False alarm. I didn't have the mod loaded. I'm a sclerotic. My fault... 😇🤪
It also works well with the F key.
Vladovlak
I don't know what happened, but with the combined fleet assigned to the tower, everything suddenly works as it should. Even one loader who was on strike, after being sent to the depot, returned and is working as usual. 😇
I'll see how long this deployment lasts. 😜
The truck from your mod has no problem with the excavator from the game. I recommend retyping your loaders.

What is the relationship between these mods:
? 
Whenever a version is modified, when I load the game I find that it is unchecked in the mods list.
The button coloring is a goo…
There is also a problem with the loader communicating with vanilla trucks.

I am using mod version 0.9.1
In version 0.2.0 everything works. 😀
Thanks for the warning. Sometimes I play for hours at a time and don't check for new versions. I'll update and let you know.
Text settings are not saved to the blueprint.

It does not transfer text even when copying.

I have 5 mods used in the given blueprint, but it only shows 4.

It's getting stuck. The refueling seems to be working. The move to the depot works.

I have the same experience. And on top of that, there is no fuel from the gas station either. It runs for a few minutes and then it stalls.

Hello, your mod blocks the construction of the following buildings and recipes in all buildings.


It does not cause any conflicts that would cause the game to crash.
…
If I edit the values ​​in the colors section, will it change the color to the specified one? Will the game have problems with that?

I'm such a lazy 👀 worm, so I just bite and look in directories. 😇
quoted post:
Well the checkboxes in the dock inspectors are ther efor technical reasons. They are needed to direct flow of good and decide if a cargo module is import or export. They are basically the yellow buttons from vanilla but better as they allow a dock to both import and export.
The controls in the cargo module all have their reason and justification to be there. The truc…
quoted post:
Hi, thanks for pointing this out! These are two different localization mechanisms.
Translationsis the directory used by Captain of Industry’s built-in localization system and by mods that integrate with it directly. Thelangdirectory is specific to MultiLangLib; the library loads these files itself from<Mod>/lang/<language>.json.So the different folde…
quoted post:
If the dock has coal set up for export, then the dock module with coal should also be set up for export.
Not sure what you mean, that's exactly what's it's doing. When the checkbox in the dock is set to export the cargo module says "Product to export". The priority dropdown "Import" comes from vanilla and controls the truck priority for getting wares to this cargo …
While studying the Mod Guide EN, I noticed that the directory for translations should be named LANG, but in the mods and in the game itself the name TRALATIONS is used. Is this because of the different structure of the language files?
Thank you in advance for the explanation.