- Source code
- No source provided
- Website
- https://discordapp.com/channels/803508556325584926/1550863792236400800
- Tags
- Content Overhaul Graphics Production Vehicles Transports Storage Settlement Research Audio

Kayser's Pre-Industrial Era
Captain of Industry has always begun halfway through its own story.
Introduction
In vanilla, you arrive with motorized logistics, proven machines, established shelter, and the first industrial lessons already learned. It feels primitive only because of what comes later. In truth, it is an advanced, unrealistic start. Kayser’s Pre-Industrial Era addresses that.
Kayser's Pre-Industrial Era (KPIE) is the way Captain of Industry was meant to be started.
In KPIE, your expedition reaches the island with just people, hand tools, salvaged supplies, and a damaged Shipyard that can barely keep everyone alive. Choose where your settlement begins. Send lumberjacks into the forest, miners into the earth, fishermen out to sea, and foragers to search for edible plants. Raise timber frames, stretch canvas, patch roofs with iron sheets, and mason a lighthouse to attract refugees. Construction parts are no longer starting inventory, they are the victory.
The era ends where vanilla begins. When pickups, harvesters, and blast furnaces arrive, you’ll smile, because they replace handcarts, lumberjacks, and stone furnaces. KPIE takes nothing away from the Captain of Industry experience. It gives that experience a realistic beginning.
Available languages: English, German, Spanish, French, Italian, Portuguese, Russian, Swedish, and Chinese.
Spoiler Alert! The mod features a built-in tutorial. Stop reading here if you want to explore the mod for yourself in the game.
Contents
- The Tutorial
- The Opening
- Laborers
- Foraging
- Fishing
- Buildings
- Research and the Vanilla Handoff
- Compatibility and Save Safety
- What KPIE is—and is not
The Tutorial
Your team is standing on the shore, awaiting your first orders. Good luck, Captain!
Your first decision will be whether to keep the tutorial or not. The welcome message lets you keep or disable tutorial goals and rewards for the new save.
The tutorial goals teach the new rhythm step by step:
- Timmmmber! introduces automatic tree felling, optional harvest designations, Haulers, the Storehouse, and the Wood supply chain.
- Establish a Foothold guides construction of the Labor Depot, Makeshift Housing, and Field Canteen, then assigning Potatoes to the canteen.
- Get Dirty introduces Miners, material priorities, automatic searches for exposed Dirt, and the Stockpile. Mining designations are optional.
- Daily Vitamins introduces automatic berry foraging: recruit Foragers and serve Berries alongside the opening Potato rations.
- Organize Research teaches how to build and operate the Makeshift Lab.
- Strike While It Is Hot guides Stone Furnace research and construction, coal mining, scrap smelting, and the first Iron production.
- Nothing Goes to Waste guides Manual Assembly research and construction, then the first Construction Parts production.
- Let's Get Electric leads through Electricity research, the Diesel Generator, and upgrading the Makeshift Lab to the Basic Lab.
- Make Camp Last guides Settlement research and the upgrade from Makeshift Housing to permanent Housing.
After the KPIE goals, the first vanilla goal lists take over.
Disabling the tutorial disables the KPIE tutorial as well as the vanilla tutorial goals, giving you the full, immersive experience of being alone on a deserted island, until you can establish trade and repair the ship.
The Opening
Eight Haulers and one Lumberjack arrive with no buildings placed whatsoever. You decide where to establish the settlement.
A new KPIE game begins before the normal industrial foothold exists.
The damaged Shipyard temporarily provides up to 40 beds and serves available foods from its cargo, including the little Potatoes that are left. That support is deliberately bare-bones: it keeps people alive, but it does not provide the health and Unity benefits of proper housing or a functioning canteen.
Your first objective is to turn nearby natural resources and limited salvage into a self-sustaining foothold. Wood becomes shelter and storage. Native plants and fish feeds the small crew.
Mining helps establish research and craft stone masonry, required to grow food and create fire-proof buildings. Iron Scrap, Coal, and hand-built production eventually lead to Iron, Construction Parts, and Electricity. Only then does the familiar industrial game begin to open up.
Repairing the Shipyard eventually removes its emergency accommodation and food service capabilities, in favor of exploration. Residents without housing or damaged Shipyard beds incur a Homeless health penalty proportional to their share of the population.
Laborers
KPIE adds seven manual labor roles. They use Captain of Industry's real job and transport systems rather than acting as abstract production bonuses.
Hauler

A Hauler carries one unit of countable, loose, or fluid cargo between eligible storages and machines, considering restrictions and import/export priorities.
Miner

The Miner combines extraction and delivery. Set a material priority, and the Miner prefers matching mining designations before automatically searching for exposed deposits. Rock-priority Miners can also gather harvestable boulders. Undesignated terrain mining keeps an eight-tile buffer around buildings; explicit designations and boulders bypass that buffer. The Miner extracts one unit before carrying it to the nearest eligible destination.
Lumberjack

The Lumberjack fells marked trees, or automatically reserves and fells the nearest eligible tree when no trees are marked. It can have assigned haulers and trucks, but haulers can also collect the Wood without being assigned; dedicated Hauler assignments remain useful when you want to prioritize a Lumberjack's output.
Forager

The Forager forages food from the native plants and brings it to the nearest eligible storehouse or field canteen.
Cart Hauler
Handcarts research unlocks the Cart Hauler, with four-unit capacity. Also slightly faster than the Hauler, it is the first meaningful logistics upgrade: far more efficient than carrying every load by hand. It has a larger footprint, so requires more clearance.
Fisherman

The Fisherman fishes from shore, catches one unit of Fish at a time, and carries it to the nearest eligible destination.
Fishing Boat

Fishing Nets research unlocks the Fishing Boat, a two-person rowing crew that carries its boat on land and rows to offshore fishing grounds. It is more efficient than the Fisherman.
Vehicle Limits, Workers, and Realism
Manual workers consume workers and space under the normal vehicle cap and continue to be somewhat useful after mechanization, in constrained layouts.
Recruiting laborers and Pausing laborers difficulty toggles are available: choose whether new recruits wait for free workers and whether paused laborers continue to occupy one worker from the pool.
When starting a new game, the Realism difficulty bundle controls the default for both toggles. Because Admiral defaults to Realism on, it includes both. Sailor and Captain difficulties default to Realism off.
Foraging
A Forager beside a berry bush, ripe with Berries.
The wild berry bushes around the island provide a nutritious source of food in the opening. Berries will keep your people alive and provide additional Unity and Health when served alongside other foods.
To pick them, recruit Foragers at the Labor Depot. Foragers automatically pick from the nearest available bush. Only some types of bush have Berries. Select a Forager to highlight ripe bushes in yellow and regrowing bushes in blue. Bushes regrow Berries in 12-15 months.
Berry picking is covered by the Daily Vitamins tutorial.
To control picking areas, Foragers can be assigned to Forestry Towers (when those are unlocked). Assigned Foragers only pick berries inside their tower’s area; unassigned Foragers can gather both inside and outside Forestry Tower areas. Assign Foragers through the Forager selector in the Assigned tree harvesters panel.
Though Berries can continue to be served directly; they also have later uses. Baking can use them in place of Fruit for Cake. Berries can also be digested for fuel gas and compost.
New bushes can establish when growing planted trees, as Forest floor is created. Customize difficulty / Nature includes Natural berry bush growth, enabled by default and saved per world. Disabling it stops new bush establishment; existing bushes remain and continue recovering Berries.
Fishing
A Fishing Boat and a Fisherman, carrying today's catch.
Fish adds protein to the expedition's diet, complementing Potatoes and Berries when served in Field Canteens.
Fishermen work from the shore with hand tackle and carry their catch back to the settlement. After Lighthouse, Net Fishing research opens up offshore waters: a two-person Fishing Boat crew carries its boat to the coast, rows out to cast a net, and returns with its catch. Both Fishermen and Fishing Boats need access to the sea.
After a catch, an offshore fish spot needs 12 months to recover, so boat crews move on to fresh spots and let previously worked grounds rest. A stretch of accessible coastline gives them room to explore and keeps the settlement's fishing fleet from relying on a single spot.
Fish can be quick traded for Electronics at the nearest village. After Food Packs research, fish can be processed to Food Packs together with Berries.
Buildings
KPIE's buildings share a modern expedition language: practical timber frames, rough planks, pallets, drums, salvaged sheet-metal roofs, stonework, and visible hand tools. They are improvised, but not historical. This is a stranded modern crew rebuilding capability from what it can recover.
Settlement and Logistics
Labor Depot constructs and manages Laborers. Upgrades to vanilla Vehicle depot.
Want your own flag? Replace
flag.pngin the mod directory with your own flag.
Makeshift Housing moves the crew out of the Shipyard and into real shelter. It eliminates the health penalty from sleeping in the damaged shipyard, and grants more Unity. Upgrades to vanilla Housing.
Field Canteen serves a player-selected food and restores proper food service. Higher Unity bonus from food than the damaged shipyard. Upgrades to vanilla Food market.
Storehouse holds countable products, without transport ports. Upgrades to vanilla Unit storage.
Stockpile reserves a prepared outdoor area for loose products. Useful as a drop-off point for Miners and loading point for carts. Upgrades to vanilla Loose storage.
The Well produces fresh water. It requires a groundwater deposit. Fresh water is required to build other masonry buildings like the Stone furnace and Lighthouse. Upgrades to vanilla Groundwater pump.
Research and Production
Makeshift Lab begins organized research without electricity. Required to advance through the era. Upgrades to vanilla Basic laboratory.
The Earth mound converts Wood to Coal, for use in the Stone Furnace. It is convenient if Coal is not available at the starting location. It upgrades to the more efficient vanilla Coal Maker.
Manual Assembly produces Construction Parts, at a fraction of later industrial speed. Upgrades to vanilla Assembly.
Stone Furnace combines crude scrap smelting and casting around one labor-intensive furnace yard. Makes Iron from Iron scrap and Coal. Upgrades to vanilla Blast furnace.
Lighthouse burns Unity to attract a refugees. Less effective than vanilla Beacon, which it upgrades to.
Research and the Vanilla Handoff
KPIE adds predecessor research rather than rewriting the vanilla technologies. Its early branches establish primitive ironworking, manual assembly, settlement infrastructure, and basic food production. Handcarts and Lighthouse are valuable optional branches rather than mandatory gates. Some buildings that were available without research in vanilla, like Housing and Basic lab, have been given early technology requirements.
As the early milestones are completed, the ordinary Captain of Industry research tree takes over. KPIE buildings align with or upgrade toward their vanilla successors where appropriate, so the settlement evolves instead of becoming a museum beside the factory.
Compatibility and Save Safety
- Designed first and foremost for a new game.
- Can be added to an existing save; progressed saves receive sensible research unlock reconciliation instead of being forced backward through the opening.
- Cannot be removed from a save after it has been added. KPIE adds serialized prototypes and entities that the save may depend on.
- Uses vanilla islands, natural resources, products, recipes where suitable, and the normal maintenance system.
- Does not require another mod. Can be combined with most other mods.
What KPIE is—and is not
KPIE is a modern post-apocalyptic expedition bootstrap. It is not a medieval conversion, a historical simulator, or a separate game bolted onto Captain of Industry.
It is also not an attempt to make the opening tedious for its own sake. The purpose of manual labor is contrast: scarcity makes invention meaningful, physical work makes machines exciting, and vulnerability makes the first stable settlement worth caring about. The destination remains Captain of Industry. KPIE makes the journey feel more rewarding.
Leave a 👍 or a ⭐️ if you like this mod
No announcements yet.
v0.7.2
Latest- Game version
- 0.8.7b - 0.8.7d
- Released
- Oct 11, 2026
- File size
- 40.4 MB
- License
- CoI-Keep
* Fixed: Lighthouse and Makeshift Housing fires and the Labor Depot flag now freeze while the game is paused * Added a Food Packs recipe using 3 Fish and 8 Berries to produce 4 Food Packs, unlocked by Food packing research * Added a first-settlement Quick Trade that exchanges 40 Fish for 10 Electronics * Simplified early building rendering and added distance detail levels for the Lighthouse, Labor Depot, Field Canteen, Earth mound, Makeshift Lab, Stone Furnace, Well, Assembly Workshop and Storehouse * Reduced asset memory use and distant small-effect updates while preserving close-range appearance * Reduced the mod package size from 87.5 MB to 40.4 MB
v0.7.1
- Game version
- 0.8.7b - 0.8.7d
- Released
- Oct 11, 2026
- File size
- 87.5 MB
- License
- CoI-Keep
* Fixed: Fish crates in storages could appear white because their texture was missing * Simplified model geometry and added distance detail levels for Fishermen, Fishing Boats, Makeshift Housing and Stockpiles to improve rendering performance
v0.7.0
- Game version
- 0.8.7b - 0.8.7d
- Released
- Oct 10, 2026
- File size
- 99.2 MB
- License
- CoI-Keep
* Added shore Fishermen and two-person Fishing Boats that catch Fish, a new Protein food, and deliver their catch through eligible destinations * Added Net Fishing research and an early Quick Trade that exchanges 40 Berries for 20 Mechanical Parts * Lumberjacks now fell the nearest eligible tree when no trees are marked for harvesting * Logistics workers can collect Lumberjack Wood and deliver it to eligible destinations without being assigned to a Lumberjack * Foragers can switch to a closer ripe berry bush while approaching and choose the nearest eligible delivery destination * Updated the Timmmmber! tutorial to teach automatic tree felling, optional harvest designations, and Hauler assignments * Refined manual worker animations and models, fishing actions, Stone Furnace casting, and early building fire and smoke effects
v0.6.1
- Game version
- 0.8.7b - 0.8.7d
- Released
- Oct 06, 2026
- File size
- 76.3 MB
- License
- CoI-Keep
* Added natural bush growth at eligible habitat sites when growing planted trees create Forest floor, with a saved Natural berry bush growth option under Customize difficulty / Nature * Free Foragers can now gather inside Forestry Tower areas; assigned Foragers remain confined to their tower * Added a Homeless health penalty proportional to the share of residents without housing or damaged Shipyard beds * The damaged Shipyard can now serve all foods in its cargo, including Berries and modded foods, and switches to available alternatives when one food runs short * Simplified Forestry Tower Forager assignment and prevented workers from being assigned to incompatible tower roles * Refined early building carpentry, door surrounds, roof joints, and Labor Depot canopy, ropes, tool racks, wagon wheels, and weathered surfaces * Fixed: Labor Depot doors now use the correct animation duration for smooth reversible playback * Added ground dirt to the Well, Stone Furnace, and Lighthouse, with Lighthouse dirt following the surrounding terrain
v0.6.0
- Game version
- 0.8.7b - 0.8.7d
- Released
- Oct 04, 2026
- File size
- 75.8 MB
- License
- CoI-Keep
* Miners now prioritize the selected material, prefer matching mining designations, and automatically find exposed deposits when needed; Rock-priority Miners can also gather boulders * Undesignated terrain mining keeps an eight-tile buffer around buildings; explicit mining designations and boulder gathering remain available inside that buffer * Foragers now automatically gather from nearby ripe bushes without forestry designations; free Foragers work outside Forestry Tower areas and assigned Foragers stay within their tower’s area * Changed Get Dirty’s first step to Recruit some Miners, with its target shown only in the progress counter * Updated Get Dirty, Strike While It Is Hot, and Daily Vitamins tutorials for automatic resource gathering, preserving progress in existing saves * Added Recruiting laborers and Pausing laborers difficulty options under Population; Realism and Admiral require free workers for recruitment and retain workforce on paused laborers * Lumberjack orders can now interrupt chopping before the tree starts falling; orders issued during a fall wait until it finishes * Lighthouse refugee arrivals now bring 2 Rubber alongside Iron Scrap and Diesel * Reduced base starting Diesel to 100 before difficulty and Extra Starting Materials scaling * Reduced construction workforce to 1 for the Labor Depot, 2 for the Field Canteen, and 3 for the Makeshift Lab * Increased Makeshift Lab Unity consumption from 0.25 to 0.5 * Removed Wood from the Earth mound’s construction cost * Refined worker proportions, walking animations, boots, backpacks, carried crates, and Cart Hauler detail * Fixed: Tutorial title tooltips no longer display raw highlighting tags * Fixed: Worker travel-speed changes now update existing and save-loaded workers * Fixed: Miners no longer retain a twisted torso after mining at distant zoom
v0.5.1
- Game version
- 0.8.7b - 0.8.7d
- Released
- Oct 03, 2026
- File size
- 80.2 MB
- License
- CoI-Keep
* Increased time Foragers spend picking each berry, with seven picking interactions per harvest * Fixed: Loading saves with an unfinished Daily Vitamins tutorial no longer fails if the saved tutorial predates the Berries assignment step
v0.5.0
- Game version
- 0.8.7b - 0.8.7d
- Released
- Oct 03, 2026
- File size
- 80.2 MB
- License
- CoI-Keep
* Added Berries as a distinct Vitamins food introduced by the Daily Vitamins tutorial, with Baking and Biofuel recipes unlocked later through research * Added the Forager, a manual worker that harvests wild berry bushes, delivers Berries, and can be assigned to Forestry Towers * Added Foraging Forestry Area designations and a configurable keyboard shortcut * Expanded Storehouse and Stockpile storage options for products in the starting inventory, including salvaged goods whose production remains locked * Improved worker replacement travel, Forager picking and cargo presentation, and worker performance at distant zoom levels * Refined Makeshift Housing placement, early building layouts and appearance, and Berries visuals * Adjusted starting Potato supplies and Stone Furnace construction cost
v0.4.1
- Game version
- 0.8.7b - 0.8.7d
- Released
- Sep 29, 2026
- File size
- 70.6 MB
- License
- CoI-Keep
* Improved Miners assigned to Mine Towers: they now work only in their assigned mining area, and they don't show an excavator warning * Improved Lighthouse terrain handling across its full footprint and Beacon upgrade * Corrected Labor Depot occupancy and entrance terrain so the roof is reserved correctly and workers can traverse its access area * Improved the Field Canteen roof framing and added cookware to its counter
v0.4.0
- Game version
- 0.8.7b - 0.8.7d
- Released
- Sep 26, 2026
- File size
- 70.5 MB
- License
- CoI-Keep
* Fixed: Miners yielding nothing after mining when certain ore yield modifiers are active * Added the Earth mound, a no-tech coal maker that turns Wood into Coal and upgrades in place to the vanilla Coal maker * Let up to four Miners work separate tiles within one 4×4 mining designation while preserving exclusive vanilla excavator assignments * Improved early building clearances, vehicle access, and pedestrian paths while preserving their upgrade footprints * Added louvred vents to early buildings and improved empty Stockpile wall shadows * Set Miner work strikes to 3, 5, and 10 for soft, medium, and hard terrain
v0.3.0
- Game version
- 0.8.7b - 0.8.7d
- Released
- Sep 25, 2026
- File size
- 67.9 MB
- License
- CoI-Keep
* Added the Well: an unlocked, one-worker manual predecessor to the Groundwater Pump that produces 1 Water every 15 seconds and upgrades in place to the vanilla pump * Added Water to early construction costs: 5 Water for the Stone Furnace and 3 Water for the Lighthouse * Refined Stone Furnace casting animation: improved scrap melting and radial mould filling, extended the pour sequence, and synchronized cooling with batch completion * Improved Labor Depot worker movement: workers route through the doorway, stay above the timber floor and entrance threshold, keep normal depot travel speed, and trigger smoother door animations * Labor Depot construction now preserves natural ground across the depot footprint, placing gravel only at the entrance * Ordered construction cost displays by material quantity
v0.7.2 | 2026-10-11
* Fixed: Lighthouse and Makeshift Housing fires and the Labor Depot flag now freeze while the game is paused * Added a Food Packs recipe using 3 Fish and 8 Berries to produce 4 Food Packs, unlocked by Food packing research * Added a first-settlement Quick Trade that exchanges 40 Fish for 10 Electronics * Simplified early building rendering and added distance detail levels for the Lighthouse, Labor Depot, Field Canteen, Earth mound, Makeshift Lab, Stone Furnace, Well, Assembly Workshop and Storehouse * Reduced asset memory use and distant small-effect updates while preserving close-range appearance * Reduced the mod package size from 87.5 MB to 40.4 MB
v0.7.1 | 2026-10-11
* Fixed: Fish crates in storages could appear white because their texture was missing * Simplified model geometry and added distance detail levels for Fishermen, Fishing Boats, Makeshift Housing and Stockpiles to improve rendering performance
v0.7.0 | 2026-10-10
* Added shore Fishermen and two-person Fishing Boats that catch Fish, a new Protein food, and deliver their catch through eligible destinations * Added Net Fishing research and an early Quick Trade that exchanges 40 Berries for 20 Mechanical Parts * Lumberjacks now fell the nearest eligible tree when no trees are marked for harvesting * Logistics workers can collect Lumberjack Wood and deliver it to eligible destinations without being assigned to a Lumberjack * Foragers can switch to a closer ripe berry bush while approaching and choose the nearest eligible delivery destination * Updated the Timmmmber! tutorial to teach automatic tree felling, optional harvest designations, and Hauler assignments * Refined manual worker animations and models, fishing actions, Stone Furnace casting, and early building fire and smoke effects
v0.6.1 | 2026-10-06
* Added natural bush growth at eligible habitat sites when growing planted trees create Forest floor, with a saved Natural berry bush growth option under Customize difficulty / Nature * Free Foragers can now gather inside Forestry Tower areas; assigned Foragers remain confined to their tower * Added a Homeless health penalty proportional to the share of residents without housing or damaged Shipyard beds * The damaged Shipyard can now serve all foods in its cargo, including Berries and modded foods, and switches to available alternatives when one food runs short * Simplified Forestry Tower Forager assignment and prevented workers from being assigned to incompatible tower roles * Refined early building carpentry, door surrounds, roof joints, and Labor Depot canopy, ropes, tool racks, wagon wheels, and weathered surfaces * Fixed: Labor Depot doors now use the correct animation duration for smooth reversible playback * Added ground dirt to the Well, Stone Furnace, and Lighthouse, with Lighthouse dirt following the surrounding terrain
v0.6.0 | 2026-10-04
* Miners now prioritize the selected material, prefer matching mining designations, and automatically find exposed deposits when needed; Rock-priority Miners can also gather boulders * Undesignated terrain mining keeps an eight-tile buffer around buildings; explicit mining designations and boulder gathering remain available inside that buffer * Foragers now automatically gather from nearby ripe bushes without forestry designations; free Foragers work outside Forestry Tower areas and assigned Foragers stay within their tower’s area * Changed Get Dirty’s first step to Recruit some Miners, with its target shown only in the progress counter * Updated Get Dirty, Strike While It Is Hot, and Daily Vitamins tutorials for automatic resource gathering, preserving progress in existing saves * Added Recruiting laborers and Pausing laborers difficulty options under Population; Realism and Admiral require free workers for recruitment and retain workforce on paused laborers * Lumberjack orders can now interrupt chopping before the tree starts falling; orders issued during a fall wait until it finishes * Lighthouse refugee arrivals now bring 2 Rubber alongside Iron Scrap and Diesel * Reduced base starting Diesel to 100 before difficulty and Extra Starting Materials scaling * Reduced construction workforce to 1 for the Labor Depot, 2 for the Field Canteen, and 3 for the Makeshift Lab * Increased Makeshift Lab Unity consumption from 0.25 to 0.5 * Removed Wood from the Earth mound’s construction cost * Refined worker proportions, walking animations, boots, backpacks, carried crates, and Cart Hauler detail * Fixed: Tutorial title tooltips no longer display raw highlighting tags * Fixed: Worker travel-speed changes now update existing and save-loaded workers * Fixed: Miners no longer retain a twisted torso after mining at distant zoom
v0.5.1 | 2026-10-03
* Increased time Foragers spend picking each berry, with seven picking interactions per harvest * Fixed: Loading saves with an unfinished Daily Vitamins tutorial no longer fails if the saved tutorial predates the Berries assignment step
v0.5.0 | 2026-10-03
* Added Berries as a distinct Vitamins food introduced by the Daily Vitamins tutorial, with Baking and Biofuel recipes unlocked later through research * Added the Forager, a manual worker that harvests wild berry bushes, delivers Berries, and can be assigned to Forestry Towers * Added Foraging Forestry Area designations and a configurable keyboard shortcut * Expanded Storehouse and Stockpile storage options for products in the starting inventory, including salvaged goods whose production remains locked * Improved worker replacement travel, Forager picking and cargo presentation, and worker performance at distant zoom levels * Refined Makeshift Housing placement, early building layouts and appearance, and Berries visuals * Adjusted starting Potato supplies and Stone Furnace construction cost
v0.4.1 | 2026-09-29
* Improved Miners assigned to Mine Towers: they now work only in their assigned mining area, and they don't show an excavator warning * Improved Lighthouse terrain handling across its full footprint and Beacon upgrade * Corrected Labor Depot occupancy and entrance terrain so the roof is reserved correctly and workers can traverse its access area * Improved the Field Canteen roof framing and added cookware to its counter
v0.4.0 | 2026-09-26
* Fixed: Miners yielding nothing after mining when certain ore yield modifiers are active * Added the Earth mound, a no-tech coal maker that turns Wood into Coal and upgrades in place to the vanilla Coal maker * Let up to four Miners work separate tiles within one 4×4 mining designation while preserving exclusive vanilla excavator assignments * Improved early building clearances, vehicle access, and pedestrian paths while preserving their upgrade footprints * Added louvred vents to early buildings and improved empty Stockpile wall shadows * Set Miner work strikes to 3, 5, and 10 for soft, medium, and hard terrain
v0.3.0 | 2026-09-25
* Added the Well: an unlocked, one-worker manual predecessor to the Groundwater Pump that produces 1 Water every 15 seconds and upgrades in place to the vanilla pump * Added Water to early construction costs: 5 Water for the Stone Furnace and 3 Water for the Lighthouse * Refined Stone Furnace casting animation: improved scrap melting and radial mould filling, extended the pour sequence, and synchronized cooling with batch completion * Improved Labor Depot worker movement: workers route through the doorway, stay above the timber floor and entrance threshold, keep normal depot travel speed, and trigger smoother door animations * Labor Depot construction now preserves natural ground across the depot footprint, placing gravel only at the entrance * Ordered construction cost displays by material quantity
v0.2.1 | 2026-09-23
* Fixed: Early research costs now match their intended point values * Fixed: Translated names for KPIE buildings, workers, research, notifications, and tutorial goals now display correctly * Fixed: Damaged Shipyard support no longer causes errors in the game log during simulation updates * Improved the Stone Furnace molten iron texture when the vanilla material has no albedo assigned
v0.2.0 | 2026-09-23
* Reworked the Stone Furnace with a six mould casting yard and visible, recipe-driven heating, pouring, and cooling * Added French localization; the mod now includes English, German, Spanish, French, Italian, Portuguese, Russian, Swedish, and Chinese * Fixed the Labor Depot upgrade to preserve the Vehicle Depot I footprint and access lane; existing Labor Depots may need repositioning or rotation, and nearby buildings may need moving
v0.1.4 | 2026-09-22
* Added an in-place Labor Depot upgrade to Vehicle Depot I, with the Labor Depot shown as an unnumbered tier 0 * Added support for building, replacing, and scrapping KPIE laborers at Vehicle Depots I, II, and III * Added an optional progression setting that delays unsupported mod buildings until Construction is researched * Fixed manual workers getting stuck while dumping small loads to landfills
v0.1.3 | 2026-09-21
* Added a health penalty for people accommodated in the damaged Shipyard, scaled by the share of the population sleeping there * Added 2 Iron to the Lighthouse construction cost * Removed the fixed Iron tool cost from Miner and Lumberjack deployment * Added a larger wooden Storehouse sign with an icon for its selected product * Added a population indicator with tooltip and capacity to the damaged Shipyard inspector; it disappears when the Shipyard is repaired * Fixed the Labor Depot worker-family tab so Haulers, Miners, Lumberjacks, and Cart Haulers share one Laborers tab with the vanilla worker icon
v0.1.2 | 2026-09-20
* Fixed: Lighthouse refugee arrival information now matches the actual four-refugee arrival * Fixed: Lighthouse arrivals now grant 6 Iron Scrap and 4 Diesel without the larger vanilla Copper/Rubber loot bundle * Fixed: Shipyard support warnings no longer duplicate after loading a save or remain after the Shipyard is repaired * Reduced: Shipyard support warnings now appear only when Ship Dock Repair is being researched or has been researched * Updated: Shipyard support warnings now use the standard warning styling
v0.1.1 | 2026-09-20
* Fixed: Modded technologies now retain their normal research-tree positions when KPIE is enabled, including technologies registered by Recipes++
v0.1.0 | 2026-09-20
* Added a new opening before Captain of Industry's normal start, with eight Haulers, one Lumberjack, scarce supplies, and a damaged Shipyard providing temporary support * Added the Labor Depot and four manual worker roles: Hauler, Miner, Lumberjack, and Cart Hauler * Added Makeshift Housing, Field Canteen, Makeshift Lab, Storehouse, Stockpile, Manual Assembly, Stone Furnace, and Lighthouse * Added an opening tutorial covering Lumberjacks, settlement construction, food, manual mining, research, and the handoff to vanilla progression * Added early research branches for manual logistics, settlement infrastructure, food, ironworking, and the optional Handcarts and Lighthouse paths * Added manual mining, tree felling, cargo delivery, mining priorities, tight-access movement, and foot-worn paths through unsurfaced terrain * Added worker-cap integration so manual agents compete with later vehicles for available vehicle slots * Added custom worker presentations with role-specific clothing, tools, carried loads, animations, lighting, skin variation, wear, and improved terrain posing * Added custom building presentations using timber, canvas, stone, salvaged metal, improvised equipment, and animated Labor Depot flags * Added player-editable Labor Depot flag artwork with a built-in fallback when no valid custom flag is provided * Fixed Lumberjack handover, retained-log collection, manual movement, and tree-felling presentation so cargo remains collectible and workers face their active task * Fixed Miner targeting, strike presentation, hardness progression, and delivery behavior while preserving mining priorities and saved-job compatibility * Added compatibility handling for existing saves and progressed settlements; KPIE can be added to an existing save but cannot later be removed v0.5.0 | 2026-10-03 * Added the Forager, a manual worker that harvests wild berry bushes, delivers Berries, and can be assigned to Forestry Towers * Added Berries as a distinct food, with new Baking and Biofuel recipes and a Daily Vitamins tutorial * Added Foraging Forestry Area designations and a configurable keyboard shortcut * Expanded Storehouse and Stockpile storage options for products in the starting inventory, including salvaged goods whose production remains locked * Improved worker replacement travel, Forager picking and cargo presentation, and worker performance at distant zoom levels * Refined Makeshift Housing placement, early building layouts and appearance, and Berries visuals
This mod has no dependencies.
No other mods depend on this mod yet.