Gameplay++

v1.3.9
by Moriarty (Mori)

Brand new heavy-duty vehicles, a smart Parking HQ for idle fleet management, molten storage & lifts, district heating, mixed-fluid pipes, and more

Stable 4 days ago CoI-Open No source
Source code
No source provided
Website
https://discord.com/channels/803508556325584926/1481370238112239616
Tags
Content Overhaul Vehicles Endgame

All MORI++ keybinds can now be rebound, and other modders can register their own keybinds too. See Keybind Framework.

Gameplay++ expands COI with new gameplay systems that introduce Heavy Vehicles, Bridge Transport additions, Parking HQs, District Heating Town Service, Mixed Storage Warehouses, Mixed Fluid Pipes and more.

Advanced logistics β€” with more to come. Every addition integrates naturally into the vanilla research tree, expanding factory design possibilities while preserving balanced gameplay.

Every item in this mod must be researched before you can build it.


All keybinds for the mod. I highly recommend getting my Keybind Framework to solve conflicts or able to change keybinds yourself.

  • Move the Truck HQ panel: hold Ctrl + left-drag the panel

Click any image to see it full size.


🚚 Heavy Vehicles

Huge Excavator Β· Heavy Hauler Β· The Terex Β· Heavy Tanker


Huge ExcavatorHeavy Hauler The Terex Heavy Tanker


πŸ…ΏοΈ Parking HQs

Truck HQ Β· Excavator HQ Β· Helicopter HQ

image.pngimage.png

Service Garage Bonus Β· Priority System

Service Garage Bonus Priority System


πŸŒ‰ Bridge Transport

Bridge Port Host Β· Heavy Vehicle Bridge Access

Bridge Transport Hub Heavy Vehicle Bridge Access


πŸ”₯ District Heating

District Heater Β· Steam Heater

District Heater Steam Heater


πŸͺ Grand Market

A settlement food market that takes up a full side of a housing block β€” the space of four normal settlement buildings β€” and holds 1,500 each of four different foods.image.png


πŸ“¦ Mixed Warehouses

Large Warehouse Flat Β· Loose Β· Fluid β€” Small Warehouse Flat Β· Loose Β· Fluid

Flat Warehouse Loose Warehouse Fluid Warehouse


πŸŒ‹ Molten Storage & Lift

Molten Storage Β· Molten Lift

image.png


πŸ›’οΈ Fluid Logistics

Mixed Fluid Pipe Β· Pipe Sorter Β· Gas/Liquid Sorter Β· Pipe Balancer (1Γ—1)/Pipe Balancer (Large)

Mixed Fluid Pipe Pipe SorterPipe Balancer 1x1Pipe Balancer Large


🀝 Works well with

Gameplay++ includes direct support for a few other mods:

Mod Author What Gameplay++ adds
Cargo Helicopter Pique A dedicated HQ so the helicopters work with Gameplay++
Kayser's Automatic Terrain Designations Kayser Mining towers run more compactly alongside the new vehicles
Tower UI X-Mag-X Prevent section content from clipping out of view & becoming unselectable while heavily modded.
Settlement Anarchy X-Mag-X Housing placement overhaul. Housing & Town Services share one economy and can be built anywheres. No cheaty number changes.

πŸ’‘ Mods I recommend

Not required, but they make a run better:

Mod Author Why
Mor Decor Tsdfab Makes your island genuinely pretty
BeTTerLife: Roads and Signs Mavitto Proper roads, ramps and signage
Shipping++ Roest Adds local cargo terminals and ships that haul products between them across the water of your own island
Underground Pipes KleineEule93 Lets liquid pipes and their connectors be built up to six levels below terrain, with an x-ray toggle to see the buried network
Recolor X-Mag-X Recolor your island's buildings with custom colors, reusable templates, and custom Paint Tools to get the job done.

🌍 Languages

Gameplay++ supports every language the base game does


πŸ’¬ Feedback

Bugs, ideas and suggestions go in the Forum tab β€” please post in the right category and I'll keep an eye on it.

Keybind Framework mod release!

Jul 11, 2026

Now all my mods keybinds can be rebinded and other modders can also add their keybinds to the framework. See more here Keybind Framework

See forum to post and let me know stuff!

May 03, 2026

Please post bugs, ideas, problems, improvements and so on on forum tab i will keep a look for it. Also please post in right category!

v1.3.9

Latest
Game version
0.8.4 - 0.8.7b
Released
Sep 04, 2026
File size
18.1 MB
License
CoI-Open
Save-game: Add · Remove
Loading forum…

v1.3.8 | 2026-08-31

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* THE HELICOPTER HQ NOW STORES HYDROGEN NEXT TO DIESEL AND REFUELS EACH HELICOPTER FROM THE FUEL IT ACTUALLY RUNS ON.

- Hydrogen gets its own tank of the same size, filled through the second pipe port or delivered by truck.

- The building window shows a separate level bar for each of the two fuels.

- Cargo Helicopter II H and III H are recognised by the HQ and get their own parking limit and priority, just like the diesel ones.

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* HELICOPTERS PARK AT THE HELICOPTER HQ AGAIN AFTER THE LATEST CARGO HELICOPTER UPDATE — THEY WERE FLYING TO AN OPEN HELIPORT INSTEAD (THANKS WOLF FOR THE REPORT).

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* NEW GRAND MARKET — A LARGE SETTLEMENT MARKET THAT TAKES UP A FULL SIDE OF A HOUSING BLOCK AND STORES FOUR DIFFERENT FOODS AT ONCE.

- It takes the space of four normal settlement buildings and holds 1,500 of each of its four foods.

- It is not an upgrade of the Food market II — it is built separately and has its own research after Greenhouse II and Basic computing.

- It runs on 850 kW of electricity, 6 TF of computing, and tier 2 maintenance.

- It has no belt or pipe ports, so trucks deliver to it. You can assign your own trucks and tick "Accept assigned only" so it does not pull from your whole fleet.

- Why no ports you may ask? This was because of balance reasons, to not make it too good because it holds 1,500 instead of 400 per slot and also 4 food slots
instead of 2 slots from the Food market II.

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* THREE NEW SMALL WAREHOUSES — HALF-SIZE VERSIONS OF THE LARGE WAREHOUSES FOR UNITS, FLUIDS AND LOOSE MATERIALS (THANKS BELARIEAN OF CANADA FOR THE SUGGESTION).

- Each one is 5x5 instead of 10x10, holds two products instead of four, and has two inputs and two outputs.

- They hold 1,600 per slot, or 3,200 for fluids and gases, cost less to build and draw 150 kW instead of 360 kW.

- They unlock with the same Warehouse research and use the same colors as the large ones.

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* SEVERAL BUILDINGS NOW UNLOCK FROM DIFFERENT RESEARCH, SOME EARLIER AND SOME LATER IN THE TREE, FOR BETTER BALANCE ON PROGRESS.

- Molten Storage and the warehouses now come from Construction IV.

- The Huge Excavator, The Terex and the Heavy Tanker now come from Basic computing and Mega vehicles, and no longer wait behind each other.

- The Pipe Sorter now follows the Mixed Fluid Pipe, which is the machine it is meant to be paired with.

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* THE PIPE BALANCERS AND THE GAS/LIQUID SORTER NOW HAVE TO BE RESEARCHED — THEY WERE AVAILABLE FROM THE VERY START BY MISTAKE.

- The small pipe balancer comes first and costs the same as the vanilla belt balancer, then the gas/liquid sorter, then the large pipe balancer.

- Each one costs more than the last, so they arrive gradually instead of all being free on day one.

────────────────────────────────────────────────────────────────────────
* FIXED A CRASH ON GAME START WITH MANY MODS INSTALLED — THE ERROR BLAMED CHEAT++ OR ANOTHER MOD, BUT THE CAUSE WAS HERE (THANKS WARRENC FOR THE REPORT).

────────────────────────────────────────────────────────────────────────
* THE WAREHOUSES ARE NOW NAMED LARGE WAREHOUSE FLAT, FLUID AND LOOSE, SO THEY SIT NEXT TO THE NEW SMALL ONES IN THE BUILD MENU.

────────────────────────────────────────────────────────────────────────
* THE MOD'S RESEARCH IS LAID OUT MORE CLEARLY AND NO LONGER SITS ON TOP OF VANILLA OR OTHER MODS' RESEARCH IN THE TREE.

────────────────────────────────────────────────────────────────────────

v1.3.7 | 2026-08-28

────────────────────────────────────────────────────────────────────────
* THE HEAVY HAULER AND HEAVY TANKER NOW USE THE VANILLA TRUCK MODELS INSTEAD OF THEIR OWN CUSTOM ONES, WHICH RUNS A LOT BETTER ON BIG BASES WITH MANY VEHICLES.

- The old custom models were far too detailed for the game and cost frame rate every time one of these trucks was on screen.

- Both trucks keep their larger size and now have a bronze paint job so they still stand out from the normal trucks.

- Their icons are drawn from the vanilla truck icons in the same bronze color.

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v1.3.6 | 2026-08-25

────────────────────────────────────────────────────────────────────────
* THE TEREX AND HUGE EXCAVATOR NOW GO BACK TO THEIR OWN COLORS WHEN COLORED VEHICLES IS TURNED OFF FOR THEIR FUEL TYPE.

────────────────────────────────────────────────────────────────────────
* VERIFIED TO WORK ON THE LATEST EXPERIMENTAL GAME VERSION 0.8.7B.

────────────────────────────────────────────────────────────────────────
* MULTIPLE PERFORMANCE IMPROVEMENTS.

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v1.3.5 | 2026-08-22

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* THE ADAPTIVE MINING TOWER UI MOD IS NO LONGER LISTED AS AN OPTIONAL MOD, AS IT HAS BEEN REMOVED FROM THE HUB.
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v1.3.4 | 2026-08-20

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* THE PARKING PANEL NO LONGER STAYS ON SCREEN OVER THE SETTINGS MENU WHEN YOU HAVE NO TRUCK HQ OR EXCAVATOR HQ BUILT (THANKS MAG FOR THE REPORT).

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v1.3.3 | 2026-08-15

* Compatibility update for the new fuel-type vehicle colors in Recipe++.
With the new Recipe++ installed, the Terex, Heavy Hauler, Heavy Tanker and Huge Excavator get their fuel color there, and each fuel version now has its own icon. Without Recipe++ everything looks the same as before.

v1.3.2 | 2026-08-14

* Now supports game version 0.8.7a.

* Fixed the Helicopter HQ stopping helicopter upgrades — replacements are now built at the Open Heliport instead of never being started. (thanks warrenc for the report)

* Lots of changes made to the translations.

- Many dead strings that are no longer in use have been removed.

- Missing strings for newer parts of the mod have been added.

- Text that was falling back to English now has its missing translations.

- Wrong translations, wording and grammar have been updated.

- If anything still reads wrong, update the translation yourself and send it to me in a DM or on the hub, and I will get it into the mod.

v1.3.1 | 2026-08-11

* Fixed Truck HQ and Excavator HQ fighting the Truck Parking mod over vehicles — a truck or excavator already parked there is left alone instead of being pulled back and forth.

v1.3.0 | 2026-07-29

* Now supports game version 0.8.7.
* The Huge Excavator, The Terex and Heavy Tanker now require Microchip technology (found on the world map) before they can be built, to line up better with the base game's vehicle progression.
* Fixed the Large Pipe Balancer showing split in/out arrows on its ports while placing it — every port now correctly shows fluid flows both ways, like the finished building.(thanks eragon1213 for the report)
* Heavy Hauler (diesel and hydrogen) now has a bigger fuel tank and burns 25% less fuel, so it runs longer between refuels. (thanks rgreat for the balance suggestion)
* Mine tower window is shorter — excavator/truck lists, dumping/notify filters and import/export routes fold away; filters and routes start folded. (thanks Mag for the report)
* New optional mod: Adaptive Mining Tower UI by Mag picks up where the folding above leaves off — choose how many excavator and truck rows you want to see and scroll through the rest, so a big collection of modded vehicles stays easy to pick from. Mag and I have made sure the two work together nicely.
* Fixed Keep Full and Keep Empty only working on the Warehouse's first slot — they now fill or drain all 4 slots, on every Warehouse type. (thanks SirColibris)
* New building: Helicopter HQ — home base for cargo helicopters, with per-type limits, priority, refuelling and a serviced garage. Needs Pique's Cargo Helicopter mod.
Huge thanks to Pique for letting me build the Helicopter HQ for his Cargo Helicopter mod and for the use of his heliport model.
* Bridge Port Host must now be placed next to a bridge entrance and locks onto that bridge — it turns red elsewhere, and the bridge it joins lights up while you place it.
* Fixed hubs still moving goods across a bridge with a piece removed — cutting a bridge now stops both hubs until it is whole again. (thanks Serjevski for the report)
* Hub ports are now marked on top of the building: an arrow shows in or out, and a letter shows loose (L) or fluid (F).
* Trucks no longer pick up from or deliver to a Bridge Port Host — it moves goods with belts and pipes only.
* Language fixes for the Terex, Heavy Tanker, Heavy Hauler and Huge Excavator — some languages still showed the English names,
or used two different names for the same vehicle so its variants looked unrelated. Names and descriptions now match in German, Spanish, Portuguese, Russian and Ukrainian, and a Ukrainian description that described the wrong vehicle has been corrected.
* Added support for 13 more languages — Catalan, Czech, Dutch, Estonian, French, Hungarian, Japanese, Korean, Norwegian, Polish, Swedish, Traditional Chinese and Turkish. Gameplay++ now supports every language the base game does.
* Fixed the Bridge Belt name/description and the Heavy Hauler/Heavy Tanker group names always showing in English.
* Fixed the "Move the Truck HQ panel" keybind description not being translatable.

v1.2.9 | 2026-07-29

* Now supports game version 0.8.6b.

v1.2.8 | 2026-07-22

* Saved settings now live in a shared "Mori++ Saved settings" folder outside the mod folder, so a manual delete or a mod manager wiping the folder no longer loses them. Because of this move, all your current settings reset to default one time — set everything up again and from then on they're kept safe in that folder.
* Added the Gas/Liquid Sorter — an in-line pipe device that diverts one assigned fluid or gas product to a side port, splitting a shared output into separate lines.

v1.2.7 | 2026-07-17

* Now supports game version 0.8.6 (experimental), and remains compatible back to 0.8.4.
* Fixed the Truck HQ and Excavator HQ causing lag and a periodic micro-stutter on large bases. (huge thanks again to iceball12 for reporting the problem and providing the save)
* Stability and performance improvements.

v1.2.6 | 2026-07-01

* All keybinds can now be viewed and rebound from the Modded Keybinds tab in Settings — install the Keybind Framework mod to use it.
* Truck HQ and Excavator HQ refuel battery vehicles; ~70% of cells return as empties to Shipyard. Truck HQ has a battery input, Excavator HQ is truck-refilled. (needs Recipes++)
* Fixed the Molten Lift not animating while moving molten products. (thanks Vladovlak for the report)
* All translations have been updated, thanks to Hoochie for the updated Russian translation.
* Terex truck and Huge Excavator are allowed on bridges again. (Thanks for the reminder mrwiz985)
* Fixed dump truck and Terex wheels freezing instead of spinning while driving across bridges.
* The Terex is now about a third smaller in size and carries 20% more fuel, so it runs longer between refuels — applies to all fuel variants. (thanks tom89194 for the suggestion)

v1.2.5 | 2026-06-26

* Warehouse storage slots now support Storage++'s "Allow all products" override, letting each slot hold any item of the warehouse's type. Requires Storage++.

v1.2.4 | 2026-06-19

* Fixed a bug where using the Parking HQ, Excavator HQ, or Warehouses could corrupt your save so it failed to load with a "corrupted save" error. Saves now stay safe to load. (thanks to the GrimmyV2 who reported it and helped test new fixed version)

v1.2.3 | 2026-06-15

* Fixed a clearance problem with the Terex truck that could make mining in tight areas cause lag. Terex is now back to the same clearance as the T3 dump truck. (thanks iceball12 for reporting the problem and providing save)
* The Parking HQ panel move hotkey can now be rebound in the new Modded Keybinds tab in Settings — requires the Keybind Framework mod.
* Fixed: items stored in Warehouses now count toward quick build in all slots (previously only slot 1 did), so quick-building draws from warehoused parts like any other storage. (amazed that no one reported this problem xD)

v1.2.2 | 2026-06-10

* Both Pipe Balancers (1×1 and Large) now unlock from the start along with basic pipes, instead of needing their own research. (thanks FactorioPlayer for the suggestion)
* The Heavy Tanker now has its own custom icon. (thanks Mag for the report)
* Added an info tooltip to the Serviced Garage option in the Truck HQ and Excavator HQ windows, explaining what the maintenance reduction does. (thanks Mag for the report)
* Fixed the Truck HQ slowly stopping to pull idle trucks back in the longer you play — trucks that finish their hauls now return to park again. (thanks Fuzzy for reporting the problem)
* Warehouse and Warehouse Fluid/Gas slots 2-4 now follow storage capacity changes made in Storage++ — all 4 slots always share the same capacity instead of only slot 1 changing. (thanks (KGB)KingLethal for reminding me to add it)
* New building: Warehouse Loose — a loose-materials version of the Warehouse. Holds up to 4 different loose materials (4,000 per slot) with loose conveyor ports and the same per-slot logistics sliders.
* Renamed the warehouse family so the three are easy to tell apart: "Warehouse" is now "Warehouse Flat" and "Warehouse Fluid/Gas" is now "Warehouse Fluid".
* Serviced Garage mechanics now scale smoothly as you move the slider, instead of jumping in big steps.
* Removed the extra power info box in the Truck HQ and Excavator HQ windows — power consumption now shows only once.

v1.2.1 | 2026-06-08

* New building: Warehouse Fluid/Gas — a fluid/gas version of the Warehouse. Holds up to 4 different fluids or gases (8,000 per slot) with pipe ports and the same per-slot logistics sliders.
* Fixed the Warehouse extra slots 2-4 sliders extending too far — the truck import/export icons no longer get pushed off the edge of the window.
* Fixed the Parking HUD tooltip being drawn behind the HUD. (thanks Hashishish for the report)
* Fixed a rare bug that kept sending out and pulling in trucks in an endless loop. (thanks Hashishish for the report)

v1.2.0 | 2026-06-07

* Fixed the Parking HQ overlay reappearing after you hide it in Tweaks++ — it now stays hidden when you pause or open menus. (thanks SlyPulsar for the report)

v1.1.9 | 2026-05-31

* Parking HQ can now be paused — pausing it sends all its trucks back out and stops it pulling in new ones until you unpause.
* Fixed Parking Hud not to draw over menus thanks to Hashishish reporting the problem!
* Fixed Parking HQ when flipped — trucks can now drive in and out (the entry/exit area is now mirrored with the building).
* Fixed fuel teleporting into the Parking HQ — fuel is now hauled in by trucks.
* Fixed Parking HQ construction and deconstruction — materials are now delivered and removed by trucks normally.
* Parking HQ now shows the construction/deconstruction progress panel at the bottom of its window, like other buildings.
* Import/export logistics toggles work on the Parking HQ again — turning import off now stops trucks from picking up and delivering fuel.
* Same fixes has been made for Excavator HQ also.
* Excavator HQ now also parks idle Tree Planters and Tree Harvesters. Planters/harvesters assigned to a Forestry Tower keep working.
* Fixed Warehouse slot 1 (the main slot) creating free infinite items on its output — it now drains and refills from the input. (thanks SirColibris for the report)
* Added to Warehouse extra slots 2-4 now has sliders
* Fixed Warehouse extra slots 2-4 is now working for export/import rules
* Fixed Warehouse with a rare bug that made input take in items to stock forever even when a slot was full.
* Added missing translations for multiple languages (thanks kukularra for reporting the missing strings).
* Updated Ukrainian translation — huge thanks to SirColibris for the proofreading and corrections.
* Added more missing translations across all languages.

v1.1.8 | 2026-05-27

* THIS VERSION NOW WORKS FOR BOTH STABLE 0.8.4b AND EXPERIMENTAL 0.8.5. No need for 2 versions anymore. =)
* Added a fallback so the mod now works on both 0.8.5 experimental and 0.8.2 to 0.8.4b stable (previously 0.8.5 only).
* New building: Steam Heater — burns coal, woodchips, biomass, or (with Recipes++) Supercharged Biomass with water to produce depleted steam for the District Heater. Each recipe also outputs exhaust.
* District Heater — Heating need now grants +1.5 happiness per pop (was +1.0).
* Fixed missing translation — Thanks to Ulisse Wolf for the report.
* If there is anything you don't feel is right in Ukrainian language and wan't something changed/added contact SirColibris on Discord in COI server.

v1.1.7 | 2026-05-23

* THIS VERSION ONLY WORKS FOR 0.8.5!!!!
* Added Simplified Chinese translation. The mod now supports 8 languages.
* Updated Ukrainian translation with proofreader refinements.

v1.1.6 | 2026-05-23

* All latest changes made for 0.8.5 are now supported also for 0.8.2 — 0.8.4b stable.
* District Heating — building name now correctly translates in all languages (was showing as English for all players)

v1.1.5 | 2026-05-22

* THIS VERSION ONLY WORKS ON THE EXPERIMENTAL 0.8.5 GAME BUILD. Due to changes made in game patch, older game versions are not compatible.
* Renamed buildings: Truck HQ (old name: Parking HQ).
* Added Spanish, Portuguese, Ukrainian and Italian translations. The mod now supports 7 languages in total: English, German, Russian, Spanish, Portuguese, Ukrainian and Italian.
* New building: Pipe Balancer (Large) — a 12-port fluid balancer (4 top, 4 bottom, 2 per side) for splitting/merging pipes with optional prioritization.
* Pipe Sorter moved to the Transport build tab (was under Machines).
* Updated the mod thumbnail.
* New building: Excavator HQ — parks idle, unassigned excavators. Fits all sizes including the Huge Excavator. 30 slots max.
Excavators enter and leave through the same door.
* Fuel ports A/B/C feed parked excavators with diesel, synthetic diesel, or hydrogen. Same auto-refuel behavior as the Truck HQ.
* Parking HUD overlay now shows both Truck HQ (truck icon) and Excavator HQ (excavator icon) buildings in one widget.
* Warehouse — truck delivery and pickup now works for all 4 product slots, not just the first. Truck logistics was previously turned off for this building due to problems with the extra slots; it is now fully enabled. (thanks Vladovlak for reminding about it)
* Fixed research nodes of Trucks/excavator popup running off-screen — icons now wrap to multiple rows. (thanks petter566 for the report)
* Parking HUD overlay now has a tooltip explaining how to move it (hold Ctrl + left-click drag), and that Tweaks++ users must keep HUD movement unlocked in Tweaks++ HUD settings. (thanks wookierudd24_ricky for the reminder)

v1.1.4 | 2026-05-15

* Bridge Port Host — placement now only blocks hubs on the same end of the same bridge.
Multiple bridges close together no longer block each other. (thanks Fevix for the report)
* Parking HQ — now also pulls and parks Amphibious Trucks (diesel and hydrogen).
Idle amphibious trucks dock at the HQ and offload cargo to the shipyard. (thanks Serjevski for the suggestion)

v1.1.3 | 2026-05-14

* Fixed The Terex (diesel and hydrogen) missing maintenance — now consumes T2 maintenance.
* Fixed Heavy Tanker (diesel and hydrogen) missing maintenance — now consumes T2 maintenance.
* Fixed Heavy Hauler (diesel and hydrogen) missing maintenance — now consumes T1 maintenance.
* Heavy Hauler — new custom icon.
* Bridge Port Host — placement now blocks new hubs within 125 tiles of an existing one, so you can no longer accidentally place two on the same side of a bridge. (thanks Vulkandrache for the report)
* Huge Excavator (all fuel variants) — pathfinding width now requires 5 tiles instead of fitting through regular truck lanes. (thanks Hashishish for the suggestion)
* Reminder: the Huge Excavator, The Terex, and Heavy Tanker cannot cross bridges due to their size. Only vanilla big vehicles fit bridge lanes. This is intentional for balance and realism.
* Description of all buildings has been updated to explain better what the building does and how to use it.

v1.1.2 | 2026-05-13

* New building: Bridge Port Host — place one hub at each end of a cable-stayed
bridge to transport belted goods and fluids across it. Items travel through
the bridge's built-in belt and pipe system from one hub to the other, letting
you move resources over bridges without trucks.
* Fixed settings panel showing an error on fresh installs — mod config window now opens correctly.
* Pipe Sorter power consumption reduced from 2 MW to 1.25 MW.
* The Terex fuel capacity adjusted/buffed a bit: diesel 36 → 40, hydrogen 36 → 48. Thanks Nick2E and neoss for the report.

v1.1.1 | 2026-05-11

* The Terex (all fuel variants) — Wheels has been fixed to align correct with back and front wheels, also fixed turning of wheels to be correct.

v1.1.0 | 2026-05-10

* Fixed loose storage I/O ports allowing T1 belts to be placed without conveyor belt research. (thanks Calavera for the report)
* Pipe Sorter — now shows up in the build menu regardless of the "Automatic Ore Sorting" game-mode setting. Previously only visible when ore sorting was enabled. (thanks xtrasyn for the report)
* Mixed Fluid Pipe — fixed unlimited fluid growth that could happen. (sorry for missing this, thanks Fevix for the report)

v1.0.9 | 2026-05-10

* Pipe Sorter — now shows up in the build menu regardless of the "Automatic Ore Sorting" game-mode setting. Previously only visible when ore sorting was enabled. (thanks xtrasyn for the report)
* Mixed Fluid Pipe — fixed unlimited fluid growth that could happen. (sorry for missing this, thanks Fevix for the report)

v1.0.8 | 2026-05-10

* Updated manifest for latest version.
* Mixed Fluid Pipe — fixed unlimited fluid growth that could happen. (sorry for missing this, thanks Fevix for the report)

v1.0.7 | 2026-05-10

* Mixed Fluid Pipe — fixed unlimited fluid growth that could happen. (sorry for missing this, thanks Fevix for the report)

v1.0.6 | 2026-05-09

* Fixed Terex trucks occasionally sacling wrong after save reload or fuel-type upgrade. Huge thanks to DeznekCZ for tip to do it right!

v1.0.5 | 2026-05-08

* Molten Storage research moved from T3 (Arc Furnace II) to T2 (now unlocks once Research Lab II is researched). Cost reduced from 15 to 10. Makes molten storage accessible much earlier.

v1.0.4 | 2026-05-08

* Terrex cargo bed no longer reverts to vanilla size after save/load or fuel-type upgrade.
* Cable bridge belts/pipes — bulldozing a bridge now safely removes its auto-spawned belts, preventing terrain craters.
This is fixed with new custom belt t3 instead of vanilla belts. This will only work on new placed bridges and not on old ones placed,
old placed bridges that are removed, have to fill in holes and place a new bridge to get the fixed versions.

v1.0.3 | 2026-05-04

* Parking HQ HUD — can now be repositioned with Ctrl+Left-drag when Tweaks++ is not installed; position is saved and restored between sessions.
When Tweaks++ is loaded it takes over drag control instead.
* Parking HQ — entry and exit door proximity triggers increased so doors open earlier as trucks approach to avoid clipping trough doors.
* The Terex — fuel tank capacity increased to match vanilla T3 haul truck since it was running out of fuel to fast.
* Parking HQ — optional Zone Priority: only idle trucks in the building's logistics zone are pulled; per-type priority competes only with other Parking HQs whose zones overlap
* Parking HQ — enabling Zone Priority evicts trucks already inside that do not share the HQ logistics zone (including inbound)
* Parking HQ HUD — row labels follow vanilla renames (same title as the building window)
* Cable bridge underground belts — Now fixed and work again. Also i updated a better way for placing the belts on curvy bridges, to avoid it breaking connection.
* Cable bridge transport — T3 belts and pipes auto-spawn as blueprints (belts in center, pipes on sides); no more free belts/pipes!

v1.0.0 | 2026-05-03

* Heavy Hauler — 100-cargo flatbed truck (diesel, synthetic diesel and hydrogen variants)
* The Terex — 412-cargo dump truck, slow, high pollution (diesel, synthetic diesel and hydrogen variants)
* Heavy Tanker — 650-fluid tanker truck (diesel and hydrogen variants)
* Huge Excavator — 85-bucket excavator, slower cycle, higher fuel (diesel, synthetic diesel and hydrogen variants)
* Warehouse — 4-slot flat storage (4000 per slot) with per-port product filtering
* Molten Lift — vertical transport for molten products
* Molten Storage — stores molten iron, steel, copper, aluminium, titanium, glass, silicon
* Pipe Sorter — sorts and routes mixed fluids between output ports with no conversion loss
* Mixed Fluid Pipe — carry multiple fluids in a single pipe
* Pipe Balancer (1x1) — single-tile four-way pipe balancer for splitting and prioritizing fluids
* District Heating — steam-powered home heater (+1 happiness per house, outputs water)
* Parking HQ — auto-parks idle trucks (T1/T2/T3 loose/fluid incl. Heavy Hauler; diesel, synfuel, hydrogen); animated rolling doors; up to 50 slots (100 with CP upgrade)
* Parking HQ — building window: parked counts, priorities, fuel/CP buffers, refueling, slot targets; cargo offloads to Shipyard
* Parking HQ HUD — live panel listing each HQ with truck counts; click to pan camera; scale/hide/move via Tweaks++ HUD settings
* Underground belts on cable bridges (flat and loose)
* Bridge access for large vehicles (Truss & Cable bridges) NEED TWEAKS++ FOR BRIDGE CONTROLL SETTINGS!
* Hydrogen fuel upgrade path for all custom vehicles
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1 blueprint on the hub uses this mod.