# v0.12.9 - Whole-mod audit update (public test)

Mazael · 1 day ago

v0.12.9 - Whole-mod audit update (public test)

Quick version: the paving crew's Assigned trucks fix in v0.12.7/v0.12.8 was only
half right. The unlock was attached to a hidden research node, and Captain of
Industry skipped that node during the first session of a brand-new game. Saving
and reloading could make it appear later, which is why the bug was slippery.

v0.12.9 keeps that zero-time start node active, so Custom Routes and the native
Assigned trucks panel should be available immediately. Build the MZ Asphalt
Paving Crew
from Build menu -> Storage, select it, open Assigned trucks,
then assign:

  • at least one non-paver loose-material hauling truck; and
  • at least one MZ Asphalt Paver.

The intended chain is now enforced in code:

Asphalt Plant -> assigned haul truck -> Paving Crew -> assigned Paver -> road

The paver cannot load straight from the plant or work for a Mine Control Tower.
An unassigned truck cannot use the crew. Asphalt still cannot be selected in an
ordinary storage building, and the crew's fixed Asphalt product/assignment rule
cannot be switched off during normal operation.

What else the full audit fixed

  • Existing base-game trucks now recalculate the mod's 3x capacity after loading
    an old save. Unknown third-party trucks are no longer caught by the override.
  • Custom MZ truck docks now survive pathfinding replans and save/reload instead of
    losing their special dock after the first path search.
  • Loader and asphalt runtime patches are transactional. If Captain of Industry
    changes a required private method, that complete dependent system disables
    instead of leaving a half-patched deadlock.
  • Asphalt route checks follow the actual path edge instead of scanning whole
    pathfinding blocks, and destroyed vehicles no longer stay in speed tracking.
  • MZ Asphalt Pavers are rejected from native and custom mining assignments.
  • MZ3000 lights now use materials the game's light controller can operate.
  • The Asphalt Plant, Biofuel Refinery, Earth Block Plant, and Maintenance Works
    work clips are named exactly Working, matching the game's animation lookup.
  • The declared minimum game version is now Captain of Industry 0.8.7. Older
    0.8.6 compatibility is no longer claimed.

What has been tested

  • Release code build: pass, zero warnings/errors.
  • Full Core + Base + mod prototype registration: pass.
  • All 40 custom recipe input/output port checks: pass.
  • Real .NET Framework Harmony apply/remove smoke against installed 0.8.7: pass.
  • Unity compile, import, light materials, four work clips, asphalt texture arrays,
    prefabs, and bundle build/readback: pass.
  • ZIP structure, hashes, staged files, and local installed files: pass.

What is still untested

This is still a public test, not a claim that every gameplay loop is proven.
Please test the fresh-game Assigned trucks panel before the first save/reload, the
full asphalt hauling/paving chain, save/reload during an MZ truck approach,
MZ3000 lights, all four factory animations, MZ9900 movement, route choice, and the
25% forward asphalt speed bonus. Reverse and sideways movement intentionally stay
at normal speed.

Do not remove the mod from a save after using its custom vehicles, buildings,
products, or asphalt surfaces. Those saved prototype/surface IDs require the mod.

Package: MZ_Mining_Fleet_and_Free_Logistics_v0.12.9_Whole_Mod_Audit_Fix.zip
SHA256: DFA5329BDC77A0CDCB6AFAA6AE1591E0D1C7075275F83F15879B3799CBFD1EF5
Game: Captain of Industry 0.8.7 for Windows

This update directly follows the paving-group report:
https://coigame.com/Topic/2019/I-cant-create-a-working-group-for-asphalt-paving.

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