Humans

v0.7.0
by X-Mag-X (Underlörd)

Look at these cuties! Tiny Humans carry cargo, park in little houses, and try their best.

Stable 6 hours ago CoI-Keep No source
Source code
No source provided
Tags
Content Tweaks Decorations Vehicles Settlement

Ever imagine humans existing in your factories?

Humans Mod

Adds logistically capable humans, with a large variety of skin variants.
They count as one vehicle-type but producing them can result in many different combinations!

• Full Language support

Your average everyday Worker

1.png

• Tiny in size—1 cell
• They move 1/8th the speed of a pickup
• You can watch them lug boxes around your factory, it's fun.
• What they lack in speed & cargo size, they make up in maintenance and fuel consumption—Please don't feed your humans diesel or wrench their non-existing mechanical parts.

HOUSES

CrossingStreet.png

• Provides 'parking' for a family of humans.
• When their work is done they'll head home to rest until more works calls them away.
With Settlement Anarchy they become real housing buildings with worker slots and you can toggle housing grid snapping (G) and random housing rotation (H) while placing them.

COI Skylines

Humans is the third companion mod for the COI Skylines project.
All Buildings can be found in 'COI Skylines' menu, shared with the Beacon & Government+ mod.

MORE mechanics, content, improvements & balance YET TO COME!

No assets from this point will get removed, so you can try it out and update as new content is released.

FoodMarket.pngBustling Food Courtpark1.pngSea-Side Parkstreet1.pngOn their way to work

Tested in heavily modded worlds, please report any issues.

No announcements yet.

v0.7.0

Latest
Game version
0.8.7 - 0.8.7b
Released
Sep 09, 2026
File size
10.5 MB
License
CoI-Keep
Save-game: Add · Remove
Changelog
LOOK AT THESE CUTIES!

Captain of Industry finally has Humans. They are tiny, determined, surprisingly
capable, and still a deeply questionable replacement for an actual truck.

Tiny people doing real logistics
--------------------------------

* Build Human I as a very small cargo vehicle with legs. Each carries ten units,
walks at Human speed, occupies one vehicle slot, and uses no fuel or
maintenance. They are cheap, cheerful, and spectacularly inefficient.
* Research Human II for a courier who carries thirty units, moves and accelerates
twice as fast, remains fuel-free, and consumes minimal Maintenance I.
* Send either tier through normal logistics routes, storage filters, vehicle
assignments, traffic, and supported bridges just like other cargo vehicles.
* Watch moving Humans walk, stop in an idle pose, visibly carry boxes, and head
home when they have no useful work left to perform.

A suspiciously large cast
-------------------------

* Meet thirty rarity-weighted appearances. Ordinary workers are common, while
the stranger members of the cast remain rare surprises best discovered in
the wild.
* Every Human permanently remembers the appearance it received. Names and
appearances survive saving, loading, and later appearance-setting changes.
* Open the global appearance gallery from any Human inspector to remove
characters from future creation rolls. Existing Humans never magically
transform; scrap one manually if its face has offended the island authorities.
* Toggle carried-item visuals globally for cleaner screenshots or lighter visual
work. Human II also has colorful optional bicycles, disabled by default while
the tiny riders continue learning how bicycles are supposed to work.

Five tiny homes
---------------

* Build the Human Parking Bunkhouse, Townhouse, Loft, Lodge, and Clinic. Each
recolorable four-by-four building parks six Humans of either tier.
* Enjoy properly authored cool-gray, steel-blue, charcoal, and blue-gray roofs by
default—no recoloring mod required and no radioactive lime suburbia.
* Unlock the houses with Basic concrete research and build each for 20
Construction Parts I plus 20 Concrete Slabs.
* Cycle among all five equal-capacity designs with Captain of Industry's native
tier switcher. They are visual choices, not an upgrade chain.
* Recolor Body and Roof separately with compatible recoloring tools. The Clinic
also keeps its shiny Windows layer, because even tiny healthcare deserves
respectable glazing.
* Finish each yard however you like; the houses do not force a terrain surface
underneath themselves.

Actual population, if anarchy permits
-------------------------------------

* Humans works without dependencies, and its little houses normally function as
vehicle shelters.
* With Settlement Anarchy enabled, every Human house also becomes genuine
six-capacity settlement housing. Its residents participate in normal Tier I
needs, demand, health, and Unity calculations while the building continues to
park six Human vehicles.
* Compact hybrid houses use detached free placement instead of being mistaken
for a full-size settlement block, including when copied and pasted.
* Before removing Settlement Anarchy from a save, fully demolish every Human
house created while it was active, wait for deconstruction to finish, and
save. Parking-only houses created without it do not require this cleanup.

Housing that listens to the preview
-----------------------------------

* While placing any native or modded settlement housing, use the new rotate-icon
placement toggle to control Captain of Industry's random post-construction
rotation and mirroring.
* Leave it selected for the game's usual surprise orientation, or deselect it to
build the house exactly as shown in the placement preview.
* An optional native Controls binding appears under Humans and starts empty. If
assigned, its key is displayed above the placement shortcut button.

Human-friendly bridges
----------------------

* Supported two-way road bridges gain a colorful Human portrait button. Turn it
off when a bridge is too dangerous, too private, or simply not for pedestrians.
* Bridge access is saved per bridge and never changes access for trucks or other
vehicle types.

Menus, languages, and sensible warnings
---------------------------------------

* Find the houses beneath the shared COI Skylines > Humans construction menu and
find both Human tiers in their dedicated Humanoids vehicle-depot category.
* Use persistent inspector switches for boxes and Human II bicycles. Disabling a
bicycle is a true visual cutoff rather than merely making it invisible.
* Play with keyed catalogs for all 21 supported game languages, with safe English
fallback when a translation is unavailable.
* Add Humans to an existing save, but keep the mod enabled after using its
vehicles, houses, or bridge layouts. Removing it from that save is unsupported.
* Remember that hundreds of adorable Humans are still hundreds of simulated
vehicles. A crowded city can cost performance even when everyone is tiny.

All bundled character, bicycle, house, Harmony, Truck Parking, and MaFi template
assets include their required licenses and credits.

Please do not mistake Humans for good trucks. They are trying their best.
Loading forum…

Humans changelog

================

v0.7.0 | FIRST PUBLIC RELEASE | 2026-09-09

LOOK AT THESE CUTIES!

Captain of Industry finally has Humans. They are tiny, determined, surprisingly
capable, and still a deeply questionable replacement for an actual truck.

Tiny people doing real logistics
--------------------------------

* Build Human I as a very small cargo vehicle with legs. Each carries ten units,
walks at Human speed, occupies one vehicle slot, and uses no fuel or
maintenance. They are cheap, cheerful, and spectacularly inefficient.
* Research Human II for a courier who carries thirty units, moves and accelerates
twice as fast, remains fuel-free, and consumes minimal Maintenance I.
* Send either tier through normal logistics routes, storage filters, vehicle
assignments, traffic, and supported bridges just like other cargo vehicles.
* Watch moving Humans walk, stop in an idle pose, visibly carry boxes, and head
home when they have no useful work left to perform.

A suspiciously large cast
-------------------------

* Meet thirty rarity-weighted appearances. Ordinary workers are common, while
the stranger members of the cast remain rare surprises best discovered in
the wild.
* Every Human permanently remembers the appearance it received. Names and
appearances survive saving, loading, and later appearance-setting changes.
* Open the global appearance gallery from any Human inspector to remove
characters from future creation rolls. Existing Humans never magically
transform; scrap one manually if its face has offended the island authorities.
* Toggle carried-item visuals globally for cleaner screenshots or lighter visual
work. Human II also has colorful optional bicycles, disabled by default while
the tiny riders continue learning how bicycles are supposed to work.

Five tiny homes
---------------

* Build the Human Parking Bunkhouse, Townhouse, Loft, Lodge, and Clinic. Each
recolorable four-by-four building parks six Humans of either tier.
* Enjoy properly authored cool-gray, steel-blue, charcoal, and blue-gray roofs by
default—no recoloring mod required and no radioactive lime suburbia.
* Unlock the houses with Basic concrete research and build each for 20
Construction Parts I plus 20 Concrete Slabs.
* Cycle among all five equal-capacity designs with Captain of Industry's native
tier switcher. They are visual choices, not an upgrade chain.
* Recolor Body and Roof separately with compatible recoloring tools. The Clinic
also keeps its shiny Windows layer, because even tiny healthcare deserves
respectable glazing.
* Finish each yard however you like; the houses do not force a terrain surface
underneath themselves.

Actual population, if anarchy permits
-------------------------------------

* Humans works without dependencies, and its little houses normally function as
vehicle shelters.
* With Settlement Anarchy enabled, every Human house also becomes genuine
six-capacity settlement housing. Its residents participate in normal Tier I
needs, demand, health, and Unity calculations while the building continues to
park six Human vehicles.
* Compact hybrid houses use detached free placement instead of being mistaken
for a full-size settlement block, including when copied and pasted.
* Before removing Settlement Anarchy from a save, fully demolish every Human
house created while it was active, wait for deconstruction to finish, and
save. Parking-only houses created without it do not require this cleanup.

Housing that listens to the preview
-----------------------------------

* While placing any native or modded settlement housing, use the new rotate-icon
placement toggle to control Captain of Industry's random post-construction
rotation and mirroring.
* Leave it selected for the game's usual surprise orientation, or deselect it to
build the house exactly as shown in the placement preview.
* An optional native Controls binding appears under Humans and starts empty. If
assigned, its key is displayed above the placement shortcut button.

Human-friendly bridges
----------------------

* Supported two-way road bridges gain a colorful Human portrait button. Turn it
off when a bridge is too dangerous, too private, or simply not for pedestrians.
* Bridge access is saved per bridge and never changes access for trucks or other
vehicle types.

Menus, languages, and sensible warnings
---------------------------------------

* Find the houses beneath the shared COI Skylines > Humans construction menu and
find both Human tiers in their dedicated Humanoids vehicle-depot category.
* Use persistent inspector switches for boxes and Human II bicycles. Disabling a
bicycle is a true visual cutoff rather than merely making it invisible.
* Play with keyed catalogs for all 21 supported game languages, with safe English
fallback when a translation is unavailable.
* Add Humans to an existing save, but keep the mod enabled after using its
vehicles, houses, or bridge layouts. Removing it from that save is unsupported.
* Remember that hundreds of adorable Humans are still hundreds of simulated
vehicles. A crowded city can cost performance even when everyone is tiny.

All bundled character, bicycle, house, Harmony, Truck Parking, and MaFi template
assets include their required licenses and credits.

Please do not mistake Humans for good trucks. They are trying their best.
This mod depends on
Mods that depend on this

No other mods depend on this mod yet.