Humans
v0.7.0Look at these cuties! Tiny Humans carry cargo, park in little houses, and try their best.
- 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

• 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

• 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.
Gallery:
Bustling Food Court
Sea-Side Park
On 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
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.
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.
No other mods depend on this mod yet.


