Humans
v0.8.3cModern day humans delivering cargo by foot, bike or forklift. Comes with Miniature Homes, Service and storage buildings, balanced for their smaller sizes.
- Source code
- No source provided
- Website
- https://discord.com/channels/803508556325584926/1528226355727040694
- Tags
- Content Balance Graphics Decorations Vehicles Transports Storage Settlement Research UI
Humans
Lighthearted mod introducing modern day humans to liven up your factories.


Adds 3 logistically capable human 'vehicles' tiers with many shapes and sizes, miniature homes, shops, fuel stalls, storages and forklifts!
Human Tier I worker
β’ Tiny 1 cell size β They fit almost anywhere and drink water to stay hydrated.
β’ Watch them lug boxes around your factory, it's fun.
β’ Find them in theπΆββοΈHumanoid tab at your local vehicle depot.
β’ Each new human produced rolls a random weighted appearance.
π² Human Tier II Courier
β’ Upgrade to 2 wheels and gain some speed! These variants ride around on bikes.
β’ Biking cost a bit of maintenance, and requires oxygen as a fuel type. (Tires or lungs?)

π² Human Tier III Fork-Lift Operator
Get certified and start moving barrels from point A to BβBest suited to work with Mini Storages around the cargo yard!
Settlement Buildings - Houses
All building's are designed to work best with Recolor Mod. Greyer tones make recolor choices vibrant for any color style.
β’ Humans will park at home when their work is done.
β’ In addition, when Settlement Anarchy is installed, houses become real settlement housing, adding extra population housing capacity
Toggle vanilla's random housing rotation while placing houses with (H).

Town Service - Shops & Stalls
Dual-use: Food Market + Fuel Station
β’ Fill shops with water and humans will stop by when they're thirsty.
β’ With Settlement Anarchy installed, shops are also food markets with 1 port for 200 food.
β’ Grocery Store stores loose food products and Bakery stores flat food products with product sign out front!
Forklifts and Mini-Storages now released!
Bite-sized storage lots with wood tier & metal tier, ranging from 1x1, 2x2 and 3x3 in size.
Storage capacity scales proportionately to vanilla storage tier I/II's footprint size, with slightly more power overhead than their enormous counterparts, to make up for their space saving cuteness.




π«πΆ Per-Bridge Toggle for human crossing
Human's slower speeds can cause real traffic jams and queues on bridges, so you can turn off human-crossing on any bridge.
Inspector panel visual toggles
π¦ Toggle the box-carrying or bike animations on/off for pictures or viewing pleasure.
You can also disable any of the skin variants you don't like or for triangle-count-performance purposes.

COI Skylines
Humans is the 3rd mod for the COI Skylines project. All Buildings can be found in Humans π’ COI Skylines' menu, shared with the Beacon & Government+ mod.
Gallery:
Submit pictures of humans in your builds, I would love to share them!
Off to work
out shopping
Compatibility
Humans are peaceful and will not colonize or go to war with any pre-industrial tribes they may encounter.
No announcements yet.
v0.8.3c
Latest- Game version
- 0.8.7 - 0.8.7d
- Released
- Oct 24, 2026
- File size
- 26.6 MB
- License
- CoI-Keep
[CRITICAL FOOD FIX] * Fixed runaway food accounting when toggling no-food cheats from other mods on and off. This affected operating Grocery Stores and Bakeries when Settlement Anarchy Mod turns them from fuel station prototypes to include custom food market ports. * Added automatic, one-time recovery for potentially affected existing worlds. Outstanding food debt is cleared once, per save, without changing stored food. NOTES: Your world may have been affected if you used cheat mods that stopped normal food consumption while Grocery Stores or Bakeries were operating as food markets with Settlement Anarchy Mod enabled. The same stored food could be counted repeatedly as days passed, building up incorrect internal totals. After turning food cheats off, this could cause incorrect food-supply figures, excessive food debt, negative values, or severe starvation—even with food available. In extreme cases, this could lead to a game over.
v0.8.3b
- Game version
- 0.8.7 - 0.8.7d
- Released
- Oct 07, 2026
- File size
- 26.6 MB
- License
- CoI-Keep
Fixed: Empty Mini-Logistics menu after unlocking Wooden-logistics Barrel-Rack research, which would unlock the menu, but with nothing in it. (Thank you Alexis for reporting and helping fix the issue!)
v0.8.3
- Game version
- 0.8.7 - 0.8.7d
- Released
- Oct 06, 2026
- File size
- 26.3 MB
- License
- CoI-Keep
[HUMANS & VISUAL CONTROLS] * Expanded the appearance selector menu to include separate appearance choices for Workers, Couriers, Forklift Operators and Mini-Logistics. Open it beside the pin and close buttons in any Human or mini-storage inspector panel. * Forklifts can now use all 30 Human appearances. * Male and Female construction Workers are the default apperance for Workers and Forklift Operators, and casual outfits for Couriers, while all other apperances can be optionally enabled - This is setup for a future feature. * Additionally, choose box cargo, bicycle and product-sign visibility from the Humans menu. * Loose and liquid racks barrel signs can be globally disabled in the Humans menu, or... * Loose and liquid racks also have individual sign settings that save and copy with the building. Tooltips explain the global label setting. * (Disabling barrel product signs can help improve performance in worlds with many mini-logistics.) [RESEARCH & BALANCE] * Added an early research chain for Humans, homes and shops. Previously placed buildings remain available while newly placed buildings may need to be researched. * Construction Workers now cost 15 potatoes and 15 water, without vehicle parts. * Grocery Stores and Bakeries now cost 20 Construction Parts I and 10 concrete. * Wooden Rain Barrels now unlock with Basic Concrete. Metal Rain Barrels unlock with Settlement Water and use iron instead of steel. [OTHER] * Reworked the Drinking Fountain and Oxygen Bike Stop into 3x3 buildings with centered rear pipe connections, cleaner colors and less exposed flooring. More asset work still to come to improve the overall look of water stall building. * Matched the Metal Rain Barrel floor to metal racks. * Updated all 21 languages.
v0.8.2b
- Game version
- 0.8.7 - 0.8.7d
- Released
- Oct 02, 2026
- File size
- 26.6 MB
- License
- CoI-Keep
[FIXES] * Fixed missing Icons for Metal Rain Barrel and Mini-Logistics Submenu. * Raised shop roof clearance by 1 additional tile to prevent clipping through the roof.
v0.8.2
- Game version
- 0.8.7 - 0.8.7d
- Released
- Oct 02, 2026
- File size
- 26.5 MB
- License
- CoI-Keep
*Forklifts are now 2 cells wide. [RACKS] * Mini storages have a new Barrel & Rack Look! Wooden and metal tier barrel racks show your cargo, and barrels fill one at a time with 1-way ports on each side. UPDATE NOTES: Mini storages already placed from previous versions will need to be shift-click replaced to update to the new side ports, old ports remain functional until replaced. [VATS] * Added Vats storage family to Mini Logistics. — Vats are multi-port tanks with controllable ports on every side for storing and distributing flat, loose and liquid goods in tight human-sized spaces. Choose which ports take goods in, send goods out or remain disabled with port controls in the inspector. * Each enabled port cost 1 additional KW of power during use. * Set every port at once with Disable all, All inputs or All outputs buttons. * Copy or eyedrop to transfer port settings to other vats of the same type/size. * Placement previews show chosen ports and disabled ports are hidden. [RESEARCH & BALANCE] * Humans now have their own research nodes. Previously placed buildings remain available while newly placed buildings will need to be researched. * Updated building costs for Couriers, racks, vats and rain barrels and adjusted research positions to spread out unlocks; Humans & Wood early tier I, Couriers & Metal late tier I, Forklifts and Vats begin in Tier II. [HOMES & FINISHING TOUCHES] * Humans now prefer to park inside their homes instead of the walls; Adjusted vehicle clearance and roof heights across all buildings volumes. * House walls now properly block truck passage while leaving room for 1 cell Humans to walk in the front and back doors. * Lowered passable ceiling on some buildings so pipes can pass flush on top. * Raised passable ceilings on other buildings so pipes can no longer cut through the upper floors. * The drinking fountain is now less weathered. * Improved product signs, including signs on forklift barrel-cargo. * Updated all 21 languages.
v0.8.1b
- Game version
- 0.8.7 - 0.8.7d
- Released
- Sep 28, 2026
- File size
- 18.9 MB
- License
- CoI-Keep
* HARMONY COMPATIBILITY HOTFIX: Fixed a game-loading crash in 0.8.1's forklift steering patch when an older Harmony library is loaded alongside Humans. The patch now uses the standard .NET delegate API instead of a newer Harmony-only helper. (Thank you user Wolf for reporting the load issue)
v0.8.1
- Game version
- 0.8.7 - 0.8.7d
- Released
- Sep 28, 2026
- File size
- 18.9 MB
- License
- CoI-Keep
If this version doesn't load for you, try 0.8.1b instead! * Forklifts now slow through very tight turns to keep movement below the engine's 30-degree-per-tick limit. * Removed routine housing-index diagnostic logging left enabled in 0.8.0. [LIQUID SHADOW TEXTURE + RAIN DROPLETS] * Added soft shadow/highlight texture to all wooden and metal liquid mini-storage barrels at 1x1, 2x2 and 3x3 sizes, plus the forklift's liquid cargo barrel. * Preserved each product's color and the blue-water correction. The surface texture follows the liquid level. * Wooden and Metal Rain Barrels now share one tiered menu item. * Added small roof-splash droplets animations during actual rainfall. Effects scale with rain intensity, freeze while the game is paused and stop in dry weather.
v0.8.0
- Game version
- 0.8.7 - 0.8.7d
- Released
- Sep 26, 2026
- File size
- 18.5 MB
- License
- CoI-Keep
* CRITICAL FIX: Removed the impossible 1,024-unit Unity-product requirement that prevented normal worker and courier construction. The same error is fixed for the new forklift. Matching stalled orders in existing saves are repaired on load. [VEHICLE COSTS] Construction Worker: 10 potatoes + 10 water + 10 Vehicle Parts I. Courier: 15 vegetables + 10 oxygen + 15 Vehicle Parts II. Forklift Operator: 10 diesel + 10 steel + 30 Vehicle Parts II. * Construction Worker water and Courier oxygen base consumption are now 0.1 per 60 seconds while moving. Forklift diesel base consumption is 0.55 per 60 seconds; world multipliers still apply. [FORKLIFT OPERATOR] * Added a diesel-powered Forklift Operator with male and female construction-worker appearances, visible forks and barrel cargo animations for flat, loose and liquid products. Carries 35 units and unlocks with Amphibious Vehicles. [MINI STORAGES] * Added 18 mini storages: (Flat), (Loose) and (Liquid), each with wooden and metal tiers in 1x1, 2x2 and 3x3 sizes. Each selector cycles Wooden 1/2/3, then Metal 1/2/3, displayed bottom-to-top. * Wooden capacities are 10/30/70; metal capacities are 20/60/140. Wooden construction costs are 2/5/10 each of wood and Construction Parts I; metal costs are 2/5/10 each of steel and Construction Parts II. Metal variants unlock with Storage II without an additional steel-research prerequisite. * Matching timber decks for wooden variants and steel decks for metal. Flat racks show stacked goods; loose vats show their contents; liquid storages use 1/3/7 barrels with native product colors and a blue-water presentation. (More liquid texture work to be done in future) [RAIN COLLECTION, BALANCE & POLISH] * Added the Wooden Rain Barrel and Metal Rain Barrel. Wood stores 10 water and collects one quarter of the standard Rainwater Harvester's yield. Metal stores 20 and collects one half, unlocked by Water Recovery. Costs are 20 wood + 20 Construction Parts I, or 20 steel + 20 Construction Parts II. * Increased hybrid shop food storage to 200. * All houses stalls and new buildings now have extensive mesh details. Windows, doors, bodies, roofs and many extra details are now separate meshes for recoloring with recolor mod. * Audited translations across all 21 languages. Updated the thumbnail to feature the adventure courier, female forklift operator and male box-carrying construction worker. * Existing IDs and saved appearance choices are preserved. Back up before upgrading. Saves containing new content cannot safely be downgraded to versions without it.
v0.7.6
- Game version
- 0.8.7 - 0.8.7d
- Released
- Sep 22, 2026
- File size
- 8.7 MB
- License
- CoI-Keep
* Corrected body and roof mesh for bakery and grocery store assets. Additional Meshes are still WIP for next update. * Expanded the bridge Human-access tooltip to explain native pending lane changes: the change applies after existing bridge traffic clears, and pausing a busy bridge lets the pending change finish—Added the revised bridge explanation to all 21 supported language catalogs.
v0.7.5
- Game version
- 0.8.7 - 0.8.7d
- Released
- Sep 19, 2026
- File size
- 8.7 MB
- License
- CoI-Keep
[HUMANS & BICYCLES] * Added long-lasting water fuel to Human I and oxygen fuel to Human II. Both consume fuel only while moving; existing fuel-free Humans receive an initial full tank when upgrading. * Improved bicycle size, seated riding poses, foot alignment and gentle pedaling. Added muted industrial bicycle colors and standing idle poses. Human II bicycles and both tiers' cargo visuals are now enabled by default; saved preferences are preserved. * Rebalanced appearances so construction workers are more common: 15% male and 15% female with every appearance enabled. Existing Humans retain their saved appearance. [SHOPS & SERVICES] * Added the Drinking Fountain, Grocery Store and Bakery alongside Human I research, plus the Oxygen Bike Stop alongside Human II. The two small refill stands share a placement selector. * Added the Grocery Store and Bakery as dual-purpose Human water-fuel stations. When Settlement Anarchy is installed, each simultaneously operates as a three-worker settlement food service: the Grocery Store accepts one selected loose-conveyor food, while the Bakery accepts one selected flat-conveyor food. Each shop stores 100 water and 100 food separately. * Added a shared shop placement selector, native worker priority, truck-import controls and storefront signs showing the selected food. Centered the Bakery's water inlet to match the Grocery Store. Old water-only test stores remain safe to load; rebuild those individual stores to enable food service. [POLISH & FIXES] * Extended bridge access controls to both Human tiers. Added house parking counts and incoming-Human tooltips. * Fixed duplicate grocery food panels and food accounting in the experimental builds, and tidied the appearance-spoiler warning. * Fixed a duplicate grocery-integration cleanup call that could emit an assertion while quitting the game. * Kept the Grocery Store's vegetable sign and Bakery's bread sign visible whenever no food is selected, including water-only mode without Settlement Anarchy. * Added Recolor paint groups to the new service buildings, including separate Body, Roof, Windows and Awning groups for the Grocery Store and Bakery. * Completed in-game translations across all 21 languages, including appearance names and new service text. Verified compatibility with Captain of Industry 0.8.7d.
v0.8.3c | 2026-10-24
[CRITICAL FOOD FIX] * Fixed runaway food accounting when toggling no-food cheats from other mods on and off. This affected operating Grocery Stores and Bakeries when Settlement Anarchy Mod turns them from fuel station prototypes to include custom food market ports. * Added automatic, one-time recovery for potentially affected existing worlds. Outstanding food debt is cleared once, per save, without changing stored food. NOTES: Your world may have been affected if you used cheat mods that stopped normal food consumption while Grocery Stores or Bakeries were operating as food markets with Settlement Anarchy Mod enabled. The same stored food could be counted repeatedly as days passed, building up incorrect internal totals. After turning food cheats off, this could cause incorrect food-supply figures, excessive food debt, negative values, or severe starvation—even with food available. In extreme cases, this could lead to a game over.
v0.8.3b | 2026-10-07
Fixed: Empty Mini-Logistics menu after unlocking Wooden-logistics Barrel-Rack research, which would unlock the menu, but with nothing in it. (Thank you Alexis for reporting and helping fix the issue!)
v0.8.3 | 2026-10-05
[HUMANS & VISUAL CONTROLS] * Expanded the appearance selector menu to include separate appearance choices for Workers, Couriers, Forklift Operators and Mini-Logistics. Open it beside the pin and close buttons in any Human or mini-storage inspector panel. * Forklifts can now use all 30 Human appearances. * Male and Female construction Workers are the default apperance for Workers and Forklift Operators, and casual outfits for Couriers, while all other apperances can be optionally enabled - This is setup for a future feature. * Additionally, choose box cargo, bicycle and product-sign visibility from the Humans menu. * Loose and liquid racks barrel signs can be globally disabled in the Humans menu, or... * Loose and liquid racks also have individual sign settings that save and copy with the building. Tooltips explain the global label setting. * (Disabling barrel product signs can help improve performance in worlds with many mini-logistics.) [RESEARCH & BALANCE] * Added an early research chain for Humans, homes and shops. Previously placed buildings remain available while newly placed buildings may need to be researched. * Construction Workers now cost 15 potatoes and 15 water, without vehicle parts. * Grocery Stores and Bakeries now cost 20 Construction Parts I and 10 concrete. * Wooden Rain Barrels now unlock with Basic Concrete. Metal Rain Barrels unlock with Settlement Water and use iron instead of steel. [OTHER] * Reworked the Drinking Fountain and Oxygen Bike Stop into 3x3 buildings with centered rear pipe connections, cleaner colors and less exposed flooring. More asset work still to come to improve the overall look of water stall building. * Matched the Metal Rain Barrel floor to metal racks. * Updated all 21 languages.
v0.8.2b | 2026-10-02
[FIXES] * Fixed missing Icons for Metal Rain Barrel and Mini-Logistics Submenu. * Raised shop roof clearance by 1 additional tile to prevent clipping through the roof.
v0.8.2 | 2026-10-01
*Forklifts are now 2 cells wide. [RACKS] * Mini storages have a new Barrel & Rack Look! Wooden and metal tier barrel racks show your cargo, and barrels fill one at a time with 1-way ports on each side. UPDATE NOTES: Mini storages already placed from previous versions will need to be shift-click replaced to update to the new side ports, old ports remain functional until replaced. [VATS] * Added Vats storage family to Mini Logistics. — Vats are multi-port tanks with controllable ports on every side for storing and distributing flat, loose and liquid goods in tight human-sized spaces. Choose which ports take goods in, send goods out or remain disabled with port controls in the inspector. * Each enabled port cost 1 additional KW of power during use. * Set every port at once with Disable all, All inputs or All outputs buttons. * Copy or eyedrop to transfer port settings to other vats of the same type/size. * Placement previews show chosen ports and disabled ports are hidden. [RESEARCH & BALANCE] * Humans now have their own research nodes. Previously placed buildings remain available while newly placed buildings will need to be researched. * Updated building costs for Couriers, racks, vats and rain barrels and adjusted research positions to spread out unlocks; Humans & Wood early tier I, Couriers & Metal late tier I, Forklifts and Vats begin in Tier II. [HOMES & FINISHING TOUCHES] * Humans now prefer to park inside their homes instead of the walls; Adjusted vehicle clearance and roof heights across all buildings volumes. * House walls now properly block truck passage while leaving room for 1 cell Humans to walk in the front and back doors. * Lowered passable ceiling on some buildings so pipes can pass flush on top. * Raised passable ceilings on other buildings so pipes can no longer cut through the upper floors. * The drinking fountain is now less weathered. * Improved product signs, including signs on forklift barrel-cargo. * Updated all 21 languages.
v0.8.1b | 2026-09-28
* HARMONY COMPATIBILITY HOTFIX: Fixed a game-loading crash in 0.8.1's forklift steering patch when an older Harmony library is loaded alongside Humans. The patch now uses the standard .NET delegate API instead of a newer Harmony-only helper. (Thank you user Wolf for reporting the load issue)
v0.8.1 | 2026-09-27
If this version doesn't load for you, try 0.8.1b instead! * Forklifts now slow through very tight turns to keep movement below the engine's 30-degree-per-tick limit. * Removed routine housing-index diagnostic logging left enabled in 0.8.0. [LIQUID SHADOW TEXTURE + RAIN DROPLETS] * Added soft shadow/highlight texture to all wooden and metal liquid mini-storage barrels at 1x1, 2x2 and 3x3 sizes, plus the forklift's liquid cargo barrel. * Preserved each product's color and the blue-water correction. The surface texture follows the liquid level. * Wooden and Metal Rain Barrels now share one tiered menu item. * Added small roof-splash droplets animations during actual rainfall. Effects scale with rain intensity, freeze while the game is paused and stop in dry weather.
v0.8.0 | 2026-09-26
* CRITICAL FIX: Removed the impossible 1,024-unit Unity-product requirement that prevented normal worker and courier construction. The same error is fixed for the new forklift. Matching stalled orders in existing saves are repaired on load. [VEHICLE COSTS] Construction Worker: 10 potatoes + 10 water + 10 Vehicle Parts I. Courier: 15 vegetables + 10 oxygen + 15 Vehicle Parts II. Forklift Operator: 10 diesel + 10 steel + 30 Vehicle Parts II. * Construction Worker water and Courier oxygen base consumption are now 0.1 per 60 seconds while moving. Forklift diesel base consumption is 0.55 per 60 seconds; world multipliers still apply. [FORKLIFT OPERATOR] * Added a diesel-powered Forklift Operator with male and female construction-worker appearances, visible forks and barrel cargo animations for flat, loose and liquid products. Carries 35 units and unlocks with Amphibious Vehicles. [MINI STORAGES] * Added 18 mini storages: (Flat), (Loose) and (Liquid), each with wooden and metal tiers in 1x1, 2x2 and 3x3 sizes. Each selector cycles Wooden 1/2/3, then Metal 1/2/3, displayed bottom-to-top. * Wooden capacities are 10/30/70; metal capacities are 20/60/140. Wooden construction costs are 2/5/10 each of wood and Construction Parts I; metal costs are 2/5/10 each of steel and Construction Parts II. Metal variants unlock with Storage II without an additional steel-research prerequisite. * Matching timber decks for wooden variants and steel decks for metal. Flat racks show stacked goods; loose vats show their contents; liquid storages use 1/3/7 barrels with native product colors and a blue-water presentation. (More liquid texture work to be done in future) [RAIN COLLECTION, BALANCE & POLISH] * Added the Wooden Rain Barrel and Metal Rain Barrel. Wood stores 10 water and collects one quarter of the standard Rainwater Harvester's yield. Metal stores 20 and collects one half, unlocked by Water Recovery. Costs are 20 wood + 20 Construction Parts I, or 20 steel + 20 Construction Parts II. * Increased hybrid shop food storage to 200. * All houses stalls and new buildings now have extensive mesh details. Windows, doors, bodies, roofs and many extra details are now separate meshes for recoloring with recolor mod. * Audited translations across all 21 languages. Updated the thumbnail to feature the adventure courier, female forklift operator and male box-carrying construction worker. * Existing IDs and saved appearance choices are preserved. Back up before upgrading. Saves containing new content cannot safely be downgraded to versions without it.
v0.7.6 | 2026-09-21
* Corrected body and roof mesh for bakery and grocery store assets. Additional Meshes are still WIP for next update. * Expanded the bridge Human-access tooltip to explain native pending lane changes: the change applies after existing bridge traffic clears, and pausing a busy bridge lets the pending change finish—Added the revised bridge explanation to all 21 supported language catalogs.
v0.7.5 | 2026-09-18
[HUMANS & BICYCLES] * Added long-lasting water fuel to Human I and oxygen fuel to Human II. Both consume fuel only while moving; existing fuel-free Humans receive an initial full tank when upgrading. * Improved bicycle size, seated riding poses, foot alignment and gentle pedaling. Added muted industrial bicycle colors and standing idle poses. Human II bicycles and both tiers' cargo visuals are now enabled by default; saved preferences are preserved. * Rebalanced appearances so construction workers are more common: 15% male and 15% female with every appearance enabled. Existing Humans retain their saved appearance. [SHOPS & SERVICES] * Added the Drinking Fountain, Grocery Store and Bakery alongside Human I research, plus the Oxygen Bike Stop alongside Human II. The two small refill stands share a placement selector. * Added the Grocery Store and Bakery as dual-purpose Human water-fuel stations. When Settlement Anarchy is installed, each simultaneously operates as a three-worker settlement food service: the Grocery Store accepts one selected loose-conveyor food, while the Bakery accepts one selected flat-conveyor food. Each shop stores 100 water and 100 food separately. * Added a shared shop placement selector, native worker priority, truck-import controls and storefront signs showing the selected food. Centered the Bakery's water inlet to match the Grocery Store. Old water-only test stores remain safe to load; rebuild those individual stores to enable food service. [POLISH & FIXES] * Extended bridge access controls to both Human tiers. Added house parking counts and incoming-Human tooltips. * Fixed duplicate grocery food panels and food accounting in the experimental builds, and tidied the appearance-spoiler warning. * Fixed a duplicate grocery-integration cleanup call that could emit an assertion while quitting the game. * Kept the Grocery Store's vegetable sign and Bakery's bread sign visible whenever no food is selected, including water-only mode without Settlement Anarchy. * Added Recolor paint groups to the new service buildings, including separate Body, Roof, Windows and Awning groups for the Grocery Store and Bakery. * Completed in-game translations across all 21 languages, including appearance names and new service text. Verified compatibility with Captain of Industry 0.8.7d.
v0.7.1 | 2026-09-12
UNUMERATION HOTFIX ================== * Verified compatibility for Captain of Industry 0.8.7c. * Updated to Cached data collection for house parking to prevent enumeration incompatibility failures & log-spam issues with other mods using the main sim thread.
v0.7.0 | 2026-09-09
Captain of Industry finally has Humans. They are tiny, determined, surprisingly capable, and still a deeply questionable replacement for an actual truck. * Adds Human I and Human II as tiny cargo vehicles with walking and idle animations, visible carried boxes, normal logistics support, and optional bicycles for Human II. * Each human has thirty rarity-weighted appearances which are rolled when they are produced and controls for future appearance rolls, along with visual toggles for their box carrying animations. * Adds five recolorable 4x4 houses that park six Humans each. With Settlement Anarchy installed, they also provide six units of native housing capacity. * Adds a placement toggle for random housing rotation when building houses, along with Human-crossing controls on bridges. * Support all 21 game languages and adding to existing saves. * Uninstalling from a save requires export_recovery_save. Tiny people are not good trucks, but they are trying their best.
No other mods depend on this mod yet.