Update 4.2 is out now!

Hello, Captains!Update 4.2 has just landed, and it’s a big one: full COI Hub integration directly in the game, modular ramps, a host of new train features, and major performance improvements. We’ve also put together a new trailer highlighting the key features, while this post takes a closer look at everything included in the update. Important: If anything seems off after updating, use Steam’s Verify integrity of game files option. Several players on the experimental branch found that Steam had not applied the update correctly and left the game in an inconsistent state.You can read all of the details about today's update on our blog post.Full Patch Notes:New feature: COI Hub integration * Added a Mod Manager that lets you browse mods from COI Hub and install/update them directly in-game. * Maps from the Hub can be browsed, downloaded, and updated directly in-game. * Blueprints from the Hub can be browsed and downloaded directly in-game from the blueprints manager. * All these features currently do not require a login or account creation. New feature: Modular ramps * Added modular road ramps built with a new place & drag tool. * Modular ramps can have any length and a height of 1 or 2, and unlike bridges, all vehicles can pass over them, small vehicles can pass under them. * The original ramps are now obsolete. New train features and improvements * Added T1 and T2 universal wagons that can carry any product (unit, loose, or fluid), at 3/4 of a dedicated wagon's capacity. * Added new train track pieces: corner ramps, grade transitions, and 2-tile S-bends. * Waypoints can now restrict which trains may path to or through them, using configurable allow and deny rules, including filtering by wagon product type. * Trains can now perform switchbacks autonomously on bidirectional tracks: navigating to a dead end, stopping, and reversing back out. * Added train network tutorials covering networks, linked storages, advanced train line rules, station groups, and troubleshooting. Performance * New product renderer makes product rendering itself 10-20x faster, cutting product draw calls and memory dramatically. A benchmark map went from 23 to 78 FPS, and real saves see solid 20-50% FPS gains too. See Captain's diary #56 for details. * Optimized terrain physics processing for avalanches and large-scale mining, up to ~9x faster on heavy avalanche and mining scenarios. * Optimized train pathfinding goal selection at stations, making pathfinding more than 2x faster on train-heavy saves. Improvements * All 100+ product 3D models have been remade with better graphics. * Reworked construction preview and blueprint graphics: new shaders with blueprint grid lines and improved depth perception. * Inspector windows now remember their positions. * Office and Captain's Office bonuses now activate and deactivate with a delay via a charge that fills while needs are satisfied and drains otherwise, preventing rapid on/off toggling. * Added a detailed per-recipe breakdown to the product statistics window, showing production and consumption by individual machine recipe with stacked bar charts and share percentages. * Added /60 per-minute toggles to the Maintenance, Food, and Fuel statistics tabs. * Drag placement now works with surfaces and decals, and a new "Hold key to drag-place" accessibility option (off by default) only starts drag-placing while the grid-fill key is held. * Bridge building improvements: height lines and a height-delta readout for a clearer sense of depth, faster validity arrows and previews, higher performance, and bug fixes. * Product search now covers more buildings, including Food Market, Hospital, Captain's Office, Research Lab, Shipyard, Sorter, Cargo Depot, and train station modules. * Construction and deconstruction now obey the target zone's vehicle bans instead of the construction zone's, so vehicle restrictions you set up are respected. * Shipyard now shows its storage buffers (non-empty cargo only). * Settlement waste, biomass, and recyclables module inspectors now show the amount collected in the last month. * The rocket launch pad inspector now shows its logistics zone. * Vehicles now show their unreachable destination even when no specific entities are targeted (useful for tree harvesters). * Moved the entity tooltip icon into the inspector title bar. * Loading progress is now shown in the Windows taskbar, with a blink on completion. * Improved the tutorial window with a per-message section navigation list, a maximize button, and improved styling. Tutorial messages now appear in a consistent order across all games and saves. * Upgraded rendering engine to Unity 6.3.19 (modders may need to update). Fixes * Fixed notifications lingering for destroyed entities. * Fixed an error when panning the camera with the tower area overlay open. * Fixed a train pathfinding requeue bug that could stall pathfinding on very large networks with many trains. * Fixed deleted stations still showing lines when a train rep

Jul 21, 2026 - 03:23
 4
Update 4.2 is out now!

Hello, Captains!

Update 4.2 has just landed, and it’s a big one: full COI Hub integration directly in the game, modular ramps, a host of new train features, and major performance improvements. We’ve also put together a new trailer highlighting the key features, while this post takes a closer look at everything included in the update. 

Important: If anything seems off after updating, use Steam’s Verify integrity of game files option. Several players on the experimental branch found that Steam had not applied the update correctly and left the game in an inconsistent state.

You can read all of the details about today's update on our blog post.



Full Patch Notes:
New feature: COI Hub integration * Added a Mod Manager that lets you browse mods from COI Hub and install/update them directly in-game. * Maps from the Hub can be browsed, downloaded, and updated directly in-game. * Blueprints from the Hub can be browsed and downloaded directly in-game from the blueprints manager. * All these features currently do not require a login or account creation. New feature: Modular ramps * Added modular road ramps built with a new place & drag tool. * Modular ramps can have any length and a height of 1 or 2, and unlike bridges, all vehicles can pass over them, small vehicles can pass under them. * The original ramps are now obsolete. New train features and improvements * Added T1 and T2 universal wagons that can carry any product (unit, loose, or fluid), at 3/4 of a dedicated wagon's capacity. * Added new train track pieces: corner ramps, grade transitions, and 2-tile S-bends. * Waypoints can now restrict which trains may path to or through them, using configurable allow and deny rules, including filtering by wagon product type. * Trains can now perform switchbacks autonomously on bidirectional tracks: navigating to a dead end, stopping, and reversing back out. * Added train network tutorials covering networks, linked storages, advanced train line rules, station groups, and troubleshooting. Performance * New product renderer makes product rendering itself 10-20x faster, cutting product draw calls and memory dramatically. A benchmark map went from 23 to 78 FPS, and real saves see solid 20-50% FPS gains too. See Captain's diary #56 for details. * Optimized terrain physics processing for avalanches and large-scale mining, up to ~9x faster on heavy avalanche and mining scenarios. * Optimized train pathfinding goal selection at stations, making pathfinding more than 2x faster on train-heavy saves. Improvements * All 100+ product 3D models have been remade with better graphics. * Reworked construction preview and blueprint graphics: new shaders with blueprint grid lines and improved depth perception. * Inspector windows now remember their positions. * Office and Captain's Office bonuses now activate and deactivate with a delay via a charge that fills while needs are satisfied and drains otherwise, preventing rapid on/off toggling. * Added a detailed per-recipe breakdown to the product statistics window, showing production and consumption by individual machine recipe with stacked bar charts and share percentages. * Added /60 per-minute toggles to the Maintenance, Food, and Fuel statistics tabs. * Drag placement now works with surfaces and decals, and a new "Hold key to drag-place" accessibility option (off by default) only starts drag-placing while the grid-fill key is held. * Bridge building improvements: height lines and a height-delta readout for a clearer sense of depth, faster validity arrows and previews, higher performance, and bug fixes. * Product search now covers more buildings, including Food Market, Hospital, Captain's Office, Research Lab, Shipyard, Sorter, Cargo Depot, and train station modules. * Construction and deconstruction now obey the target zone's vehicle bans instead of the construction zone's, so vehicle restrictions you set up are respected. * Shipyard now shows its storage buffers (non-empty cargo only). * Settlement waste, biomass, and recyclables module inspectors now show the amount collected in the last month. * The rocket launch pad inspector now shows its logistics zone. * Vehicles now show their unreachable destination even when no specific entities are targeted (useful for tree harvesters). * Moved the entity tooltip icon into the inspector title bar. * Loading progress is now shown in the Windows taskbar, with a blink on completion. * Improved the tutorial window with a per-message section navigation list, a maximize button, and improved styling. Tutorial messages now appear in a consistent order across all games and saves. * Upgraded rendering engine to Unity 6.3.19 (modders may need to update). Fixes * Fixed notifications lingering for destroyed entities. * Fixed an error when panning the camera with the tower area overlay open. * Fixed a train pathfinding requeue bug that could stall pathfinding on very large networks with many trains. * Fixed deleted stations still showing lines when a train reported an unreachable destination. * Fixed tenders triggering their own refueling events; they are now grouped with their locomotive to calculate a combined fuel level. * Fixed train network loading jobs completing all alignments even when enough was already loaded (unless an alignment is needed for fuel). * Fixed a "last leg" issue where a busy train's path-improvement tasks prevented it from ignoring critical sections right before a station. * Fixed air friction overflow on very long trains (50+ wagons). * Fixed products being rendered at wrong positions on reversed train cars. * Fixed product source statistics losing precision when small quantities were consumed from large product pools. * Fixed Fix32 overflow in settlement internet provider and transformer calculations. * Fixed vehicles using stale height after the terrain changed beneath them from mining, dumping, or flooding. * Fixed train track construction and Unity cost issues: double-counted deconstruction materials, wrong Unity cost, and redundant commands during area removal. * Fixed being unable to continue building from a 45-degree sloped track end that had a pillar. * Fixed several connectivity manager errors and issues when vehicle pathability capabilities changed. * Fixed an error when starting a drag-placement after previews were cleared mid-drag. * Fixed a fast click and drag placing only one entity instead of the dragged copies. * Fixed frosted glass rendering after a screen resize. * Fixed several file-handling issues for CrossOver (Mac) users: the max auto-save limit being ignored, a successful recovery-save export reported as failed, and new games wrongly reporting the folder as non-writable. * Fixed the maintenance statistics tab showing "+" instead of "-" for consumption, plus several chart selection, hover, and year-range display issues.

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