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  <title>Ideas for Captain of Industry</title>
  <subtitle>Ideas for Captain of Industry as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://ideas.captain-of-industry.com"/>
  <id>pr_ejlna25b89ehoo6</id>
  <updated>2024-03-09T14:30:12Z</updated>
  <entry>
    <title>Higher conveyor lifts</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718023/higher-conveyor-lifts"/>
    <id>sug_yercn2l8jjmzl64</id>
    <published>2026-06-23T11:53:36Z</published>
    <updated>2026-06-23T11:53:36Z</updated>
    <content type="text/plain">I found that if we want to densely arrange production lines, we need a lot of overhead conveyors to avoid conflicts. However, when connecting them to machines on the ground, a conveyor lift is required, and now there are only 2-cell high lifts, which requires connecting multiple lifts in series and occupies a lot of space. Therefore, I hope to add higher 3, 4, or even 5-cell conveyor lifts to improve this problem, just like in the Satisfactory.</content>
  </entry>
  <entry>
    <title>Improve tutorials and target systems</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718019/improve-tutorials-and-target-systems"/>
    <id>sug_yagik0i66n06olx</id>
    <published>2026-06-23T11:41:32Z</published>
    <updated>2026-06-23T11:41:32Z</updated>
    <content type="text/plain">This game has a very uncomfortable point: due to the complex game mechanics and rudimentary early guidance, it is easy to accidentally fall into a death spiral and prevent the save from continuing. As far as I'm concerned, even the simplest "new haven" map failed until the third time before I succeeded. This provides a better experience for beginners who have just started playing the game, especially those who lack experience in factory games before, rather than giving up quickly due to inability to continue playing.&#13;
The target system of the game will no longer exist in the middle stage (probably after the completion of the oil industry), which lacks guidance for the development in the later stage, making players feel confused. Moreover, the lack of Steam achievements (I don't know why I haven't joined for 5 years) will make players lack a traceable sense of achievement. Therefore, I hope to continue the target system until the rocket is launched.</content>
  </entry>
  <entry>
    <title>Improve AI for vehicle dumping</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718012/improve-ai-for-vehicle-dumping"/>
    <id>sug_t4rqklhcvertmba</id>
    <published>2026-06-23T11:22:46Z</published>
    <updated>2026-06-23T11:22:46Z</updated>
    <content type="text/plain">There is now a problem: when a vehicle tilts over a place higher than the ground (such as laying a layer of dirt on a rock surface), it may become foolish and trap itself in the terrain created by the dumping, which is particularly evident for huge vehicles. This is very annoying and often requires you to reset the vehicle, so I hope to improve AI to avoid this as much as possible.</content>
  </entry>
  <entry>
    <title>A contract to import Eggs</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717931/a-contract-to-import-eggs"/>
    <id>sug_aint3zwqdianyj6</id>
    <published>2026-06-22T17:08:26Z</published>
    <updated>2026-06-22T17:08:26Z</updated>
    <content type="text/plain">There is contract to trade Chicken carcass with laptops but you will still need the keep the chicken farm and animal food chain to produce eggs. If there was a contract to import eggs then the chicken farm and its upstream and downstream units could be eliminated.</content>
  </entry>
  <entry>
    <title>Iron Plate latter game usefulness</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717921/iron-plate-latter-game-usefulness"/>
    <id>sug_atvu06c4c7bywci</id>
    <published>2026-06-22T16:35:32Z</published>
    <updated>2026-06-22T16:35:32Z</updated>
    <content type="text/plain">to whom it may concern,&#13;
 Respectfully request that Iron Plate remain in game and it is not removed. It could be used in the chemical plant as iron plate catalysts to crack coal into synthetic crude. Coal-to-Liquid (CTL). Its ruffly like synthetic coal. Except your not using powdered coal and biomass. Considering a history I have seen in games making bad choices. Hearing removing iron plate. I may have a strong logistical argument for steel but there is to many reasons to keep iron plate around. Catalysts is one.&#13;
Thank you in advance,&#13;
Magermh</content>
  </entry>
  <entry>
    <title>show production graf on items/sec produced, not only the items you have.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717816/show-production-graf-on-itemssec-produced-not-only-the-items-you-have"/>
    <id>sug_ikvbtjg1kn2xqsx</id>
    <published>2026-06-21T20:04:34Z</published>
    <updated>2026-06-21T20:04:33Z</updated>
    <content type="text/plain">currently i have a hard time to figure out in every moment of the game.&#13;
&#13;
basic parts production i only see the amount i have, &#13;
&#13;
I want to see the production i have/ i have maximum, and the production i need aka consumption of the item. i cannot balance the in and out, without counting every building everywhere,</content>
  </entry>
  <entry>
    <title>Different sounds for different warnings</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717764/different-sounds-for-different-warnings"/>
    <id>sug_jrci0e6hhqajrok</id>
    <published>2026-06-21T09:08:44Z</published>
    <updated>2026-06-21T09:08:44Z</updated>
    <content type="text/plain">It would be very useful for me, if different types of alerts would appear with different sounds. (so that for example a "Not enough Maintenance" alert would sound different from a "Low Food Supply" alert. And it would be nice to have multiple sounds availible to select for storage messages. I often configure storages to give an alert if their materials run low. And being able to also assign an alert sound would be a huge help for me.</content>
  </entry>
  <entry>
    <title>A collection point for trucks would be desirable</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717759/a-collection-point-for-trucks-would-be-desirable"/>
    <id>sug_dreyyco4xplcgsh</id>
    <published>2026-06-21T08:25:28Z</published>
    <updated>2026-06-21T08:25:28Z</updated>
    <content type="text/plain">It annoys me—and I'm sure others feel the same way—that it takes trucks an incredibly long time to get to the construction site to make a delivery. They just sit around at the old drop-off points doing nothing.&#13;
&#13;
It would be great if idle trucks could be gathered in one place—a parking lot or depot that could be set up. That would significantly reduce travel times.</content>
  </entry>
  <entry>
    <title>Where's all my coal going?</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717720/wheres-all-my-coal-going"/>
    <id>sug_5cspdcxeun4zvwx</id>
    <published>2026-06-20T20:31:02Z</published>
    <updated>2026-06-20T20:31:02Z</updated>
    <content type="text/plain">This shouldn't be too hard to add.  There's already a list of recipes by material (right click coal, for example).  This would add a statistics page similar to the in game recipe list, but for each consumption recipe, it will show percent of total consumed over the last year, total quantity over the last year, and average quantity per minute.   Also, sorted from highest to lowest. That way it would be easy to see that x% of my coal is going to power production (coal to steam recipe), or whatever.  Could also add info on the production section, to see where materials are coming from.</content>
  </entry>
  <entry>
    <title>Unpause Construction</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717698/unpause-construction"/>
    <id>sug_tfn20g4o3cuepqj</id>
    <published>2026-06-20T14:18:18Z</published>
    <updated>2026-06-20T14:18:18Z</updated>
    <content type="text/plain">Would bei great to see needed materials when unpasing planned building - similar as if i wanted to use unity to construct.</content>
  </entry>
  <entry>
    <title>Extend world map with extended battle capabilities of main ship.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717518/extend-world-map-with-extended-battle-capabilities-of-main-ship"/>
    <id>sug_al64piaaawgwvxw</id>
    <published>2026-06-19T06:37:12Z</published>
    <updated>2026-06-19T06:37:11Z</updated>
    <content type="text/plain">Consider adding more nodes on map to be "conquered" but with requirement for more powerfull ship, include some extension of technology and production for arms (ammunitions, rockets etc.). I believe map was not touched for quite a long time and this could in future lead to interesting military branch of industry.</content>
  </entry>
  <entry>
    <title>unity for tourism</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717071/unity-for-tourism"/>
    <id>sug_0sayc2ncught7qx</id>
    <published>2026-06-15T23:37:56Z</published>
    <updated>2026-06-15T23:37:56Z</updated>
    <content type="text/plain">add a block of unity for tourism between separate cities.&#13;
add a  rail and/or road connection city modules. &#13;
add busses / passenger train cars to move them.</content>
  </entry>
  <entry>
    <title>seperate audio sliders for vehicles and machines.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717066/seperate-audio-sliders-for-vehicles-and-machines"/>
    <id>sug_oxlbrqyzwgqranh</id>
    <published>2026-06-15T22:52:42Z</published>
    <updated>2026-06-15T22:52:42Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>Add support poles to allow placing belts above 5 height for some radius arround a pole.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/716976/add-support-poles-to-allow-placing-belts-above-5-height-for-some-radius-arround-"/>
    <id>sug_zah4wdxiaiy6vmh</id>
    <published>2026-06-15T13:10:15Z</published>
    <updated>2026-06-15T13:10:15Z</updated>
    <content type="text/plain">- Poles would increase buildable height arround them&#13;
- How about making big height increases in pipes require pumping stations?</content>
  </entry>
  <entry>
    <title>Breakdown report of pollution</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/716819/breakdown-report-of-pollution"/>
    <id>sug_u25m1wnm6nzgi20</id>
    <published>2026-06-14T02:11:20Z</published>
    <updated>2026-06-14T02:11:20Z</updated>
    <content type="text/plain">It would be useful to have a report of just where pollution is coming from.  At the moment, I still have air pollution, but I had thought that I had redirected all sources of air pollution to exhaust scrubbers or gas injection pumps/Chem plant 2 (for graphite from CO2)  I am unable to figure out where the air pollution is coming from.  I report telling me just what the source(s) of this are would be useful.</content>
  </entry>
  <entry>
    <title>Material usage</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/716816/material-usage"/>
    <id>sug_0ucyjavzk1rguw5</id>
    <published>2026-06-14T01:12:08Z</published>
    <updated>2026-06-14T01:12:08Z</updated>
    <content type="text/plain">It would be useful if we could get a report on how various materials are being used; similar to electricity and computing.&#13;
&#13;
e.g. for hydrogen; 5% for cracking units, 25% for rotary kilns, 10% for silicon reactors, 60% for trucks, or some such.&#13;
&#13;
Sometimes I find myself running low on a particular material and if it's heavily used material like hydrogen, coal, etc. it can be difficult to figure out where it's going.</content>
  </entry>
  <entry>
    <title>The Skipped Station due to fork.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/716591/the-skipped-station-due-to-fork"/>
    <id>sug_boy0bbmrkgp6fp9</id>
    <published>2026-06-12T11:57:59Z</published>
    <updated>2026-06-12T11:57:58Z</updated>
    <content type="text/plain">When clicked on this Error show you the train. Could this be altered to show the station that was left early instead? This would be vastly more useful since the error already includes the train number.</content>
  </entry>
  <entry>
    <title>Add the ability to sort by name in (Electricity) statistics</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/716173/add-the-ability-to-sort-by-name-in-electricity-statistics"/>
    <id>sug_c1v63bpw7pakyl1</id>
    <published>2026-06-10T13:38:46Z</published>
    <updated>2026-06-10T13:38:46Z</updated>
    <content type="text/plain">Since you can rename buildings, ie rename a [Power Generator] to [Power Generator - FBR] or [Power Generator - Coal], allow us to sort by building names in Electricity produciton Statistics in order to show where power is currently being generated. See picture&#13;
&#13;
I'm sure enabling this will have benefits for other statistics screens as well.</content>
  </entry>
  <entry>
    <title>allow us to  disable the "new" research notification indicators (orange dots) on items</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/716012/allow-us-to-disable-the-new-research-notification-indicators-orange-dots-on-item"/>
    <id>sug_pz1aetpv0g1ooi8</id>
    <published>2026-06-09T20:41:29Z</published>
    <updated>2026-06-09T20:41:28Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>Reject Single Loads Based on Product.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/715648/reject-single-loads-based-on-product"/>
    <id>sug_vwx9tqw6qs0o09f</id>
    <published>2026-06-08T05:15:34Z</published>
    <updated>2026-06-08T05:15:34Z</updated>
    <content type="text/plain">Allow large sorting plants to reject single loads of individual products instead of the all or nothing.</content>
  </entry>
  <entry>
    <title>Add Arrival conditions to wait stations</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/715629/add-arrival-conditions-to-wait-stations"/>
    <id>sug_dkvkwhkxch0enp0</id>
    <published>2026-06-08T02:43:00Z</published>
    <updated>2026-06-08T02:42:59Z</updated>
    <content type="text/plain">Devs,&#13;
&#13;
Just as there is an “Add Departure Conditions” option, there should also be an “Add Arrival Conditions” option for wait stations, waypoints, and even full stations in the Line Network Manager.&#13;
&#13;
Adding this feature would give users greater control over their trains and allow for more precise scheduling and routing behavior.&#13;
&#13;
For your consideration. Thank you.</content>
  </entry>
  <entry>
    <title>Internal Water Transport (Barges)</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/715591/internal-water-transport-barges"/>
    <id>sug_ivlf36vomux8e0i</id>
    <published>2026-06-07T20:04:01Z</published>
    <updated>2026-06-07T20:04:01Z</updated>
    <content type="text/plain">I'd like to see barges added for local island transport.&#13;
&#13;
Right now we have belts, trucks, trains, and world-map cargo ships, but nothing for moving resources between points on the same island using water. With the addition of bridges, amphibious vehicles, and docks that can be placed anywhere, internal waterways have become much more useful, but there isn't a transport option that takes advantage of them.&#13;
&#13;
My idea would be simple:&#13;
&#13;
Barge docks/terminals for loading and unloading.&#13;
Point-to-point routes similar to trains.&#13;
Support for bulk goods and liquids.&#13;
&#13;
This would open up a lot of possibilities for maps with canals, artificial islands, harbors, and district-based layouts. It wouldn't replace trains, just provide another logistics option where water already exists.&#13;
&#13;
I think it would fit well with the direction the game has been moving since the bridges and amphibious vehicle update.</content>
  </entry>
  <entry>
    <title>when you add or remove a favorite to the right hand list it jumps one line. can you make it NOT.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/715568/when-you-add-or-remove-a-favorite-to-the-right-hand-list-it-jumps-one-line-can-y"/>
    <id>sug_4gqmiplcsvp4pmi</id>
    <published>2026-06-07T16:15:53Z</published>
    <updated>2026-06-07T16:15:53Z</updated>
    <content type="text/plain">please? i get you are adding a new item to the list above it but move the view to match so the view to the human does not change.&#13;
makes clicking multiple items much easier.</content>
  </entry>
  <entry>
    <title>Make it easier to move selected blueprints by 1 cell to some direction</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/715471/make-it-easier-to-move-selected-blueprints-by-1-cell-to-some-direction"/>
    <id>sug_iua2bwlpytha0vc</id>
    <published>2026-06-06T17:59:46Z</published>
    <updated>2026-06-06T17:59:45Z</updated>
    <content type="text/plain">Right now, when you press C or X, it is hard to find where exactly they blueprint was before pressing X or C. The bigger the blueprint is, that harder it is to move it precisely.</content>
  </entry>
  <entry>
    <title>Add park to settlement</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/715235/add-park-to-settlement"/>
    <id>sug_jxlcbl77osnnquf</id>
    <published>2026-06-04T20:48:32Z</published>
    <updated>2026-06-04T20:48:32Z</updated>
    <content type="text/plain">I think add park in size of squere will be nice, and add some generation of unit with system like statue 0.3 unity and 50% off next one, Can increase consuments of water in settlement.</content>
  </entry>
  <entry>
    <title>Building Statistics</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/715136/building-statistics"/>
    <id>sug_dioqipebtcpim8v</id>
    <published>2026-06-04T13:01:42Z</published>
    <updated>2026-06-04T13:01:42Z</updated>
    <content type="text/plain">Add a 'Building Tab' to the statistics window, showing in tabular form (i.e. one line per building), all buildings with their general priority and where relevant&#13;
import and export priorities. Additionally, allow setting of their priorities and sorting in ascending or descending order.</content>
  </entry>
  <entry>
    <title>Improved Statistics For Electricity</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/715131/improved-statistics-for-electricity"/>
    <id>sug_hufxndyzepvulhb</id>
    <published>2026-06-04T12:43:10Z</published>
    <updated>2026-06-04T12:43:10Z</updated>
    <content type="text/plain">Add to statistics display for all Electricity producers an indication of production priority and showing if they 'Allow powering surplus consumers'.&#13;
Similarly add to statistics for all Electricity consumers an indication of consumption priority and showing if they are set to 'Use surplus power only'.</content>
  </entry>
  <entry>
    <title>Concentrating Solar Power (CSP)</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714980/concentrating-solar-power-csp"/>
    <id>sug_tr9ql5v0ufutn3x</id>
    <published>2026-06-04T00:08:50Z</published>
    <updated>2026-06-04T00:08:50Z</updated>
    <content type="text/plain">To whom it may, &#13;
A Solar Thermal Energy Storage (STES) Peaker Plant—often part of a Concentrating Solar Power (CSP) system. All ready have many of the components. Electric boiler, thermal storage, and steam generators. Could make super steam above 12. &#13;
Very Respectfully,&#13;
Magermh</content>
  </entry>
  <entry>
    <title>Unload/Load Upgrade</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714909/unloadload-upgrade"/>
    <id>sug_1bupcfyxiwyiufl</id>
    <published>2026-06-03T13:23:09Z</published>
    <updated>2026-06-03T13:23:08Z</updated>
    <content type="text/plain">Would be nice to have edict or research available to increase load and unload speeds of trains. Could make it similar to crop increase / pollution ect.</content>
  </entry>
  <entry>
    <title>希望增加货币作为难度选项</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714860/"/>
    <id>sug_i1r0hf2lhdwjxc7</id>
    <published>2026-06-03T03:15:21Z</published>
    <updated>2026-06-03T03:15:21Z</updated>
    <content type="text/plain">我很喜欢这个游戏，但是这个游戏资源调控劝退了我很多朋友。所以我希望增加货币体系来作为游戏的一种难度选项，拥有独立的货船并且可以在海外用货币购买燃料,主要用于少量多种的材料购买。主要是用来动态调控这个游戏的资源，让玩家不至于一步走错直接游戏结束，作为一种难度让新手玩家能更好上手。</content>
  </entry>
  <entry>
    <title>Having a stop receiving products button on sorting pants. To help change Plant locations</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714842/having-a-stop-receiving-products-button-on-sorting-pants-to-help-change-plant-lo"/>
    <id>sug_qfynqz8eupteugk</id>
    <published>2026-06-03T00:32:57Z</published>
    <updated>2026-06-03T00:32:56Z</updated>
    <content type="text/plain">It would help to process the product already in the plant before u demo it.</content>
  </entry>
  <entry>
    <title>Add vehicle depot to alerts</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714524/add-vehicle-depot-to-alerts"/>
    <id>sug_5wwx3fkb9md1zcs</id>
    <published>2026-06-01T05:16:25Z</published>
    <updated>2026-06-01T05:16:25Z</updated>
    <content type="text/plain">It would be useful to be able to have an alert when the vehicle depot finishes construction of a vehicle - even just a ding! the same way you get when research completes.  Perhaps either a toggle for the whole building (a ding for each vehicle) or perhaps be able to set an alarm for a specific vehicle in the queue.  So many times I queue up an excavator, then lose track micro-managing something elsewhere in my factory and come back to find the excavator has been sitting idle the last half-hour :(</content>
  </entry>
  <entry>
    <title>Railway heatmap.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714433/railway-heatmap"/>
    <id>sug_omikabldo2gid7w</id>
    <published>2026-05-31T11:33:06Z</published>
    <updated>2026-05-31T11:33:05Z</updated>
    <content type="text/plain">It would be an amazing quality-of-life feature to have a Speed Heatmap Overlay for the railway network. The overlay would display a rolling average of train speeds over the last few in-game months, color-coding the tracks from red (slow/congested) to green (full speed).&#13;
&#13;
This would give players a quick, visual way to diagnose traffic bottlenecks and immediately see if upgrading a junction, adding a signal, or changing a schedule actually improved their network efficiency</content>
  </entry>
  <entry>
    <title>highways</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714394/highways"/>
    <id>sug_i9vr5i4hk0udy0y</id>
    <published>2026-05-30T22:38:17Z</published>
    <updated>2026-05-30T22:38:16Z</updated>
    <content type="text/plain">likely as bridges on land. so no pillars or uprights&#13;
&#13;
but with exits and speed boost.</content>
  </entry>
  <entry>
    <title>Vehicle limit</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714390/vehicle-limit"/>
    <id>sug_yosoyfbfj4gbh9u</id>
    <published>2026-05-30T21:56:13Z</published>
    <updated>2026-05-30T21:56:13Z</updated>
    <content type="text/plain">Please do not make the number of vehicles dependent on the vehicle management, but on maintenance, fuel, and environmental pollution. I have too few vehicles on large maps</content>
  </entry>
  <entry>
    <title>let large sorting plant accept conveyor input (or two)</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714380/let-large-sorting-plant-accept-conveyor-input-or-two"/>
    <id>sug_puonwvujg0zjiw2</id>
    <published>2026-05-30T19:56:01Z</published>
    <updated>2026-05-30T19:56:01Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>Train Parking Reservations / Preferred Waiting Bays</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714378/train-parking-reservations-preferred-waiting-bays"/>
    <id>sug_muwbnnciu5bkooa</id>
    <published>2026-05-30T19:49:36Z</published>
    <updated>2026-05-30T19:49:36Z</updated>
    <content type="text/plain">As rail networks grow larger and trains become longer, managing waiting bays becomes increasingly difficult.&#13;
&#13;
Currently, trains choose any available waiting bay, regardless of train length or intended purpose. This can cause very long trains to occupy short waiting bays, block junctions, or create unnecessary congestion, even when more suitable waiting bays are available elsewhere.&#13;
&#13;
Suggested Features:&#13;
&#13;
Assign a waiting bay to a specific train.&#13;
Set minimum and/or maximum train length requirements for waiting bays.&#13;
Allow trains to have a preferred or "home" waiting bay when idle.&#13;
Optional priority system so trains prefer suitable waiting bays before considering others.&#13;
&#13;
Benefits:&#13;
&#13;
Prevents very long trains from occupying short waiting bays.&#13;
Reduces network-wide congestion and gridlocks.&#13;
Improves management of large end-game rail networks.&#13;
Allows players to operate specialized long-haul trains more effectively.&#13;
Makes rail behavior more predictable and easier to plan around.&#13;
&#13;
This would be especially useful for players running large rail systems with trains of significantly different lengths and capacities.</content>
  </entry>
  <entry>
    <title>cross-sea pipeline</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714328/crosssea-pipeline"/>
    <id>sug_l5pjlrjlnmpcd6r</id>
    <published>2026-05-30T04:34:09Z</published>
    <updated>2026-05-30T04:34:09Z</updated>
    <content type="text/plain">Now, with the emergence of island maps and bridges, we urgently need to establish cross-sea pipelines, allowing offshore excavators to have a place to be useful, and to build underwater pipelines for the transportation of materials between islands.</content>
  </entry>
  <entry>
    <title>allow vehicles to drive through ghost buildings if stuck</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714293/allow-vehicles-to-drive-through-ghost-buildings-if-stuck"/>
    <id>sug_t502xnqmzhig8ds</id>
    <published>2026-05-29T20:30:07Z</published>
    <updated>2026-05-29T20:30:07Z</updated>
    <content type="text/plain">yes vehicles should not drive through ghost buildings.&#13;
&#13;
but if a vehicle is otherwise stuck, just drive through the ghosts to a spot where they are not stuck.&#13;
mostly happens when vehicles are hanging around (because we have no parking spot or idle spot. another suggestion) and you are building in a sandbox way in that area.</content>
  </entry>
  <entry>
    <title>Molten Salt Tower CSP plant</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714267/molten-salt-tower-csp-plant"/>
    <id>sug_w1glbja1jrweaex</id>
    <published>2026-05-29T18:35:33Z</published>
    <updated>2026-05-29T18:35:32Z</updated>
    <content type="text/plain">I noticed there are molten salt tank in the game, can we introduce the Molten Salt Tower CSP plant? as another way of generate electricity?&#13;
the CSP plant is not solar panel but mirror. Like this: https://upload.wikimedia.org/wikipedia/commons/c/c3/Boden_000145_172855_518014_4578_%2836613005322%29.jpg</content>
  </entry>
  <entry>
    <title>Aproveitamento da mina de água no mapa de exploração.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714229/aproveitamento-da-mina-de-agua-no-mapa-de-exploracao"/>
    <id>sug_mmyjxcn4hkngxcj</id>
    <published>2026-05-29T13:46:15Z</published>
    <updated>2026-05-29T13:46:15Z</updated>
    <content type="text/plain">Olá, equipe do Capitão da Indústria!&#13;
Gostaria de sugerir uma funcionalidade para dar utilidade à Mina de Água que aparece no mapa de exploração do mundo. Atualmente, essa mina não tem nenhuma função prática no jogo, o que acaba tornando-a um ponto de interesse sem propósito.&#13;
Proposta:&#13;
Adicionar um novo edifício chamado Fábrica de Água Mineral (ou Engarrafadora de Água Mineral)&#13;
&#13;
Funcionamento simples:&#13;
&#13;
Para produzir Água Mineral, seriam necessários apenas dois insumos:&#13;
Água da Mina (matéria-prima)&#13;
Plástico (para as garrafas)&#13;
&#13;
A produção seria relativamente simples e barata, mas geraria um produto final valioso: Água Mineral.&#13;
Essa Água Mineral poderia ser entregue ao assentamento em troca de unidades &#13;
&#13;
Benefícios:&#13;
&#13;
Dá uma utilidade real e interessante à Mina de Água, que hoje é inútil.&#13;
Cria uma nova cadeia de produção simples e lógica.&#13;
Aumenta a imersão, já que faz sentido extrair e engarrafar água mineral de uma fonte natural.&#13;
&#13;
Essa mecânica seria fácil de implementar e traria mais vida ao mapa de exploração. Seria ótimo ver a Mina de Água finalmente sendo útil!&#13;
O que acham da ideia?</content>
  </entry>
  <entry>
    <title>Dev console command to customize the next discovered asteroid (type and amount)</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714226/dev-console-command-to-customize-the-next-discovered-asteroid-type-and-amount"/>
    <id>sug_d0gqvv9un8avxuv</id>
    <published>2026-05-29T13:36:33Z</published>
    <updated>2026-05-29T13:36:33Z</updated>
    <content type="text/plain">Description:&#13;
I would like to suggest adding a new developer console command (or expanding the sandbox tools) that allows players to specify the resource type and amount for the next discovered asteroid.&#13;
How it would work (Example):&#13;
A command like set_next_asteroid Uranium 3500000 (or 3.5M) which forces the game to spawn exactly that specific asteroid during the next space program discovery phase.&#13;
Why this is useful:&#13;
Currently, testing specific end-game setups or late-game supply chains (like nuclear processing) in Sandbox mode requires a lot of waiting for RNG to yield the right asteroid. This command would be incredibly useful for:&#13;
1. Testing high-throughput factory layouts under exact heavy-resource stress tests.&#13;
2. Content creators and modders who need to quickly set up specific scenarios for testing.&#13;
3. Sandbox players who want to experiment with specific asteroid impacts and mining setups without relying on random generation.&#13;
It would be a great quality-of-life addition to the existing enable_sandbox toolkit!</content>
  </entry>
  <entry>
    <title>Ability to copy Train Network and Line Rules with Station</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714223/ability-to-copy-train-network-and-line-rules-with-station"/>
    <id>sug_urbqvhmcyeykq5w</id>
    <published>2026-05-29T13:23:32Z</published>
    <updated>2026-05-29T13:23:32Z</updated>
    <content type="text/plain">This would save a lot of time when you need to add something to a train station on the train station end. Currently all rules are lost when you copy. This is a pain.</content>
  </entry>
  <entry>
    <title>ability to not see trees or pipes when viewing an area</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714175/ability-to-not-see-trees-or-pipes-when-viewing-an-area"/>
    <id>sug_jtmazs3avwxgp2c</id>
    <published>2026-05-29T09:35:19Z</published>
    <updated>2026-05-29T09:35:19Z</updated>
    <content type="text/plain">sometimes you want to look at something like a belt but other objects are in the way, it's usually trees or pipes - I would like an option to "ghost" the trees on a toggle (not a setting - a toggle of view, like when viewing layers of ores) and a way to "remove" a pipe/belt height level in a similar way,&#13;
&#13;
 to only way to get any good look now is to either use a camera trick/toggle that you need to set every time you load a save or use a mod (but that's only for pipe/belt levels currently)</content>
  </entry>
  <entry>
    <title>Dighe</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714159/dighe"/>
    <id>sug_r31xygd2yzti1so</id>
    <published>2026-05-29T07:03:52Z</published>
    <updated>2026-05-29T07:03:52Z</updated>
    <content type="text/plain">Sarebbe molto interessante vedere implementata la costruzione di dighe in Captain of Industry, con la possibilità di sfruttare l’energia idroelettrica. Potrebbe aggiungere una nuova sfida strategica nella gestione delle risorse e del territorio, introducendo infrastrutture per la produzione energetica rinnovabile e una maggiore profondità nella pianificazione industriale. Anche una versione iniziale semplice sarebbe un’aggiunta molto apprezzata.</content>
  </entry>
  <entry>
    <title>Tanker Wagon Label Plates</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/714151/tanker-wagon-label-plates"/>
    <id>sug_gaplygiwbtulr31</id>
    <published>2026-05-29T05:39:50Z</published>
    <updated>2026-05-29T05:39:50Z</updated>
    <content type="text/plain">I noticed that, on the T1 Tanker Wagon's model, there is a fairly large flat metal plate on the side that looks clearly intended as a label of some sort. My suggestion is to implement this label plate so that it displays the icon of the fluid contained inside (and, if necessary, add a similar plate to the T2 tanker wagon). This will overcome a UI limitation of tanker wagons in that the player cannot tell at a glance what the wagons contain, unlike the flatcar and hopper wagons.</content>
  </entry>
  <entry>
    <title>Simplified Amphibius Vehicle Rules</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/713995/simplified-amphibius-vehicle-rules"/>
    <id>sug_di3nuj7k1k67l53</id>
    <published>2026-05-28T09:25:54Z</published>
    <updated>2026-05-28T09:25:54Z</updated>
    <content type="text/plain">Rules and exceptions on what storage and construction jobs can be performed by amphibius vehicles are overly complicated and unnecessary.&#13;
Instead of all the existing global and storage options and exceptions simply use:&#13;
If a job requires a water crossing use an amphibius vehicle, if there isn't a water crossing use a land based vehicle. &#13;
If there are no jobs requiring a water crossing amphibius vehicles remain idle, like tree harvesters being idle if there are no trees to cut.&#13;
This would also prevent error messages from land based vehicles trying to access jobs over water.</content>
  </entry>
  <entry>
    <title>issues with trucks and trains, fastbuildning</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/713979/issues-with-trucks-and-trains-fastbuildning"/>
    <id>sug_zdyloz8sr7bpfvi</id>
    <published>2026-05-28T06:32:30Z</published>
    <updated>2026-05-28T06:32:30Z</updated>
    <content type="text/plain">at time pathfinding with trucks doesnt work as it should. such as if you are building a bridge to far from where it picks up material, it will ignore it.&#13;
Trains can at times get stuck at stations when its about to leave without any reson.&#13;
&#13;
Fastbuilding with units doesnt work on some building, such as groundwater pumps, bridges&#13;
&#13;
Bridges are way to finiky to build, its hard to connect to the other side. it wont show why its not working properly</content>
  </entry>
  <entry>
    <title>Excavators should also dig from adjacent tiles when target tile is empty mid-dig</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/713970/excavators-should-also-dig-from-adjacent-tiles-when-target-tile-is-empty-middig"/>
    <id>sug_eeimkkplcsthx9m</id>
    <published>2026-05-28T05:07:41Z</published>
    <updated>2026-05-28T05:07:41Z</updated>
    <content type="text/plain">I think this could be achieved by checking how much material is in the tile when an Excavator picks a target tile, if it's less than the Excavator's bucket capacity, then quietly check and queue up neighbouring tiles, add their material to the total until it is more than the bucket size or there's no more valid adjacent tiles. Then whilst the Excavator does the dig animation, material is removed in queue order so that, at minimum, the target tile becomes mined.&#13;
&#13;
I think even a "bonus range" of 1 tile would be fine, maybe more, *especially* for the Mega Excavator. The size of their bucket would make it look like the Excavator dug from that tile anyway, whilst greatly reducing the number of non-full scoops. It may even be disabled for the Small Excavator if its physical bucket size is deemed too small (but it's basically a non-issue for it anyway).&#13;
&#13;
Extra: The reverse could be used for smoother dumping, stopping Trucks and their truck beds from stuttering about when a dump tile gets filled temporarily but then opens up as material falls away, but it's much less of an issue/annoyance.</content>
  </entry>
  <entry>
    <title>align windows and pipe markings</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/713918/align-windows-and-pipe-markings"/>
    <id>sug_h4m4massshn4sgl</id>
    <published>2026-05-27T21:11:38Z</published>
    <updated>2026-05-27T21:11:38Z</updated>
    <content type="text/plain">please align the markings better.  this is the same pipe but you see one arrow and three arrows. at first glance you might mis read this. because the window is corrupting it.&#13;
&#13;
why not&#13;
speed:window:speed on 3 or wider pipes&#13;
speed:window on 2 wide pipes&#13;
speed:1 wide pipes&#13;
&#13;
speed is colored by pipe contents.&#13;
done in quadant pairs.&#13;
the solid line of direction is good too. it runs on a different quadrant pair&#13;
for 2 markings and 2 directions stenciled around each pipe section.</content>
  </entry>
</feed>
