Logistics Expanded

v1.6.1
by Wimma

🏭 Megafactory logistics: ⚡ belts & pipes up to 30/s, 🔥 molten channels II–III, 📦 storage V & VI, ⚖️ big balancers, 🚇 tunnels under anything, 📏 pillars in neat rows.

Stable 7 hours ago CoI-Keep No source
Source code
No source provided
Tags
Content Quality of Life Production Transports Storage Endgame

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🏭 Logistics Expanded

Logistics Expanded

Your factory has outgrown vanilla logistics. Faster belts and pipes, giant storages, big balancers, tunnels under anything and pillars in neat rows: everything a late-game megafactory needs.

Build conveyors that move 30 items per second, storages that hold 24,000, and send a belt or pipe under roads, railways and buildings to wherever you need it, even around corners. Everything looks and works like the vanilla game, just bigger, faster and cleaner.

⚑ Faster conveyors, pipes and molten channels

  • ⚑ Conveyors IV & V: flat and U-shape, 15/s and 30/s, as fast as the game allows
  • πŸ›’οΈ Pipes V & VI: 20/s and 30/s
  • πŸ”₯ Molten channels II & III: 7.5/s and 15/s of molten metal
  • 🎨 A colour for every tier (violet, green, red) on the vanilla models, so you see at a glance what you built
  • ⬆️ Upgrade in place like vanilla; ports, balancers, sorters and lifts all keep up with the new speeds

New conveyor, pipe and molten channel tiers

πŸ“¦ Storage V & VI

  • πŸ“¦ 12,000 and 24,000 capacity for units, loose and fluids, with 5 inputs and 5 outputs
  • πŸ‘€ You see the fill level: product signs on the warehouse, a gas holder whose bell rises, and a loose bunker that comes alive: while products come in, stones, gravel and dust pour from the chute in the product's colour and the top belt runs, and the heap grows under the chute up to the rim

Storage V and VI

βš–οΈ Big balancers

  • βš–οΈ Balancers 3x2 and 3x3 for flat belts, U-shape belts and pipes, with a port on every edge tile (10 and 12)
  • πŸ”€ Same rules as vanilla: priorities, even split and throughput, on the vanilla balancer model made bigger
  • ⚑ Fair power and cost: like one vanilla balancer per 2x2 tiles (40 kW for 3x2, 60 kW for 3x3)

Big balancers 3x2 and 3x3 for flat belts, U-shape belts and pipes

πŸš‡ Tunnels for belts and pipes

  • πŸš‡ An entrance and an exit, any length, straight or around corners, even at another height
  • πŸ—οΈ Tunnel tiers I–V (pipes I–VI) that carry as much as their conveyor or pipe and upgrade in place
  • πŸ’° Fair cost: 125% of the same length of belt or pipe, given back when you tear the tunnel down
  • πŸ”— Which ends belong together: click a tunnel end and both ends light up, joined by a dashed arc; "Go to the other end" moves the camera there. While you place tunnels, every end shows the product it carries
  • 🟒 Dug or not: the tunnel window shows in colour whether the tunnel is dug (green), not dug yet (red, with what your storages still miss) or can be dug for a higher tier after an upgrade (orange, "Dig tunnel")
  • πŸ–ΌοΈ Product plates: every tunnel end shows the picture of the product it carries on its front wall, so you see at a glance what each tunnel transports (setting tunnel_product_icons)
  • πŸ”€ Move an end: "Move this end" in the tunnel window puts an entrance or exit somewhere else at once, still connected and with what is in it; you only pay or get back the length difference

Tunnel entrances and exits of all tiers

How tunnels connect, their tiers and cost

πŸ“ Pillars in neat rows

  • πŸ“ One grid for the whole map: new elevated lines put their pillars on it, so parallel belts line up
  • 🧹 Sort pillars tool: drag over the lines you already built and their pillars move into line, never more than vanilla and never unsupported

Pillars in neat rows and the Sort pillars tool

How to start

  1. Research Conveyor belts IV (after Conveyor belts III) for conveyors IV, pipe V, molten channel II and their tunnels. Conveyor belts V brings the top tier.
  2. Research Storage (Large) III and Storage (Large) IV (after Storage (Large) II) for storage V and VI.
  3. Research Big balancers (after Conveyor belts II) for the 3x2 and 3x3 balancers.
  4. Place a tunnel entrance and an exit straight ahead of it: they connect by themselves. For a curve, click the entrance, press Connect to an exit and click the exit you want.
  5. Pick Sort pillars in the conveyor, pipe or molten toolbar and drag over your lines.

Good to know

  • 🌍 Speaks all 21 languages of the game: it follows your game's language (translated with care; corrections are welcome on the forum).
  • Can be added to existing saves, but not removed once you have built its buildings.
  • Tunnels of the vanilla tiers come with the research of their conveyor or pipe; tier I is available from the start.
  • The automatic pillar grid can be turned off in Options β†’ Mods β†’ Logistics Expanded.
  • Made for Captain of Industry 0.8.7.

All models and icons are original. No game files included. Contains Harmony (MIT).

No announcements yet.

v1.6.1

Latest
Game version
0.8.7 - 0.8.7
Released
Oct 23, 2026
File size
8.1 MB
License
CoI-Keep
Save-game: Add · Remove
Changelog
* "Move this end" works with the first click
* Tunnel length costs given back now count as made again, so the game's product totals (e.g. construction parts) no longer drift down or go negative
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v1.6.1 | 2026-10-23

* "Move this end" works with the first click
* Tunnel length costs given back now count as made again, so the game's product totals (e.g. construction parts) no longer drift down or go negative

v1.6.0 | 2026-10-23

* New: "Move this end" in the tunnel window. Place a tunnel entrance or exit somewhere else and it is there at once, nothing to build or tear down
* The tunnel stays connected (also around corners) and keeps what is in it; you only pay or get back the length difference
* If your storages do not have the extra for a longer tunnel yet, it shows red until they do

v1.5.3 | 2026-10-22

* Tunnel windows show "Transported products" like a belt window: what is in the tunnel right now (both ends together) and the maximum it holds

v1.5.2 | 2026-10-21

* Storage V and VI ports moved to the spots of the vanilla storage IV (rows 1, 3, 6, 8, plus a fifth at 9): the storage fits right behind two train station modules, ports connected directly
* Storages built before keep their old ports until rebuilt or upgraded (an upgrade moves them: check the conveyors there)

v1.5.1 | 2026-10-18

* New: every tunnel entrance and exit shows the picture of the product it carries on a plate on its front wall (pipe tunnels: above their sign), so you see at a glance what each tunnel transports. Empty tunnels show nothing; clicking a tunnel still shows the pair markers and the arc
* Setting tunnel_product_icons (Options > Mods > Logistics Expanded) to turn the plates off

v1.5.0 | 2026-10-18

* Tunnels show whether they are dug: a coloured line on top of the tunnel window, green when its length is paid, red when it is not dug yet (with the cost and what your storages still miss; it is still dug on its own as soon as they have it), orange when it can be dug for a higher tier
* An exit now also shows when its entrance found it but waits for the length cost
* After you upgrade both ends of a tunnel, the extra length cost is no longer taken silently: press "Dig tunnel" in its window; until then it carries at the tier it is dug for
* Which tunnel ends belong together (thanks Denis for the idea): click a tunnel end and both ends light up, joined by a dashed arc; "Go to the other end" moves the camera there
* While a tunnel window is open or you are placing a tunnel, every tunnel end shows the icon of the product it carries; red for tunnels that are not dug yet, orange for ones that can be dug deeper
* New texts in all 21 languages

v1.3.2 | 2026-10-16

* No more short freeze the first time you place one of the new belts or pipes: their colours are now made while the game loads (using all processor cores)
* No more loose storage animation errors when the game sets up a loose storage V/VI again (its belt showed extra lumps that stood still)

v1.3.1 | 2026-10-14

* Loose storage V/VI: the infeed stream now falls straight down from the chute onto the top of the pile (no more row of stones beside the chute), the dust puffs up where it lands
* The belt on top of the loose storages carries a dense layer of the stored material in its own texture, with lumps on it

v1.3.0 | 2026-10-13

* Loose storage V and VI come alive like the vanilla ones: while products come in, stones, gravel and dust pour from the chute in the colour of the stored product, and the belt on the feeder bridge runs with the product on it
* The pile now grows as a heap under the chute, widening and rising with the fill level until it reaches the rim (it was a flat layer before)

v1.2.0 | 2026-10-12

* New: translated into all 21 languages of the game (the mod follows the game's language); the balancer and storage names match the game's own

v1.1.0 | 2026-10-10

* New: big balancers 3x2 (10 ports) and 3x3 (12 ports) for flat belts, U-shape belts and pipes. Research "Big balancers" after Conveyor belts II.
* They work like the vanilla balancer (priorities, even split, throughput) on the vanilla balancer model made bigger.

v1.0.0 | 2026-10-09

* First release: conveyors IV-V, pipes V-VI, molten channels II-III, storage V-VI, tunnels for belts and pipes, pillars in neat rows and the Sort pillars tool.
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