Dunois wrote:
Hello, if the garage is flip, the door are locate in the wall in opposite where they must be.
Hello Dunois.
Thanks for the report i will fix it right away and it will come in this weeks update batch! π
Dunois wrote:
Hello, if the garage is flip, the door are locate in the wall in opposite where they must be.
Hello Dunois.
Thanks for the report i will fix it right away and it will come in this weeks update batch! π
DWAM wrote:
I am producing pesticides, but I don't know how or where to add them to the new intake pipe to the greenhouse. I've looked, but I don't see any extra intake into the greenhouse.
Hi DWAM!
If you added recipe++ to your save and already had placed down greenhouses they won't show. You need to remove old greenhouse and replace with new ones and they will then have the new I/O β¦
warrenc wrote:
Moriarty wrote:
warrenc wrote:
Tested your lates version (1.1.2) this morning on the MIAMI ISLES map. And it just does not like that shore line. Works on another square map with normal shoreline just fine. Just not Miami Isles. I think it is time to just call MIAMI ISLES as not compatible. You put well enough time into trying to fix this issue. Notβ¦
PrimeDew wrote:
When in f11 screenshot mode usually the ui gets hidden automatically which can be toggled using keybinds......But with the mod the ui cannot be hidden at all
Thanks for the report again. It is now fixed for next update batch coming. π
Vladovlak wrote:
Aktual version is 0.8.4b
If your using latest version of Storage++ it will not work with 0.8.4b because of change in Experimental 0.8.5 as it says in the changelog. =)
If you wanna use storage++ and your on 0.8.4b you need to use version 1.0.1
Vulkandrache wrote:
Can you add an option to remove the item number requirements for lategame technologies
like the 200 spend fuelrods?
Hi Vulkandrache.
Sure i can look in to that this weekend. π
Vladovlak wrote:
I noticed that only diesel was burning.
Thanks for the report! Will fix that for upcoming batch update. π
SlyPulsar wrote:
System.MissingMethodException: Method not found: Mafi.Unity.UiToolkit.Library.TextField Mafi.Unity.UiToolkit.Library.TextField.PositiveIntegersOnly() at StoragePP.StoragePPWindow..ctor (StoragePP.StoragePPManager manager) [0x00183] at StoragePP.StoragePPManager..ctor (Mafi.Core.Entities.IEntitiesManager entitiesManager, Mafi.Core.Prototypes.ProtosDb protosDb, Maβ¦
That's fine i do not mind maybe he will fix it before me π. I will start working on it tomorrow and see if i can make it finally work. I have not forgoten about you just alot of things been done to mods and alot of other things on top of that π.
il keep you updated-
warrenc wrote:
Any chance you can get the boost to go faster? If were gonna cheat, why not push it till the game crashes. ππ
You can go to boost manager and settings tab and you can go bananas if you wanna cheat and change all settings like you want. =)
His save is now Saved. π
PiggyWhiskey wrote:
I've got the same issue with Poppy seeds.
I used the Cheat++ Explore World command and it didn't provide the poppies with it.
Maybe it needs options to give any world found tech
I will add that also when i am home from work in about 2,5h. Also I have reworked the whole world generation and it will now be much better but will take maybe 1-2 weeks to test it fully, sincβ¦
You don't know how long i have been waiting to get some balancing FEEDBACK! Finally! π It's so hard to set balance and very easy to get biased or feels rights for you, but maybe not the best choice. Also not much time to play a lot so it's hard to balance test. π
I agree with you and i did not think it through enough when i made this. I will rework all recipes and also keep whole numbers as β¦
neoss wrote:
Wow, this is amazing :) Thanks for your hard work. The game has become much better with your mods.
Glad you like it and thank you. π
SDHarkon wrote:
I'm using a total of 11 mods on a custom map I made myself (based on the Island Hopping map published here) and a few days ago the game started to sometimes crash when I was deleting belts, pipes or rail tracks. Since then this has worsened to where I'm barely able to play for a few minutes between crashes.
I tried to isolate the problem, but loading a different save (β¦
SDHarkon wrote:
I'm using a total of 11 mods on a custom map I made myself (based on the Island Hopping map published here) and a few days ago the game started to sometimes crash when I was deleting belts, pipes or rail tracks. Since then this has worsened to where I'm barely able to play for a few minutes between crashes.
I tried to isolate the problem, but loading a different save (β¦
Meihru wrote:
hi!
first of, i started my game with version 1.02, map New Haven; max world map size (6000) and max locations (200) if i remember correctly
fully explored the World Map, except:\
- some locations are out of reach even with max upgrades
i cant reach a few of the outer most locations at all (screenshots)
from what i can tell, most of them would technically be β¦
neoss wrote:
Hi Mori. It seems the New Efficiency tab is displaying incorrect data - I've never seen a number below 100%, even if the building is running intermittently... It actually shows 3 modes: 100%, no in, full, with a quick switch between them. In my opinion, it would be better if only the percentages from the vanilla statistics were displayed.
 are currently missing or haven't been implemented yet. Could you consider adding these in a future update?
Regarding the UI, I think there are two great ways to implement this:
β¦