Posts by Psiu

11 total posts
3 days ago

Derplin wrote:

I mean both I suppose! A train mod would be very nice, but separately - a unified mod would be very nice too (It could also include the train mod if made/possible).

Thanks for your work!

Thanks for the clarification!

I have now made a separate train mod:

All Trains Capacity x5

It increases the capacity of trains / rail cargo by 5x by default.

I will a…

3 days ago

Derplin wrote:

Thank you for this easy to use and simple mod! I have 2 questions, the first is are trains affected by this, and if not can a similar mad be made?

And the second is would you consider combining the mods into a single package with a single scaler variable?

Thank you!

Just to clarify — do you mean combining all of the existing boost mods into one package with a s…

4 days ago

Slye_Fox wrote:

The config button has suddenly become greyed out and can't be opened.
Also; changing the value in the config directly doesn’t change the capacity in-game either.

Thanks for the report.

I have updated the mod description with a clearer instruction section. Please read it again — the new notes may be useful for your case.

A few important points:

  • The config val…
5 days ago

Scorpion80MS wrote:

First I want to say, love the MOD it does what an older MOD that I used to use does and I missed having it.

Now to the issue, the old MOD I used also increased the storage size of the input on the ore sorters so they didn't fill up with just 1 load of a truck. Can you set this MOD to do that also?

Trucks are at x5 so 100 capacity but the small sorting plant only h…

6 days ago

No, the mod does not increase water or fertilizer consumption.

It only increases the farm/greenhouse output amount. Water and fertilizer usage should stay at the vanilla values, so the effective yield per water/fertilizer is much higher.

This is intentional — the mod is meant to reduce the amount of farms needed, not to keep the original resource balance.

6 days ago

This is expected behavior.

The mod does not apply a strict equal multiplier to every pipe tier. Captain of Industry uses an internal waypoint-based transport system, and pipes are also affected by transfer-per-tick limits. Because of that, higher-tier pipes can hit the same practical throughput ceiling after the speed boost.

So Pipe III and Pipe IV may both show/reach around 1800 throughput …

7 days ago

It should not break the save.

The mod does not add any new buildings, resources, recipes, prototypes, or saved data. It only changes existing values while the mod is active.

So if you add it to an existing save, the save should load normally and the affected values should update after loading.

If you later remove the mod, the save should still load, and the game should return to the defau…

7 days ago

Version 0.1.1
\

  • Added support for adding the mod to existing saved games.\
  • Added support for removing the mod from existing saved games.\
  • Added can_add_to_saved_game: true to manifest.json.\
  • Added can_remove_from_saved_game: true to manifest.json.\
  • Kept multiplier selection through config.json / config.schema.json.\
  • The mod still only changes existing TruckProto capacity va…
7 days ago

Thanks for the report and testing.

I released version 0.1.4 of All Excavators Bucket Capacity x5.

Changes:

  • Added support for adding the mod to existing saved games.
  • Added support for removing the mod from existing saved games.
  • Restored/kept the multiplier selection through the mod config UI.
  • The mod still changes only excavator bucket capacity.
  • No new buildings, resources, r…
7 days ago

When creating a new game in the mod settings, you can specify the multiplier you need. It works correctly for x20. You can test it in sandbox mode.

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