Posts by Moriarty

116 total posts
5 days ago

Tunafish747 wrote:

This is the only gameplay mod I'm running, randomly an elevated pipe or belt will just break and turn to rubble. I have not been able to figure out any specific trigger, but just modifying, extending or touching a pipe or belt sometimes causes a part of it to collapse, each time the collapse has been nowhere near where I was modifying.

There is another issue I've had wh…

6 days ago

Hyperion2950 wrote:

it appears after the most recent update the offices no longer actually boost

the only thing that seems to change is worker count for some reason

without boost

image.png

with boost
![image.png](/content-images/ba716c959c9d908177d3f4e25ef48a98d4d730d57b00ed…

6 days ago

Zurrke wrote:

I have started using mods only when they have been added to official Mod Hub now and I am at the stage when everything is already researched in my current save. Therefore I even did not look into Research queue, plus as this necessity had not been mentioned in the mod description. Other your Mods are working without Research needed. Nice and useful mod, thanks, the only pity th…

6 days ago

Hyperion2950 wrote:

for some reason the settings dont want to save the change to computing cost scaling. ive tried multiple times to get it to work. all other settings saved no issues

this is with the updated version of mod

Alright i will take a look at that one tomorrow. Thanks for the report!

6 days ago

Hyperion2950 wrote:

Moriarty wrote:

Hyperion2950 wrote:

also when i change the config for boost it is ignoring all settings for not requiring increased work force even though i set it to zero

I will check the config if it is something wrong about it. I see one problem with one of the mods your running that might cause problem. The office mod does same thing as boost…

6 days ago

msbpena43 wrote:

Moriarty wrote:

msbpena43 wrote:

Moriarty wrote:

Thank you will look in to it and end of week!

I'm sorry this is the wrong save file but this one had an other problem. In this one i couldn't find Radar System II within the reach of the ship. I explored all availble the normal way without finding it. So i had to use the Ch…

6 days ago

Vineykmine wrote:

The mod(s) has two distinct issues. At first attempted start up it gave two errors. Manifest.json file not found and after fixing that, I got wrong id error. When you extract the zip file, you get a double nested file setup. That is: Mods/[mod name]/[mod name]. What you need is: Mods/[mod name] or the game will fail to recognize it, it cannot find the manifest.json file…

6 days ago

rgreat wrote:

How about making speed changes 1-2-4-8-16 instead of 1-2-3-4.. e.t.c. ?

New version i am posting later tonight, will have the new function in config to change if you want 1x change or 2x change. =)

6 days ago

MarcFlo wrote:

MarcFlo wrote:

Moriarty wrote:

MarcFlo wrote:

In my case, I can't or don't know how to change the speed, and it would be nice if everyone could customize the controls to their liking.

You can change it. it uses vanilla +/- to change speed and you can set those 2 to whatever you like in game settings for k…

7 days ago

MarcFlo wrote:

In my case, I can't or don't know how to change the speed, and it would be nice if everyone could customize the controls to their liking.

You can change it. it uses vanilla +/- to change speed and you can set those 2 to whatever you like in game settings for keybinds. =)
Also you can change speed 1,2,3 and also change that.

7 days ago

water00cojp wrote:

Actually I went into the "Load game" and selected one of the saved game and went into DLC and Mod and enabled it from there and now the UI appears in-game. Thanks mate

No problem and great to hear you got it working! =)

7 days ago

Neonit wrote:

Train tweaks are the thing im missing the most right now. The values that i would like to be able to tweak are

  • Capacity (both train and stations)
  • Load speed (maybe linked to capacity)
  • Speed & Acceleration
  • Speed decreases (on turns and uphill, maybe a percentage of default values?)

Those could be added as tweaks, but from there it might also be an …

7 days ago

water00cojp wrote:

Hi, yes I have already unzipped it, screenshot below

image.pngimage.png

7 days ago

water00cojp wrote:

Hi, yes I have already unzipped it, screenshot below

image.png

And you loaded it on your save and then ingame at speed buttons top right there is no "C" button?

7 days ago

Luminiel wrote:

Hi, already mentioned in the discord but I post it here for easy tracking for you

The parking HQ door animation when vehicle are entering the building a bit late, the vehicle already parked inside and just then the garage door opened, nothing major just some minor stuff .

Thank you! I added it to the list and will fix it for next version. Thanks for the report! =…

7 days ago

water00cojp wrote:

Hi, I put it in the folder but nothing shows up under the UI in setting. I put it in AppData\Roaming\Captain of Industry\Mods\cheat-plus-plus....

But nothing happen in game. Could you advise?

Thanks

Just to make sure, don't put zip folder in there you have to put the cheat++ folder in there not zip.

7 days ago

Ninjja wrote:

Thats the key, eventualy i gor there as some are locked until you make 20 Electronics 2, which is easy using cheats, but same for E 3

Yeah i totally forgot about that part when i made this function. I will fix that for next version.

7 days ago

rgreat wrote:

Not just amount of pirates, but their power too.

I tried this before and it caused some problems. But i will add it back on list for future to try again and see if i can get it to work.

7 days ago

msbpena43 wrote:

Moriarty wrote:

Thank you will look in to it and end of week!

I'm sorry this is the wrong save file but this one had an other problem. In this one i couldn't find Radar System II within the reach of the ship. I explored all availble the normal way without finding it. So i had to use the Cheat option. This time it found all unlockables.

Now its the radar 2 g…

7 days ago

Hyperion2950 wrote:

id like to throw an idea in here, a capacity boost to the ore sorters would be nice either an unlimited or something like storage where we can set a capacity

I highly recommend using boost++ it does this exactly to ore sorter both to unsorted and sorted and also adding a sorting speed boost on top of that. I don't wanna add that in or it will conflict with boost++

Showing 6180 of 116