Hoochie

Hoochie

Joined April 2026
17 days ago

The main thing is that fuel consumption must definitely be accounted for, so there's no free fuel :)

17 days ago

In my opinion, rotation isn't needed, and the current truck placement is sufficient.

As for refueling, I'm not entirely sure how it would be implemented. There would need to be a refueling station nearby, but would it need to be connected? How would fuel consumption from that station be accounted for then?

17 days ago

quoted post:

English would be fine.

A little patience :) The author has already prepared the localization, and will probably release an update soon!

17 days ago
    "TruckParking.TruckParkingLocalization": {
        "Parking": "Parking",
        "Parking areas for idle vehicles in four size classes.": "Parking areas for idle vehicles in four size classes.",
        "Vehicle parking (legacy, 4 slots)": "Vehicle parking (legacy, 4 slots)",
        "Existing four-slot parking area retained for compatibility with older save games.": "Existing four-sl…
17 days ago

I mean that if someone needs to add a language, they'll have to ask you to do it, without having the localization file itself and the ability to translate the values. Overall, the game has 18 full languages, so probably, from time to time, someone will ask you to add localization.

If you don't mind, I can post the translation keys here.

17 days ago

Hah... Not quite what I expected (separate localization files), but the main thing is that there is localization :)

Thanks! Great work!

18 days ago

Boss, first of all I forgot to say — thanks for the mod, great idea and visual design!

Now about the suggestion itself.

Make tiers for identical parking lots, like with conveyors, with a dropdown menu.

For example, in the parking lot construction menu, the first tab (for tier 1 trucks) would have only 2 parking lot options:

  1. Without paving.

  2. With paving.

And within each optio…

18 days ago

Boss, if possible, please add localization to the mod. Before, when there was just one building, it was all pretty clear, but now it's not so easy to figure out.

18 days ago

quoted post:

Done

Boss, could you take a look at the mod archive? There are a lot of different files in there. Is that how it should be?

18 days ago

Hello!

I have a small issue. If the shipyard's storage is full, the ship does not set off on its next exploration mission until it is unloaded. Is it possible to fix this so that the ship departs regardless of the shipyard's storage status? Or add such an option for players (in the config) where the user can decide for themselves whether it should be enabled or not.

18 days ago

Hello!

Currently, the mod is not compatible with the current version of the game (0.8.6x) and blocks blueprint functionality.

Please update the mod — actually, it would be great to update all your mods in general.

18 days ago

哇,太棒了!谢谢你的速度和更新!!!!

18 days ago

Thank you!
The problem is resolved.

To avoid creating a new thread, I'll drop a couple more observed mod behaviors here.

  1. I placed several excavators in the order (as usual, through the tower), and then several trucks. Then I saved the game and quit. After launching the game and loading the save, those excavators that were still being produced in the depot became "free," even though they…
18 days ago

你好!
是的,现在一切正常了,飞艇可以正确降落在平台上了,谢谢!
唯一就是燃料接口,我原本以为你会把它们做成在同一侧、挨在一起,但现在它们分别在两侧。这不是bug,只是连接起来稍微没那么方便,因为通常管道都是从同一侧一起走的 :)
再次感谢!

19 days ago

Hello!

When I enable your mod, some other mods don't load at all — they appear to be enabled, but for example, the "WorldGen" mod (https://coigame.com/Mod/8/WorldGen) stops working — its generation panel is simply gone, completely missing. And at the very end of loading a save, it throws an error with another mod related to electric transport.

19 days ago

Hello!

I found this bug — I looked through the changes and didn't find any info that this is some kind of feature.

If you order trucks from the "Mine Control Tower" using Shift+Alt, the number of ordered vehicles in the depot doubles.

image.png

They are highlighted every other slot. If yo…

19 days ago

Hello!

I ran into a situation I don't quite understand. The localization file is there, the key-value pair has been added, but the translation doesn't get pulled in. Then at some point it does get pulled in, but I can't say exactly when. Whether it happens when the mod updates, or when starting a new game, I don't know — I just notice after a while that the translation has appeared.

From wha…

20 days ago

Hi!
Thanks for the mod!
Please add localization to the mod 😅

21 days ago

Wow!!! Guys, today you are my heroes! Seriously!

One for providing SUCH feedback that I couldn't stop reading — everything laid out on the shelves, without any emotional coloring, just as it really is. And the other for starting to do this from scratch without knowing anything about it! Damn, @pique, you're especially my hero — for grasping such complex programming and modeling tasks in such a …

21 days ago

Hello!
Thanks for the mod!
If it's possible to add localization for the mod, that would be just great! There aren't that many locales, but still...

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