Hi duruoqingyun, thank you very much for testing the mod and for such a detailed list — it really helps.
What we will do:
- Leaving with a partial load. Right now a truck waits until it is full. We will add departure conditions like trains have: "full", "wait N seconds", "no cargo change for N seconds" and "circuit signal", with a sensible default (full, or 30 s without change). This is coming in the next update.
- The fuel station pipe in the middle of a tile. That's a bug, thanks for spotting it. We will fix it and check every station's pipe connections in all four rotations.
- Mixed cargo at one demand stop. One unloading stop will be able to request several items with a limit for each, and trucks will bring what it is short of. This is next after the two above.
- Electric trucks. We like the idea. Instead of opening the equipment grid (that would make armour/shield mods unbalanced), we plan a separate electric truck with a battery and charging stations in three tiers by research, up to fast "megawatt" charging. This will take longer, since it needs a new model and charging posts.
- Fuel heat values. We will recheck the numbers (military diesel/gasoline against vanilla fuels and the range of a full tank) and rebalance if needed. If you have a specific case in mind (too strong, too weak, compared with what), please tell us.
- The view toggle. Unfortunately a mod can't add a toggle like the elevated-rails one, that's built into the game. If you have a screenshot where something is hidden behind our buildings, send it and we'll look at what we can do.
Thanks again, and feel free to post more ideas or bugs.