Gameplay++

Gameplay++ v1.1.8

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 3 days ago CoI-Open No source
Game versions: 0.8.2 – 0.8.5
Save-game: Add Remove
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All new things added by this mod needs to be researched.

i highly recommend Mavittos great mods but especially the roads mod you can find it here and works great with my vehicles.
REMEMBER TO DOWNLOAD HIS ASSETS ALSO!

I also highly recommend getting Kaysers great ATD mod here To improve your Mining towers!


Gameplay++ adds new vehicles, buildings and mechanics that extend your factory without replacing any vanilla content.

Heavy Vehicles — Heavy Hauler: a large flatbed truck carrying 100 cargo units, ideal for high-volume routes — The Terex: a massive 412-cargo dump truck — slow, loud, and effective for bulk short-haul — Heavy Tanker: 650-fluid capacity tanker, slightly faster than the Terex — Huge Excavator: 85-bucket mining excavator with a slower speed and higher fuel draw — All four vehicles come in diesel, synthetic diesel (if recipes++ loaded) and hydrogen variants

Fluid Logistics — Mixed Fluid Pipe: carry multiple different fluids through a single pipe network — Pipe Sorter: route mixed fluids to separate output ports by type, no conversion loss — Pipe Balancer (1x1): a single-tile four-way balancer for splitting and prioritizing fluid flows

Storage & Transport — Warehouse: 4-slot flat storage building with 4000 capacity per slot and per-port product filtering — Molten Storage: dedicated storage for molten iron, steel, copper, aluminum, titanium, glass and silicon — Molten Lift: vertical transport for molten products between elevation levels — Built in loose/pipe in cable bridges that handels transport trough bridge with the new hub building added. — Bridge access for large vehicles on Truss and Cable bridges

Parking HQ — Automatically parks idle trucks when they have nothing to do — supports T1/T2/T3 trucks and fluid trucks including the Heavy Hauler, in diesel, synt fuel and hydrogen variants — Animated rolling doors, trucks enter and exit through opposite sides — Up to 50 parking slots per building; unlock up to 100 with a Construction Parts feeding— Building window shows parked counts, priorities, fuel and CP buffers, refueling controls and slot targets — Cargo that can't be delivered is automatically offloaded to the Shipyard instead of blocking a truck — HUD panel lists every Parking HQ with live truck counts; click any row to pan the camera to it

Quality of Life — District Heating: a steam-powered home heater building that adds +1 happiness and outputs water.

...and much more.

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This mod has no dependencies.

No other mods depend on this mod yet.

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!

v1.1.8

Latest
Game version 0.8.4 - 0.8.5
Released May 30, 2026
File size 26.8 MB
License CoI-Open
Save-game: Add Remove
Changelog
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.

v1.1.8 | 2026-05-27

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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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