Does the game work on Crossover for others? Anyone seeing similar issues?
Posts by Captain Marek
29 total postsThis would require full water simulation across the entire map to be implemented. This is too big of a feature to be thinking about, at least in Early Access.
Low FPS is caused by rendering performance, not by slow simulation. Simulation is running at 10 Hz, so if you are getting more than 10 FPS, the cause is not slow simulation and parallelization of simulation would likely not help, or made it even worse.
We are constantly working on performance improvements so you should see more FPS in the future, but "use more CPU threads" is not the answer for…
This would require full water simulation across the entire map to be implemented. This is too big of a feature to be thinking about, at least in Early Access.
computerneek wrote:
...the constant pathing (I think it's the pathing) of the trains trying to find alternate routes causes a huge amount of lag.
I would be surprised if trains are causing any lag. Train path-finding is running on a separate thread and is quite unlikely to cause lags. To investigate, feel free to file a bug report with attached save file for us to investigate.
When implementing this system, we have decided to not combine reservation systems of trucks and trains due to complexity and maintainability. Currently, we don't have plans to implement shared reservation system.
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❌ Bug with trains
✅ …
We are planning on integrating mods browsing and management directly to the game.
Logs can be found at: %USERPROFILE%/AppData/Roaming/Captain of Industry/Logs. You can also include Unity logs from %USERPROFILE%/AppData/LocalLow/Mafi Games/Captain of Industry/ and %USERPROFILE%/AppData/Local/Temp.
Could you use the favorite system for this? You can mark installed mods as favorite and then sort by favorites.
We'd need a little more to be able to investigate this issue. Mac is not officially supported and none of us have mac or crossover, so please give us as much info as you can.
Thanks, this will be fixed in the next patch. Well, "fixed" is a misleading word, there was nothing wrong with our code, we have just added more nasty work-arounds when operations that success throw failure exception instead....
Shadows are currently not considered for solar panel output computation. It would be quite expensive to do so, so for now this is WAI.
Renamed to Better show in UI that many buildings cannot be flipped by the "F" key
Could you attach your save so that we can reproduce this?
Conveyors that do not have valid supports are now working only due to a known glitch. Once the glitch is fixed, such conveyors will likely stop working. We have not fixed this glitch because many players depend on it and we are assessing how best to resolve this.
These buildings are not flippable. This is a known limitation and there are technical reasons for it.
Mods have optional dependencies, specified in the manifest as optional_mod_dependencies, is that what you are looking for?
What formatting you'd want in the changelog?
Are there any errors or warnings in the log about this?