Moriarty

Moriarty

Joined May 2026
1 month ago

quoted post:

By upgrading or moving storage, the override capacity is not preserved.

In this pictures: upper storage is upgrading, lower storage is moving

Thanks for the report! Will look in to it this coming week and see if i can fix it. 👍

1 month ago

quoted post:

When I moved some UI elements, it doesn't show them on the world map. For example, reports from battles with pirates will show on the island map. But when I click on a report about exploring an area on the world map, it switches me from the island to the world map and I have to switch back to the island every time.

![obrázok.png](/content-images/dec7509a0c06c6a6beaf1…

1 month ago

quoted post:

quoted post:

quoted post:

if my mod isn't installed, AccessTools.TypeByName("CargoHelicopter.Api.HeliApi") returns null and you skip he

Awesome, can't wait to see the Heli HQ — thanks for taking this on! 🙌

The landing API is ready whenever you want it, I'll just send you the doc and a test build so you're not waiting on a r…

1 month ago

quoted post:

quoted post:

Hello Pique.

Great mod and well done on it!

I got asked from a user on my Gameplay++ mod to make a HQ for your helicopters. Is this something you plan to do or if your ok with it i will make one for your helicopters also. ( A place where they can park in idle state when not assigned) same as my truck HQ and excavator HQ.

1 month ago

Hello Pique.

Great mod and well done on it!

I got asked from a user on my Gameplay++ mod to make a HQ for your helicopters. Is this something you plan to do or if your ok with it i will make one for your helicopters also. ( A place where they can park in idle state when not assigned) same as my truck HQ and excavator HQ.

1 month ago

quoted post:

Any chance you can add a Flying vehicle HQ, Landing pad maybe? Not sure his helicopters can land so, may be an incompatible idea. Maybe you can work with pique

to have them create a landing HQ for aircraft.

Also, maybe add other mod vehicles to your HQs. There are now Heavy Trucks (not as big as the huge haulers) …

1 month ago

quoted post:

quoted post:

Just a slight incompatibility with 畜牧农业扩展Animal husbandry and agricultural expansion

by wtmxhyy (蜂功伟业)

I have asked if he could swap the ports on his mod to match yours for Pesticide. His recipe uses fish oil (produce by his fishing docks) but I am getting a bit of resist…

1 month ago

quoted post:

I found the culprit.

obrázok.png

It is MOD Seawater Power Plant by wtmxhyy.

obrázok.png

Ah i see it messes whit the boost++. What happen…

1 month ago

quoted post:

I found a conflict with one mod. Check out the link.

https://coigame.com/Topic/1607?page=0#post-3023

What is the problem?

1 month ago

Next update will have much better filter that puts all fuel types to one truck selection instead of separate ones as it is in latest version.
Also with this you can use the copy settings vanilla tool to setup many fast. Will come on Fridays update batch. 😊
image.png

1 month ago

quoted post:

Since buildings are designed for one fluid outlet, when multiple recipes are consumed, the exhaust is then released along with carbon dioxide. Example in the picture.

It would be nice if there was something like this for unit and bulk, see picture.

But the functionality of the mining sorter.

I know that it can be done at a later stage using this, but it's quite l…

1 month ago

quoted post:

Happy to, I can't wait to see the results. Neither can my factories. Hope your apartment move goes smoothly.

Iron Sheets > Iron Scrap
Raw Copper Sheets > to copper scrap (I mean you still have to do the cleaning either way)
Glass > Glass Shards
Gold > Gold Scrap
Aluminium > aluminium scraps
Titanium (To be fair, reality is you need a va…

1 month ago

quoted post:

The Terex is ~2.28 times the capacity of the haul truck, so the size of the in game model should only be scaled up to 1.32 to 1.4 times the dimensions of the haul truck. (Volume increases by cube so 1.32^3 is ~2.3 times the volume)

The fuel use nearly 2 times the dump truck, so the fuel tank should probably be double the capacity of the haul truck.

Both fuel and…

1 month ago

quoted post:

Hi there. When I was adding products to the tracking panel (as shown in the image), I noticed the panel expanded beyond the edge of the screen. I had to move it manually. It would be great if, when a new column is added automatically, the panel shifted away from the screen edge by the width of that column.
I know, I'm being lazy, but it would be a nice touch.

![o…

1 month ago

quoted post:

I have noticed at times, I step the game speed up and the number increases but the game does not actually speed up. Is this a game limitation (memory or something limiting max speed)? I have graphics set to max performance. Map is 8.5 x 8.5 so, not a huge map. I have also noticed the speed will eventually step up to my selected setting but will sometimes step back down wit…

1 month ago

Oh yeah that is my bad i turned of terex and huge excvator before when i was changing stats on them and forgot to add them back. thanks for reminding me! Will add them back for next weeks update. 😊

1 month ago

quoted post:

Even more complicated.

Add an electricity grid like in a Factorio.

I will not add a electricity grid. Since i hate this part in modern builder/resource games, since were i live all power is underground so i rather like global power instead of building millions awful looking poles everywhere 😂.

So this someone ellse has to build and will most likely be made …

1 month ago

quoted post:

This one is rather complicated, i suppose.

Limit amount of range liquids can travel in pipes and add a specialized Pump building, which would consume moderate amounts of electricity.

So to transfer liquids for a long distance would not be free.

Make basic buildings have internal pumps, with limited range, while Pumps having a longer reach.

I like the i…

1 month ago

quoted post:

Multipliers for transport belt maintenance and energy consumptions.

I'd like to set these for like 1000% to make Trains a better choice than an awfully long belts.

You can use Boost++ to make belts faster for more power and maintenance cost balance. Can also be controlled in boost settings to set boost up to 1000%. Power and maintenance can also be change if you w…

1 month ago

quoted post:

Hello, thanks for the mod. On the Vehicles tab where you can edit the size and speed of vehicles, it appears that hydrogen fueled vehicles are not listed and therefore are not editable. Not sure if this was intended or is a bug.

Thanks!

Will take a look at it next week when i get some time. Thanks for the report!

Showing 141–160 of 560