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…
Posts by Moriarty
435 total postsBelariean 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…
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 …
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…
Hey Tom!
I love the ideas about new Food markets i will add that in to the list for gameplay++
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.
Thank you will look in to it and end of week!
PrimeDew wrote:
- Truck speed and carry capacity modifiers
- Drag to scrap like how vehicle mover works in utility ++
- Drag to recover vehicles
- Drag to assign no stopping and exclusive zone on tracks
Great ideas will add them to list. And the truck speed, capacity and bucket capacity is coming in next version. =)
wolf03 wrote:
Hi
In your cheat ++ Hydrogen is not on the list add to shipyard.
Love mod so far
Thanks for the report i will add that in! Glad that you like it. 😄
Great that you got it solved!
rgreat wrote:
How about making speed changes 1-2-4-8-16 instead of 1-2-3-4.. e.t.c. ?
That's a good idea! I will add that in to config to setup on new game
Moriarty wrote:
msbpena43 wrote:
Moriarty wrote:
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.
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.

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 …
