MZ Mining Fleet & Free Logistics
v0.12.9Adds an oversized MZ mining fleet, free logistics, manufactories, and a player-built asphalt road system.
- Source code
- No source provided
- Tags
- Quality of Life Cheat & Sandbox Tweaks Vehicles
PUBLIC TEST BUILD. This is a cheat-and-sandbox logistics mod for players who want to move very large amounts of material. It adds the 30-unit MZ3000 economy hauler, 60-unit MZ6000 front-end loader, 120-unit MZ9900 long-reach mining shovel, and 240-unit MZ9000 conveyor loader. The custom vehicles use original but deliberately simple, chunky models. Honest warning: they look more like Tonka toys than Captain of Industry's professionally made stock vehicles. Their materials and animations are functional but do not match MaFi's detail or polish. The mod also makes both stackers and both ore sorting plants free to build and operate, gives stock hauling trucks and tree planters 3x cargo, runs tree harvesters at 5x speed, and doubles the small diesel generator's output without increasing fuel use. Stock excavator capacity and performance remain unchanged. Custom mining machines use the native Mine Control Tower and multi-truck loops, fill before unloading, and empty before returning to work. Custom vehicles mirror stock tier construction costs with 50 percent cheaper maintenance. This mod uses Harmony runtime patches and may break after game updates. It can be added to an existing save but should not be removed from a save that has used its custom vehicles or prototypes.
No announcements yet.
v0.12.9
Latest- Game version
- 0.8.7 - 0.8.7
- Released
- Aug 20, 2026
- File size
- 38.8 MB
- License
- CoI-Open
======================================================= - Fixes the MZ Asphalt Paving Crew's `Assigned trucks` panel on the first session of a brand-new game. The zero-duration start node now remains available, so Captain of Industry 0.8.7 actually researches it and applies Custom Routes. - Enforces paving roles at the service boundary even when the native assigned list is empty or its toggle is manipulated: an assigned non-paver loose hauler alone may deliver plant-to-crew, and that crew's assigned paver alone may load crew-to-road. The paver still cannot load directly at the plant. - Locks the crew to Asphalt during normal operation, forces assigned-vehicle enforcement on, rejects pavers from Mine Control Towers, and cleans invalid saved paver-to-mine assignments during load. - Reapplies native capacity calculation to already-built base-game trucks after save load. Capacity/speed overrides now use explicit stock prototype lists so unknown third-party vehicle prototypes are left untouched. - Reworks custom MZ truck-dock authorization around the active truck queue job. It now survives pathfinding replans and save/load without a permanent strong goal set that could leak canceled jobs. - Splits loader, MZ9900, asphalt, and stock-capacity Harmony ownership. The loader and asphalt families now remove every dependent patch when any required private method or transpiler shape fails, preventing half-patched deadlocks. - Bounds asphalt route-cost sampling to center-to-edge traversal lines instead of scanning whole compressed pathfinding nodes, and cleans speed state when a tracked vehicle is destroyed. - Repairs the MZ3000 light-control material contract and names all four custom factory work clips exactly `Working` so the engine can bind their animations. - Raises the declared minimum game version to 0.8.7, the only installed runtime baseline used by the private-hook, registration, and Unity contract checks. - Adds a real net48 Harmony smoke test. Two complete construct/dispose cycles patch 35 methods / 38 owner records and return all four owner IDs to zero patches. - Full mod build, registration smoke, all 40 recipe-port contracts, Unity bundle build, asset readback, and release-package parity pass. Hands-on gameplay remains required before these public-test behaviors can be called accepted.
v0.12.7
- Game version
- 0.8.6 - 0.8.7
- Released
- Aug 19, 2026
- File size
- 38.5 MB
- License
- CoI-Open
=========================================== - Fixes the MZ Asphalt Paving Crew having no visible way to assign haul trucks or pavers on islands that had not researched Advanced logistics control. - Root cause: Captain of Industry gates every storage's native `Assigned trucks` panel behind the `Custom Routes` technology, while the mod made the paving crew itself available from game start. - The mod's existing zero-duration start unlock now also unlocks Custom Routes, so selecting the crew immediately shows the native assignment panel and its plus/minus controls. Researched start nodes replay newly locked units during save loading, so the correction also applies to existing modded saves. - The crew description now tells players exactly where to click: select the MZ Asphalt Paving Crew and use the plus buttons under `Assigned trucks`. - Adds a registration regression that fails if the crew is start-unlocked while its required assignment-interface technology is not. - Asphalt remains non-storable and the v0.12.6 haul-truck/paver role separation is unchanged. Gameplay behavior still needs hands-on testing.
v0.12.6
- Game version
- 0.8.6 - 0.8.7
- Released
- Aug 19, 2026
- File size
- 38.5 MB
- License
- CoI-Open
================================================================== - Fixes the asphalt delivery deadlock caused by Captain of Industry 0.8.7 treating every non-storable product as non-loadable on trucks. - Asphalt remains excluded from ordinary loose storage, but assigned loose haul trucks can now carry it from the MZ Asphalt Plant to the paving crew. - Separates crew roles: the paver cannot serve the crew's input or load at the plant, ordinary haul trucks cannot take surface jobs, and only a paver assigned to that crew may load its output and pave designated ground. - Gives the MZ3000 and MZ Asphalt Paver their own vehicle groups instead of mixing both into the stock pickup/truck group. - Corrects the retained MZ9900 Blender model so its bucket mouth and teeth face the machine and its hoist/drag cables attach to the corrected side. - Makes the MZ9900 a slower crawler dragline and raises only its terminal driving tolerance to one tile to stop short reposition jobs from becoming endless circles around an unreachable quarter-tile endpoint. - Adds regression checks for custom group separation, non-storable hot mix, the narrow truck-loadability override, installed 0.8.7 hook signatures, and correct dragline bucket orientation in the Unity prefab build. - Code build, full Core + Base + mod registration, hook-shape audit, Blender source rebuild, and Unity bundle build pass. Gameplay behavior still needs hands-on testing.
v0.12.5
- Game version
- 0.8.6 - 0.8.7
- Released
- Aug 15, 2026
- File size
- 38.5 MB
- License
- CoI-Open
================================================ - Matches the installed 0.8.7 stock Concrete texture families field-for-field: main albedo is 256x256 DXT1; main normals and smooth-metal are 256x256 DXT5; all edge maps are 64x64 DXT5. - Also matches mip counts, Repeat wrapping, Bilinear filtering, anisotropy 1, graphics formats, and sRGB versus linear data handling. - Adds a Unity comparison probe that opens the real stock game bundles and the finished mod surface bundle, then rejects any array-relevant mismatch. - Keeps the approved 1024x1024 source artwork intact outside runtime import.
v0.9.1
- Game version
- 0.8.6 - 0.8.6c
- Released
- Aug 13, 2026
- File size
- 18.9 MB
- License
- CoI-Open
========================================= - Fixes COI Hub bug #1944: Recover can now take control of an MZ6000 or other custom MZ excavator that is full and stuck in its unload/reposition cycle. - Native recovery now clears the mod's private staging state and truck request before the base game cancels jobs and queues its Recover Vehicle job, then resets the excavator state so that recovery can actually execute. - Manual move, reassignment, scrap, and replacement commands now release the same private staging state instead of being mistaken for failed pathfinding. - A staging navigation job restored from a save is now re-adopted by the unload controller on its first step instead of becoming orphaned. - A full MZ with a queued unload-staging move can no longer remain trapped in WaitingForTruck. The move is allowed to run, then unloading starts normally. - The custom MZ truck-loading dock is now used only by hauling trucks in the excavator queue. Fuel and service vehicles retain the game's stock approach tiles and retries instead of being sent to the cargo-unloading spot. - No mining rates, cargo capacities, vehicle costs, or model assets changed.
v0.9.0
- Game version
- 0.8.6 - 0.8.6c
- Released
- Aug 10, 2026
- File size
- 18.9 MB
- License
- CoI-Open
========================== - Public release of the MZ3000, MZ6000, MZ9900, and MZ9000 vehicle set. - Includes free small/T2 stackers and ore sorters, 3x stock truck and tree planter cargo, 5x tree harvester work speed, and 2x small diesel power. - Stock excavator capacity and performance remain unchanged. - Custom machines use Mine Control Tower jobs and native multi-truck unloading. - MZ3000 cargo now appears visibly in the dump bed when loaded. - Known limitation: the custom vehicle art is chunky, simplified, and closer to Tonka-toy styling than the detailed stock game models. - Known limitation: public beta may still contain animation, docking, pathfinding, or terrain edge cases.
v0.12.9 - Whole-mod audit and first-session paving fix
======================================================= - Fixes the MZ Asphalt Paving Crew's `Assigned trucks` panel on the first session of a brand-new game. The zero-duration start node now remains available, so Captain of Industry 0.8.7 actually researches it and applies Custom Routes. - Enforces paving roles at the service boundary even when the native assigned list is empty or its toggle is manipulated: an assigned non-paver loose hauler alone may deliver plant-to-crew, and that crew's assigned paver alone may load crew-to-road. The paver still cannot load directly at the plant. - Locks the crew to Asphalt during normal operation, forces assigned-vehicle enforcement on, rejects pavers from Mine Control Towers, and cleans invalid saved paver-to-mine assignments during load. - Reapplies native capacity calculation to already-built base-game trucks after save load. Capacity/speed overrides now use explicit stock prototype lists so unknown third-party vehicle prototypes are left untouched. - Reworks custom MZ truck-dock authorization around the active truck queue job. It now survives pathfinding replans and save/load without a permanent strong goal set that could leak canceled jobs. - Splits loader, MZ9900, asphalt, and stock-capacity Harmony ownership. The loader and asphalt families now remove every dependent patch when any required private method or transpiler shape fails, preventing half-patched deadlocks. - Bounds asphalt route-cost sampling to center-to-edge traversal lines instead of scanning whole compressed pathfinding nodes, and cleans speed state when a tracked vehicle is destroyed. - Repairs the MZ3000 light-control material contract and names all four custom factory work clips exactly `Working` so the engine can bind their animations. - Raises the declared minimum game version to 0.8.7, the only installed runtime baseline used by the private-hook, registration, and Unity contract checks. - Adds a real net48 Harmony smoke test. Two complete construct/dispose cycles patch 35 methods / 38 owner records and return all four owner IDs to zero patches. - Full mod build, registration smoke, all 40 recipe-port contracts, Unity bundle build, asset readback, and release-package parity pass. Hands-on gameplay remains required before these public-test behaviors can be called accepted.
v0.12.8 - Paving-crew construction-toolbar fix
================================================ - Fixes the MZ Asphalt Paving Crew itself being missing from the construction toolbar even after v0.12.7 exposed its Assigned trucks panel. - Root cause: the crew was registered under Captain of Industry 0.8.7's obsolete, empty `Logistics` toolbar category. Stock storages use the live `Storage` category. - Moves the crew into Build menu -> Storage and updates its description with the exact path to its Assigned trucks controls. - Extends the full Core + Base + mod registration smoke test so packaging fails if the crew is not in Storage or ever returns to obsolete Logistics. - Keeps the Custom Routes unlock, non-storable asphalt, truck-loadability exception, and separated hauler/paver roles from v0.12.7 and v0.12.6. - Build and registration proof pass against Captain of Industry 0.8.7. The corrected toolbar entry and hauling workflow still need hands-on game proof.
v0.12.7 - Paving-crew assignment controls
=========================================== - Fixes the MZ Asphalt Paving Crew having no visible way to assign haul trucks or pavers on islands that had not researched Advanced logistics control. - Root cause: Captain of Industry gates every storage's native `Assigned trucks` panel behind the `Custom Routes` technology, while the mod made the paving crew itself available from game start. - The mod's existing zero-duration start unlock now also unlocks Custom Routes, so selecting the crew immediately shows the native assignment panel and its plus/minus controls. Researched start nodes replay newly locked units during save loading, so the correction also applies to existing modded saves. - The crew description now tells players exactly where to click: select the MZ Asphalt Paving Crew and use the plus buttons under `Assigned trucks`. - Adds a registration regression that fails if the crew is start-unlocked while its required assignment-interface technology is not. - Asphalt remains non-storable and the v0.12.6 haul-truck/paver role separation is unchanged. Gameplay behavior still needs hands-on testing.
v0.12.6 - Forum-reported paving, vehicle-group, and dragline fixes
================================================================== - Fixes the asphalt delivery deadlock caused by Captain of Industry 0.8.7 treating every non-storable product as non-loadable on trucks. - Asphalt remains excluded from ordinary loose storage, but assigned loose haul trucks can now carry it from the MZ Asphalt Plant to the paving crew. - Separates crew roles: the paver cannot serve the crew's input or load at the plant, ordinary haul trucks cannot take surface jobs, and only a paver assigned to that crew may load its output and pave designated ground. - Gives the MZ3000 and MZ Asphalt Paver their own vehicle groups instead of mixing both into the stock pickup/truck group. - Corrects the retained MZ9900 Blender model so its bucket mouth and teeth face the machine and its hoist/drag cables attach to the corrected side. - Makes the MZ9900 a slower crawler dragline and raises only its terminal driving tolerance to one tile to stop short reposition jobs from becoming endless circles around an unreachable quarter-tile endpoint. - Adds regression checks for custom group separation, non-storable hot mix, the narrow truck-loadability override, installed 0.8.7 hook signatures, and correct dragline bucket orientation in the Unity prefab build. - Code build, full Core + Base + mod registration, hook-shape audit, Blender source rebuild, and Unity bundle build pass. Gameplay behavior still needs hands-on testing.
v0.12.5 - Complete stock terrain-array contract
================================================ - Matches the installed 0.8.7 stock Concrete texture families field-for-field: main albedo is 256x256 DXT1; main normals and smooth-metal are 256x256 DXT5; all edge maps are 64x64 DXT5. - Also matches mip counts, Repeat wrapping, Bilinear filtering, anisotropy 1, graphics formats, and sRGB versus linear data handling. - Adds a Unity comparison probe that opens the real stock game bundles and the finished mod surface bundle, then rejects any array-relevant mismatch. - Keeps the approved 1024x1024 source artwork intact outside runtime import.
v0.12.4 - Superseded size-only terrain fix
=========================================== - Reduced the main terrain texture size but left compression, edge resolution, filtering, and anisotropy mismatched. Superseded by v0.12.5.
v0.12.3 - Full prototype-registration fix
=========================================== - Fixes the MZ Maintenance Works registration failure caused by duplicate Mechanical Parts entries in every maintenance recipe's common input map. - Groups the two valid Mechanical Parts selectors as one `AC` mapping and keeps each recipe's electronics selector on `B`. - Adds a standalone smoke-test harness that executes Captain of Industry 0.8.7's real Core + Base + mod prototype-registration pipeline. - The full registration smoke test passes before this package is installed.
v0.12.2 - Custom recipe port-type audit
======================================== - Fixes the MZ Biofuel Refinery potato inlet from a countable `#` port to the loose-product `~` port required by Captain of Industry 0.8.7. - Adds a deterministic verification script that checks every custom recipe input/output selector against product classes decompiled fresh from the installed Mafi.Base.dll. - The complete type audit found no other mismatched recipe port types.
v0.12.1 - Asphalt plant loose-output registration fix
====================================================== - Fixes the load-blocking ProtoBuilderException raised when the asphalt recipe tried to bind LooseProductProto Asphalt to a CountableProductProto output. - Changes the MZ Asphalt Plant's X outlet from a flat/countable `#` port to the loose-product `~` port required by Asphalt.
v0.12.0 - Assigned hot-mix paving crews and detailed models
============================================================ - Asphalt is now a non-storable hot-mix product. Ordinary loose warehouses do not offer it, so production cannot be turned into a general stockpile. - Adds the MZ Asphalt Paving Crew, a small live receiver with Captain of Industry's native assigned-vehicle controls. Assign loose haul trucks and an MZ Asphalt Paver to this crew. - Assigned haul trucks shuttle fresh asphalt from the plant to the crew hopper. A paver-only surface guard prevents those dump trucks from taking road jobs; the assigned MZ Asphalt Paver loads from the crew and lays designated tiles. - The crew enforces assigned vehicles and automatically binds its one allowed product, so it is a purpose-built paving receiver rather than a warehouse. - Replaces the early blockout machines with retained detailed Blender/FBX models for the asphalt plant, tracked paver, twin-auger screed, and paving crew receiver. Unity prefabs retain their required animation and track paths. - Runtime logistics and private road hooks are built against Captain of Industry 0.8.7 and remain public-test behavior until hands-on gameplay proof.
v0.11.0 - Player-built asphalt roads
==================================== - Adds a start-unlocked MZ Asphalt Plant with a 20-second recipe: 8 gravel and 4 crude oil produce 10 asphalt. - Adds asphalt as a storable loose product and a native player-laid terrain surface costing 1 asphalt per tile. - Adds a tracked, asphalt-only MZ Asphalt Paver that fulfills Captain of Industry's native surface-modification truck jobs. Other trucks exclude the asphalt product so road work stays on the dedicated paver. - Adds a complete original asphalt visual set: seamless surface source, eight terrain variants, four edge sets, derived normal/smooth-metal maps, three UI icons, plant/paver prefabs, and paver attachment art. - Terrain pathfinding applies a coverage-weighted 0.8 travel-time cost to asphalt ground edges, making vehicles prefer useful paved routes without changing native elevated/modular road costs. - Ground vehicles on asphalt receive both a 1.25x local driver limit and a single 1.25x forward-speed request. The two parts are required to make the bonus real rather than cosmetic. - Runtime hooks are checked against Captain of Industry 0.8.7 private method shapes and disable their own behavior if a later game update breaks them. - Save warning: do not remove the mod after paving, because saved custom surface IDs require the asphalt prototype to remain registered.
v0.10.1 - Automation port sizing
================================= - Gives every manufactory dedicated transport hookups for every physical recipe input and output, with explicit product-to-port mappings. - Biofuel Refinery: separate potato and vegetable flat-conveyor inputs, separate diesel and water pipe inputs, and a dedicated diesel pipe output. - Maintenance Works: two mechanical-parts flat-conveyor inputs plus one electronics flat-conveyor input. The second parts belt lets its 96/minute Maintenance I demand run at full speed even on 60/minute Tier-1 belts. - Maintenance I, II, and III outputs remain on Captain of Industry's normal virtual maintenance network; they do not use a physical output conveyor. - Earth Block Plant: dedicated dirt and sand U-shape conveyor inputs, a water pipe input, and a concrete-slab flat-conveyor output.
v0.10.0 - Experimental MZ manufactories
======================================== - Adds three new standalone production buildings, each with an original retained Blender source model, finished PBR material assignment, a custom build-menu icon, moving machinery, and a normal clickable selection volume. - MZ Biofuel Refinery: 6 potatoes + 6 vegetables + 4 water + 4 diesel produce 12 ordinary diesel every 20 seconds. The stock-compatible output can fuel vehicles, generators, and any other normal diesel consumer. - MZ Maintenance Works: selectable recipes produce 640 Maintenance I, 640 Maintenance II, or 320 Maintenance III every 20 seconds. Each recipe preserves the stock parts-to-maintenance ratio at four times the batch size. - MZ Earth Block Plant: 12 dirt + 6 sand + 6 water produce 16 ordinary concrete slabs every 20 seconds. - All three buildings are start-unlocked and cost nothing to construct for public testing. Workers, electricity, maintenance, and recipe inputs remain enabled so the factories still have an operating economy. - Asset project moved to the available Unity 6000.3 editor line used by the current game branch. This package was built with Unity 6000.3.8f1. - Existing mining vehicles, cargo multipliers, forestry speed, free logistics, and the MZ truck-docking hotfix are otherwise unchanged.
v0.9.2 - Reachable hauling-truck docks
======================================= - Fixes the remaining report where hauling trucks could not reach a full MZ6000 even though native recovery, refueling, and depot movement worked. - Replaces the fixed four-tile loading target with a dock radius calculated from each custom machine's actual navigation clearance. - Keeps every fallback loading tile on or outside that safe clearance ring, including the rear-loading MZ9000. - Preserves the intended truck angle on the first approach, then relaxes the angle on the normal retry when terrain or turning room blocks it. - The MZ9900 retains its long-reach loading arc with the same safe-ring rule. - No mining rates, cargo capacities, vehicle costs, or model assets changed.
v0.9.1 - Native vehicle recovery handoff
========================================= - Fixes COI Hub bug #1944: Recover can now take control of an MZ6000 or other custom MZ excavator that is full and stuck in its unload/reposition cycle. - Native recovery now clears the mod's private staging state and truck request before the base game cancels jobs and queues its Recover Vehicle job, then resets the excavator state so that recovery can actually execute. - Manual move, reassignment, scrap, and replacement commands now release the same private staging state instead of being mistaken for failed pathfinding. - A staging navigation job restored from a save is now re-adopted by the unload controller on its first step instead of becoming orphaned. - A full MZ with a queued unload-staging move can no longer remain trapped in WaitingForTruck. The move is allowed to run, then unloading starts normally. - The custom MZ truck-loading dock is now used only by hauling trucks in the excavator queue. Fuel and service vehicles retain the game's stock approach tiles and retries instead of being sent to the cargo-unloading spot. - No mining rates, cargo capacities, vehicle costs, or model assets changed.
v0.9.0 - First public test
========================== - Public release of the MZ3000, MZ6000, MZ9900, and MZ9000 vehicle set. - Includes free small/T2 stackers and ore sorters, 3x stock truck and tree planter cargo, 5x tree harvester work speed, and 2x small diesel power. - Stock excavator capacity and performance remain unchanged. - Custom machines use Mine Control Tower jobs and native multi-truck unloading. - MZ3000 cargo now appears visibly in the dump bed when loaded. - Known limitation: the custom vehicle art is chunky, simplified, and closer to Tonka-toy styling than the detailed stock game models. - Known limitation: public beta may still contain animation, docking, pathfinding, or terrain edge cases.
No other mods depend on this mod yet.