистику.
* Уменьшена необходимая глубина плодородной почвы для ферм с 1,0 до 0,9 клетки для несовершенств.
* Уменьшена необходимая глубина плодородной почвы для деревьев с 1,0 до 0,5 клетки.
* Оптимизированы индикаторы потока на трубах, что приводит к небольшому приросту FPS.
* Океанские волны больше не пересекают корабли.
* Исправлены плитки проверки фермы, которые иногда не отображались должным образом.
* Исправлены проблемы с лесными башнями, которые не регистрировались должным образом с другими объектами.
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yncher76

Стаж: 16 лет 3 месяца

Сообщений: 669

yncher76 · 26-Июн-23 19:33 (спустя 2 дня 3 часа)

cjiaba79 писал(а):
84876009
DioD писал(а):
84874567свежий патч улучшил производительность в 3 раза, если раньше игра тормозила, то можно попробовать еще раз.
Такой патч ждал, если производительность подняли, то это очень хорошо, буду пробовать.
Еще до Update 1 удалось уменьшить тормоза, выставив в настройках синхронизацию кадров. После версии 0.5.0 - настройки графики стали побогаче, и подстроить можно очень индивидуально
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Ash-TraY-2010

Старожил

Стаж: 16 лет 3 месяца

Сообщений: 23

Ash-TraY-2010 · 04-Июл-23 23:52 (спустя 8 дней)

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Pashk0vsky

Top Bonus 04* 3TB

Стаж: 17 лет 11 месяцев

Сообщений: 205

Pashk0vsky · 05-Июл-23 00:58 (спустя 1 час 5 мин.)

Ash-TraY-2010 писал(а):
84914686
Порядок установки
1. Распаковать архив в любое место (главное чтобы на пути к папке с игрой не было кириллицы)
2. Запустить Launcher.exe
3. Играть
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Ash-TraY-2010

Старожил

Стаж: 16 лет 3 месяца

Сообщений: 23

Ash-TraY-2010 · 08-Июл-23 00:37 (спустя 2 дня 23 часа)

Был не внимателен, запускал не лунчер. Спасибо.
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yncher76

Стаж: 16 лет 3 месяца

Сообщений: 669

yncher76 · 14-Июл-23 22:59 (спустя 6 дней)

Оказывается уже вышло 2 обновления...
Цитата:
v0.5.3d
* Fixed color of ghosts of buildings under construction that were not recognisable from paused ghosts.
* Fixed ocean clipping occurring inside of the container ship module.
* Improved exception handling so that the player has a better idea of what went wrong, and made error messages copyable to clipboard for easier reporting.
* Fixed incorrect unpreviewed snapping to ports on construction.
* Improved heuristics for sorting priority when balancing buffers, trucks now more closely obey specified job priority.
* Improved path-finding that was giving-up too early in some cases when the goal was not directly reachable but "close-enough" destination existed.
Цитата:
v0.5.3e
* Traditional Chinese is now 100% translated, thanks to all contributors!
* Trucks no longer violate dumping constraints when dumping to neighboring designations.
* Fixed issues with tree harvester that could get stuck and not harvest any trees in rare circumstances.
* Tree harvester now properly prioritize explicitly designated areas over trees in the forestry tower areas.
* Transport ghosts are no longer transparent to make them easier to see around transparent building ghosts.
* Transport connectors are no longer buildable underwater.
* Entity icons are now properly affected by fog.
* Entity icons now completely disappear when far away.
* Port ghosts no longer cast shadow.
* Fixed pipe connector model on right-angled down bends.
* Game saving is now more robust to special cases such as inability to save when temp directory is not writeable.
* Game save/load screens show save size.
* Note: Internal changes to assets caused a larger patch download size.
Для нетерпеливых:
скрытый текст
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Uniquem.msk

Стаж: 16 лет 4 месяца

Сообщений: 17


Uniquem.msk · 15-Июл-23 16:20 (спустя 17 часов)

Как экономика в игре?
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meowNImsn

Стаж: 4 года 11 месяцев

Сообщений: 1


meowNImsn · 21-Июл-23 09:36 (спустя 5 дней, ред. 21-Июл-23 09:36)

Играю на RX 580
Игра работает, но GPU грузит на 100% сразу из меню, так что там или баг или майнер встроенный (вне зависимости от настроек графики)
(уверен в этом потому, что сразу после этого купил лицензию и на ней всё нормально)
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yncher76

Стаж: 16 лет 3 месяца

Сообщений: 669

yncher76 · 21-Июл-23 12:13 (спустя 2 часа 36 мин.)

meowNImsn писал(а):
84973823Играю на RX 580
Игра работает, но GPU грузит на 100% сразу из меню, так что там или баг или майнер встроенный (вне зависимости от настроек графики)
(уверен в этом потому, что сразу после этого купил лицензию и на ней всё нормально)
Покупка лицензии - это хорошо, это правильно.
А я вот только что проверил: NVidia GeforceExpirience на GTX1060, говорит, что в меню загрузка ГП: ~4-8%. В Игре ~30-50%...
Скриншоты
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KosiakNet

Стаж: 11 лет 5 месяцев

Сообщений: 191

KosiakNet · 27-Июл-23 00:15 (спустя 5 дней, ред. 27-Июл-23 00:15)

meowNImsn писал(а):
84973823Играю на RX 580
Игра работает, но GPU грузит на 100% сразу из меню, так что там или баг или майнер встроенный (вне зависимости от настроек графики)
(уверен в этом потому, что сразу после этого купил лицензию и на ней всё нормально)
Поставьте в панели управления NVIDIA ограничение фпс, чтобы видеокарта не рендерила бесполезные кадры в простых сценах.
скрытый текст
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Pashk0vsky

Top Bonus 04* 3TB

Стаж: 17 лет 11 месяцев

Сообщений: 205

Pashk0vsky · 23-Авг-23 00:55 (спустя 27 дней)

Добавлено 0.5.4e Build 11981481
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yncher76

Стаж: 16 лет 3 месяца

Сообщений: 669

yncher76 · 13-Сен-23 00:02 (спустя 20 дней)

Для нетерпеливых:
скрытый текст
Цитата:
Full changelog for v0.5.5
Transport path-finder now performs an undirected search when there is no goal set yet, improving response time once mouse cursor moves and goal is set.
Improved internal hashing algorithm for tiles resulting in 4x speedup of terrain physics and around 30% overall simulation speedup when mining/dumping is active.
Slightly reduced font sharpness to make the text more readable.
Trucks with cargo are no longer reported as idle in the vehicles overview.
Paused mine tower no longer affects dumpable products in its area of influence.
Recipe book now shows recipes with mechanical power and other virtual products.
Results of in-game calculations via the search bar are now shown at the left side of the entities menu.
Fixed a rare issue with (auto)save which was not able to be completed in some cases.
Fixed ship fuel checking when navigating to some locations.
Fixed minor rendering issues of some buildings caused by the latest optimizations.
Captain of Industry. Supporter edition v0.5.5
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<NIK>

Стаж: 18 лет 8 месяцев

Сообщений: 104

<NIK> · 14-Сен-23 07:29 (спустя 1 день 7 часов)

Можно ли перенести сохранения с версии v0.5.3e на v0.5.5 ?
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yncher76

Стаж: 16 лет 3 месяца

Сообщений: 669

yncher76 · 14-Сен-23 09:14 (спустя 1 час 44 мин.)

<NIK> писал(а):
85193372Можно ли перенести сохранения с версии v0.5.3e на v0.5.5 ?
Новая версия должна "подхватывать" все сохранения. Я лично, обновляю версии путем перезаписи поверх. Т.е. я не сохраняю старую версию игры, и никаких проблем с открытием сохранений с предыдущей версии никогда не было. Если Вы намерены сохранить старую версию игры и параллельно установить новую, то я бы не надеялся на открытие в старой версии игры сохранений, сделанных в новой версии.
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CBuHKa

Старожил

Стаж: 20 лет 5 месяцев

Сообщений: 2293

CBuHKa · 14-Сен-23 19:49 (спустя 10 часов)

Платформа: Windows (Только для x64) - почему тогда версия х32?
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<NIK>

Стаж: 18 лет 8 месяцев

Сообщений: 104

<NIK> · 14-Сен-23 20:53 (спустя 1 час 4 мин.)

yncher76 писал(а):
85193627
<NIK> писал(а):
85193372Можно ли перенести сохранения с версии v0.5.3e на v0.5.5 ?
Новая версия должна "подхватывать" все сохранения. Я лично, обновляю версии путем перезаписи поверх. Т.е. я не сохраняю старую версию игры, и никаких проблем с открытием сохранений с предыдущей версии никогда не было. Если Вы намерены сохранить старую версию игры и параллельно установить новую, то я бы не надеялся на открытие в старой версии игры сохранений, сделанных в новой версии.
Перед удалением старой версии нужно же перенести сохранения, где они там хранятся?
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Pashk0vsky

Top Bonus 04* 3TB

Стаж: 17 лет 11 месяцев

Сообщений: 205

Pashk0vsky · 15-Сен-23 12:28 (спустя 15 часов)

<NIK> писал(а):
85196129
yncher76 писал(а):
85193627
<NIK> писал(а):
85193372Можно ли перенести сохранения с версии v0.5.3e на v0.5.5 ?
Новая версия должна "подхватывать" все сохранения. Я лично, обновляю версии путем перезаписи поверх. Т.е. я не сохраняю старую версию игры, и никаких проблем с открытием сохранений с предыдущей версии никогда не было. Если Вы намерены сохранить старую версию игры и параллельно установить новую, то я бы не надеялся на открытие в старой версии игры сохранений, сделанных в новой версии.
Перед удалением старой версии нужно же перенести сохранения, где они там хранятся?
нет, не обязательно, сохранения лежат отдельно от файлов игры
%USERPROFILE%\Documents\Captain of Industry\Saves\
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<NIK>

Стаж: 18 лет 8 месяцев

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<NIK> · 16-Сен-23 07:19 (спустя 18 часов)

Pashk0vsky писал(а):
85198449
<NIK> писал(а):
85196129
yncher76 писал(а):
85193627
<NIK> писал(а):
85193372Можно ли перенести сохранения с версии v0.5.3e на v0.5.5 ?
Новая версия должна "подхватывать" все сохранения. Я лично, обновляю версии путем перезаписи поверх. Т.е. я не сохраняю старую версию игры, и никаких проблем с открытием сохранений с предыдущей версии никогда не было. Если Вы намерены сохранить старую версию игры и параллельно установить новую, то я бы не надеялся на открытие в старой версии игры сохранений, сделанных в новой версии.
Перед удалением старой версии нужно же перенести сохранения, где они там хранятся?
нет, не обязательно, сохранения лежат отдельно от файлов игры
%USERPROFILE%\Documents\Captain of Industry\Saves\
Странно у меня почему-то в документах вообще нет папки Captain of Industry а в самой игре сохранения есть.
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yncher76

Стаж: 16 лет 3 месяца

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yncher76 · 16-Сен-23 16:35 (спустя 9 часов, ред. 16-Сен-23 16:35)

<NIK> писал(а):
...
Странно у меня почему-то в документах вообще нет папки Captain of Industry а в самой игре сохранения есть.
Потому что, на самом деле сохранения лежат тут:
Код:
%USERPROFILE%\AppData\Roaming\Captain of Industry\Saves\
P.S.
ЕМНИП, путь %USERPROFILE%\Documents\Captain of Industry\Saves\ использовался до UPDATE1
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<NIK>

Стаж: 18 лет 8 месяцев

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<NIK> · 17-Сен-23 20:53 (спустя 1 день 4 часа, ред. 17-Сен-23 20:53)

yncher76 писал(а):
85203450
<NIK> писал(а):
...
Странно у меня почему-то в документах вообще нет папки Captain of Industry а в самой игре сохранения есть.
Потому что, на самом деле сохранения лежат тут:
Код:
%USERPROFILE%\AppData\Roaming\Captain of Industry\Saves\
P.S.
ЕМНИП, путь %USERPROFILE%\Documents\Captain of Industry\Saves\ использовался до UPDATE1
Спасибо вот теперь все правильно
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patoka1986

Стаж: 8 лет 10 месяцев

Сообщений: 1


patoka1986 · 13-Окт-23 20:18 (спустя 25 дней, ред. 13-Окт-23 20:18)

RTX 2070 - Загрузка 15%-20%. Майна нет точно!
yncher76 писал(а):
84974380
meowNImsn писал(а):
84973823Играю на RX 580
Игра работает, но GPU грузит на 100% сразу из меню, так что там или баг или майнер встроенный (вне зависимости от настроек графики)
(уверен в этом потому, что сразу после этого купил лицензию и на ней всё нормально)
Покупка лицензии - это хорошо, это правильно.
А я вот только что проверил: NVidia GeforceExpirience на GTX1060, говорит, что в меню загрузка ГП: ~4-8%. В Игре ~30-50%...
Скриншоты
patoka1986 писал(а):
85321217RTX 2070 - Загрузка 15%-20%. Майна нет точно!
yncher76 писал(а):
84974380
meowNImsn писал(а):
84973823Играю на RX 580
Игра работает, но GPU грузит на 100% сразу из меню, так что там или баг или майнер встроенный (вне зависимости от настроек графики)
(уверен в этом потому, что сразу после этого купил лицензию и на ней всё нормально)
Покупка лицензии - это хорошо, это правильно.
А я вот только что проверил: NVidia GeforceExpirience на GTX1060, говорит, что в меню загрузка ГП: ~4-8%. В Игре ~30-50%...
Скриншоты
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aap4ixx

Стаж: 15 лет 10 месяцев

Сообщений: 23


aap4ixx · 28-Окт-23 14:56 (спустя 14 дней)

Вопрос, построил вычислительный центр, поставил там сервера а он не даёт вычислительной мощности. Кто знает посему?
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Pashk0vsky

Top Bonus 04* 3TB

Стаж: 17 лет 11 месяцев

Сообщений: 205

Pashk0vsky · 29-Окт-23 23:38 (спустя 1 день 8 часов)

aap4ixx писал(а):
85388164Вопрос, построил вычислительный центр, поставил там сервера а он не даёт вычислительной мощности. Кто знает посему?
для работы вычислительного центра нужно: охлажденная вода, электричество и запчасти III
https://wiki.captain-of-industry.com/Data_Center
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KRStwo

Стаж: 16 лет 6 месяцев

Сообщений: 6


KRStwo · 01-Ноя-23 11:30 (спустя 2 дня 11 часов, ред. 01-Ноя-23 11:30)

0.5.5а вышла. Я проверю, выложу сюда, тогда ...
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Pashk0vsky

Top Bonus 04* 3TB

Стаж: 17 лет 11 месяцев

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Pashk0vsky · 01-Ноя-23 12:12 (спустя 42 мин.)

Добавлено 0.5.5c Build 12495894
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Acca76

Стаж: 16 лет 1 месяц

Сообщений: 41


Acca76 · 15-Ноя-23 20:51 (спустя 14 дней)

Ребят кто нибудь запускал игру на steam deck? При запуске выскакивает окно с ошибкой про стим.Запускаю Launcher.
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Pashk0vsky

Top Bonus 04* 3TB

Стаж: 17 лет 11 месяцев

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Pashk0vsky · 23-Ноя-23 04:05 (спустя 7 дней, ред. 23-Ноя-23 04:05)

https://www.captain-of-industry.com/post/cd-39
Обновление 2 – когда?
Изначально мы планировали выпустить обновление 2 в этом году, но решили отложить выпуск до первого квартала следующего года, чтобы у нас было время добавить еще больше замечательных функций и убедиться, что все работает стабильно и отлажено. По пути мы будем держать вас в курсе наших дневников капитана!
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