Posts by Luminiel

17 total posts
6 days ago

Hmm that is weird, the mod currently didn't touch anything related to storage, but I will look into it. Also, if you can kindly provide me with the log file where you manage to produce the bug.

6 days ago

And also if it is possible, can provide me with the .log file as well, thanks.

6 days ago

Skellitor301 wrote:

I came across a bug in the experimental version of CoI (Update 4 | V0.8.5 (b599)) that causes sorters to eat resources going into them when full. I'm not entirely sure if this is a bug between experimental and this mod but I don't really have another mod that affects belts. I've uploaded a gif showing this bug here: https://i.imgur.com/MZBdMKl.gif

This mod uses harmony …

6 days ago

I don't recall vanilla game having a Biofuel research node, if it is from a mod, please also kindly mention what mod what research tree the Biofuel is from.

19 days ago

Sure, it is already on the list

21 days ago

Sorry, but your Extended Cargoship mod currently has a building that shares the same ID as one in this mod. Unfortunately, the implementations are quite different, so there's nothing I can do to resolve the conflict. That means the two mods can't be used together. Apologies for the inconvenience.

So you can either use this one or Extended Cargoship

21 days ago

Vladovlak wrote:

With your mod

obrázok.png

Without your mod

obrázok.png

Please move the research item to the right so they don't overlap. Thank you.

Hello, hopeful…

21 days ago

Thanks for letting me know, I'll change it on the next one

26 days ago

Vladovlak wrote:

Luminiel wrote:

Vladovlak wrote:

Mods COIExtended-Common a COIExtended-Cheat are from Keranik?

From his mod list ? yeah it is from COIE

I used it until game version 0.8.4 and then Mafi banned it. Has anything changed since then?

Nope, but if you still have the old experimental release before they banned it I think you can still use…

26 days ago

Vladovlak wrote:

Mods COIExtended-Common a COIExtended-Cheat are from Keranik?

From his mod list ? yeah it is from COIE

27 days ago

ThomasTheBrave wrote:

This mod directly conflicts with https://coigame.com/Mod/21

You might want to rename the belts / pips to a higher numerical value

Some mods failed to load. Update or remove the affected mods and try again.

The below is the error message that displays.

Mafi.Core.Mods.DataRegistrationException: InvalidOperationException thrown on registration of data …

1 month ago

wtmxhyy wrote:

fanqie1203 wrote:

可否告知此mod名稱,這類平衡器我只在Keranik的COI-extended里使用過,似乎作者放棄更新停留在v118現新遊戲版本已無法使用。感謝您的回答!!

image.png

FGWY.Logistics
测试支持084-085.
有少量碰撞错误提示,不影响功能.已经免费发布,国内用户是普遍装配的一个mod,并非国际发布版本.你可以找个q群找必然有,如果那个群没有我,就可能没有.在群里看到我就叫就行了.

By any chance, are you pla…

2 months ago

Hello just a suggestion, would it be possible to have a config file to adjust different multiplier for each transport type, ie say I want the pipe to have x3 multiplier but none for flat and u shape conveyor, would that be possible ?

2 months ago

As stated on the title, I'm not sure if this was intended or not but

Level III Pipe

image.png
Level IV Pipe
image.png

2 months ago

Hello, is it actually possible to not change the game into sandbox mode while using the instant terrain designation ? Would have been nice if its possible to do so without changing the game into sandbox

2 months ago

Hi, already mentioned in the discord but I post it here for easy tracking for you

The parking HQ door animation when vehicle are entering the building a bit late, the vehicle already parked inside and just then the garage door opened, nothing major just some minor stuff .

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