Roest

Joined June 2026
2 days ago

Well the checkboxes in the dock inspectors are ther efor technical reasons. They are needed to direct flow of good and decide if a cargo module is import or export. They are basically the yellow buttons from vanilla but better as they allow a dock to both import and export.

The controls in the cargo module all have their reason and justification to be there. The truck control didn't work before…

2 days ago

But you were right, the upgrade button was missing, now it's back.

2 days ago

I still have one question: when building a two-module dock, space for a four-module dock is required, but it cannot be upgraded.

I just test on sandbox, don't really have an evolved game but I just could build a 4 slot dock over a 2 slot dock just fine.

2 days ago

If the dock has coal set up for export, then the dock module with coal should also be set up for export.

Not sure what you mean, that's exactly what's it's doing. When the checkbox in the dock is set to export the cargo module says "Product to export". The priority dropdown "Import" comes from vanilla and controls the truck priority for getting wares to this cargo modules. I see no logic erro…

3 days ago

Yes these buttons control how all ships on that line behave on this dock

Ship dancing aounrd buoy comes from the games pathfinder, not much I can do there I think

The next part is a bit of a convoluted mess, one thing I agree is there shouldn't be different selection per cargo, right now this creates one per cargo module, that should be one setting per type

The last one is already gone in the l…

5 days ago

Dude you run 67 mods 🙈

Your log shows no error with my mod

exceptions in the log come from other mods (UndergroundTransportMod, GameplayPP, RecipesPP research-node asserts; TweaksPP port errors)

ExtendedCargoShips sounds suspiciously like something that could target the same stuff

I did a small fix that hardens my mod, maybe it helps here

5 days ago

Even with that one I'm unable to reproduce the error. Unless someone gives a clear path to it I can't do anything about it.

5 days ago

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

5 days ago

I can't really reproduce it with a new sandbox game, I started a new one without mods, build some docks, saved, quit, loaded with mod and it works.

5 days ago

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

5 days ago

Gonna try to reproduce this somehow.

5 days ago

It should look like this

image.png

5 days ago

Well if that module is connected to the local dock, there might be a bug I didn't catch because I usually test in sandbox mode and not a real game. Can you send me the save game on discord?

5 days ago

Fuel changing is not in yet, that will come with the next version

5 days ago

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.

5 days ago

Hovering over the button should tell you.

You need at least one cargo module.

6 days ago

fixed

8 days ago

Fixed with next version. Since it's just visual I'll collect some more things before releasing a new one.

8 days ago

Should be fixed now. It seems they changed something with terrain validation in one of the last patches.

8 days ago

Sure I'll look into it.

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