Posts by Moriarty

435 total posts
2 months 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…

2 months 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…

2 months 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 …

2 months 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…

2 months ago

Hey Tom!

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

2 months 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.

2 months ago

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

2 months ago

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. =)

2 months ago

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. 😄

2 months ago

Great that you got it solved!

2 months ago

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

2 months ago

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.![Corn.png](/content-images/9f46f63376a9f8…

2 months ago

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.![Corn.png](/content-images/9f46f63376a9f84e5b3a539576c0148668ffa939d413da74…

2 months ago

zhangyingnan wrote:

When I use the boost function for the pipeline, the game crashes.

When I drag the boost bar to the rightmost position, it cannot be dragged leftward, and can only be returned to the left side by clicking on the boost bar

When you mean pipeline do you mean when you boost pipes?
The drag problem sounds strange i never encountered that one or the crash with pipes. Do …

2 months ago

Would be great if we could edit changelogs after uploading new version. For example if you miss adding crucial info and don't have to upload another version to just change the changelog. Or is it possible and i am just blind?

2 months 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. =)

2 months 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…

2 months 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 …

2 months 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. =)

2 months 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 …

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