Shipping++
v0.6.4Local cargo shipping: ships haul products between cargo terminals on your island.
- Source code
- https://github.com/rschurade/COI-mods
Adds local cargo terminals and ships that haul products between them across the water of your own island.
Build local cargo terminals (all four cargo depot sizes, 2 to 8 modules) at two or more coastal spots and set their modules to offer or request products of your choice. Bigger terminals build bigger ships, and any ship can dock at any terminal — real ships with real water pathfinding, docking and crane transfers, just like the vanilla world-trade cargo ships.
Ships are built at the terminal: press the build-ship button, deliver the construction materials, and the ship enters service. Build as many ships per terminal as you like — each dock serves one ship at a time and the rest wait at anchor for their turn.
Ships sail shipping lines: create a line in the lines manager, add stops by clicking terminals and navigation buoys directly on the map, drag stops to reorder them, and assign ships — the window works just like the vanilla train lines manager. Lines have colors, and ships can be painted in their line's color.
Every stop decides when a ship may leave it: as soon as the cranes finish, or wait until the ship is loaded or unloaded to a percentage — with an optional timeout so no stop can hold a ship forever. The "Depart now" button in the ship window overrules any rule.
Ships consume fuel per journey like vanilla cargo ships and refuel at their home terminal, whose fuel buffer follows its fleet's fuel type. Refitting a ship to another fuel works from the ship window, as does "Reduce ship speed & save fuel". A ship that runs dry at sea makes a free emergency run home; a dry ship at a dock holds the berth and names the fuel it needs.
Every ship has a home port that can be reassigned from the ship window, and ships whose home terminal is demolished survive and wait for a new one. Ships you no longer need can be sold: they sail off the map and refund their build cost — scaled by the game's deconstruction refund setting — to the shipyard, like other deconstruction materials.
Navigation buoys are free, float at sea level, can be renamed, and route your lines around shallows and islands.
All of the mod's texts are translatable — see the readme in the mod's Translations folder.




No announcements yet.
v0.6.4
Latest- Game version
- 0.8.5 - 0.8.7
- Released
- Aug 10, 2026
- File size
- 928.9 KB
- License
- CoI-Open
------ - Added a Russian translation. Strings added in recent versions that are not translated yet fall back to English.
v0.6.3
- Game version
- 0.8.5 - 0.8.7
- Released
- Aug 10, 2026
- File size
- 925.2 KB
- License
- CoI-Open
------ Truck routes for terminal modules: - Terminal cargo modules can now take part in the game's directed truck routes, which vanilla restricts to storages and mine/forestry towers. An export module can be the target of a storage's export route (trucks deliver exactly what the ships take away); an import module can be the source of a storage's import route (trucks distribute what the ships bring in). Assign routes from the storage window as usual — modules are now valid picks — or from the module window, which gains the vanilla Import/Export routes panel (icons of the assigned storages, click to jump there, right-click to remove, +/- to pick on the map; needs the same custom-routes research). - Flipping a module between import and export (or disabling its truck logistics) marks routes that no longer fit with the standard "Invalid import/export route" warning until they are removed or the direction is restored. - Only modules built with this version can join routes; modules from older saves need to be demolished and rebuilt once. Fixes: - The module window's "trucks can import/export" toggles no longer snap back to enabled: the mod only forces OFF the truck direction that conflicts with the shipping direction and leaves the useful one to the player, so a module fed or emptied by belt only stays that way. Flipping the shipping direction still resets the toggles to the sensible default.
v0.6.2
- Game version
- 0.8.5 - 0.8.7
- Released
- Aug 09, 2026
- File size
- 919.7 KB
- License
- CoI-Open
------ - Local terminals can now be upgraded in place with the vanilla upgrade button in the window header, exactly like the vanilla cargo depots: the 2-slot terminal upgrades to the 4-slot one and the 6-slot to the 8-slot (the 4-to-6 step needs a rebuild, as for the vanilla depots — that is where the quay doubles in length). The upgrade checks that the replacement fits, delivers the materials by truck, and keeps everything the terminal owns: ships, lines, berth queue, module settings and cargo. Existing ships keep their size; ships built after the upgrade match the new terminal size.
v0.6.1
- Game version
- 0.8.5 - 0.8.7
- Released
- Aug 09, 2026
- File size
- 919.3 KB
- License
- CoI-Open
------ Terminal window: - One offer/request row per product instead of per module. Previously two modules storing the same product got separate checkboxes and could be configured with conflicting directions; now each cargo type has a single checkbox that applies to every module storing it. A terminal from an older save with disagreeing directions shows the product unchecked and unifies all its modules on the first click. - Removed the dead network-threshold dropdown. It belonged to the automatic network dispatcher; since ships only serve lines, the value had no effect on anything. Old saves carrying the setting load fine.
v0.6.0
- Game version
- 0.8.5 - 0.8.7
- Released
- Aug 08, 2026
- File size
- 919 KB
- License
- CoI-Open
------
Ships in line colors:
- Ships are painted in the color of their shipping line, like trains:
the white parts of the model (superstructure, railings) take the
line color, the hull and deck stay as they are.
- Each line has an "Apply line color to ships" checkbox next to its
color in the lines manager (the ship equivalent of the vanilla
train-line setting). Enabled by default; unchecking restores the
vanilla look immediately.
Fuel saver:
- The ship window's "Reduce ship speed & save fuel" checkbox now
works for local ships, with the vanilla trade-off: 30% less fuel
per journey at half sailing speed, applied from the next departure.
A ship running dry also makes its emergency run home at half speed,
like vanilla ships do.
Fixes:
- Ships no longer wait at anchor for a berth that is visibly free. A
ship that docked and departed could leave a stale queue entry and
berth promise behind, which then blocked the dock for every other
ship until the owner came round the line again.
- A ship refueled after running dry no longer keeps reporting
"Waiting for fuel" through its whole (possibly rule-extended) stay
at the dock — and no longer keeps that stale status across
save/load.
- The ship window no longer shows the vanilla "Available to pick up"
panel (world-mine quantities) or the per-journey fuel footer
("0 / per a single journey, Round trip duration: ?") for local
ships; neither ever applied to them. Vanilla world ships keep both.
v0.5.0
- Game version
- 0.8.5 - 0.8.7
- Released
- Aug 07, 2026
- File size
- 913.5 KB
- License
- CoI-Open
------ Verified against game version 0.8.7. Ships now run on lines only: - Automatic dispatch is gone. A ship serves the line it is assigned to, and nothing else — no more cargo moving for reasons you cannot see or control. A ship with no line (or whose line has fewer than two terminal stops) is out of service: it parks at its home anchor, holds no berth, yields the dock to any ship that wants it, and says so in its status. Departure rules per stop: - Each terminal stop of a line decides when a ship may leave it: leave when done (as before), load to a percentage, or unload to a percentage — measured against the ship's total cargo capacity. So a ship can be made to fill up at an export dock and empty out at an import dock instead of leaving the moment the cranes stop. - This fixes ships bouncing between a full import dock and an empty export dock, burning fuel and moving nothing. - Any waiting rule can be given a timeout, so a stop that never reaches its level cannot hold a ship — or the berth behind it — forever. - Rules live on the stop, so the same terminal can behave differently on different lines. - "Depart now" in the ship window works for a docked ship and overrules the rule, the transfer in progress and the settle delay. Selling ships: - The ship window can sell a ship: it sails off the map and is removed. Its build cost, reduced by the game's deconstruction refund setting, and any cargo still aboard go to the shipyard like any other overflow material. Fixes: - Fixed a fleet of ships running dry deadlocking their own home terminal: each ship in turn was granted the berth, gave it back to "run home for fuel" — which was that same berth — and dropped to the back of the queue. The dock stayed empty while every ship waited for fuel sitting in it. - A ship that docks with an empty tank now holds the berth on purpose until the terminal refuels it, and its status names the fuel to deliver. It no longer occupies a waiting slot at a terminal it cannot reach. - The lines manager shows what each ship is carrying, as absolute amounts, next to its name.
v0.4.2
- Game version
- 0.8.5 - 0.8.6
- Released
- Aug 06, 2026
- File size
- 905.7 KB
- License
- CoI-Open
------
- Fixed a save-loading error ("Entity 'LocalTerminal' has two different
instances with the same ID: 0") when a save contains two or more
local terminals. Dock queues, berth assignments and cargo plans could
get mixed up between terminals right after loading; they now restore
correctly. Existing saves are unaffected beyond the fix — the save
format is unchanged.
v0.4.1
- Game version
- 0.8.5 - 0.8.6c re-verified
- Released
- Aug 06, 2026
- File size
- 905.1 KB
- License
- CoI-Open
------ Mod compatibility: - Fixed local terminals and their modules silently falling back to vanilla cargo depot behavior (import-only modules, only world-minable products selectable) when another installed mod also patches the cargo depot with Harmony. The mod's module handling now always takes effect for local terminals regardless of other mods' patches. - The lines manager button in the toolbar now appears with the research that unlocks the local cargo terminal, instead of being available from the start of a new game. - If another mod still manages to block the terminal simulation, the log now reports it as an error naming every mod patching the cargo depot — please include your log file when reporting issues.
v0.4.0
- Game version
- 0.8.5 - 0.8.6c re-verified
- Released
- Aug 06, 2026
- File size
- 904 KB
- License
- CoI-Open
------
Home ports:
- The ship window now shows a local ship's home terminal, and you can
give the ship a new home by clicking another terminal on the map.
Note that cargo in ship modules the new home does not have is lost.
- Ships whose home terminal was demolished are no longer stuck: they
raise a "Cargo ship has no home port" warning, release any berth they
were blocking, and go back into service the moment you give them a
new home port.
- Local ships no longer sit in the vanilla depot's ship slot, so
demolishing a terminal never destroys a ship with it.
Fuel:
- Local ships can be refitted to another fuel type from the ship
window, the same way vanilla cargo ships are. Previously the refit
was charged but never took effect, because it only completes for
ships out at the world map. It now completes as soon as the ship is
idle.
- A terminal's fuel buffer follows its own fleet: when a refitted ship
docks at its home terminal, the buffer switches to the new fuel and
the old stock goes back to your assets. Newly built ships are
commissioned with the fuel their terminal handles.
Lines and terminals:
- A ship assigned to a line no longer falls back to automatic dispatch
when the line has no usable route. It waits and says so ("Assigned
line has no usable route"), instead of quietly sailing network trips
while claiming to be on the line.
- Stop rows in the lines manager show each terminal module's product
with a live fill percentage, with quantities and the module's
shipping direction in the tooltip.
- Local terminals and navigation buoys now show up in the research
tree, next to the cargo depots that unlock them.
Translations:
- All of the mod's texts can now be translated. Drop a translation
file into the mod's Translations folder and it is used for the
language you play in; see the readme in that folder. Texts the game
itself already provides are taken from the game, so they are already
translated everywhere.
v0.3.0
- Game version
- 0.8.5 - 0.8.6c re-verified
- Released
- Aug 06, 2026
- File size
- 891.9 KB
- License
- CoI-Open
------ Terminal tiers — bigger docks, bigger ships: - The local cargo terminal now comes in all four vanilla cargo depot sizes (2/4/6/8 module slots), grouped into one toolbar entry with a size popup like the vanilla depots, unlocked by the same research tiers. - Bigger terminals build bigger ships: each tier's ship matches the terminal's module count. Ship cost scales per module (60 Vehicle Parts II + 50 Steel per module, so the smallest ship still costs 120 + 100). Any local ship can dock at any terminal regardless of size. - Building a ship requires at least one module on the terminal (a ship mirrors its home terminal's modules and would otherwise sail empty-handed). Partially equipped terminals are fine — their ships gain the missing cargo modules automatically when more modules are built later. - Waiting ships anchor with spacing based on their actual size, so large ships no longer overlap at anchor. Shipping lines manager overhaul (vanilla trains manager design): - The window now mirrors the vanilla train lines manager: lines list with color badge, stop/ship counts and selection arrow; detail panel with rename title; stops shown on a line-colored route diagram with numbered badges. - Stops are reordered by dragging their handle, exactly like train schedule stops. - Lines have colors: pick from the vanilla train-line palette in the line header; the color drives the list badge and route diagram. - Stops are added by clicking terminals and buoys directly on the map: candidates glow yellow, the hovered one green, stops already on the line white. Hold shift to add several stops in a row; right-click or Escape to finish. (The old add-stop dropdown is gone.) - Stop rows have focus-camera and remove buttons; ship rows show home terminal and assignment with focus and assign/unassign. - With no line selected, the first line is selected automatically. - A warning appears when a line has fewer than two terminal stops.
Shipping++ — Changelog
================================
v0.6.4
------ - Added a Russian translation. Strings added in recent versions that are not translated yet fall back to English.
v0.6.3
------ Truck routes for terminal modules: - Terminal cargo modules can now take part in the game's directed truck routes, which vanilla restricts to storages and mine/forestry towers. An export module can be the target of a storage's export route (trucks deliver exactly what the ships take away); an import module can be the source of a storage's import route (trucks distribute what the ships bring in). Assign routes from the storage window as usual — modules are now valid picks — or from the module window, which gains the vanilla Import/Export routes panel (icons of the assigned storages, click to jump there, right-click to remove, +/- to pick on the map; needs the same custom-routes research). - Flipping a module between import and export (or disabling its truck logistics) marks routes that no longer fit with the standard "Invalid import/export route" warning until they are removed or the direction is restored. - Only modules built with this version can join routes; modules from older saves need to be demolished and rebuilt once. Fixes: - The module window's "trucks can import/export" toggles no longer snap back to enabled: the mod only forces OFF the truck direction that conflicts with the shipping direction and leaves the useful one to the player, so a module fed or emptied by belt only stays that way. Flipping the shipping direction still resets the toggles to the sensible default.
v0.6.2
------ - Local terminals can now be upgraded in place with the vanilla upgrade button in the window header, exactly like the vanilla cargo depots: the 2-slot terminal upgrades to the 4-slot one and the 6-slot to the 8-slot (the 4-to-6 step needs a rebuild, as for the vanilla depots — that is where the quay doubles in length). The upgrade checks that the replacement fits, delivers the materials by truck, and keeps everything the terminal owns: ships, lines, berth queue, module settings and cargo. Existing ships keep their size; ships built after the upgrade match the new terminal size.
v0.6.1
------ Terminal window: - One offer/request row per product instead of per module. Previously two modules storing the same product got separate checkboxes and could be configured with conflicting directions; now each cargo type has a single checkbox that applies to every module storing it. A terminal from an older save with disagreeing directions shows the product unchecked and unifies all its modules on the first click. - Removed the dead network-threshold dropdown. It belonged to the automatic network dispatcher; since ships only serve lines, the value had no effect on anything. Old saves carrying the setting load fine.
v0.6.0
------
Ships in line colors:
- Ships are painted in the color of their shipping line, like trains:
the white parts of the model (superstructure, railings) take the
line color, the hull and deck stay as they are.
- Each line has an "Apply line color to ships" checkbox next to its
color in the lines manager (the ship equivalent of the vanilla
train-line setting). Enabled by default; unchecking restores the
vanilla look immediately.
Fuel saver:
- The ship window's "Reduce ship speed & save fuel" checkbox now
works for local ships, with the vanilla trade-off: 30% less fuel
per journey at half sailing speed, applied from the next departure.
A ship running dry also makes its emergency run home at half speed,
like vanilla ships do.
Fixes:
- Ships no longer wait at anchor for a berth that is visibly free. A
ship that docked and departed could leave a stale queue entry and
berth promise behind, which then blocked the dock for every other
ship until the owner came round the line again.
- A ship refueled after running dry no longer keeps reporting
"Waiting for fuel" through its whole (possibly rule-extended) stay
at the dock — and no longer keeps that stale status across
save/load.
- The ship window no longer shows the vanilla "Available to pick up"
panel (world-mine quantities) or the per-journey fuel footer
("0 / per a single journey, Round trip duration: ?") for local
ships; neither ever applied to them. Vanilla world ships keep both.
v0.5.0
------ Verified against game version 0.8.7. Ships now run on lines only: - Automatic dispatch is gone. A ship serves the line it is assigned to, and nothing else — no more cargo moving for reasons you cannot see or control. A ship with no line (or whose line has fewer than two terminal stops) is out of service: it parks at its home anchor, holds no berth, yields the dock to any ship that wants it, and says so in its status. Departure rules per stop: - Each terminal stop of a line decides when a ship may leave it: leave when done (as before), load to a percentage, or unload to a percentage — measured against the ship's total cargo capacity. So a ship can be made to fill up at an export dock and empty out at an import dock instead of leaving the moment the cranes stop. - This fixes ships bouncing between a full import dock and an empty export dock, burning fuel and moving nothing. - Any waiting rule can be given a timeout, so a stop that never reaches its level cannot hold a ship — or the berth behind it — forever. - Rules live on the stop, so the same terminal can behave differently on different lines. - "Depart now" in the ship window works for a docked ship and overrules the rule, the transfer in progress and the settle delay. Selling ships: - The ship window can sell a ship: it sails off the map and is removed. Its build cost, reduced by the game's deconstruction refund setting, and any cargo still aboard go to the shipyard like any other overflow material. Fixes: - Fixed a fleet of ships running dry deadlocking their own home terminal: each ship in turn was granted the berth, gave it back to "run home for fuel" — which was that same berth — and dropped to the back of the queue. The dock stayed empty while every ship waited for fuel sitting in it. - A ship that docks with an empty tank now holds the berth on purpose until the terminal refuels it, and its status names the fuel to deliver. It no longer occupies a waiting slot at a terminal it cannot reach. - The lines manager shows what each ship is carrying, as absolute amounts, next to its name.
v0.4.2
------
- Fixed a save-loading error ("Entity 'LocalTerminal' has two different
instances with the same ID: 0") when a save contains two or more
local terminals. Dock queues, berth assignments and cargo plans could
get mixed up between terminals right after loading; they now restore
correctly. Existing saves are unaffected beyond the fix — the save
format is unchanged.
v0.4.1
------ Mod compatibility: - Fixed local terminals and their modules silently falling back to vanilla cargo depot behavior (import-only modules, only world-minable products selectable) when another installed mod also patches the cargo depot with Harmony. The mod's module handling now always takes effect for local terminals regardless of other mods' patches. - The lines manager button in the toolbar now appears with the research that unlocks the local cargo terminal, instead of being available from the start of a new game. - If another mod still manages to block the terminal simulation, the log now reports it as an error naming every mod patching the cargo depot — please include your log file when reporting issues.
v0.4.0
------
Home ports:
- The ship window now shows a local ship's home terminal, and you can
give the ship a new home by clicking another terminal on the map.
Note that cargo in ship modules the new home does not have is lost.
- Ships whose home terminal was demolished are no longer stuck: they
raise a "Cargo ship has no home port" warning, release any berth they
were blocking, and go back into service the moment you give them a
new home port.
- Local ships no longer sit in the vanilla depot's ship slot, so
demolishing a terminal never destroys a ship with it.
Fuel:
- Local ships can be refitted to another fuel type from the ship
window, the same way vanilla cargo ships are. Previously the refit
was charged but never took effect, because it only completes for
ships out at the world map. It now completes as soon as the ship is
idle.
- A terminal's fuel buffer follows its own fleet: when a refitted ship
docks at its home terminal, the buffer switches to the new fuel and
the old stock goes back to your assets. Newly built ships are
commissioned with the fuel their terminal handles.
Lines and terminals:
- A ship assigned to a line no longer falls back to automatic dispatch
when the line has no usable route. It waits and says so ("Assigned
line has no usable route"), instead of quietly sailing network trips
while claiming to be on the line.
- Stop rows in the lines manager show each terminal module's product
with a live fill percentage, with quantities and the module's
shipping direction in the tooltip.
- Local terminals and navigation buoys now show up in the research
tree, next to the cargo depots that unlock them.
Translations:
- All of the mod's texts can now be translated. Drop a translation
file into the mod's Translations folder and it is used for the
language you play in; see the readme in that folder. Texts the game
itself already provides are taken from the game, so they are already
translated everywhere.
v0.3.0
------ Terminal tiers — bigger docks, bigger ships: - The local cargo terminal now comes in all four vanilla cargo depot sizes (2/4/6/8 module slots), grouped into one toolbar entry with a size popup like the vanilla depots, unlocked by the same research tiers. - Bigger terminals build bigger ships: each tier's ship matches the terminal's module count. Ship cost scales per module (60 Vehicle Parts II + 50 Steel per module, so the smallest ship still costs 120 + 100). Any local ship can dock at any terminal regardless of size. - Building a ship requires at least one module on the terminal (a ship mirrors its home terminal's modules and would otherwise sail empty-handed). Partially equipped terminals are fine — their ships gain the missing cargo modules automatically when more modules are built later. - Waiting ships anchor with spacing based on their actual size, so large ships no longer overlap at anchor. Shipping lines manager overhaul (vanilla trains manager design): - The window now mirrors the vanilla train lines manager: lines list with color badge, stop/ship counts and selection arrow; detail panel with rename title; stops shown on a line-colored route diagram with numbered badges. - Stops are reordered by dragging their handle, exactly like train schedule stops. - Lines have colors: pick from the vanilla train-line palette in the line header; the color drives the list badge and route diagram. - Stops are added by clicking terminals and buoys directly on the map: candidates glow yellow, the hovered one green, stops already on the line white. Hold shift to add several stops in a row; right-click or Escape to finish. (The old add-stop dropdown is gone.) - Stop rows have focus-camera and remove buttons; ship rows show home terminal and assignment with focus and assign/unassign. - With no line selected, the first line is selected automatically. - A warning appears when a line has fewer than two terminal stops.
v0.2.1
------ - Added this changelog to the mod package (no gameplay changes).
v0.2.0
------ Fleets — multiple ships per terminal: - The build-ship button can now be used repeatedly: build as many ships as you like at each terminal. Extra ships arrive over the ocean from the map edge and sail in; the terminal window shows how many ships call it home. Freshly built ships are commissioned with fuel from the terminal's fuel buffer. - Each dock serves one ship at a time: arriving ships queue up and hold at anchor seaward of the dock, and when the berth frees up exactly one ship — the head of the queue — moves in. Waiting ships show "Waiting for a free berth" as their status. - A docked ship that has nothing left to do yields the berth to waiting ships and rides at anchor instead of blocking the dock. - Ships plan their cargo per trip and account for what other ships are already fetching or delivering, so a fleet no longer chases the same goods to the same terminal. - A ship that cannot afford the fuel for its next leg makes a free emergency run to its home dock to refuel (previously a dry ship could end up stranded at sea forever). Balance: - Ship build cost changed from 600 Construction Parts III to 120 Vehicle Parts II + 100 Steel, matching the cargo depot's CP2-era research tier. Navigation buoys: - Buoys are free to place and float at sea level (previously they could sink under water at the ocean floor's depth). - New procedural buoy model (red/white lathe body with a topmark) replacing the placeholder beacon, used for the placed buoy, the build ghost and the toolbar icon. - Buoys can be renamed like other buildings.
v0.1.0
------ Initial version: local cargo terminals (built on your own coast) with ships hauling products between them; offer/request terminal modules with network thresholds; automatic dispatch plus optional shipping lines with fixed stops (terminals and buoys) managed in the shipping lines window; ships built on site from delivered materials; vanilla- style fuel per journey.
This mod has no dependencies.
No other mods depend on this mod yet.