Ahh, right — the construction zone partially covers the input ports.

Ahh, right — the construction zone partially covers the input ports.

Hello!
Thanks for the mod, we'll be testing it :)
On the topic — is it possible to move the 2 right output ports 1 tile to the right? The problem is that with the current placement, you can't connect 2 small storages (or 1 large one) because the ports don't align. Also, storages can't be built right next to the outputs — it seems like a "hitbox" on the adjacent tiles is getting in the way. …
Hello!
I would be extremely grateful if you could add a localization system to the mod, at least with a base English language file.
我明白,界面确实没有完全适配不同的语言环境,但我怀疑这个问题并非我独有,其他语言版本也存在同样的问题。
如果您同意稍微重新设计一下界面,我将不胜感激。
至少,将精确值输入框移到顶部面板,放在左侧或右侧(最好是右侧),应该就能解决问题。而且放在那里看起来也更美观 :)

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 list, I'll compare it with mine, and…
Take a look at this mod, if you have it — there might be a conflict with it.
Heh... just in case, I'll repeat, the yellow square doesn't interfere, even in my opinion, it's more convenient than if the parking lot ("hit box" if you can call it that) took up the entire adjacent territory, like with regular buildings.
https://coigame.com/Topic/1860/Poll-Free-or-row-and-order
So the author is running a poll on whether to change the parking direction or make it customizable. In my opinion, it doesn't get in the way, and besides, with the square layout, barriers or mesh fencing fit in perfectly.
And the extra couple of seconds lost on vehicle movement (if they reverse out) don't really matter, especiall…
Hello!
The counters are counting with an error of about 16-17%. That's assuming the base game counts correctly.
More details in the screenshot.

To make the name fit in the button line, I changed a few strings (well, not me exactly, but the AI) :)
I tried to specify this below, but I'm not sure everything is correct.
{
"TruckParking.TruckParkingLocalization": {
"Parking": "Парковка",
"Parking areas for idle vehicles in four size classes.": "Парковочные площадки для свободных и простаивающих машин без задан…
你好!
这大概是bug,还是本来就这样设计的?
问题是,当我开启矿石分选机的加速时,我预期的是分选速度会加快,但它同时还增加了内部材料的存储容量。按理说,内部存储不应该增加,只应该加速分选才对。

你好!
请更新一下俄语本地化文件。
更新后的翻译文件附上:
{
"Farm Overclock Level": "Уровень ускорения фермы",
"Set as Default": "Установить по умолчанию",
"Save these settings as default for this building type": "Сохранить эти настройки как стандартные для этого типа зданий",
"Farm Overclocking Settings": "Настройки ускорения фермы",
"Designed by BeeGongWeiYe": "Разработано «BeeGongWeiYe»",
"O…
你好。
这个模组很棒,尤其是界面,谢谢。
但有几个问题:
热解锅炉的界面里,所有按钮都错位了。
高炉也是一样,所有按钮都偏移并且压缩了。
铸造设备也一样。
组装车间也是,按钮都错位了。
取水设施。
其他建筑也都是同样的问题,所有界面都乱了。



I've slightly adjusted the description, split it into blocks inside, and highlighted the key points.
I swapped the size order so that the tiles are counted from left to right, top to bottom — first horizontally, then vertically, since those parking spaces are the first thing you see. Not critical.
Next, I changed the names so you can immediately see …
The main thing is that fuel consumption must definitely be accounted for, so there's no free fuel :)
In my opinion, rotation isn't needed, and the current truck placement is sufficient.
As for refueling, I'm not entirely sure how it would be implemented. There would need to be a refueling station nearby, but would it need to be connected? How would fuel consumption from that station be accounted for then?
quoted post:
English would be fine.
A little patience :) The author has already prepared the localization, and will probably release an update soon!
"TruckParking.TruckParkingLocalization": {
"Parking": "Parking",
"Parking areas for idle vehicles in four size classes.": "Parking areas for idle vehicles in four size classes.",
"Vehicle parking (legacy, 4 slots)": "Vehicle parking (legacy, 4 slots)",
"Existing four-slot parking area retained for compatibility with older save games.": "Existing four-sl…
I mean that if someone needs to add a language, they'll have to ask you to do it, without having the localization file itself and the ability to translate the values. Overall, the game has 18 full languages, so probably, from time to time, someone will ask you to add localization.
If you don't mind, I can post the translation keys here.