Posts by Moriarty

268 total posts
28 days ago

MarcFlo wrote:

MarcFlo wrote:

Moriarty wrote:

MarcFlo wrote:

In my case, I can't or don't know how to change the speed, and it would be nice if everyone could customize the controls to their liking.

You can change it. it uses vanilla +/- to change speed and you can set those 2 to whatever you like in game settings for k…

28 days ago

MarcFlo wrote:

In my case, I can't or don't know how to change the speed, and it would be nice if everyone could customize the controls to their liking.

You can change it. it uses vanilla +/- to change speed and you can set those 2 to whatever you like in game settings for keybinds. =)
Also you can change speed 1,2,3 and also change that.

28 days ago

water00cojp wrote:

Actually I went into the "Load game" and selected one of the saved game and went into DLC and Mod and enabled it from there and now the UI appears in-game. Thanks mate

No problem and great to hear you got it working! =)

28 days ago

Neonit wrote:

Train tweaks are the thing im missing the most right now. The values that i would like to be able to tweak are

  • Capacity (both train and stations)
  • Load speed (maybe linked to capacity)
  • Speed & Acceleration
  • Speed decreases (on turns and uphill, maybe a percentage of default values?)

Those could be added as tweaks, but from there it might also be an …

28 days ago

water00cojp wrote:

Hi, yes I have already unzipped it, screenshot below

image.pngimage.png

28 days ago

water00cojp wrote:

Hi, yes I have already unzipped it, screenshot below

image.png

And you loaded it on your save and then ingame at speed buttons top right there is no "C" button?

28 days ago

Luminiel wrote:

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 .

Thank you! I added it to the list and will fix it for next version. Thanks for the report! =…

28 days ago

water00cojp wrote:

Hi, I put it in the folder but nothing shows up under the UI in setting. I put it in AppData\Roaming\Captain of Industry\Mods\cheat-plus-plus....

But nothing happen in game. Could you advise?

Thanks

Just to make sure, don't put zip folder in there you have to put the cheat++ folder in there not zip.

28 days ago

Ninjja wrote:

Thats the key, eventualy i gor there as some are locked until you make 20 Electronics 2, which is easy using cheats, but same for E 3

Yeah i totally forgot about that part when i made this function. I will fix that for next version.

28 days ago

rgreat wrote:

Not just amount of pirates, but their power too.

I tried this before and it caused some problems. But i will add it back on list for future to try again and see if i can get it to work.

28 days ago

msbpena43 wrote:

Moriarty wrote:

Thank you will look in to it and end of week!

I'm sorry this is the wrong save file but this one had an other problem. In this one i couldn't find Radar System II within the reach of the ship. I explored all availble the normal way without finding it. So i had to use the Cheat option. This time it found all unlockables.

Now its the radar 2 g…

28 days ago

Hyperion2950 wrote:

id like to throw an idea in here, a capacity boost to the ore sorters would be nice either an unlimited or something like storage where we can set a capacity

I highly recommend using boost++ it does this exactly to ore sorter both to unsorted and sorted and also adding a sorting speed boost on top of that. I don't wanna add that in or it will conflict with boost++

28 days ago

Nick2E wrote:

Thanks! I tried a few of them but they are constantly running out of fuel on a pretty short landscaping mountain>sea project.

Yes i notice this too and will fix it. They are suppose to use more fuel since they are so big but i might have overdone it a bit. =D

28 days ago

Vulkandrache wrote:

Is it in the scope of this mod or would that be a separate one entirely?

Making the trains use 100 times the fuel, go much slower and hold 10k items per wagon.

The cost of rails also similarly increased.

Right now they are not only nearly pointless they also feel like a pneumatic tube system rather than a heavy-duty tool.

I want one train to leave from…

28 days ago

Belariean wrote:

Just curious if there is an Item Spawner building/Item Sink Building planned.... I know in Sandbox mode theres the I/O Markers, but dont see anything like that here.

and unless Im not doing things correctly, the "Sandbox" Source/sink are just markers and dont actually work.... just are markers.

Thanks

Not planed but good idea. If you want to do it now you can u…

28 days ago

Ninjja wrote:

Unlock all research only goes 2 tiers

Am i missing something ?

Great mods btw 👍

Thank you!

I got some reports on discord about this and it only unlocks what's available (except repeatable since i don't want that to be touched). I will update the button and add description to what it does. I will also look in to make a second button to unlock everything if possible …

28 days ago

Hyperion2950 wrote:

also when i change the config for boost it is ignoring all settings for not requiring increased work force even though i set it to zero

I will check the config if it is something wrong about it. I see one problem with one of the mods your running that might cause problem. The office mod does same thing as boost++ does it changes office also so might be a conflict there. Can yo…

29 days ago

Hey Tom!

I love the ideas about new Food markets i will add that in to the list for gameplay++

29 days ago

RinSwift wrote:

Anyone know if a mod for setting your ship to auto-explore after repair/refuel exists inside another mod already? If not, I will take a crack at one.

I have this planed to add to my Tweaks mod since i have added a auto repair/upgrade function to it. But if you want to do it i will then skip it to not compete with it.

29 days ago

Thank you will look in to it and end of week!

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