UI size discrepancy3·Vladovlak2 months agoby VladovlakPosted 2 months agoI have it set to 60%  Can this be adjusted somehow?  With Gameplay++\   It processes recyclable waste, but the internal containers are empty and nothing happens at the output. It l…
Sorting of fluid products at the exit of a building or workshop.3·Vladovlak3 months agoby MoriartyPosted 4 months agoSince 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.  The fuel use nearly 2 …
Electricity grid.5·rgreat3 months agoby MoriartyPosted 3 months agoEven more complicated. Add an electricity grid like in a Factorio.
Belt economic settings.3·rgreat3 months agoby MoriartyPosted 3 months agoMultipliers 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.
Distribution of Trucks among Garages in different Logistics Zones4·Hashishish4 months agoby MoriartyPosted 4 months agoDear Moriarty, I noticed that garages located in different logistics zones can accept trucks from other logistics zones, which reduces their practical use for some trucks. (Perhaps, again, due to inattention, I did not notice some kind of switch in the men…
HQ overlay appears in non-paused game3·SlyPulsar4 months agoby MoriartyPosted 4 months agoAlthough it's deactivated and in paused it's hidden, after resume game, overlay appears: Pause and activated:  Pause and deactivated: \ Added Night Mod - Day & Night Cycle v0.1.1a:\ ![obrázok.png](/content-images/06451b0ca47fdb97c818a1…