Thank you very much for your attention. I am very pleased that it was useful for you.
Posts by Hashishish
52 total postsMoriarty wrote:
Hashishish wrote:
Moriarty wrote:
I tested amphibious trucks and i don't get this problem unfortunately. Going to need your save to see what mods ur using and if it will do same for me on your save.
*> *The video actually captured the moment when a task for trucks was received and immediately canceled (which, by the way, is strange in general), whic…
Moriarty wrote:
I tested amphibious trucks and i don't get this problem unfortunately. Going to need your save to see what mods ur using and if it will do same for me on your save.
Game version - 0.8.5, Included mods:
- Gameplay++ (https://coigame.com/Mod/9/Gameplay),
- Tweaks++ (https://coigame.com/Mod/6/Tweaks),
- Utilities++ (https://coigame.com/Mod/11/Utilities), -…
Moriarty wrote:
Hashishish wrote:
Moriarty wrote:
Hashishish wrote:
It happens that pieces of equipment leave the garage on their own and immediately return back in the cycle, wasting fuel.
completely optional point:
And it happens that loaded dump trucks, when the final route is canceled, when, for example, the space for dump…
Thank you so much for paying attention to this, somehow it is not even embarrassing to distract you with such small exceptions. Thank you very much for your work.
Moriarty wrote:
Hashishish wrote:
It happens that pieces of equipment leave the garage on their own and immediately return back in the cycle, wasting fuel.
completely optional point:
And it happens that loaded dump trucks, when the final route is canceled, when, for example, the space for dumping has run out, they drive into the garage and lose the cargo and it …
Completely original game without mods, but with DLC, of course, it was difficult and unclear to understand some modules, variables, how it all works, but then, when it became clear... it’s just a bomb. This is an incredibly cool mod. There you can even add a module whose logic can be written in Python. This is…
ok, sorry about that, thank you
System.MissingMethodException: Method not found: void Mafi.Core.Population.PopNeedProto..ctor(Mafi.Core.Prototypes.Proto/ID,Mafi.Core.Prototypes.Proto/Str,Mafi.Upoints,Mafi.Core.Population.UpointsCategoryProto,System.Nullable1<Mafi.Core.Population.PopNeedProto/HealthData>,System.Nullable1<Mafi.Core.PropertiesDb.PropertyId1<Mafi.Percent>>,System.Nullable1<Mafi.Core.PropertiesDb.PropertyId…
aneverse wrote:
Hi. After short playing with code I created small mod which gives you ability to change 72 to completely anything you want. And about heavier flywheel I added an ability to change it value too. So if your request currently actual I will publish it.
p.s. it's safe to remove from the save, but you can configure values only once.
Cool, it would be very useful, I am …
Dear developers, thank you for your excellent game.
It would be realistic for mining operations to add danger to them (in reality, these are very dangerous and responsible works that need to be carefully planned), and therefore I propose to add, when setting up the complexity, the filling of excavators and other pieces of equipment with bulk material, which would not allow them to be used until t…
Dear developers, thank you for your excellent game.
When creating and debugging large production centers and striving for their compactness, especially important for oil refineries, it would be extremely convenient to see the direction of transportation through pipes, conveyor belts and chutes, where and at what speed the material is transported. (As implemented in COI-E)
Dear developers, thank you for your excellent game.
It was very convenient to see, after creating an entire plant, whether all of its components were working at full capacity and whether there were any bottlenecks, but in such a way that you could look at the entire complex of buildings at once, and not switch through each individual building and without navigating through the interface. (As im…
Dear developers, thank you for your excellent game.
It would be extremely convenient to be able to exclude underground communications when selecting for copying/cutting/destruction (and have this filter turned on by default initially), since underground communications are widely used, because this is JUST AN INCREDIBLE FEATURE OF THE GAME.
Dear developers, thank you for your excellent game.
Perhaps it would be appropriate to make a separate option for selecting difficulty at the start of the game, which would allow Unity to complete mining or dumping, similar to a sandbox, only in a more balanced way, for example, a lot of Unity would be required to use, and for dumping materials would require a sufficient amount of them in wareh…
Dear developers, thank you for your excellent game.
It would be very convenient to have a tool (the same one at the bottom left as copy and cut), which, when selecting an area in space, could count the number of occurrences of each building, and also, when setting exceptions, it would be possible to calculate the input and output capacities by resources for the sum of all buildings.