Hoochie

Hoochie

Joined April 2026
14 hours ago

Moriarty, hello!

If possible, please add a duplicate button for unloading the ship to the shipyard, directly to the ship's interface itself. That way, I wouldn't have to constantly open the mod's interface. It would be more convenient and faster.

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17 hours ago

Hello.

The mod increases the internal storage of ore sorters. By default, it has a capacity of 3 units. After the mod is activated, the internal storage becomes 20 for loose materials and 15 for unit products.


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1 day ago

Hello!

Thanks for the mod. I have a suggestion — remove the header panel, as it's not very informative and only makes the interface window longer. You could either keep just the button with the description, or add an option where the header panel can be expanded, with the button inside it.

And a separate request — center the button with the description within the panel.

![image.png](/cont…

1 day ago

Hello!

An idea for a mod.

We've hit a fundamental limitation of the game's current system. The base designation grid is hard-coded to 4x4 tiles, as confirmed by the official game wiki: "One designation block (16 building grid squares)". This is exactly why you can't place a 1x1 designation or align it to a finer grid.

This limitation affects many players and has been a topic of discussion…

3 days ago

Look, I can send you a save, but it has 50+ mods loaded.

I should mention right away that I'm using your latest version, the one you shared here in Discord, not the public one from the website.

Everything seems fine right now, but there are some odd things.

Right after loading a new game, I did what's shown in the screenshot, and took a screenshot as soon as the counter ticked to 11.8k. O…

10 days ago
  1. Boss, please add a small check. If the set value differs from the default value, highlight that value with a color (yellow, orange, or some color). You could even make it a bit more complex — if the current value is lower than the base value, highlight it with a red tint; if the value is higher than the base value, highlight it with a green tint. This way, the user can visually see at a glance …
12 days ago
  1. When the "KF/KE markers" function is active, things aren't always smooth with the icons. Sometimes the icon doesn't update when the mode is switched, or the icon doesn't appear at all.

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    ![image.png](/content-images/ab4f27960d3a8fee374c5d604764d77941b6b13875997056e0c364a572a1e9…
12 days ago

+1
I spent quite a while trying to create the embankment and build the shipyard flush with the walls. Yes, I really miss being able to build structures on the surface of the coastal walls; that would make creating ports much easier.

12 days ago

Hello!

Thanks for the mod!

I suggest adding a function to remove resources (oil and water). Currently, these resources can only be placed, but cannot be removed. I understand they can be depleted, but that's slow and inefficient.

Why is this needed? If a user makes a mistake — chooses the wrong radius or the wrong amount of resources — they won't be able to fix it, unless, of course, they…

13 days ago

Hello!

I would be extremely grateful if you could add a localization system to the mod, at least with a base English language file.

14 days ago

Okay, but for the user, this is not clear. So, the user clicking (or moving the slider on the bar) expects to get a certain specific result, but in reality, they don't understand what's happening at all — what's being accelerated, what's being added to what, and especially they don't understand that items will move faster, and that's how they'll get the very increase they set.

For you, as a dev…

14 days ago

Again, at a value of 200% (assuming this is not the base value but the actual increase), the buffer value should be "4," not "3," because the standard buffer is "2" units. Multiplying "2" by 200% gives us "4."

But at the same time, the calculation in the tooltip stubbornly shows that we'll only get +25% capacity.
![image.png](/content-images/a9818ebb0c2a712a5751f3eeab8b1d73bf610cd94155d908b0849c…

14 days ago

Most likely, this is a general acceleration calculation formula, and it's not particularly suitable for small values.

In this case, you'd either need to add conditional logic to the calculation, or assign a separate formula for each building type :(

14 days ago

Strange behavior in the calculation of acceleration and buffer capacity.

Here's a comparison screenshot of this behavior — at 180% acceleration, it seems like nothing changes, and the buffer capacity remains at the same level.
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At 181%, it already shows +11% to buffer capacity, but eve…

14 days ago

quoted post:

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Point 12 is most likely not relevant, since after changing the localization everything fell into place :)

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That i will not do to long and messy. The red text.

Everything is fine h…

14 days ago

Point 12 is most likely not relevant, since after changing the localization everything fell into place :)

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14 days ago

Commander-in-Chief! Hello! :)

A few interface change requests.

  1. Let's separate the lines from each other a bit. Right now they blend together and don't look very "presentable." They could simply be separated by a line or a horizontal divider, which would look much better — especially since the main menu opens on the 3rd line, it should turn out great.

    ![image.png](/content-images/b…

14 days ago

Boss, a special request — please adjust some of the localization descriptions in the next update.

Why this request?
The thing is, I read a bit about this excavator and realized it's a unique machine of its kind, so I added a bit of history about the excavator from Wikipedia to its description. This way, users can learn a little more about it and at least briefly dive into the history of this …

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