AutoPause
v0.3.9Targeted, per-building production limiter. Automatically pause when map-wide stored amount for a product crosses thresholds that you can customize.
- Source code
- No source provided
- Tags
- Quality of Life Production UI

Pause or unpause a pausable building from map-wide stored totals for one product
(StoredQuantityTotal, same signal as global resource UI). One rule per building; hysteresis
so it does not flap every tick.
Status: Initial public beta. Feedback welcome.
Usage
- Open a pausable building inspector (mine, machine, etc.).
- Expand AutoPause.
- Turn Enable AutoPause on, pick a product, set Pause ≥ and Resume ≤ (
Resume ≤must stay belowPause ≥). - Copy rule / Paste rule copies product, thresholds, and on/off between buildings.
Manual pause on the building turns AutoPause off for that building (by design).
Config (mods/AutoPause/config.json)
Defaults for new rules, eval interval, +/- step, and inspector refresh rate (inspector_status_refresh_ms, 0 = status updates only when you change something).
Persistence
Rules are saved under the mod folder as autopause_rules.txt (entity id, product, thresholds, enabled). Not embedded in game saves yet; that may come in a later version.
Remove from save
Safe to disable the mod; any buildings the mod had paused stay paused in the save until you unpause them in-game.
Logs: %APPDATA%\Captain of Industry\Logs\ (lines prefixed AutoPause:)
Significant Update
Several bugs squished and new save persistence added. Delete any remaining "autopause_rules.tx" file in your mod folder.
v0.3.9
Latest- Game version
- 0.8.4 - 0.8.8b
- Released
- Nov 07, 2026
- File size
- 17.7 KB
- License
- MIT
* Fix missed repause on resume +/−: snapshot now tracks the value before a raise (or pause lower) in the inspector * Re-enable AutoPause: pause when stock is between resume and pause (`arm in band`) * Do not drop `pausedByMod` on the first tick when `SetPaused` is slow; grace + retry, else log a warning
v0.3.7
- Game version
- 0.8.4 - 0.8.8b
- Released
- Nov 07, 2026
- File size
- 18.4 KB
- License
- MIT
Since v0.2.0 (consolidated release notes) Persistence * Rules live in each **game save** (GlobalDependency blob), not a shared rules file * One-time import from legacy **autopause_rules.txt** when a save has no stored rules yet; **save the game** after import * **Updating the mod in-game does not delete `autopause_rules.txt`.** After you have saved once on v0.3.x, delete or rename that file in `Mods\AutoPause\` yourself so other saves are not affected (safe to leave only if you use a single migrated save) * `pausedByMod` and rule fields persist with the save; prunes stale rules for destroyed or non-building entities Rules and hysteresis (map-wide StoredQuantityTotal) * **Buildings only** (static, pausable); vehicles and non-targets are dropped from the rule list * **Vanilla pause** turns AutoPause **off** on that building (Enable saved off); turning Enable **on** clears vanilla pause so the mod owns the next decision; status line shows **paused by AutoPause** vs **paused (vanilla)** * Threshold edits while running: raise/lower **Pause ≥** and **Resume ≤** with correct unpause, repause in the hysteresis band, and floor override so raised-resume repause does not flap * Inspector changes apply on the **next eval tick** (not only on the interval) Stability * Fix save **load crash** when deserializing an uninitialized rules store * **Sim loop:** subscribe `Update` only on **new** games; loaded games restore the hook from save (no duplicate `onSimUpdate`) Inspector UI * **Resume ≤** (lower) on the left, **Pause ≥** (higher) on the right * Collapsible panel, copy/paste rules, product picker dedupe, live status refresh (`inspector_status_refresh_ms` in config) Housekeeping (0.3.7) * Readme/version alignment; internal cleanup; floor-unpause log shows the correct floor value ---
v0.2.0
- Game version
- 0.8.4 - 0.8.8b
- Released
- Nov 06, 2026
- File size
- 16.7 KB
- License
- MIT
* Per-building auto pause/unpause from **map-wide** stored amount for one product (hysteresis, copy/paste in the building inspector) * Verified on COI **0.8.8b**; rules were stored in **autopause_rules.txt** (replaced by per-save rules in v0.3.x)
v0.3.9 | 2026-11-07
* Fix missed repause on resume +/−: snapshot now tracks the value before a raise (or pause lower) in the inspector * Re-enable AutoPause: pause when stock is between resume and pause (`arm in band`) * Do not drop `pausedByMod` on the first tick when `SetPaused` is slow; grace + retry, else log a warning
v0.3.8 | 2026-11-06
* Threshold edits during a rules pass (many buildings) queue a second immediate eval so resume raises are not missed * Repause: treat live `ResumeAt` vs `ResumeAtSnapshot` when the pre-pass snapshot lagged behind the inspector
v0.3.7 | 2026-11-06
Since v0.2.0 (consolidated release notes) Persistence * Rules live in each **game save** (GlobalDependency blob), not a shared rules file * One-time import from legacy **autopause_rules.txt** when a save has no stored rules yet; **save the game** after import * **Updating the mod in-game does not delete `autopause_rules.txt`.** After you have saved once on v0.3.x, delete or rename that file in `Mods\AutoPause\` yourself so other saves are not affected (safe to leave only if you use a single migrated save) * `pausedByMod` and rule fields persist with the save; prunes stale rules for destroyed or non-building entities Rules and hysteresis (map-wide StoredQuantityTotal) * **Buildings only** (static, pausable); vehicles and non-targets are dropped from the rule list * **Vanilla pause** turns AutoPause **off** on that building (Enable saved off); turning Enable **on** clears vanilla pause so the mod owns the next decision; status line shows **paused by AutoPause** vs **paused (vanilla)** * Threshold edits while running: raise/lower **Pause ≥** and **Resume ≤** with correct unpause, repause in the hysteresis band, and floor override so raised-resume repause does not flap * Inspector changes apply on the **next eval tick** (not only on the interval) Stability * Fix save **load crash** when deserializing an uninitialized rules store * **Sim loop:** subscribe `Update` only on **new** games; loaded games restore the hook from save (no duplicate `onSimUpdate`) Inspector UI * **Resume ≤** (lower) on the left, **Pause ≥** (higher) on the right * Collapsible panel, copy/paste rules, product picker dedupe, live status refresh (`inspector_status_refresh_ms` in config) Housekeeping (0.3.7) * Readme/version alignment; internal cleanup; floor-unpause log shows the correct floor value ---
v0.2.0 | 2026-11-06 — initial public beta
* Per-building auto pause/unpause from **map-wide** stored amount for one product (hysteresis, copy/paste in the building inspector) * Verified on COI **0.8.8b**; rules were stored in **autopause_rules.txt** (replaced by per-save rules in v0.3.x)
This mod has no dependencies.
No other mods depend on this mod yet.