WarpHog
v14.107.0A new fuel, WARP Juice, powers a fleet of upgraded vehicles and machines - speed-boosted trucks, the teleporting WarpHog, warp mining/forestry rigs, a fast locomotive, WARP-fueled
- Source code
- No source provided
WIP things might change!
Adds WARP Juice, a new fuel that powers a fleet of upgraded vehicles and machines:
VEHICLES
- WarpHog: the flagship. A custom amphibious 4x4 (modelled and bundled from scratch, not a reskin) that teleports to its destination instead of driving. Works through the normal job/depot system, gets first pick of every hauling job, and carries dump, flatbed and tank cargo directly in its own bed.
- Warp Excavator, Warp Tree Harvester, Warp Tree Planter: same teleport treatment, cloned from the best vanilla tier of each with no artificial restrictions (the excavator accepts any truck, not just amphibious ones).
- Warp Locomotive: doesn't teleport (trains run on rails, not free-roaming), but runs on WARP Juice for far higher top speed, power and braking than any vanilla locomotive.
- Five WARP-fueled trucks (one per vanilla tier: T1, T2, T3 tank, T3 dump, Amphibious): not teleporters, just a straight 5x speed/acceleration/braking boost, with a cornering clamp so they stay on the road.
- Every cargo ship tier (T1-T4) can optionally run on WARP Juice: the round trip completes in half the time, without losing the ship's existing fuel options.
PRODUCTION & POWER
- WARP Fuel Refinery: produces WARP Juice from WasteWater, Seawater and Crude Oil (built on the Chemical Plant II model), with Brine, Sour Water, high-pressure Steam and Sludge as byproducts.
- WARP Fuel Station: refuels warp vehicles out in the field, just like a vanilla fuel station.
- WARP Generator (T1 and T2): burns WARP Juice for 3x the electricity output of the matching vanilla Diesel generator at the same fuel consumption.
- WARP-fueled Gas Boiler recipe: 3x the high-pressure steam output of any other fuel.
- WARP Exhaust: burning WARP Juice for power or steam gives off this purple waste gas instead of normal exhaust. Pipe it to a Smoke Stack - venting it there is clean and actively scrubs the map's air pollution, instead of adding to it like normal exhaust does.
- WARP Juice can be dumped at the vanilla Liquid Dump - unlike every other liquid, this actively reduces the map's water pollution instead of adding to it.
Everything above unlocks from a single research node, Warp Technology, placed right next to the very first vehicle-unlocking node near the start of the tech tree.
WarpHog — Major Update Roundup
WarpHog — Major Update Roundup
A lot has changed since the progression rework. Here's the full picture:
Progression overhaul
The old single "unlock everything" research node is gone. WARP tech is now spread across 16 nodes woven into the real tech tree — the WARP-fuelled trucks lead the way right alongside vanilla's own first vehicle unlock, with WarpHog itself now a payoff for going all-in on the truck line rather than a parallel freebie. WARP Juice production got a proper 3-tier ladder to match (Micro-Refinery → Refinery II → full Fuel Refinery), each unlocked alongside its vanilla-equivalent tier. WARP-fuelled cargo shipping is now genuinely gated by its own research instead of being available from turn one.
New vehicles
- WARP Fluid Hauler and WARP Unit Hauler: real custom tanker and box-trailer rigs, each dedicated to one cargo type, running the same speed/acceleration/braking boost as the rest of the line.
- 5 WARP Warthogs: a chaingun, a camouflage chaingun, a Gauss cannon, a rocket pod, and an unarmed transport — each its own real model with its own factory paint job, sized and driven like a nimble utility 4x4 with general-purpose cargo capacity.
New building: WARP Garage
A dedicated depot for the whole WARP vehicle line, built from a real garage model instead of the standard depot shed. This is now the only place any WARP vehicle — WarpHog, the WARP-fuelled trucks, both Haulers, all 5 Warthogs, and the teleporting excavator/harvester/planter — can be built; they've been removed from normal depots. Unlocked by the same research as the WARP Pickup.
Visual polish
WARP Micro-Refinery and Refinery II now wear WARP-purple accents matching the fuel they produce, and vent purple WARP Exhaust as a byproduct instead of plain exhaust.
Also fixed along the way: WarpHog's road-pathing restrictions, its per-warp fuel cost tuning, a Harmony patch failure that was silently disabling teleporting entirely, three blank WARP Shipping tech icons, and several tech-tree node overlaps.
Expect an Update SOON!
WarpHog Where should balance go from here?
Check out the new Teck tree and buildings!! Its still a wip but im at it again!
v14.107.0
Latest- Game version
- 0.8.0
- Released
- Sep 14, 2026
- File size
- 23.6 MB
- License
- CoI-Open
v14.102.0
- Game version
- 0.8.0
- Released
- Sep 11, 2026
- File size
- 23.6 MB
- License
- CoI-Open
v14.101.0
- Game version
- 0.8.0
- Released
- Sep 11, 2026
- File size
- 23.6 MB
- License
- CoI-Open
v14.95.0
- Game version
- 0.8.0
- Released
- Sep 11, 2026
- File size
- 23.6 MB
- License
- CoI-Open
v14.84.0
- Game version
- 0.8.0
- Released
- Sep 11, 2026
- File size
- 23.6 MB
- License
- CoI-Open
v14.81.0
- Game version
- 0.8.0
- Released
- Sep 11, 2026
- File size
- 23.6 MB
- License
- CoI-Open
v14.80.0
- Game version
- 0.8.0
- Released
- Sep 11, 2026
- File size
- 23.6 MB
- License
- CoI-Open
# WarpHog — Changelog
All notable changes to this mod. Newest first. The mod `id` is `WarpTruckMod` and does not change between releases; only the version does. ## 14.107.0 - Fixed the WARP Micro-Refinery having 3 output ports with only 1 actually used by its recipe - a real gap flagged in-game (the other two sat there as permanently unused, visually confusing stubs). One (Z) now carries a real WasteWater byproduct - the exact same byproduct vanilla's own Basic Diesel Distiller produces from this same kind of inefficient process, not an invented one. The other (S) is closed off entirely - removed from the layout, same tile footprint otherwise, nothing left to ever connect to it. ## 14.106.0 - Fixed a real bug found immediately during in-game testing of 14.105.0's staged tree: WARP Trucks I and WARP Power I could be researched before WARP Fuel I - pointless, since neither can actually run without WARP Juice to fuel them. The same problem was confirmed and fixed across the rest of the WARP-fueled line too, after checking each vehicle's own fuel tank setup to be sure it genuinely needed WARP Juice first: WARP Excavation, WARP Amphibious, WARP Forestry, WARP Mega Trucks, and WARP Rail now all require WARP Fuel I alongside their own vanilla tier anchor. Every WARP vehicle/generator node is now consistently unresearchable before there's a real way to fuel it. - Fixed the three WARP Shipping tech nodes showing up completely blank in the tech tree - they were registered with TechnologyProto.Gfx.Empty (a real "no icon at all" value, not a placeholder), unlike every real vanilla Technology unlock. Now reuse vanilla's own CargoShipTechnology.png icon. - Fixed 9 of the 16 new research nodes visually overlapping vanilla tech tree nodes (in three cases landing exactly on top of one - WARP Trucks I sat directly on vanilla's own Vehicle Ramps node). The original grid positions were spot-checked against only a handful of nearby anchors; all 16 have been recomputed and verified against the complete list of 208 real vanilla node positions (plus each other), with real clearance this time. ## 14.105.0 - Major progression rework, per direct request: replaced the single "Warp Technology" research node (unlocked the ENTIRE mod at once, right next to the very first vehicle node in the game, for one 16-month research) with 16 nodes spread across the real tech tree. Each one is parented to whatever vanilla node unlocks the equivalent-tier vanilla thing it upgrades - verified against actual decompiled research data, not guessed. The WARP-fueled trucks lead the tree (WARP Trucks I sits right alongside vanilla's own first vehicle node); WarpHog is gated behind "Large vehicles" AND the mod's own WARP Trucks II node, so it reads as a payoff for the truck line instead of a parallel unlock. - New: a real 3-tier WARP Juice production ladder instead of one building. WARP Micro-Refinery (Diesel + Water, a small trickle - reuses the vanilla Basic Distiller's own look/cost, unlocked alongside Basic Diesel) -> WARP Refinery II (adds Seawater, a real supply - reuses Distillation Tower I's look/cost, unlocked alongside Advanced Diesel) -> the original full WARP Fuel Refinery (industrial scale, unchanged, now unlocked at the genuinely late-game Chemical Plant II tier where it actually belongs). A matching WARP Fuel Station I/II ladder was added too (the original station, now "tier III", is unchanged). - Fixed a real bug: the cargo ship WARP Juice fuel option was never gated by research at all - it was added to all four ship tiers unconditionally at mod load, the one part of this mod that bypassed the tech tree entirely. Fixed using CargoShipProto.FuelData's own native LockingProto field (the same mechanism vanilla's own Hydrogen Cargo Ship fuel option already relies on) - three new WARP Shipping tiers (I/II/III-IV) now gate Cargo Ship T1/T2/T3-T4's own WARP fuel option respectively. ## 14.104.0 - Reverted 14.103's retaining-wall change. Patching the shared game-wide collapse mechanic (even scoped to only affect retaining walls) wasn't the right way to do this - the tunnel-building idea is moving to its own separate mod (BoreMod) with its own new building instead of modifying vanilla mechanics. WarpTruckMod no longer touches retaining walls at all. ## 14.103.0 - First piece of the tunnel-building idea: retaining walls (all 5 vanilla tiers) are now unbreakable - they can no longer collapse no matter how much height or overfill they end up holding. Root cause of the old ~5-tile limit was a generic "too many terrain vertices out of tolerance" collapse check every layout entity in the game shares - patched so it never triggers specifically for retaining walls, without touching how any other building's own collapse logic works. Whether the game already lets you physically place one wall stacked flush on top of another (as opposed to it surviving once placed) still needs an in-game check - that's a separate placement rule from the collapse fix here. ## 14.102.0 - Fixed vehicles getting recovered (sent home) too eagerly. 14.99's "give up after 5 teleports in a row" counter didn't check WHY a vehicle kept teleporting - just that it did - so a WarpHog productively blasting through several different real hauling jobs back-to-back (a new pickup, then a new delivery, then the next job's pickup...) could rack up 5 teleports just by being busy and get yanked home mid-job, indistinguishable from actually being stuck. Now it only counts teleports against the SAME job - a genuinely new job (finished the last one, starting the next) resets the count to zero, while a job that keeps failing to reach its own goal (shifting or not) still accumulates and still gets caught. ## 14.101.0 - The Warp Excavator can now path onto/over steep terrain - changed its slope tolerance from "slight slopes only" to "ignore slope entirely" (SteepnessPathability.IgnoreSlope), per request, matching a similar terrain-tolerance mod. Only affects what the pathfinder considers drivable, not how the excavator looks or handles while actually on an incline. ## 14.100.0 - Experiment, per request: the Warp Excavator now teleports straight onto its goal tile (the exact ore/mining spot), skipping the connectivity- aware landing search entirely - the way this mod worked before that search was added. Trades away that search's guarantee (a service truck can always physically reach the excavator) for removing a whole class of bug it kept causing instead (a landing spot that looks locally connected but isn't actually reachable from the depot). The Tree Harvester and Tree Planter still use the connectivity-aware search, unaffected. If landing directly on the ore is itself unreachable often enough to matter, the "5 teleports with no arrival" safety net from 14.99 still catches it and sends the excavator home. ## 14.99.0 - The 14.98 "give up after 3 tries" fix never actually fired - confirmed via a recorded clip and its log. It was tracking repeat attempts at the exact same goal TILE, but a real mining designation hands the excavator a different nearby edge to dig each time, so the same-tile counter never built past 1 even after 5+ in-game weeks of nonstop re-teleporting. Replaced with a counter that doesn't care whether the goal tile is the same: it just counts teleports in a row with no successful arrival, regardless of where each one was aimed, and gives up (sends the vehicle home) after 5 of those. This is what should have shipped in 14.98. ## 14.98.0 - The 14.97 cooldown fix wasn't enough for a genuinely isolated dig site (an ore vein across a lake with no real road connection back to base) - it slowed the loop down to once every 2 seconds but never actually broke it, since the landing-zone check can only confirm a spot is LOCALLY connected (a couple of tiles hooked to each other), not that it actually connects all the way back to the depot. A real check for that isn't something this mod can do cheaply. Instead: after 3 teleport attempts at the exact same goal without ever arriving, it now gives up on that specific site and sends the vehicle home to its depot, the same recovery already used for a stuck or out-of-fuel vehicle - rather than leaving it stranded at the isolated spot forever. This also had to be self-contained rather than relying on the game's own stuck-detection, since this mod's own "landing is always valid" bypass for warp vehicles means that detection may never fire for this exact case. ## 14.97.0 - Fixed excavators and the WarpHog teleport-looping in place instead of reaching their destination. Root cause: a work vehicle's landing spot can legitimately be up to 150 tiles from its goal (the connectivity-aware landing zone), but the mod was re-checking "am I close enough yet?" every single tick (10x/sec) - if the landing spot was farther than 50 tiles, it never got a chance to actually drive before being re-evaluated and teleported again. Same idea covers the WarpHog case (a goal that keeps shifting because the real destination can't be fully reached). Fixed with a 2-second cooldown between teleport attempts per vehicle, giving it a real window to either drive the rest of the way or trip the existing stuck-recovery (which sends it home to depot). ## 14.96.0 - Full code review pass, no visible bugs left to chase so this looked for hidden ones. Found and fixed two real robustness gaps (neither had been reported - found by re-reading the code): - The WARP-fuelled trucks' cornering speed safety clamp had no error handling around the reflection calls it depends on. If those ever threw for any edge case, it would have caused exactly the kind of "one vehicle breaks movement for every other vehicle on the map for a tick" problem this same patch exists to prevent. Now caught and logged instead. - The WARP-fuelled cargo ships' trip-time halving had the same gap - an unhandled exception there could have interrupted whatever triggered a ship's departure. Same fix. Everything else (all recipes, machines, vehicle protos, and every other patch) checked out clean on this pass. ## 14.95.0 - REAL fix for a hard "Unity crash" reported right when a WarpHog teleported. COI runs its simulation on a background thread by default, and the teleport particle poof was creating GameObjects/Materials/Textures directly from that thread - every Unity object-creation call is main- thread only, and doing it from the wrong thread is a genuine engine-level violation that can crash the game outright instead of throwing a normal, catchable error. This had quietly been the case since the poof was first added; it only actually crashed once enough per-teleport work piled onto it. Fixed properly this time: the sim-thread side now only queues a plain data request, and the actual particle work runs from a spot in the rendering code that's guaranteed to be on the main thread. Same look, same sizing, just built safely now. - Cleaned up the extra diagnostic logging added last version while chasing the locomotive smoke report (now confirmed working) - back to a single one-line confirmation, the fix itself is unchanged. ## 14.94.0 - Strengthened the Warp Locomotive's steam-exhaust recolour after a report it was still coming out white. The Smoke Stack's purple plume uses a completely different, machine-only mechanism (a per-recipe colour selector) that has no equivalent on locomotives, so this couldn't just reuse that - instead the existing vehicle-side patch now also pokes every common tint property name the smoke's own material actually has (not just the particle system's startColor), on a private per-locomotive material copy so vanilla steam engines aren't affected. Also logs exactly which particle systems it found and touched, so if it's still off after this, the log will say why instead of it being a silent guess. ## 14.93.0 - The teleport poof actually looks like smoke now instead of a flat hard- edged coloured square: it's a soft round texture (generated at runtime) instead of a bare quad, fades out over its lifetime instead of just popping away, grows/billows as it dissipates, and drifts upward slowly instead of bursting outward sharply. Same purple colour, same vehicle-based sizing from 14.92. ## 14.92.0 - The teleport particle poof is now sized to the vehicle that triggered it - a bit wider and a bit longer than the vehicle's own footprint (WarpHog, excavator, harvester and tree planter each get an appropriately sized poof, not one fixed size for all of them). Still fires at both the departure and arrival points of every teleport. - The Warp Locomotive is back to the small Steam model with purple smoke (from 14.87) - it was reverted in 14.90 as a precaution while chasing the freeze/crash, but 14.91 found the actual cause (a Material leak, unrelated), so this is cleared and restored. ## 14.91.0 - REAL fix for the freeze/crash (14.90 was aimed at the wrong thing - see below): the teleport particle poof was creating a brand new Material object every single time a warp vehicle teleported (twice per teleport) and never releasing it - Unity doesn't automatically clean up a dynamically-created Material just because the object using it got destroyed. With multiple warp vehicles cycling jobs, that leaked dozens of Materials a minute, which lines up with "ran fine for a few minutes, then froze" rather than crashing immediately on load. Fixed by building the material once and reusing it for every poof instead of making a new one each time. ## 14.90.0 - EMERGENCY FIX: 14.87/14.88 could crash the game on load with no warp- vehicle visuals at all. Reverted the two riskiest, newest pieces from those releases: - The Warp Locomotive is back to the T2 Hydrogen model (the T1 Steam swap from 14.87 is reverted - couldn't verify it against the actual game asset, only decompiled registration code, and it's the most likely culprit). - The teleport effect's puff SOUND is removed (it needed a new patch on AssetsDb.GetSharedSprite, a method called constantly for every icon in the game - too big a risk to keep unproven). The purple particle poof itself stays; it never touched that patch. Also fixed a real performance problem found in the process: the warp- vehicle purple paint was recolouring body textures at full resolution (up to 512x512) with a blocking GPU readback, once per distinct vehicle texture, all during game load - now capped to 128x128, ~16x less work. - The Warp Tree Planter now carries 16 saplings instead of 8 (2x) - fewer trips back for a refill. Nothing else about it changed. ## 14.88.0 - Teleporting now has a visual/audio moment to it: every warp vehicle (WarpHog, Warp Excavator, Warp Tree Harvester, Warp Tree Planter) leaves a small purple particle poof where it vanished from and another where it lands, with a short puff sound at both ends. Purely cosmetic - doesn't change how or where anything teleports. ## 14.87.0 - The Warp Locomotive now uses the small Steam locomotive model instead of the big Hydrogen one - same speed, power, mass, braking, fuel tank and build cost as before, just a smaller engine. It also gets its steam smoke plume back (the Hydrogen model had none) and it vents WARP-purple. ## 14.86.0 - The Warp Excavator now also triggers vehicle recovery (added in 14.84) when it runs out of fuel out in the field, not just when it's stuck navigating - it gets teleported back to its depot instead of sitting there dry forever. Same recovery mechanism, second trigger condition. ## 14.85.0 - The WARP Fuel Refinery now runs on Regular Maintenance (Maintenance I) instead of Large Maintenance (Maintenance II) - same monthly quantity (10), just the lighter maintenance tier. Existing refineries pick this up automatically, no rebuild needed. ## 14.84.0 - Vehicle recovery: any warp vehicle (WarpHog, Warp Excavator/Tree Harvester/ Tree Planter, and all five WARP-fuelled trucks) that shows the "struggling to navigate" icon over its head now automatically cancels its stuck job and teleports itself back to its assigned depot instead of sitting there indefinitely. It picks up new work from the depot normally afterwards. A vehicle with no depot on record (e.g. spawned via cheat) is left for the game's own stuck-recovery to handle. ## 14.83.0 - The Warp Locomotive can now be refuelled at a station. WARP Juice is added as a fuel option on the vanilla Liquid fuel module (the same one that handles Diesel and Hydrogen) - pick it from the module's fuel selector once the WARP tech is researched. Before this the Warp Locomotive could only be topped up by hand. ## 14.82.0 - New "WARP" tab in the build menu. The WARP Fuel Refinery, both WARP Generators and the WARP Fuel Station now live together under one dedicated toolbar category instead of being scattered through Waste, Power and Vehicles. It sits just after Surfaces, at the end of the terrain group. The tab only shows once you've researched the WARP tech, like every other build category. Existing placed buildings are unaffected. ## 14.81.0 - Renamed the changelog file to changelog.txt so COI Hub picks it up and shows version notes on the mod page. No other change. ## 14.80.0 - Housekeeping only, no gameplay or visual change: removed leftover debugging (a temporary file-logger and a pile of per-tick DIAG log lines from the pollution / purple-paint investigations), keeping a short history note in the code where each fix lives. Runtime logging is now just a one-line "this feature is active" confirmation per patch. ## 14.79.0 - Rebuilt and verified against Captain of Industry v0.8.7b (the simulation- determinism update). No API breaks - every game hook the mod uses still compiles. All patches are individually guarded, so if a by-name hook can't attach on the new build it disables just that one feature and logs it, rather than affecting anything else. ## 14.78.0 - The warp vehicles are now painted WARP-purple: the Warp Excavator, Tree Harvester and Tree Planter, and all five WARP trucks - regardless of the colour they'd normally ship in. Only the painted body panels change; tyres, tracks, chrome, glass and decals keep their natural look. The WarpHog keeps its own model colours and the Warp Locomotive keeps its purple livery. (This took a few tries - 14.71 through 14.77 were all approaches that didn't stick.) - Fix: the Warp Locomotive rendered as a plain grey box with an error marker because it shipped without engine/horn/brake sound data, which the train renderer requires. It now uses the same sounds as the vanilla hydrogen locomotive it's based on. Existing ones fix themselves on load. ## 14.70.0 - Warp Excavator / Tree Harvester / Tree Planter: the teleport landing search now reaches about 5x further from the work site (probes out to ~150 tiles instead of ~30), so they teleport in far more often instead of crawling there on their own. Every landing is still a well-connected tile trucks can reach. ## 14.69.0 - Warp Excavator / Tree Harvester / Tree Planter: reworked how the teleport picks its landing spot so they stop getting stranded. It now only jumps onto a well-connected tile near the work site (one the road network already knows), which keeps them reachable by service trucks and out of stuck-recovery. If the dig/tree site is genuinely isolated it drives there normally instead, the same as a vanilla excavator. The WarpHog is unchanged. - Added this changelog to the mod package. ## 14.68.0 - Fix: a WARP Generator II (or I) placed under an older mod version showed no exhaust output and its info panel could error, because the game never rebuilds a generator's output buffer on save load. It now self-heals on the first tick after loading — no need to demolish and rebuild. ## 14.67.0 - Version bump for the COI Hub listing. No gameplay changes. ## 14.66.0 - Build-menu icons for the WARP Fuel Refinery, both WARP Generators and the WARP Fuel Station (they were blank — the game doesn't generate icons for modded buildings). - WARP Juice now has a proper purple droplet icon instead of a recoloured vanilla icon that read blue. - Venting WARP Exhaust at a Smoke Stack now produces a purple plume (the plume takes the vented gas's colour, like the Liquid Dump already does). - The WARP Generator no longer emits grey exhaust smoke — it burns clean. ## 14.65.0 - The WarpHog gets a real custom build-menu icon, rendered from its own model. ## 14.63.0 - Fix: the WARP Generators and WARP Fuel Refinery logged "Animation data not found" and never animated. They now render as normal objects and their models animate correctly. - Added the asset-bundle load-order manifest, silencing a load warning. ## 14.62.0 - Rebranded the flagship teleporting truck as **WarpHog** (internal id unchanged, so existing saves are unaffected). The mod is now called WarpHog. ## 14.60.0 – 14.61.0 - WARP Exhaust became a real, purple, pipeable waste gas (was a virtual, invisible product). Burning WARP Juice for power or steam gives it off on a real pipe port; pipe it to a Smoke Stack, where venting it is clean and scrubs the map's air pollution instead of adding to it. ## 14.57.0 – 14.59.0 - Added the **WARP Generator II** — the dense power tier, chained to the WARP Generator so they share a build-menu slot. - The WARP Fuel Refinery now also produces a Sludge byproduct. ## 14.54.0 – 14.56.0 - WARP-fuelled cargo ships now complete their round trip in half the time. - The WARP Fuel Refinery was rebuilt on the Chemical Plant II model.
This mod has no dependencies.
No other mods depend on this mod yet.