[Public Test v0.12.6] Asphalt Logistics, Vehicle Groups & MZ9900 Fixes

Mazael · 1 day ago

[Public Test v0.12.6] Asphalt Logistics, Vehicle Groups & MZ9900 Fixes

Upload package

  • Mod: MZ Mining Fleet & Free Logistics
  • Game: Captain of Industry 0.8.7 for Windows
  • Mod version: 0.12.6
  • Release state: Beta / Public Test
  • File: MZ_Mining_Fleet_and_Free_Logistics_v0.12.6_COI_Hub_Upload.zip
  • SHA-256: 0C5515FAB6985CE6BF8780E89F72B76086FB0A66BD4856014D4FB9543C026C69
  • Add to an existing save: Yes
  • Safely remove after using custom content: No

Copy-and-paste forum post

MZ Mining Fleet & Free Logistics v0.12.6 is ready for public testing on Captain of Industry 0.8.7 for Windows.

This update addresses the recent reports about asphalting, custom vehicle types, the MZ9900 bucket, and the MZ9900 circling its destination.

What changed in v0.12.6

  • The asphalt delivery deadlock is fixed. Captain of Industry 0.8.7 normally treats a non-storable product as non-loadable on trucks. Asphalt remains unavailable to ordinary loose storage, but a narrow hot-mix exception now lets assigned loose-material trucks carry it from the MZ Asphalt Plant to the MZ Asphalt Paving Crew.
  • The paving jobs now have separate roles. Assigned haul trucks refill the crew. Only an MZ Asphalt Paver assigned to that crew may load its output and serve Asphalt Road designations. The paver cannot load directly at the plant, deliver into the crew, or act as an ordinary dumper. Ordinary haul trucks cannot take the actual paving jobs.
  • Special machines have their own vehicle groups. The MZ3000 uses MZ economy haulers, and the MZ Asphalt Paver uses Asphalt pavers. They no longer masquerade as stock pickups/trucks in vehicle filters.
  • The MZ9900 dragline bucket is corrected. Its mouth and teeth now face the crawler, so the drag cable pulls the bucket toward the machine. The hoist and drag anchors, retained Blender source, FBX, animation data, prefab, preview, and asset bundle were rebuilt together.
  • The MZ9900 short-move circling fix is ready to test. Only the MZ9900 now travels at half its previous forward/reverse speed and accepts a one-tile terminal arrival tolerance. Other vehicles and normal route waypoints are unchanged.

This package also contains the earlier 0.12.x startup fixes: corrected loose/countable recipe ports, removal of the duplicate maintenance input mapping, and asphalt terrain textures rebuilt to Captain of Industry 0.8.7's required size, format, mip, filtering, and edge-map contract.

Verified before upload

  • Release code builds against the installed 0.8.7 assemblies with 0 warnings and 0 errors.
  • The game's full Core + Base + mod prototype-registration pipeline passes.
  • Regression checks confirm the two custom vehicle groups, non-storable asphalt, and the narrow asphalt truck-loadability exception.
  • All required 0.8.7 runtime-hook method shapes were found before packaging.
  • The retained MZ9900 Blender source and FBX rebuild successfully.
  • The Unity validator confirms the dragline teeth face the machine, and the complete asset-bundle build passes.
  • The final upload ZIP was extracted and compared with the release stage: 27/27 files and every SHA-256 hash matched. 0Harmony.dll is included.

Still experimental — please test this in the game

The checks above prove that the package builds, registers, and contains the intended assets. They do not prove the gameplay behavior. This remains a beta and the following may still have edge cases or fail with another mod:

  • Plant -> assigned haul truck -> paving crew -> assigned paver -> road over several consecutive loads.
  • Empty/full crew behavior, paused production, multiple haulers, and multiple pavers.
  • Asphalt remaining absent from every ordinary storage selection screen.
  • Both new vehicle groups appearing and filtering correctly in all relevant game panels.
  • MZ9900 short moves on flat ground, slopes, tight mining faces, and after saving/reloading.
  • MZ9900 bucket and cable animation at near, far, high, deep, and dump positions.
  • Asphalt route preference and the experimental 25% forward ground-speed bonus.
  • Compatibility with mods that patch products, trucks, storage, vehicle jobs, or pathfinding.

Quick test setup

  1. Back up the save.
  2. Build an MZ Asphalt Plant and an MZ Asphalt Paving Crew.
  3. Assign one or more loose-material haul trucks and at least one MZ Asphalt Paver to the crew.
  4. Produce asphalt and designate several connected Asphalt Road tiles.
  5. Confirm trucks haul plant-to-crew and the paver alone hauls crew-to-road.
  6. Confirm asphalt cannot be selected in normal loose storage.
  7. Test a short MZ9900 reposition in a mine and watch its bucket/cables during a full work cycle.

Please report the game version, mod version, other enabled mods, a screenshot or short video, and the newest log from %APPDATA%\Captain of Industry\Logs.

Save warning: Do not disable or remove the mod after building its custom vehicles, factories, paving crews, products, or asphalt surfaces. Those saved custom prototype and terrain-surface IDs require the mod to remain installed.

This file is prepared forum copy only. Uploading and publishing remain a manual Brian action.

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