Currently, when assigning vehicles (like excavators or trucks) in the **Mine control tower**, users must click the **"+"** or **"-"** buttons to change the number of assigned units. If a player has a large number of available trucks, assigning them all req…
I've noticed that trucks can make construction deliveries & demolition pickups from sometimes *very* far away, though they'll always get as close as they can. Can we get a gamerule- difficulty setting- that changes that, allowing it to be clamped all the w…
Because this is ugly, and it'd look better if those short retaining walls were replaced by a medium that looked like one of the two segments of each long retaining wall:  These…
*Frequently used menu's that still have no key bind setting available (Blank by default, or otherwise):* - Vehicles Menu: For placing ramps and barriers, often - Forestry -> Trees Menu: many trees, many times *Frequently used Tools That are missing/coul…
Simply put, *which* station?  (And "skipped due to fork in the track", etc.) On Network trains, if I don't catch the issue within *seconds* of it happen…
As the titel says, having the linked storage feature for train stations is great, it would be very helpful to also have it to tell the food market that people are not going to starve in 3 month, if it would consider the full T4 box in front of it xD
Mining tower areas can be modified by pulling the corner vertices.\ If two adjacent tower areas have the same vertices, then pulling it should modify both tower areas. It's annoying to have to do an area modification twice.
A problem with very late game nuclear setups is that they cannot be scaled indefinitely because of radiation. Even if you try to reduce radiation as much as possible some radiation producing waste is still on the belts or at reprocessing plants etc. \ The …
this is an awesome addition to the game, Wonderfull ! but... I would gladly have the option to toggle or not the Paused time; I have a few buildings that often goes to Pause (with the Programmable Network mod) but then I can't really know the real producti…
It would be very nice if it were possible to turn on or off "no-stop zones" not only on individual tracks, but also on an area. With operational train networks, no-stop zones are almost completely unnecessary, and can even sometimes lead to stuck one train…
Could you consider making a bucket-wheel excavator available for our mining operations?\ In theory, the BWE could function like a "reverse" Stacker Tower.\ Regarding material sorting, the simplest method might be to use U-shape sorters or, perhaps, somethi…
I've used train networks quite a bit since 4.1 and they are awesome. Some problems I've encountered: 1. It is difficult to get trains to refuel when they should, because they only "check" for fuel after a "job" ends. If, for example, you want your trains t…
 That train's delivery station was disabled after pickup, and there's no other station on the map that'll accept its product... so it went back to the w…
Currently train lines offer the advantage of being able to force a train to reverse at a station in order to back into or out of another station. Train networks lack an option alike and necessitate the use of bulky turnaround loops for depots, storage yard…
Drag and Build doesn't work with surfaces and painting, but I think it should. 
It would be great if the balancer not only had the option to set priority/no priority, but also to assign a number so the balancer could define the exact order. Similarly, storage outputs have a global setting to halt transport to the conveyor belt/pipe at…
# Mod Translation System — Design Proposal *Captain of Industry — ProgramableNetwork modAuthor: Zdeněk Novotný (DeznekCZ)* --- ## Problem: `LocStr` Freezes Its Text at Construction `Mafi.Localization.LocStr` (and all its variants — `LocStr1`, `LocStr2`, `L…
Hello everyone!\ 1 - Since the game map is basically an island, why don't we have the resource "FISH"? This is useful both for feeding workers and for extracting oil. We could have fishing docks to acquire fish, fishing boats with greater capacity, process…
well, everything is in the title :) I would like to be able to hide some kind of tags, ie clicking once a tag shows all the mods related, and clicking a second time the same box puts a red cross in the box and hide all the related ones.
Allow for array of the basetypes in the config.json This would give options like {\ "config_bool_array": {\ "default": \[true\],\ "description": "Example of a boolean array configuration option.",\ "max_array_length": 20\ },\ "config_tags": {\ "default": \…