Vladovlak

Joined April 2024
6 days ago

False alarm. I didn't have the mod loaded. I'm a sclerotic. My fault... 😇🤪
It also works well with the F key.

6 days ago

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. 😜

6 days ago

How? Because the F key doesn't work.

6 days ago

The truck from your mod has no problem with the excavator from the game. I recommend retyping your loaders.

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6 days ago

What is the relationship between these mods:

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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…

6 days ago

There is also a problem with the loader communicating with vanilla trucks.

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I am using mod version 0.9.1

7 days ago

In version 0.2.0 everything works. 😀

7 days ago

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.

7 days ago

Text settings are not saved to the blueprint.

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It does not transfer text even when copying.

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7 days ago

The latest modifications and changes work perfectly.

7 days ago

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

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8 days ago

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

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8 days ago

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.

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9 days ago

Thanks, I'll test it.

10 days ago

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

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It does not cause any conflicts that would cause the game to crash.

…

11 days ago

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?

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I'm such a lazy 👀 worm, so I just bite and look in directories. 😇

11 days ago

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…

12 days ago

quoted post:

Hi, thanks for pointing this out! These are two different localization mechanisms.

Translations is the directory used by Captain of Industry’s built-in localization system and by mods that integrate with it directly. The lang directory is specific to MultiLangLib; the library loads these files itself from <Mod>/lang/<language>.json.

So the different folde…

12 days ago

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 …

12 days ago

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.

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