[WIP] A City Mod (and courier service)
Moderator: Locomotion Moderators
- Emperor Darth Sidious
- Tycoon
- Posts: 1119
- Joined: 07 May 2006 20:22
- Location: Landgraaf, the Netherlands
- Contact:
[WIP] A City Mod (and courier service)
Hi there,
Still some part of this new mod came from Greyfox idea to produce Documents and Parcels, that idea will be included in this new mod, but I decided to throw the idea of the Special Printing Works as a stand alone industry overboard and to make a completely new mod with that industry in it...The idea for the production of computers came from Illegal Alien. I'm kind of in the mood for creating another mod but it's still in WIP.
It will have standard (reworked) industries. I do not know what I will and will not build.
Here's an overview of what the idea is all about...Mostly this is a city-mod, because a lot of things in this mod must be delivered in city's. It's about the delivery of furniture, computers, electrical equipment, parcels, documents, boxes and other stuff that is delivered by couriers...Bigger things and large numbers are still delivered by trains.
This mod will need 13 industries, some are still to be made others already excist in other mods made by me or from standard game:
1. Forest (Standard)
Needs: Nothing
Produce: Lumber
2. Iron Ore Mine (city-version or regular)
Needs: Nothing (Standard) or Gasoline
Produce Iron Ore and Waste
3. Coal Mine (city-version or regular)
Needs: Nothing (Standard) or Gasoline
Prduce: Coal and Waste
4. Oilwells (city-version or regular)
Needs: Nothing
Produce: Oil
5. Sawmill
Needs: Lumber
Produce: Production Wood and Woodchips
6. Papermill
Needs: Woodchips
Produce: Paper and Waste
7. Special Printing Works (NEW and the only one which is ready at this point) Needs: Woodchips and Paper
Produce: Boxes and Documents
8. Steelmill (NEW)
Needs: Iron Ore, Coal and Chemicals
Produce: Metal and Aluminium
9. Refinery
Needs: Oil
Produce: Gasoline and Chemicals
10. Chemical Works
Needs: Oil
Produce: Chemicals and Plastic
11. Furniture Factory
Needs: Production Wood, Metal and Plastic
Produce: Furniture and Waste
12. Electric Factory
Needs: Plastic, Aluminium and Electronics/Chips
Produce: Electric Equipment and Waste
13. Recycle Factory
Needs: Waste
Produces: Metal and Plastic
14. Recycle Factory
Needs: Waste
Produces: Lumber and Paper
It will come with 10 new cargos:
Gasoline, ID = 4
Documents, ID = 5
Metal, ID = 6
Production Wood, ID = 7
Boxes and Parcels, ID = 8
Waste, ID = 10
Woodchips, ID = 17
Plastic, ID = 21
Electronics and Electric Equipment, ID = 84
Furniture, ID = 99
Computers, ID = 104
It will come with some city-buildings too, they will accept the final products which are furniture, electric equipment, computers, gasoline, Boxes, Documents and Parcels (for the courier service). Mostly the shops and offices will come as edited buildings, but it would be nice if someone could make an Ikea or some sort of large furniture store for the city It will also come with the gasstations. City-Buildings will look like this:
Shops and Offices (3 types)
Type 1 Electronic Shops and Offices:
Accept: Computers, Electric Equipment, Parcels and Documents
Produce: Documents and Parcels
Type 2 Regular Shops:
Accept: Food, Goods, Parcels and Documents
Produce: Documents and Parcels.
Type 3 Furniture Shops:
Accept: Furniture, Parcels and Documents
Produce: Documents and Parcels
Gas-Stations
accept: Gasoline and Parcels
produce: Mail and Documents
I will include vehicles (mostly trucks and vans) that I may use from Walter1940 to transport some new cargo's too. Not sure about trains yet...
I still have no idea where this is going and it's still in a state of thought's but I thought I share it with you people so you can share your thoughts about it as well. It's still open for lots of ideas so please let me know what you like, or want to see extra...
Regards,
Erik
Still some part of this new mod came from Greyfox idea to produce Documents and Parcels, that idea will be included in this new mod, but I decided to throw the idea of the Special Printing Works as a stand alone industry overboard and to make a completely new mod with that industry in it...The idea for the production of computers came from Illegal Alien. I'm kind of in the mood for creating another mod but it's still in WIP.
It will have standard (reworked) industries. I do not know what I will and will not build.
Here's an overview of what the idea is all about...Mostly this is a city-mod, because a lot of things in this mod must be delivered in city's. It's about the delivery of furniture, computers, electrical equipment, parcels, documents, boxes and other stuff that is delivered by couriers...Bigger things and large numbers are still delivered by trains.
This mod will need 13 industries, some are still to be made others already excist in other mods made by me or from standard game:
1. Forest (Standard)
Needs: Nothing
Produce: Lumber
2. Iron Ore Mine (city-version or regular)
Needs: Nothing (Standard) or Gasoline
Produce Iron Ore and Waste
3. Coal Mine (city-version or regular)
Needs: Nothing (Standard) or Gasoline
Prduce: Coal and Waste
4. Oilwells (city-version or regular)
Needs: Nothing
Produce: Oil
5. Sawmill
Needs: Lumber
Produce: Production Wood and Woodchips
6. Papermill
Needs: Woodchips
Produce: Paper and Waste
7. Special Printing Works (NEW and the only one which is ready at this point) Needs: Woodchips and Paper
Produce: Boxes and Documents
8. Steelmill (NEW)
Needs: Iron Ore, Coal and Chemicals
Produce: Metal and Aluminium
9. Refinery
Needs: Oil
Produce: Gasoline and Chemicals
10. Chemical Works
Needs: Oil
Produce: Chemicals and Plastic
11. Furniture Factory
Needs: Production Wood, Metal and Plastic
Produce: Furniture and Waste
12. Electric Factory
Needs: Plastic, Aluminium and Electronics/Chips
Produce: Electric Equipment and Waste
13. Recycle Factory
Needs: Waste
Produces: Metal and Plastic
14. Recycle Factory
Needs: Waste
Produces: Lumber and Paper
It will come with 10 new cargos:
Gasoline, ID = 4
Documents, ID = 5
Metal, ID = 6
Production Wood, ID = 7
Boxes and Parcels, ID = 8
Waste, ID = 10
Woodchips, ID = 17
Plastic, ID = 21
Electronics and Electric Equipment, ID = 84
Furniture, ID = 99
Computers, ID = 104
It will come with some city-buildings too, they will accept the final products which are furniture, electric equipment, computers, gasoline, Boxes, Documents and Parcels (for the courier service). Mostly the shops and offices will come as edited buildings, but it would be nice if someone could make an Ikea or some sort of large furniture store for the city It will also come with the gasstations. City-Buildings will look like this:
Shops and Offices (3 types)
Type 1 Electronic Shops and Offices:
Accept: Computers, Electric Equipment, Parcels and Documents
Produce: Documents and Parcels
Type 2 Regular Shops:
Accept: Food, Goods, Parcels and Documents
Produce: Documents and Parcels.
Type 3 Furniture Shops:
Accept: Furniture, Parcels and Documents
Produce: Documents and Parcels
Gas-Stations
accept: Gasoline and Parcels
produce: Mail and Documents
I will include vehicles (mostly trucks and vans) that I may use from Walter1940 to transport some new cargo's too. Not sure about trains yet...
I still have no idea where this is going and it's still in a state of thought's but I thought I share it with you people so you can share your thoughts about it as well. It's still open for lots of ideas so please let me know what you like, or want to see extra...
Regards,
Erik
Last edited by Emperor Darth Sidious on 19 Nov 2024 10:51, edited 13 times in total.
:: (TUT) Problem with Bridges :: (TUT) Help with Opie's Dutch Stations :: (TUT) Change tracks for trams and trains :: (REL) The Long Station Patch :: (REL) The Serpent "Mod-Free" :: (REL) The Empty Region :: (REL) The City Oilwell :: (REL) The City Flourmill :: (REL) A "One-Sided Station" :: (REL) Standard vehicles for Plastikman's Automod :: (REL) Maximum production from industries :: (REL) Transport Tycoon Music for Locomotion :: (REL) Invisible Road Station :: The Food-Mod "Final Version" (WIP) :: The Valuables-Mod "Final Version"(WIP) :: A City Mod (WIP) ::
Re: [WIP] A Special Printing Works and Courier Service
Looks good! Are you now the go to guy for industry mods?
- Emperor Darth Sidious
- Tycoon
- Posts: 1119
- Joined: 07 May 2006 20:22
- Location: Landgraaf, the Netherlands
- Contact:
Re: [WIP] A Special Printing Works and Courier Service
Thnxsss...Yeah who knows, do you have a suggestion as well ? I can do nice things with industries and new types of cargo. I also have good news, I have permission from Walter1940 to release his courier vehicles with my mods. So when this pack is ready a few of his vans will be included with the new cargos. Still working on the rest of this mod...
Does anybody have more ideas ? Please let me know what you want to see
Have a nice night everyone !
Does anybody have more ideas ? Please let me know what you want to see
Have a nice night everyone !
:: (TUT) Problem with Bridges :: (TUT) Help with Opie's Dutch Stations :: (TUT) Change tracks for trams and trains :: (REL) The Long Station Patch :: (REL) The Serpent "Mod-Free" :: (REL) The Empty Region :: (REL) The City Oilwell :: (REL) The City Flourmill :: (REL) A "One-Sided Station" :: (REL) Standard vehicles for Plastikman's Automod :: (REL) Maximum production from industries :: (REL) Transport Tycoon Music for Locomotion :: (REL) Invisible Road Station :: The Food-Mod "Final Version" (WIP) :: The Valuables-Mod "Final Version"(WIP) :: A City Mod (WIP) ::
Re: [WIP] A Special Printing Works and Courier Service
Hello again EDS: Thank you for taking up my suggestion, looks good. It's nice to know that I have contributed in some sort of way, because I have no idea how to mod.
Suggestion: Maybe an office block built into industries just to make them look more realistic. After all, most industries have an admin block. (just a thought).
As I said, looks good, great stuff.
Regards.
Suggestion: Maybe an office block built into industries just to make them look more realistic. After all, most industries have an admin block. (just a thought).
As I said, looks good, great stuff.
Regards.
Windows 10 discussion here: http://www.tt-forums.net/viewtopic.php?f=2&t=72527
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
Here's another: http://www.walter1940.de Lots of interesting stuff on this site, including tutorials.
__________________________
"Don't badger the Badger"....(Retired Moderator)
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
Here's another: http://www.walter1940.de Lots of interesting stuff on this site, including tutorials.
__________________________
"Don't badger the Badger"....(Retired Moderator)
- Emperor Darth Sidious
- Tycoon
- Posts: 1119
- Joined: 07 May 2006 20:22
- Location: Landgraaf, the Netherlands
- Contact:
Re: [WIP] A Special Printing Works and Courier Service
Thnxsss Grey !Greyfox wrote:Hello again EDS: Thank you for taking up my suggestion, because I have no idea how to mod.
Suggestion: Maybe an office block built into industries just to make them look more realistic. After all, most industries have an admin block.
Modding is not that diffecult, if you keep practice...I already thougt of that idea as well, to build an office block in each industry. But here's the problem, of course I can build an office block in each type of industry, but I can't make (certain industries) accept parcels, documents and mail at the same time.
The game limit is that each industry can accept 3 types of cargo, and produce 2 kinds of cargo. The NAM Autoplant for example needs Autoparts, Tires and Electric Equipment, and produces automobiles and scrap. So the maximum for that industry is then reached...
I can't make it accept goods, mail, parcels, documents, autoparts, tires and electric equipment. That's why I made a suggestion to build a special designed office (which you must place in the editor, and which I make indestructable) next to some industries to accept mail, goods. parcels and documents...
That's why I said in the last post that you don't need the Special Printing Works if you use a mod like the NAM. Because of the 16 industry limit, there's no space for a paper cycle. If you play a regular game, then it's a possibility to use my Special Printing Works...
I wish it could be done, but I'm affraid that's the only way...or does someone else have a suggestion to do this ?
Greetz,
Erik
:: (TUT) Problem with Bridges :: (TUT) Help with Opie's Dutch Stations :: (TUT) Change tracks for trams and trains :: (REL) The Long Station Patch :: (REL) The Serpent "Mod-Free" :: (REL) The Empty Region :: (REL) The City Oilwell :: (REL) The City Flourmill :: (REL) A "One-Sided Station" :: (REL) Standard vehicles for Plastikman's Automod :: (REL) Maximum production from industries :: (REL) Transport Tycoon Music for Locomotion :: (REL) Invisible Road Station :: The Food-Mod "Final Version" (WIP) :: The Valuables-Mod "Final Version"(WIP) :: A City Mod (WIP) ::
Re: [WIP] A Special Printing Works and Courier Service
G'day EDS: Just a thought. Maybe the Special Printing Works could produce Paper to deliver to office buildings. After all, they would need paper to produce documents/mail etc. as I said just a thought.
Regards.
Regards.
Windows 10 discussion here: http://www.tt-forums.net/viewtopic.php?f=2&t=72527
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
Here's another: http://www.walter1940.de Lots of interesting stuff on this site, including tutorials.
__________________________
"Don't badger the Badger"....(Retired Moderator)
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
Here's another: http://www.walter1940.de Lots of interesting stuff on this site, including tutorials.
__________________________
"Don't badger the Badger"....(Retired Moderator)
- Emperor Darth Sidious
- Tycoon
- Posts: 1119
- Joined: 07 May 2006 20:22
- Location: Landgraaf, the Netherlands
- Contact:
Re: [WIP] A Special Printing Works and Courier Service
I suggest that paper can be delivered to the offices as well. I thought that a special printing works makes documents (that is advertisings, commercial paper's, special arts, color paper (In one word documents) and of course the boxes. I can make an office-building accept mail, paper, boxes and documents...
But to let this special printing works produce paper is unnecesarry I guess...Because we already have two industries that produce paper. Which is the paper mill and the "normal" printing works, and that is why I wanted this special printing works accept paper because it's needed for some sort of "special orders" like in real life printing companies...
So I'll consider to make some office buildings accept paper as well, but I think the industry doesn't need more work...
What do you think Grey
Perhaps anyone else who has thoughts about this ?
Regards,
Erik
But to let this special printing works produce paper is unnecesarry I guess...Because we already have two industries that produce paper. Which is the paper mill and the "normal" printing works, and that is why I wanted this special printing works accept paper because it's needed for some sort of "special orders" like in real life printing companies...
So I'll consider to make some office buildings accept paper as well, but I think the industry doesn't need more work...
What do you think Grey
Perhaps anyone else who has thoughts about this ?
Regards,
Erik
:: (TUT) Problem with Bridges :: (TUT) Help with Opie's Dutch Stations :: (TUT) Change tracks for trams and trains :: (REL) The Long Station Patch :: (REL) The Serpent "Mod-Free" :: (REL) The Empty Region :: (REL) The City Oilwell :: (REL) The City Flourmill :: (REL) A "One-Sided Station" :: (REL) Standard vehicles for Plastikman's Automod :: (REL) Maximum production from industries :: (REL) Transport Tycoon Music for Locomotion :: (REL) Invisible Road Station :: The Food-Mod "Final Version" (WIP) :: The Valuables-Mod "Final Version"(WIP) :: A City Mod (WIP) ::
Re: [WIP] A City Mod (and courier service)
Hi EDS: After some thought in regards to other industries producing paper, I think that you are correct in this instance. I assume that office blocks will be able to receive paper etc from these industries.
After you have configured office blocks to receive such items, you might want to consider this:
At the start of a scenario the towns are usually small (eg:300 pop.). After the town reaches say a population of 1000, then one office block is produced that can despatch/receive paper/parcels. Then when the town/city becomes larger, say 5000, then another office block is built, making two. Then when the town (city) reaches say 10000 pop. yet another office block is built making three in total. Therefore, you could have a courier vehicle running around making pick-ups/deliveries locally and intercity. I might suggest that office blocks of this type be kept to a maximum of three, otherwise their could be to many courier vehicles running around getting in the way of buses, trams etc.
The population figures shown here are just off of the "top of my head". All up this just a thought/suggestion.
Great work EDS.
Regards.
After you have configured office blocks to receive such items, you might want to consider this:
At the start of a scenario the towns are usually small (eg:300 pop.). After the town reaches say a population of 1000, then one office block is produced that can despatch/receive paper/parcels. Then when the town/city becomes larger, say 5000, then another office block is built, making two. Then when the town (city) reaches say 10000 pop. yet another office block is built making three in total. Therefore, you could have a courier vehicle running around making pick-ups/deliveries locally and intercity. I might suggest that office blocks of this type be kept to a maximum of three, otherwise their could be to many courier vehicles running around getting in the way of buses, trams etc.
The population figures shown here are just off of the "top of my head". All up this just a thought/suggestion.
Great work EDS.
Regards.
Windows 10 discussion here: http://www.tt-forums.net/viewtopic.php?f=2&t=72527
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
Here's another: http://www.walter1940.de Lots of interesting stuff on this site, including tutorials.
__________________________
"Don't badger the Badger"....(Retired Moderator)
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
Here's another: http://www.walter1940.de Lots of interesting stuff on this site, including tutorials.
__________________________
"Don't badger the Badger"....(Retired Moderator)
Re: [WIP] A City Mod (and courier service)
Hi Darth
Was thinking on how to make the office buildings work for the industries
How about making the city buildings indestructible and place them at the beginning of the scenario
Here's the thread
http://www.tt-forums.net/viewtopic.php? ... gs#p274540
Looks like the drawbacks would be that individuals would be unable to actually use it because of having to exit out during the scenario editor but then...
Nevermind if I think on it too much i will think myself out of its uses so I put it here for you to look at
Was thinking on how to make the office buildings work for the industries
How about making the city buildings indestructible and place them at the beginning of the scenario
Here's the thread
http://www.tt-forums.net/viewtopic.php? ... gs#p274540
Looks like the drawbacks would be that individuals would be unable to actually use it because of having to exit out during the scenario editor but then...
Nevermind if I think on it too much i will think myself out of its uses so I put it here for you to look at
I came, I saw, I got lost on the way back
Re: [WIP] A City Mod (and courier service)
Hello Cash1307: Yeah nice idea. But I do think that having a nice looking office block in a town that has rough roads to start with would look a bit weird. Is it possible to make these office blocks as industries??. If so then in scenario editor it can be set that businesses "never close down". I'm not sure on this as I have no idea how to mod. Just another point, a lot of players don't like to play against AI's, I for one do not,
Cheers.
Cheers.
Windows 10 discussion here: http://www.tt-forums.net/viewtopic.php?f=2&t=72527
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
Here's another: http://www.walter1940.de Lots of interesting stuff on this site, including tutorials.
__________________________
"Don't badger the Badger"....(Retired Moderator)
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
Here's another: http://www.walter1940.de Lots of interesting stuff on this site, including tutorials.
__________________________
"Don't badger the Badger"....(Retired Moderator)
- Emperor Darth Sidious
- Tycoon
- Posts: 1119
- Joined: 07 May 2006 20:22
- Location: Landgraaf, the Netherlands
- Contact:
Re: [WIP] A City Mod (and courier service)
@Cash Thnxxxs man, but I already knew about that. I don't know if you already downloaded the NAM ? In the readme file I mention (and on the topic as well) about some indestructable buildings like the car-dealers...
@Greyfox I mentioned earlyer that making an office block as an industry would also cost an extra industry-slot, and 16 is still the maximum. Maybe that it will be possible on this new mod, as there are now 13 planned industries. But 14 will be the maximum (for me personally) because there are people who also want to use the food cycle in their games and you need at least 2 more industries for that to get to 16.
The office building can be some sort of distribution center...but then again, it can only accept 3 cargos and produce 2 of them...City-Buildings can produce 4 cargos and accept 4 cargos (that is, if there the same...). Example: One city building can accept food, passengers, mail and goods. But that same building can produce food, passengers, mail and goods as well...
As they work a little different from industries...
btw, I always select the option "Industries do not close down" as I play scenarios for periods over 100 or 200 years, and I keep the option "New industries start up" open. I want to use the industries that are there and don't want to have my maps cluttered with all new industries...And, if I do need a new industrie I build one myself during the game .
I never play against AI because they ruin the map, and are realy dumb and dumber
Keep you guys posted !!
Greetz,
Erik
@Greyfox I mentioned earlyer that making an office block as an industry would also cost an extra industry-slot, and 16 is still the maximum. Maybe that it will be possible on this new mod, as there are now 13 planned industries. But 14 will be the maximum (for me personally) because there are people who also want to use the food cycle in their games and you need at least 2 more industries for that to get to 16.
The office building can be some sort of distribution center...but then again, it can only accept 3 cargos and produce 2 of them...City-Buildings can produce 4 cargos and accept 4 cargos (that is, if there the same...). Example: One city building can accept food, passengers, mail and goods. But that same building can produce food, passengers, mail and goods as well...
As they work a little different from industries...
btw, I always select the option "Industries do not close down" as I play scenarios for periods over 100 or 200 years, and I keep the option "New industries start up" open. I want to use the industries that are there and don't want to have my maps cluttered with all new industries...And, if I do need a new industrie I build one myself during the game .
I never play against AI because they ruin the map, and are realy dumb and dumber
Keep you guys posted !!
Greetz,
Erik
:: (TUT) Problem with Bridges :: (TUT) Help with Opie's Dutch Stations :: (TUT) Change tracks for trams and trains :: (REL) The Long Station Patch :: (REL) The Serpent "Mod-Free" :: (REL) The Empty Region :: (REL) The City Oilwell :: (REL) The City Flourmill :: (REL) A "One-Sided Station" :: (REL) Standard vehicles for Plastikman's Automod :: (REL) Maximum production from industries :: (REL) Transport Tycoon Music for Locomotion :: (REL) Invisible Road Station :: The Food-Mod "Final Version" (WIP) :: The Valuables-Mod "Final Version"(WIP) :: A City Mod (WIP) ::
Re: [WIP] A City Mod (and courier service)
Hello EDS: Sorry about my last post, I keep forgetting about the industry limit. I can see that I have got a lot to learn about modding, I only wish.
Cheers.
Cheers.
Windows 10 discussion here: http://www.tt-forums.net/viewtopic.php?f=2&t=72527
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
Here's another: http://www.walter1940.de Lots of interesting stuff on this site, including tutorials.
__________________________
"Don't badger the Badger"....(Retired Moderator)
Looking for AMI trains, Chicago Locomotive Works, etc: You'll find your needs here: http://www.locomotiondepot.net/
Here's another: http://www.walter1940.de Lots of interesting stuff on this site, including tutorials.
__________________________
"Don't badger the Badger"....(Retired Moderator)
- Emperor Darth Sidious
- Tycoon
- Posts: 1119
- Joined: 07 May 2006 20:22
- Location: Landgraaf, the Netherlands
- Contact:
Re: [WIP] A City Mod (and courier service)
That's all right Greyfox
Now that I'm finished with the NAM and Valuebles mod I'm going to finish this one and take my time for it...
So I keep you guys posted !
Greetz,
Erik
Now that I'm finished with the NAM and Valuebles mod I'm going to finish this one and take my time for it...
So I keep you guys posted !
Greetz,
Erik
:: (TUT) Problem with Bridges :: (TUT) Help with Opie's Dutch Stations :: (TUT) Change tracks for trams and trains :: (REL) The Long Station Patch :: (REL) The Serpent "Mod-Free" :: (REL) The Empty Region :: (REL) The City Oilwell :: (REL) The City Flourmill :: (REL) A "One-Sided Station" :: (REL) Standard vehicles for Plastikman's Automod :: (REL) Maximum production from industries :: (REL) Transport Tycoon Music for Locomotion :: (REL) Invisible Road Station :: The Food-Mod "Final Version" (WIP) :: The Valuables-Mod "Final Version"(WIP) :: A City Mod (WIP) ::
Who is online
Users browsing this forum: No registered users and 5 guests