Posts by Moriarty

380 total posts
1 month ago

Tom Sawyer wrote:

Well that answered my question lol. Got home for work and went to add some belts and no joy. I shall wait a bit as belts and pipes under or on the side of bridges just makes sense. Thanks Moriarty!

No problem and they are added now on latest version. =)

1 month ago

Zurrke wrote:

After activating Tweaks++ and Gameplay++ after 0.8.4 update, I unable to see Gameplay++ items in the Mori++ menu. No matter how many time reloaded save.2026-05-05_214710.jpg![2026-05-05_214637.jpg](/content-images/9d8bed51facefa6059c2cf74caa65be7e26946fcd0daa20aaf167c267…

1 month ago

msbpena43 wrote:

Maybe I am fully wrong, but after using the Cheat++ Mod to explore the generated world no Corns seeds become availble. All other seeds and technologies are availble. And you can also allready see that the other seeds are found during exploration.Corn.png

For now not the end …

1 month ago

Nick2E wrote:

Really liking the mod! One problem I ran into with the Terrex for example is that the fuel capacity is lower than that of the base mega dumping trucks, could you give this a balance patch?

Yes i can bump it up a bit to buff it. I don't think many will notice that. =)

1 month ago

Kizeree wrote:

I am probably being dumb, but where is the parking HQ and how do I use it?

thanks

It's in my custom Mori++ building category you find in bottom middle the plus sign. =)

It works by it self, by calling idle non assign trucks to it. You can use this building to cut down long driving routes by placing them down on busy areas. Then you have controls to how many to store in …

1 month ago

Wayno wrote:

Please allow us to move the Parking HQ UI list.

Its in the way where it is.

Thanks

You can move it if you add tweaks++. But this was an oversight i missed and didn't think about if you, don't have that mod installed.
So next version will have move options even if tweaks is not installed. Thanks for the report!

1 month ago

Ok I have to take a look at that and see why it misses that. Thanks for the report.

The repeatable ones i have not added in to unlock, because i don't want does to be affected. If you want to research them fast you can turn on free upgrade/build checkmark and you can unlock them instant fast.

1 month ago

Vulkandrache wrote:

Can you also add a pair of pipes along the belt?

Pipes are coming in next update. =)

1 month ago

Thanks!

1 month ago

The load more button seams to have same or shared function as "Back to Top" since it does the same and does not load more mods.

1 month ago

Vulkandrache wrote:

Can you also add a pair of pipes along the belt?

Yes i was planning this since i got a suggestion from one of my testers mentioning it, so i will try to improve it and add pipe also. =)

1 month ago

Vulkandrache wrote:

I have no idea how these are suposed to work. They do not spawn in my game no matter how many times i reload or rebuild the bridge.

This is the one thing bridges would be useful for and its not in the basegame.

Hi Vulkandrache.

Yes i just tested and seams like it has broken down. I will fix this and post a update as soon as i got it fixed. Thanks alot for the report!

1 month ago

I notice this happens on web/desktop also.

1 month ago

Fevix wrote:

The game failed to load as the save file is corrupted. If this issue persists, please file a bug report.

Mafi.Serialization.CorruptedSaveException: Failed to finalize deserialization of 'Mafi.Core.Simulation.SimLoopEvents' (type 'SimLoopEvents')
parent object '--' (type '--')
Previous deserialized object: 'null' (type '') ---> Mafi.Serialization.CorruptedSa…
1 month ago

KingBR wrote:

image.png

Huh can't believe i never caught that. Thanks for the report will fix that for next version!

1 month ago

Fevix wrote:

I think it'd be nice to be able to add this into an existing save - Expand the world map, add in new world mines, etc.

I don't think this is possible, but i can look in to it and see if possible. But most likely it will not be possible on a already generated world.

1 month ago

Would be nice to have a extra tab "Modder's favorite mods or Modder's recommendations"
Where one can link on hub mod page to smaller good mods to help them rise and get attention or recommend to user otherwise good mods.

1 month ago

Captain Filip wrote:

Do you mean like more options than just 25,50,100%, auto? Like being able to go per percent for instance?

I mean like drag to resize on edges of images or a text label field to write in W*H. =)

1 month ago

Would be nice to add a soft dependency also when posting a mod. It's not required but adds additional things if run together. I already have this for some of my mods. But can't add it as a "dependency " to force users to get it when its not needed. Hope you understand. Otherwise let me know and i try to be more thorough

1 month ago

In future updates to coi mod hub. Can we get option to resize images instead of premade options. Would highly appreciate it.

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