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July 11 - New Mod (1) Mori++ Suite Updates (8)

  • Writer: Moriarty
    Moriarty
  • 23 hours ago
  • 5 min read
New Mod Announcement Banner
PATCH NOTES BELOW

New Mod Release:

 ⏹️ Keybind Framework v1.0.0

A community driven keybind API that provides a shared modded Keybinds menu for COI Mods —


Allows other mods to offer customizable hotkeys with automatic conflict detection, secondary bindings, grouped settings, right next to the game's Controls menu.

Keybind Framework Thumbnail

All Mori++ Keybinds are detected automatically — Rebind them to any key!


  • 🎮 One centralized Modded Keybinds menu

  • ⚙️ Primary and Secondary keybindings

  • ⚠️ Automatic conflict detection between vanilla & mod binds

  • 🔍 Conflict messages identifies which mod owns each shortcut

  • 🧩 Optional integration for third-party mod developers

  • 💡 Works even when the framework isn't installed (mods can safely fall back to default hotkeys)


Keybind Framework UI Teaser
Mori++ Batch Updates Banner

Welcoming the 10th Mod into the Mori++ Family! keybind-framework — This one is focused on helping the mod community grow & provide a solution to keybind creep → I look forward to hearing everyone's feedback


After a long week of moving into a new home, I'm back with more Mori++ Batch Updates! — Enjoy, and feel free to report any issues or suggestions to coigame or discord.

Patch Notes:

🟧 Gameplay++ 1.2.6

  • Zone priority and regular priority now added to Excavators HQ’s

  • Zone priority added guards to not allow other trucks/Excavators assigned to other zones to park at a different zone restricted HQ’s

  • The Terex is now about a third smaller in size and carries 20% more fuel, so it runs longer between refuels — applies to all fuel variants. (thanks tom89194 for the suggestion)

  • Terex truck and Huge Excavator are allowed on bridges again. (Thanks for the reminder mrwiz985)

  • Fixed dump truck and Terex wheels freezing instead of spinning while driving across bridges.

  • Fixed the Molten Lift not animating while moving molten products. (thanks Vladovlak for the report)

  • Truck HQ and Excavator HQ refuel battery vehicles; ~70% of cells return as empties to Shipyard. Truck HQ has a battery input, Excavator HQ is truck-refilled. (needs Recipes++)

  • All keybinds can now be viewed and rebound from the Modded Keybinds tab in Settings — install the Keybind Framework mod to use it.

  • All translations have been updated, thanks to Hoochie for the updated Russian translation.


🟥 Recipes++ 1.1.5

  • The Shredder can now break Iron, Copper, Aluminum, Gold and Glass back down into their scrap forms for re-smelting. (thanks Elder-Invisions for the suggestion)

  • Synthetic and battery Terex got larger fuel tanks, so they run noticeably longer before needing a refuel. (thanks tom89194 for the suggestion)

  • Added battery-electric Heavy Hauler, The Terex, Heavy Tanker and Huge Excavator that run on charged 18650 cells with zero pollution. (unlocked by Battery Vehicles research)

  • Synthetic diesel and battery trucks now show in their normal vehicle groups in the storage truck filter, instead of separate fuel groups. (thanks Vladovlak for the report)

  • Rebalanced GMO and Pesticide production to be more practical at large population — GMO now makes more per batch on a faster cycle. (thanks Denis for the balance feedback)

  • All translations have been updated, thanks to Hoochie for the updated Russian translation.


🟪 Worldgen++ v1.0.9

  • Stability improvements. No changes to world generation or gameplay.

  • All translations have been updated, thanks to Hoochie for the updated Russian translation.


🟦 Boost++ 1.1.6

  • Ore sorter capacity boosts now automatically step aside when Storage++ overrides that sorter's capacity — sorting speed boosts keep working as normal.

  • All translations have been updated, thanks to Hoochie for the updated Russian translation.


🟫 Storage++ 1.1.3

  • You can now override Ore Sorting Plant storage capacity (unsorted/sorted) — this pauses Boost++'s capacity boost on it until reset to default on storage++ for ore sorters. (thanks Hoochie for the suggestion)

  • The Throughput tab now includes cargo ship modules, grouped in their own section — set their transfer rate like other storages. (thanks SlyPulsar for the suggestion)

  • Storage alert dropdowns (bell icon on any storage building) now include 80% and 90% options for Notify if Empty/Full, not just 25% steps. (thanks michael0981 for the suggestion)

  • All translations have been updated, thanks to Hoochie for the updated Russian translation.


🟩 Cheat++ 1.2.6

  • Vehicle Stats now shows one entry per vehicle that applies to all fuel variants (diesel, hydrogen, synthetic, battery), so none are missing. (thanks maxg for the report)

  • Added quick-toggle buttons to the pipe building toolbar for the four pipe cheats — Allow pipes underground, Bulldoze underground pipes, Show depth labels, and Build pipes along slopes. Click a button or press its shortcut (Alt+U / Alt+B / Alt+L / Alt+S, rebindable in the Modded Keybinds settings that is coming soon); each button lights up while its option is on. (thanks Hoochie for the suggestion)

  • All keybinds can now be viewed and rebound from the Modded Keybinds tab in Settings — install the Keybind Framework mod to use it.

  • All translations have been updated, thanks to Hoochie for the updated Russian translation.


🟨 Tweaks++ 1.1.9

  • Fixed the pinned products panel extending off screen when dragged near an edge and then growing a new row or column. (thanks Vladovlak for the report)

  • All keybinds can now be viewed and rebound from the Modded Keybinds tab in Settings — install the Keybind Framework mod to use it.

  • All translations have been updated, thanks to Hoochie for the updated Russian translation.


⬜ Utilities++ v1.1.3

  • Belt & Pipe height filter (Belts/Pipes tab) now covers levels -20 to 20, up from 0-9, including underground belts and pipes (thanks Skrypt for the suggestion).

  • Belt & Pipe height filter — new keybind to show/hide levels from the bottom instead of the top (Shift+PageUp/PageDown); rebindable via the Keybind Framework mod if installed.

  • All keybinds can now be viewed and rebound from the Modded Keybinds tab in Settings — install the Keybind Framework mod to use it.

  • Vehicle Mover — new keybind to start Mass Vehicle Mover (Shift+M by default).

  • Vehicle Mover — new keybind to start Mass Recover (Shift+R by default).

  • Vehicle Mover — new keybind to cycle through vehicle types (Alt+T by default).

  • Vehicle Mover — new keybind to reset back to all vehicle types (Alt+A by default).

  • Vehicle management, Train lines management, and Train designer windows now remember their position, just like other tracked windows (thanks Skrypt for the suggestion).

  • All translations have been updated, thanks to Hoochie for the updated Russian translation.


⬛ Keybind Framework v1.0.0 (NEW)

  • Adds a "Modded Keybinds" tab to the Settings window, right after Controls — lists hotkeys from every mod that supports it, all in one place.

  • Click a keybind field to rebind it, right-click to clear it. Each hotkey has a Primary and an optional Secondary slot.

  • Warns you if a hotkey clashes with a vanilla shortcut or another mod's hotkey, and tells you exactly which one it's clashing with.

  • If your Primary hotkey clashes with something and you've set a Secondary, it switches to the Secondary automatically.

  • Mods built on this framework keep working fine even without it installed — they just use their own default hotkeys.


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