Hoochie

Hoochie

Joined April 2026
13 hours ago
  1. Boss, please add a small check. If the set value differs from the default value, highlight that value with a color (yellow, orange, or some color). You could even make it a bit more complex — if the current value is lower than the base value, highlight it with a red tint; if the value is higher than the base value, highlight it with a green tint. This way, the user can visually see at a glance …
2 days ago
  1. When the "KF/KE markers" function is active, things aren't always smooth with the icons. Sometimes the icon doesn't update when the mode is switched, or the icon doesn't appear at all.

    image.png
    ![image.png](/content-images/ab4f27960d3a8fee374c5d604764d77941b6b13875997056e0c364a572a1e9…
2 days ago

+1
I spent quite a while trying to create the embankment and build the shipyard flush with the walls. Yes, I really miss being able to build structures on the surface of the coastal walls; that would make creating ports much easier.

2 days ago

Hello!

Thanks for the mod!

I suggest adding a function to remove resources (oil and water). Currently, these resources can only be placed, but cannot be removed. I understand they can be depleted, but that's slow and inefficient.

Why is this needed? If a user makes a mistake — chooses the wrong radius or the wrong amount of resources — they won't be able to fix it, unless, of course, they…

3 days ago

Hello!

I would be extremely grateful if you could add a localization system to the mod, at least with a base English language file.

4 days ago

Okay, but for the user, this is not clear. So, the user clicking (or moving the slider on the bar) expects to get a certain specific result, but in reality, they don't understand what's happening at all — what's being accelerated, what's being added to what, and especially they don't understand that items will move faster, and that's how they'll get the very increase they set.

For you, as a dev…

4 days ago

Again, at a value of 200% (assuming this is not the base value but the actual increase), the buffer value should be "4," not "3," because the standard buffer is "2" units. Multiplying "2" by 200% gives us "4."

But at the same time, the calculation in the tooltip stubbornly shows that we'll only get +25% capacity.
![image.png](/content-images/a9818ebb0c2a712a5751f3eeab8b1d73bf610cd94155d908b0849c…

4 days ago

Most likely, this is a general acceleration calculation formula, and it's not particularly suitable for small values.

In this case, you'd either need to add conditional logic to the calculation, or assign a separate formula for each building type :(

4 days ago

Strange behavior in the calculation of acceleration and buffer capacity.

Here's a comparison screenshot of this behavior — at 180% acceleration, it seems like nothing changes, and the buffer capacity remains at the same level.
image.png

At 181%, it already shows +11% to buffer capacity, but eve…

4 days ago

quoted post:

quoted post:

quoted post:

Point 12 is most likely not relevant, since after changing the localization everything fell into place :)

image.png

That i will not do to long and messy. The red text.

Everything is fine h…

4 days ago

Point 12 is most likely not relevant, since after changing the localization everything fell into place :)

image.png

4 days ago

Commander-in-Chief! Hello! :)

A few interface change requests.

  1. Let's separate the lines from each other a bit. Right now they blend together and don't look very "presentable." They could simply be separated by a line or a horizontal divider, which would look much better — especially since the main menu opens on the 3rd line, it should turn out great.

    ![image.png](/content-images/b…

4 days ago

Boss, a special request — please adjust some of the localization descriptions in the next update.

Why this request?
The thing is, I read a bit about this excavator and realized it's a unique machine of its kind, so I added a bit of history about the excavator from Wikipedia to its description. This way, users can learn a little more about it and at least briefly dive into the history of this …

5 days ago

This way the panel looks a bit better. But as for fixing the hitbox further — I don't have enough brainpower for that :(

image.png

using System;
using System.Linq;
using Mafi;
using Mafi.Core.Entities.Static;
using Mafi.Core.Products;
using Mafi.Core.Syncers;
using Mafi.Localization;
us…
5 days ago

哦,我明白了。好吧,我得问问才行 :)

5 days ago

Hello!

As an option, you could add a tower rotation angle to the control interface. This would give users more freedom when planning quarry operations. For example, it would allow you to create a path of a specific width through mountains.

Showing 1–20 of 98