MZ Mining Fleet & Free Logistics v0.12.5 — Public Test Forum Packet
Recommended listing settings
- Mod ID:
FreeT2Stacker— do not change this or existing saves will lose the prototypes they reference. - Display version:
0.12.5 - State:
Beta/Public Test - Built for and startup-confirmed on: Captain of Industry
0.8.7for Windows - Can add to an existing save: Yes
- Can safely remove after use: No
- Suggested tags:
Content,Cheat & Sandbox,Vehicles,Quality of Life - Package:
MZ_Mining_Fleet_and_Free_Logistics_v0.12.5_Public_Test.zip - Package SHA-256:
E7E620304CD8770E84CEFCE8CD6FD1380283693FE44FC2C86A93AD66B88D729C
Suggested thread title
[Public Test v0.12.5] MZ Mining Fleet, Free Logistics, Manufactories & Asphalt Roads
Copy-and-paste forum post
MZ Mining Fleet & Free Logistics v0.12.5 is ready for public testing on Captain of Industry 0.8.7 for Windows.
This is an honest test build, not a finished or fully proven release. The mod now initializes and reaches the game successfully on 0.8.7, but most of the new gameplay systems still need real hands-on testing. Some features may work, partly work, or fail in situations we have not reached yet.
What was confirmed
- The v0.12.5 package loads into Captain of Industry 0.8.7.
- The mod compiles with zero warnings and zero errors.
- Its complete prototype-registration smoke test passes against the installed 0.8.7 game assemblies.
- All 40 custom recipe-port checks match the installed game's actual product types.
- The finished asphalt surface bundle matches the stock Concrete terrain contract field-for-field across size, compression, graphics format, mipmaps, wrapping, filtering, anisotropy, and color space.
That confirms startup and registration. It does not prove the full mining, factory, truck, paver, road, animation, routing, or save loops in gameplay.
What caused the MZ unloading problem
The original unloading bug had more than one cause.
The MZ6000 was telling hauling trucks to approach a fixed point four tiles from the loader. The loader's own navigation clearance is six tiles, so trucks were being sent inside an area the game's pathfinder correctly considered blocked by the loader itself. That is why a full MZ6000 could wait forever even on apparently open ground.
There was also a state-machine problem. A full MZ machine could queue a short unload-staging move while still marked WaitingForTruck. That state does not run queued vehicle jobs, so the machine could sit still, hold its unload latch, and ignore recovery or other commands.
The custom cargo-dock rule was also being applied too broadly, which could send fuel and service vehicles to a loading position intended only for hauling trucks.
What changed in the unload controller
- Truck loading distance is now calculated from each MZ machine's actual navigation clearance, with an extra safety tile instead of a fixed four-tile target.
- Every alternate loading point stays on or outside that safe clearance ring.
- The first approach preserves the intended truck-under-bucket or truck-under-belt presentation. If terrain or turning room blocks it, the normal retry may use another safe orientation.
- The MZ9000 gets the same safe rear-loading treatment, while the MZ9900 keeps its wider long-reach loading arc.
- A queued unload-staging move is allowed to leave
WaitingForTruck, execute as a normal navigation job, and enable unloading after the machine reaches the staging point. - If that optional staging move cannot be completed, the controller keeps the mining job and falls back to unloading in place instead of throwing away the whole job chain.
- Recover Vehicle, manual movement, reassignment, scrap, and replacement now clear the mod's private unload state before the native game command takes control.
- A staging move restored from a save is reconnected to the unload controller on its first step instead of becoming an orphaned job.
- Only hauling trucks actively assigned to the excavator queue use the custom MZ cargo dock. Fuel and service vehicles use Captain of Industry's normal approach and retry rules.
These changes are implemented and statically checked, but the complete unload cycle still needs public gameplay testing on different terrain, with multiple trucks, after save/reload, and after interruption or recovery.
New experimental asphalt system
- MZ Asphalt Plant: 8 gravel + 4 crude oil produce 10 asphalt every 20 seconds.
- Asphalt costs 1 unit per paved terrain tile.
- Asphalt is treated as hot mix and is hidden from ordinary loose-storage selection.
- The MZ Asphalt Paving Crew is an 80-unit live receiver rather than a general warehouse.
- Assign loose haul trucks and one or more MZ Asphalt Pavers to the paving crew.
- Assigned haul trucks are intended to move fresh asphalt directly from the plant to the crew.
- Only the dedicated tracked paver is intended to take asphalt from the crew and complete native player-painted Asphalt Road jobs.
- Ordinary dump trucks are blocked from taking those paving jobs.
- Ground vehicles are intended to prefer asphalt-covered terrain routes using a weighted path cost.
- Ground vehicles are intended to receive a real 25% forward-speed increase while their current ground tile is asphalt. This bonus currently targets forward ground travel, not reverse or sideways motion, and does not alter native elevated or modular roads.
- The system includes original asphalt textures, eight surface variants, four edge sets, UI icons, a detailed asphalt plant, a tracked paver, a twin-auger screed, and a paving-crew receiver.
Other experimental additions
- MZ3000 economy hauler: 30-unit cargo and 2x starter-truck speed.
- MZ6000 front-end loader: 60 units per load.
- MZ9900 long-reach mining shovel: 120 units per load.
- MZ9000 powered conveyor loader: 240-unit hopper.
- MZ Biofuel Refinery: 6 potatoes + 6 vegetables + 4 water + 4 diesel produce 12 ordinary diesel every 20 seconds.
- MZ Maintenance Works: selectable high-output Maintenance I, II, and III recipes.
- MZ Earth Block Plant: 12 dirt + 6 sand + 6 water produce 16 ordinary concrete slabs every 20 seconds.
- The experimental manufactories are free to construct during testing, but still use workers, power, maintenance, and recipe inputs.
- Small and T2 stackers and ore sorting plants are free to build and operate.
- Stock hauling trucks and tree planters receive 3x cargo capacity.
- Tree harvesters work at 5x speed without creating bonus wood.
- Small diesel generators produce 2x power from the same fuel.
- Stock excavator capacity and performance remain unchanged.
Startup failures fixed during this test cycle
- Changed the Asphalt Plant output from a countable-product port to the loose-product port required by asphalt.
- Changed the Biofuel Refinery potato input to the loose-product port required by potatoes in game version 0.8.7.
- Corrected the Maintenance Works recipes so the two Mechanical Parts belts are one valid grouped mapping instead of duplicate mappings.
- Rebuilt the asphalt terrain assets after the game rejected the original 1024x1024 runtime textures.
- Replaced the remaining BC7 terrain imports with the exact stock DXT1/DXT5 setup and matched the stock edge resolution, mipmaps, filter settings, wrapping, anisotropy, graphics formats, and color spaces.
Not yet gameplay-proven — please expect bugs
The following areas are still unverified or only statically verified:
- Repeated MZ6000, MZ9000, and MZ9900 full-load unloading cycles.
- Multiple hauling trucks queuing and docking around the custom mining machines.
- Unload recovery, manual interruption, reassignment, scrap, and replacement during every possible state.
- Save/reload while a machine is repositioning or waiting for a hauling truck.
- Complete asphalt plant -> assigned truck -> paving crew -> paver -> road flow.
- Asphalt remaining unavailable in every ordinary storage UI, especially when other logistics or storage mods are installed.
- Paver-only road jobs and correct asphalt consumption across large designations.
- Asphalt path preference, especially around mixed paved/unpaved routes and native roads.
- The 25% forward-speed bonus across every ground vehicle type and surface transition.
- Terrain edges, slopes, rough ground, partial paving, demolition, and long-session rendering.
- Paver tracks, screed/auger motion, machine animations, cargo visuals, selection bounds, and truck presentation.
- Real belt and pipe throughput for the Biofuel Refinery, Maintenance Works, Earth Block Plant, and Asphalt Plant.
- Long-session stability, save compatibility, and interaction with other mods that change trucks, storage, recipes, products, or pathfinding.
The asphalt routing, speed, paver restriction, storage restriction, and MZ unloading systems use Harmony patches against private Captain of Industry 0.8.7 methods. Those patches are designed to fail closed when their expected method shape is missing, but a game update or another mod can still break or conflict with them.
Save warning
Back up your save before testing. The mod can be added to an existing save, but do not disable or remove it after building or using its vehicles, factories, paving crews, products, or asphalt surfaces. Saved custom prototype and terrain-surface IDs require the mod to remain installed.
Suggested asphalt test
- Build an MZ Asphalt Plant and MZ Asphalt Paving Crew.
- Build at least one loose haul truck and one MZ Asphalt Paver.
- Assign both vehicles to the paving crew.
- Feed gravel and crude oil to the plant.
- Paint a small Asphalt Road area.
- Check that the haul truck carries asphalt from plant to crew.
- Check that only the paver carries asphalt from crew to the road designation.
- Check that ordinary loose storage does not offer asphalt.
- Save, reload, and repeat the route.
Bug reports
Please include:
- Captain of Industry version.
- Mod version.
- Which custom machine or system was involved.
- What it was doing immediately before the failure.
- Whether the save was newly created or upgraded.
- Other enabled mods.
- A screenshot or short video if possible.
- The newest log from
%APPDATA%\Captain of Industry\Logs.
Thanks for helping turn the statically verified machinery into something we can honestly call gameplay-tested.
Manual upload checklist
- Upload
MZ_Mining_Fleet_and_Free_Logistics_v0.12.5_Public_Test.zipunchanged. - Set version
0.12.5and stateBeta/Public Test. - State clearly that startup is confirmed only on Captain of Industry
0.8.7for Windows. - Set add-to-save to Yes and remove-from-save to No.
- Use the packaged
thumbnail.pngunless a newer approved thumbnail is available. - Add only current in-game screenshots; do not use old screenshots showing superseded assets or errors.
- Preview the listing and verify the package name, version, warnings, and save-removal warning before publishing.
- Publication remains a manual Brian action; this packet does not upload or post anything automatically.