Unobvious behavior of parked vehicles

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1 month ago

It happens that pieces of equipment leave the garage on their own and immediately return back in the cycle, wasting fuel.26-06-06_14-41-14_y1943_pop4240.jpg26-06-06_14-41-10_y1943_pop4240.jpg26-06-06_14-41-11_y1943_pop4240.jpg

completely optional point:

And it happens that loaded dump trucks, when the final route is canceled, when, for example, the space for dumping has run out, they drive into the garage and lose the cargo and it is transferred to the shipyard (I hope, because monitoring the situation with changes in material at the shipyard without delivery was the case).

Could you make it possible to select the possible states of the trucks? For example, whether or not to keep the cargo in the car when parking.

Also, the information plate with information about parked vehicles is not obscured during the in-game pause menu. And it does not display all types of parked equipment.

Edited 1 month ago
1 month ago

Снимок экрана 2026-06-06 152251.pngAlso, the information plate with information about parked vehicles is not obscured during the in-game pause menu. And it does not display all types of parked equipment.

1 month ago

Hashishish wrote:

Снимок экрана 2026-06-06 152251.pngAlso, the information plate with information about parked vehicles is not obscured during the in-game pause menu. And it does not display all types of parked equipment.

Have not had that problem i have to look in to that, when they go out and back in again. Might be they were called for a job but that job got finished then parking HQ calls them back.

Removing load and sending to shipyard was added as a feature that many asked for because when trucks are stuck with load and nowhere to dump its cargo they are permanently stuck (vanilla problem). That's why the feature was added. I can look in to add an option in Tweaks to turn the feature on and off.

Will fix the Hud one, thanks for reporting it!

Edited 1 month ago
1 month ago

Hashishish wrote:

It happens that pieces of equipment leave the garage on their own and immediately return back in the cycle, wasting fuel.

completely optional point:

And it happens that loaded dump trucks, when the final route is canceled, when, for example, the space for dumping has run out, they drive into the garage and lose the cargo and it is transferred to the shipyard (I hope, because monitoring the situation with changes in material at the shipyard without delivery was the case).

Could you make it possible to select the possible states of the trucks? For example, whether or not to keep the cargo in the car when parking.

Also, the information plate with information about parked vehicles is not obscured during the in-game pause menu. And it does not display all types of parked equipment.


1.Parking hud is now fixed and not drawing on top anymore.
2. Option to tweaks is now added to offload cargo on/off to shipyard.

Will come to next update batch. 😊

👍 1
1 month ago

Moriarty wrote:

Hashishish wrote:

It happens that pieces of equipment leave the garage on their own and immediately return back in the cycle, wasting fuel.

completely optional point:

And it happens that loaded dump trucks, when the final route is canceled, when, for example, the space for dumping has run out, they drive into the garage and lose the cargo and it is transferred to the shipyard (I hope, because monitoring the situation with changes in material at the shipyard without delivery was the case).

Could you make it possible to select the possible states of the trucks? For example, whether or not to keep the cargo in the car when parking.

Also, the information plate with information about parked vehicles is not obscured during the in-game pause menu. And it does not display all types of parked equipment.


1.Parking hud is now fixed and not drawing on top anymore.
2. Option to tweaks is now added to offload cargo on/off to shipyard.

Will come to next update batch. 😊

Wow, did you do it in a couple of hours? Cool. In fact, I just reported like that just in case, you never know if anyone has reported it yet. As for the exit of the arrival, yes, perhaps you are right, but this happens only with amphibious trucks and each of them endlessly drives out in a circle. Perhaps I am the only one who has such a problem.

🫡 1
1 month ago

Hashishish wrote:

Moriarty wrote:

Hashishish wrote:

It happens that pieces of equipment leave the garage on their own and immediately return back in the cycle, wasting fuel.

completely optional point:

And it happens that loaded dump trucks, when the final route is canceled, when, for example, the space for dumping has run out, they drive into the garage and lose the cargo and it is transferred to the shipyard (I hope, because monitoring the situation with changes in material at the shipyard without delivery was the case).

Could you make it possible to select the possible states of the trucks? For example, whether or not to keep the cargo in the car when parking.

Also, the information plate with information about parked vehicles is not obscured during the in-game pause menu. And it does not display all types of parked equipment.


1.Parking hud is now fixed and not drawing on top anymore.
2. Option to tweaks is now added to offload cargo on/off to shipyard.

Will come to next update batch. 😊

Wow, did you do it in a couple of hours? Cool. In fact, I just reported like that just in case, you never know if anyone has reported it yet. As for the exit of the arrival, yes, perhaps you are right, but this happens only with amphibious trucks and each of them endlessly drives out in a circle. Perhaps I am the only one who has such a problem.

Oh that sounds like a problem amphibious only does that. Thanks for the info will test that tomorrow and see what i f-uped after adding them to truck hq 🤣

Will update you tomorrow on it. If i can't reproduce it, can you post your save here so i can test it.

You can also see all future update im working on here https://www.morisuite.wiki/post/june-3rd-w-i-p-update
A very nice user is doing on wiki he made for my mods. (he is still working on the site)

Edited 1 month ago
1 month ago

Moriarty wrote:

Hashishish wrote:

Moriarty wrote:

Hashishish wrote:

It happens that pieces of equipment leave the garage on their own and immediately return back in the cycle, wasting fuel.

completely optional point:

And it happens that loaded dump trucks, when the final route is canceled, when, for example, the space for dumping has run out, they drive into the garage and lose the cargo and it is transferred to the shipyard (I hope, because monitoring the situation with changes in material at the shipyard without delivery was the case).

Could you make it possible to select the possible states of the trucks? For example, whether or not to keep the cargo in the car when parking.

Also, the information plate with information about parked vehicles is not obscured during the in-game pause menu. And it does not display all types of parked equipment.


1.Parking hud is now fixed and not drawing on top anymore.
2. Option to tweaks is now added to offload cargo on/off to shipyard.

Will come to next update batch. 😊

Wow, did you do it in a couple of hours? Cool. In fact, I just reported like that just in case, you never know if anyone has reported it yet. As for the exit of the arrival, yes, perhaps you are right, but this happens only with amphibious trucks and each of them endlessly drives out in a circle. Perhaps I am the only one who has such a problem.

Oh that sounds like a problem amphibious only does that. Thanks for the info will test that tomorrow and see what i f-uped after adding them to truck hq 🤣

Will update you tomorrow on it. If i can't reproduce it, can you post your save here so i can test it.

Yes, I will definitely attach a save file tomorrow.

Thank you for the link, I will definitely follow to be informed, thank you very much.

Edited 1 month ago
1 month ago

Hashishish wrote:

Moriarty wrote:

Hashishish wrote:

Yes, I will definitely attach a save file tomorrow.

Thank you for the link, I will definitely follow to be informed, thank you very much.

Thanks and no problem! 🫡

Edited 1 month ago
1 month ago

I tested amphibious trucks and i don't get this problem unfortunately. Going to need your save to see what mods ur using and if it will do same for me on your save.

1 month ago

Moriarty wrote:

I tested amphibious trucks and i don't get this problem unfortunately. Going to need your save to see what mods ur using and if it will do same for me on your save.

Game version - 0.8.5, Included mods:

In order not to waste your time, I recorded a video:

The video actually captured the moment when a task for trucks was received and immediately canceled (which, by the way, is strange in general), which means that I am a fool and for the first time I just caught a special case of the general normal situation that you described. 🤥

Edited 1 month ago
1 attachment only for registered users
1 month ago

Hashishish wrote:

Moriarty wrote:

I tested amphibious trucks and i don't get this problem unfortunately. Going to need your save to see what mods ur using and if it will do same for me on your save.

*> The video actually captured the moment when a task for trucks was received and immediately canceled (which, by the way, is strange in general), which means that I am a fool and for the first time I just caught a special case of the general normal situation that you described. 🤥

Thanks i will test the save now since that seam's like a bug since they get going right round right round. I will let you know when i test a bit and if i can recreate it.

1 month ago

Moriarty wrote:

Hashishish wrote:

Moriarty wrote:

I tested amphibious trucks and i don't get this problem unfortunately. Going to need your save to see what mods ur using and if it will do same for me on your save.

*> The video actually captured the moment when a task for trucks was received and immediately canceled (which, by the way, is strange in general), which means that I am a fool and for the first time I just caught a special case of the general normal situation that you described. 🤥

Thanks i will test the save now since that seam's like a bug since they get going right round right round. I will let you know when i test a bit and if i can recreate it.

  1. I also noticed that during the in-game pause menu, the tile with information about parked trucks disappears, and when hovering over it to display a hint, the hint remains in the background in relation to the main tile.image.pngimage.png
  2. I also noticed that on version tweaks++ 1.1.4 the size of the notification window is still larger than the number of notifications in the window.image.png
  3. Even if there are interface objects from other mods (Status bar 5 from the "Programable Network" modification), it cannot be moved separately from the panel with information about ships.Снимок экрана 2026-06-08 161723.png
Edited 1 month ago
1 month ago

Got same problem in your save and it's a vanilla job problem. I am working on fixing it now

Fixing the tooltip for parking Hud tooltip.
Fixing mod networks so it won't stick too ships.

Edited 1 month ago
1 month ago

Network is now seperated and not stuck to ships anymore. 😊

image.png


Tooltip is now fixed for Parking HUD

image.png

1 month ago

Parking is now fixed was problem with stacker job from vanilla. Will update later today all fixes for the 2 mods Tweaks++ and Gameplay++.
Thanks for the very detailed reports Hashishish! ❤️

1 month ago

Thank you very much for your attention. I am very pleased that it was useful for you.

👍 1
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