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

- 23 hours ago
- 5 min read

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.

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)


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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