Denis

Joined June 2026
18 hours ago

Hi! Is there a way to copy boost settings for transport (like with V button for buildings or similar?)

2 days ago

For cuttle farm - input of advanced feed is not setup - it does not consume food

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-it does not consume advanced food, but consumes normal food

and also produces chickens

I think there is an overlap of normal farms and your new …

2 days ago

Hi! Finally your farms are working on existing save! I build few and started to generate milk, but it looks like output pipe is not setup - it does not transfer milk out of farm.

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  • + this farm produces chickens not cow byproduct…
5 days ago

and the ship is cruising from one port to another and back without any cargo loaded

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5 days ago

quoted post:

It seems to me that the topic author is a bit confused.

I have 50+ mods, everything works.

For the local terminal, standard modules are installed, just like for regular cargo terminals.

And the delivery settings are used in the terminal's interface itself.

Either the topic author really does have some kind of conflict. Then they could post their mod…

5 days ago

quoted post:

Take a look at this mod, if you have it — there might be a conflict with it.

Industrial Expansion

i don't use it

5 days ago

quoted post:

YOu could give me your latest log file, it's in C:\Users\<user>\AppData\Roaming\Captain of Industry\Logs

I sent it in discord

5 days ago

maybe Mori ++ Suite touches it somehow...

5 days ago

quoted post:

Does any of these 50 mods do anything with ships or docks?

no

5 days ago

I often see it in different mods when some functions cannot be added to existing saves. As Mori said - sometimes new features / buildings should be reinitiated in the code...

I can send a save game - but it is overloaded with 50 other mods...

What if you try to add your mod to already saved game?

5 days ago

quoted post:

Umm in the first screenshot you showed a local dock, the last one is the vanilla dock that has nothing to do with the mod.

You build two local docks, add cargo modules, build a ship at one, check the export checkboxes on one and it goes.

where can i find Cargo module? I see only this

![{6A448A0E-98BC-4E47-AA91-47C142BE258E}.png](/content-images/190f2473bde4b5e…

5 days ago

Can you make a wider roads for mega trucks to look natural?

5 days ago

Mod is great and very promising!

But i did not get how to make a slope...

5 days ago

And how to change fuel? Standard button is pressed to switch to hydrogen, but it still runs on petrol

5 days ago

Thanks, how to order it what to do? (export/import)?

I see standard assignment in my modules

{75E09AEE-C12D-48AC-8379-F6BBD2511574}.png

5 days ago

Hi! Long awaited mod! Great. But how to build a ship? Button is inactive

{82E26B64-19F0-4685-8047-E49C5CC75E8E}.png

6 days ago

Sorry for being annoying, but still i do not get an advantage to move to new algorithm for the belts, when it worked properly on version 2.0.5

Here are 2 belts level 5 at speed 1800 each. Nothing limits them, but my crop does not fill the belt 100% as it should. It looks weired

![{971208BA-43B1-4D76-94A8-58D80BD96927}.png](/content-images/f4087a4be9a98e9a6cb869f2320672c31797837d1aadbbbaf6d21…

6 days ago

Great! It helped. Thanks!

Is there a chance to develop a mod that change config.json after initial setup for all your configurable mods?

6 days ago

Ok, thanks!

But where can I configure belts’ speed?

If it on mod load - then it works only first time. I use your mods for long period - these settings are not available on next saves

7 days ago

In version 2.1.0 now belts have speed 60-200-450 for vanila tiers and 2400-3600-7600 for new tiers

Why don't leave as it was before 60-200-450-900-1800-3600?

If I test real throughput (via Blueprint mod) - numbers are much higher than belts capacity (7200 vs 3600 for example).

If I rollback to version 2.0.5 - belts work normal

![.png](/content-imag…

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