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	<id>http://wiki.coigame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EnigmaticEffigy</id>
	<title>Captain of Industry Wiki - User contributions [en]</title>
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	<updated>2026-04-23T14:27:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.coigame.com/index.php?title=Modding&amp;diff=12284</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Modding&amp;diff=12284"/>
		<updated>2026-01-23T00:04:39Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticEffigy: Fix bulleted lists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;THIS PAGE IS WIP AND UNDER CONSTRUCTION!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Modding is an exciting endeavor! Hopefully this page can serve as a quick-start on how you can do it to!&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
* .NET Framework - https://dotnet.microsoft.com/en-us/download/dotnet-framework/net462&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
&lt;br /&gt;
# Clone https://github.com/MaFi-Games/Captain-of-industry-modding into a directory (&amp;lt;code&amp;gt;git clone https://github.com/MaFi-Games/Captain-of-industry-modding.git&amp;lt;/code&amp;gt;)&lt;br /&gt;
# Navigate to the directory and into &amp;lt;code&amp;gt;src/ExampleMod&amp;lt;/code&amp;gt;&lt;br /&gt;
# Run &amp;lt;code&amp;gt;dotnet build /p:LangVersion=10.0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;re using &amp;lt;code&amp;gt;/p:LangVersion=10.0&amp;lt;/code&amp;gt; for building mod, as otherwise it&#039;ll throw errors about too new language features being used. You can also edit &amp;lt;code&amp;gt;ExampleMod.csproj&amp;lt;/code&amp;gt; to contain &amp;lt;code&amp;gt;&amp;lt;LangVersion&amp;gt;10.0&amp;lt;/LangVersion&amp;gt;&amp;lt;/code&amp;gt; in the first &amp;lt;code&amp;gt;PropertyGroup&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Layouts / &amp;lt;code&amp;gt;EntityLayoutParams&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;EntityLayoutParser&amp;lt;/code&amp;gt;  ==&lt;br /&gt;
&lt;br /&gt;
Layouts of structures such as machines or storages are based on a ASCII format passed as list of strings.&lt;br /&gt;
&lt;br /&gt;
Example furnace:&lt;br /&gt;
    [2][2][2][3][3][3][3][3][2]&amp;gt;~Y&lt;br /&gt;
    [2][2][3][5][5][7][7][4][3]   &lt;br /&gt;
 A~&amp;gt;[2][2][3][5][5][7][7][4][3]&amp;gt;&#039;V&lt;br /&gt;
 B~&amp;gt;[2][2][3][5][5][7][7][4][3]&amp;gt;&#039;W&lt;br /&gt;
    [2][2][2][3][3][7][7][4][3]   &lt;br /&gt;
    [2][2][2][2][2][2][2][2][3]&amp;gt;@E&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;A~&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;B~&amp;gt;&amp;lt;/code&amp;gt; are In Ports, they accept products.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt;@E&amp;lt;/code&amp;gt; is exhaust&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt;~Y&amp;lt;/code&amp;gt; is slag exit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt;&#039;&amp;lt;/code&amp;gt; are Out Ports, they emit products&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt; indicates the direction of the port. They can be one of the following:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;^&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also a &amp;lt;code&amp;gt;+&amp;lt;/code&amp;gt; port type, but meaning is unclear as of yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[1]&amp;lt;/code&amp;gt; - &amp;lt;code&amp;gt;[9]&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;[n]&amp;lt;/code&amp;gt; essentially) are height units, they define the &amp;quot;hitbox&amp;quot; of the building, how many squares it takes up and where pipes/transports can and cannot pass.&lt;br /&gt;
&lt;br /&gt;
Example Chemical Plant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
~E&amp;gt;[7][8][7][6][5][5][5]   &lt;br /&gt;
   [7][7][7][6][5][5][5]   &lt;br /&gt;
#D&amp;gt;[6][6][6][6][5][5][5]&amp;gt;X@&lt;br /&gt;
@A&amp;gt;[5][5][5][5][5][5][5]&amp;gt;Y#&lt;br /&gt;
@B&amp;gt;[5][5][5][5][5][5][5]   &lt;br /&gt;
@C&amp;gt;[5][5][5][5][5][5][5]   &lt;br /&gt;
   [5][5][5][5][5][5][5]   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example Unit storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   [4][4][4][4][4]   &lt;br /&gt;
 # &amp;gt;4A[4][4][4]X4&amp;gt; # &lt;br /&gt;
   [4][4][4][4][4]   &lt;br /&gt;
 # &amp;gt;4B[4][4][4]Y4&amp;gt; # &lt;br /&gt;
   [4][4][4][4][4]   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Wrapped on the left and right with whitespace? Why?)&lt;br /&gt;
&lt;br /&gt;
Example Loose storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;   [6][6][6][6][6]   &amp;quot;,&lt;br /&gt;
&amp;quot; ~ &amp;gt;6A[6][6][6]X6&amp;gt; ~ &amp;quot;,&lt;br /&gt;
&amp;quot;   [6][6][6][6][6]   &amp;quot;,&lt;br /&gt;
&amp;quot; ~ &amp;gt;6B[6][6][6]Y6&amp;gt; ~ &amp;quot;,&lt;br /&gt;
&amp;quot;   [6][6][6][6][6]   &amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example Fluid storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;   [5][5][5][5][5]   &amp;quot;,&lt;br /&gt;
&amp;quot; @ &amp;gt;5A[5][5][5]X5&amp;gt; @ &amp;quot;,&lt;br /&gt;
&amp;quot;   [5][5][5][5][5]   &amp;quot;,&lt;br /&gt;
&amp;quot; @ &amp;gt;5B[5][5][5]Y5&amp;gt; @ &amp;quot;,&lt;br /&gt;
&amp;quot;   [5][5][5][5][5]   &amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this, we can establish:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; is for transport belts&lt;br /&gt;
* &amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt; is for loose storage belts&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&amp;lt;/code&amp;gt; is for melted materials (i.e. a blast furnace), and&lt;br /&gt;
* &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; is for pipes&lt;br /&gt;
&lt;br /&gt;
You can use the in-game console command &amp;lt;code&amp;gt;print_entity_layout &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt; to print the entity layout of a structure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Notice: Some structures in the game use a &amp;quot;old&amp;quot; format of the layout, rather than the current format.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References / Samples ==&lt;br /&gt;
&lt;br /&gt;
* https://github.com/MaFi-Games/Captain-of-industry-modding - Official quick-start template&lt;br /&gt;
* https://coie.keranik.com/releases - Example mod using a lot of functionality as a sort of cheat engine&lt;/div&gt;</summary>
		<author><name>EnigmaticEffigy</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Modding&amp;diff=12283</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Modding&amp;diff=12283"/>
		<updated>2026-01-23T00:02:15Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticEffigy: Fix typos and improve formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PAGE IS WIP AND UNDER CONSTRUCTION!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Modding is an exciting endeavor! Hopefully this page can serve as a quick-start on how you can do it to!&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
- .NET Framework - https://dotnet.microsoft.com/en-us/download/dotnet-framework/net462&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
&lt;br /&gt;
- Clone https://github.com/MaFi-Games/Captain-of-industry-modding into a directory (&amp;lt;code&amp;gt;git clone https://github.com/MaFi-Games/Captain-of-industry-modding.git&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
- Navigate to the directory and into &amp;lt;code&amp;gt;src/ExampleMod&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Run &amp;lt;code&amp;gt;dotnet build /p:LangVersion=10.0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;re using &amp;lt;code&amp;gt;/p:LangVersion=10.0&amp;lt;/code&amp;gt; for building mod, as otherwise it&#039;ll throw errors about too new language features being used. You can also edit &amp;lt;code&amp;gt;ExampleMod.csproj&amp;lt;/code&amp;gt; to contain &amp;lt;code&amp;gt;&amp;lt;LangVersion&amp;gt;10.0&amp;lt;/LangVersion&amp;gt;&amp;lt;/code&amp;gt; in the first &amp;lt;code&amp;gt;PropertyGroup&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Layouts / EntityLayoutParams / EntityLayoutParser  ==&lt;br /&gt;
&lt;br /&gt;
Layouts of structures such as machines or storages are based on a ASCII format passed as list of strings.&lt;br /&gt;
&lt;br /&gt;
Example furnace:&lt;br /&gt;
    [2][2][2][3][3][3][3][3][2]&amp;gt;~Y&lt;br /&gt;
    [2][2][3][5][5][7][7][4][3]   &lt;br /&gt;
 A~&amp;gt;[2][2][3][5][5][7][7][4][3]&amp;gt;&#039;V&lt;br /&gt;
 B~&amp;gt;[2][2][3][5][5][7][7][4][3]&amp;gt;&#039;W&lt;br /&gt;
    [2][2][2][3][3][7][7][4][3]   &lt;br /&gt;
    [2][2][2][2][2][2][2][2][3]&amp;gt;@E&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;A~&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;B~&amp;gt;&amp;lt;/code&amp;gt; are In Ports, they accept products.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt;@E&amp;lt;/code&amp;gt; is exhaust&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt;~Y&amp;lt;/code&amp;gt; is slag exit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt;&#039;&amp;lt;/code&amp;gt; are Out Ports, they emit products&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt; indicates the direction of the port. They can be one of the following:&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;code&amp;gt;&amp;lt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;code&amp;gt;^&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also a &amp;lt;code&amp;gt;+&amp;lt;/code&amp;gt; port type, but meaning is unclear as of yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[1]&amp;lt;/code&amp;gt; - &amp;lt;code&amp;gt;[9]&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;[n]&amp;lt;/code&amp;gt; essentially) are height units, they define the &amp;quot;hitbox&amp;quot; of the building, how many squares it takes up and where pipes/transports can and cannot pass.&lt;br /&gt;
&lt;br /&gt;
Example Chemical Plant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
~E&amp;gt;[7][8][7][6][5][5][5]   &lt;br /&gt;
   [7][7][7][6][5][5][5]   &lt;br /&gt;
#D&amp;gt;[6][6][6][6][5][5][5]&amp;gt;X@&lt;br /&gt;
@A&amp;gt;[5][5][5][5][5][5][5]&amp;gt;Y#&lt;br /&gt;
@B&amp;gt;[5][5][5][5][5][5][5]   &lt;br /&gt;
@C&amp;gt;[5][5][5][5][5][5][5]   &lt;br /&gt;
   [5][5][5][5][5][5][5]   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example Unit storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   [4][4][4][4][4]   &lt;br /&gt;
 # &amp;gt;4A[4][4][4]X4&amp;gt; # &lt;br /&gt;
   [4][4][4][4][4]   &lt;br /&gt;
 # &amp;gt;4B[4][4][4]Y4&amp;gt; # &lt;br /&gt;
   [4][4][4][4][4]   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Wrapped on the left and right with whitespace? Why?)&lt;br /&gt;
&lt;br /&gt;
Example Loose storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;   [6][6][6][6][6]   &amp;quot;,&lt;br /&gt;
&amp;quot; ~ &amp;gt;6A[6][6][6]X6&amp;gt; ~ &amp;quot;,&lt;br /&gt;
&amp;quot;   [6][6][6][6][6]   &amp;quot;,&lt;br /&gt;
&amp;quot; ~ &amp;gt;6B[6][6][6]Y6&amp;gt; ~ &amp;quot;,&lt;br /&gt;
&amp;quot;   [6][6][6][6][6]   &amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example Fluid storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;   [5][5][5][5][5]   &amp;quot;,&lt;br /&gt;
&amp;quot; @ &amp;gt;5A[5][5][5]X5&amp;gt; @ &amp;quot;,&lt;br /&gt;
&amp;quot;   [5][5][5][5][5]   &amp;quot;,&lt;br /&gt;
&amp;quot; @ &amp;gt;5B[5][5][5]Y5&amp;gt; @ &amp;quot;,&lt;br /&gt;
&amp;quot;   [5][5][5][5][5]   &amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this, we can establish:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; is for transport belts&lt;br /&gt;
* &amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt; is for loose storage belts&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&amp;lt;/code&amp;gt; is for melted materials (i.e. a blast furnace), and&lt;br /&gt;
* &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; is for pipes&lt;br /&gt;
&lt;br /&gt;
You can use the in-game console command &amp;lt;code&amp;gt;print_entity_layout &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt; to print the entity layout of a structure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Notice: Some structures in the game use a &amp;quot;old&amp;quot; format of the layout, rather than the current format.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References / Samples ==&lt;br /&gt;
&lt;br /&gt;
- https://github.com/MaFi-Games/Captain-of-industry-modding - Official quick-start template&lt;br /&gt;
&lt;br /&gt;
- https://coie.keranik.com/releases - Example mod using a lot of functionality as a sort of cheat engine&lt;/div&gt;</summary>
		<author><name>EnigmaticEffigy</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Steam&amp;diff=12282</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Steam&amp;diff=12282"/>
		<updated>2026-01-21T13:12:57Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticEffigy: Add stub template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox material&lt;br /&gt;
  | Name           = {{PAGENAME}}&lt;br /&gt;
  | Type1          = Crafted material&lt;br /&gt;
  | State          = Fluid&lt;br /&gt;
  | TrackTransport = no&lt;br /&gt;
  | StoredIn       = None&lt;br /&gt;
  | Variants      = [[Steam (Super)]]&amp;lt;br&amp;gt;[[Steam Hi]]&amp;lt;br&amp;gt;[[Steam Lo]]&amp;lt;br&amp;gt;[[Steam Depleted]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Steam is produced as a byproduct of generating {{infoicon|Electricity}} in a [[High-pressure Turbine|High-Pressure Turbine]], scrubbing {{infoicon|Exhaust}}, or smelting with [[Arc Furnace II]].&lt;br /&gt;
&lt;br /&gt;
You may be looking for one of the following types of Steam:&lt;br /&gt;
&lt;br /&gt;
* [[Steam (Super)]]&lt;br /&gt;
* [[Steam Hi]]&lt;br /&gt;
* [[Steam Lo]]&lt;br /&gt;
* [[Steam Depleted]]&lt;/div&gt;</summary>
		<author><name>EnigmaticEffigy</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Steam&amp;diff=12281</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Steam&amp;diff=12281"/>
		<updated>2026-01-21T13:10:34Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticEffigy: Create a Steam page to help disambiguate between the different types of Steam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
  | Name           = {{PAGENAME}}&lt;br /&gt;
  | Type1          = Crafted material&lt;br /&gt;
  | State          = Fluid&lt;br /&gt;
  | TrackTransport = no&lt;br /&gt;
  | StoredIn       = None&lt;br /&gt;
  | Variants      = [[Steam (Super)]]&amp;lt;br&amp;gt;[[Steam Hi]]&amp;lt;br&amp;gt;[[Steam Lo]]&amp;lt;br&amp;gt;[[Steam Depleted]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Steam is produced as a byproduct of generating {{infoicon|Electricity}} in a [[High-pressure Turbine|High-Pressure Turbine]], scrubbing {{infoicon|Exhaust}}, or smelting with [[Arc Furnace II]].&lt;br /&gt;
&lt;br /&gt;
You may be looking for one of the following types of Steam:&lt;br /&gt;
&lt;br /&gt;
* [[Steam (Super)]]&lt;br /&gt;
* [[Steam Hi]]&lt;br /&gt;
* [[Steam Lo]]&lt;br /&gt;
* [[Steam Depleted]]&lt;/div&gt;</summary>
		<author><name>EnigmaticEffigy</name></author>
	</entry>
</feed>