[W.I.P.] The Valuables Mod Final Version

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Re: [RELEASED] Valuables Mod V4.0

Post by Emperor Darth Sidious »

Hello K0nn,

Yeah I know why...I see that you already selected 15 other industry-slots and I think that you have reached the maximum of cargo-types, 32 if I remember correctly. The valuables mod requires multiple types of cargo and when you reach that maximum of 32 a new type of industry isn't selectable.

I also noticed that you seem to miss a cargo-type. Have you got Waste.dat in your ObjData folder ? On the other hand it seems strange that waste is needed, because the Diamond-Mine accepts food&timber and produces raw diamonds...

Anyway, here's the waste.dat file, maybe if you install that one in your ObjData Folder that it works. Please let me know what happened...

Greetings,

Erik
Attachments
WASTE.dat
(878 Bytes) Downloaded 166 times
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Re: [RELEASED] Valuables Mod V4.0

Post by k0nn »

Emperor Darth Sidious wrote:Hello K0nn,

Yeah I know why...I see that you already selected 15 other industry-slots and I think that you have reached the maximum of cargo-types, 32 if I remember correctly. The valuables mod requires multiple types of cargo and when you reach that maximum of 32 a new type of industry isn't selectable.

I also noticed that you seem to miss a cargo-type. Have you got Waste.dat in your ObjData folder ? On the other hand it seems strange that waste is needed, because the Diamond-Mine accepts food&timber and produces raw diamonds...

Anyway, here's the waste.dat file, maybe if you install that one in your ObjData Folder that it works. Please let me know what happened...

Greetings,

Erik
I didnt have waste.dat in my objdata. This solve my problem, thank you.
Is there a way to bypass this 16 limitation?

EDIT// Got my answer, its in exe and therefore protected by eula.

Best Regards
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Re: [RELEASED] The Valuables Mod V4.0

Post by derpit »

hi


i cant get the factroy thats in the mod plz help
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Re: [RELEASED] The Valuables Mod V4.0

Post by Emperor Darth Sidious »

What factory do you mean ?

Sorry for not repying so long, but I was very busy with other things in my personal life...I'm going to look at both the food-mod and the valuables mod to see what's missing in both mods so that they work perfect again, but it needs some time, so thanks for your patience...

Regards,

EDS
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Re: [W.I.P.] The Valuables Mod V4.0

Post by Wishmaster »

Hello!

I'm searching for the REFINERY.DAT wich is also mentioned in this post: http://www.tt-forums.net/viewtopic.php?t=69937. It seems to be in your mod, but I can't find it anywhere. Could you help me out please? In Version 4.0 there's no dat named like that.

Thank you in advance.

Kind regards
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Re: [W.I.P.] The Valuables Mod V4.0

Post by Emperor Darth Sidious »

Hello Wishmaster,

It took some investigation to understand what you mean with the refinery. But know I know what you mean...

The refinery was the same as the oil-refinery. I used it in version 1, 2 and 3 of the valuables mod, and I also used it for the NAM-mod (for gas-stations). It produced gasoline out of oil. The gasoline was needed in the coal, iron ore, gold, silver and diamond-mines to produce the raw materials. I have excluded the refinery in the new version of the valuables-mod because I had to drop a few cargo's when I wanted to combine it with the Food-mod.

The NAM-mod isn't available anymore so it isn't needed anymore for that mod, and only a few people have downloaded it before I removed it. Since the refinery isn't needed anymore for all of these mods it's no longer in the download.

I do have it however on my hard-drive. So if you need it, or if you want to use it I can upload it. But when you do need it, you will also need the mines. It makes a harder challenge in the game when mines starting to produce if they first need gasoline. So please let me know what you want and I'll see what I can do...

But for everyone else...The refinery is not needed for the Valuables-Mod 4 or any other mod from me.

Have fun with the mod :mrgreen:

Regards,

Erik
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Re: [W.I.P.] The Valuables Mod V4.0

Post by Wishmaster »

Hello Emperor,

thanks for your answer. Well I downloaded an user generated scenario and my Loco-Tool tells me, that this .DAT is needed to start the scenario. I've installed everyother needed mods, but this .DAT is the only missing file I need to get things running. So I would really appreciate if you could upload it. If you wonder what scenario I'm talking about I'll post a link here, so you can see for yourself.
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Re: [W.I.P.] The Valuables Mod V4.0

Post by Emperor Darth Sidious »

The one I have here is from the old NAM-Mod. It accepts oil and produces chemicals and gasoline. Hope this is what you're looking for...

Here it is:
REFINERY.dat
(321.42 KiB) Downloaded 207 times
In case you need it, here's the Gasoline as well...
GASOLINE.dat
(955 Bytes) Downloaded 208 times
...and yes, I do wonder what scenario that is :wink:

Have fun with it...

Greetz,

Erik
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Re: [W.I.P.] The Valuables Mod V4.0

Post by Wishmaster »

Thank you so much. Now I got it running. I've got the scenario from a youtuber. Here's the link to his videos containing the missing .DAT-File: https://youtu.be/BBcKdu69jSw?list=PLzY1 ... ER7z0yPF6Q. He uses a bunch of mods, and also your mod. Seems like he's using an old one tough.

Once again I say thank you. :bow:

Kind regards,
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Re: [W.I.P.] The Valuables Mod Final Version

Post by pluey200 »

Missing File - COALGND followed by random letters and numbers
Does this mean im missing a gondola?
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Re: [W.I.P.] The Valuables Mod Final Version

Post by pluey200 »

I may need all of the GND files because now it says I need the OILGND File ?(
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Re: [W.I.P.] The Valuables Mod Final Version

Post by Walter1940 »

pluey200 wrote:I may need all of the GND files because now it says I need the OILGND File ?(
Would not it be easier you'll catch the tool LocoSSA from Digidampfman and triest the scenario?

http://www.wisim-welt.de/filebase/index ... 4-LocoSSA/

Then you know what everything is lacking and can make a list.
http://www.walter1940.de
Vehicles for Locomotion

Tutorials in english
- From MSTS to Locomotion ---> http://www.walter1940.de/tutorial/msts2loco/
- Wally ---> http://www.walter1940.de/tutorial/wally/
- xml-modding ---> http://www.walter1940.de/tutorial/xml-modding/
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Re: [W.I.P.] The Valuables Mod Final Version

Post by pluey200 »

I think I know whats going wrong. The mod along with the food mod was downloaded as a RAR file. Would I need a program like winRar to access the DAT folders within?
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Re: [W.I.P.] The Valuables Mod Final Version

Post by Zakos »

Yes, you need to extract them with WinRAR because you have to actually have the files themselves in the Objdata folder. Right now all you have is one file that your computer doesn't understand :P
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Re: [W.I.P.] The Valuables Mod Final Version

Post by adelaide_obahn »

I have downloaded the mod and its great. Just wondering though is it possible to remove the waste component from the gold/silver mill. I have locotool so I know how to modify xml of vehicles but how could I do it for industries.
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Re: [W.I.P.] The Valuables Mod Final Version

Post by Emperor Darth Sidious »

Hello Adelaide,

Of course it's possible to remove waste from the mod. You mention that you know how to use Locotool, so here's an example for the Jewelry-Factory:

You need to find this line:

</auxdata>
<useobject desc="produces[0]" class="8">JEWELRY </useobject>
<useobject desc="produces[1]" class="8">WASTE </useobject>
<useobject desc="accepts[0]" class="8">GOLD </useobject>
<useobject desc="accepts[1]" class="8">SILVER </useobject>
<useobject desc="accepts[2]" class="8">DIAMDORE</useobject>


If you change it to this:

</auxdata>
<useobject desc="produces[0]" class="8">JEWELRY </useobject>
<useobject desc="produces[1]" class="255">
8 SPACES</useobject>
<useobject desc="accepts[0]" class="8">GOLD </useobject>
<useobject desc="accepts[1]" class="8">SILVER </useobject>
<useobject desc="accepts[2]" class="8">DIAMDORE</useobject>


Then waste is no longer produced. Keep in mind that the open space where "WASTE" stood must still contain 8 spaces and class "8" must be changed to "255" indicating that it's now an open space otherwise the game will crash...

There's one more thing, if you want to do this for a citybuildings that produce (or accept) waste or any other cargo, the process is a little different.
Here's an example for a citybuilding:


You need to find this line:

<variable name="numproduce[0]" size="1">0</variable>
<variable name="numproduce[1]" size="1">255</variable>
<variable name="numaccept[0]" size="1">255</variable>
<variable name="numaccept[1]" size="1">0</variable>
<variable name="numaccept[2]" size="1">255</variable>
<variable name="numaccept[3]" size="1">255</variable>


and this line:

</auxdata>
<useobject desc="cargo[0]" class="8">PAPER </useobject>
<useobject desc="cargo[1]" class="8">WASTE </useobject>
<useobject desc="cargo[2]" class="8">GOODS </useobject>
<useobject desc="cargo[3]" class="8">CLOTHING</useobject>


As you can see all the cargo's are numbered here. So if you remove one (in this case WASTE) then you must adjust that in the upper lines as well. In this case "Waste" is cargonumber [1]. In the upper lines you can see that according to the number [0-3]: Paper (Cargonr. 0) is not produced, but accepted. Waste (Cargonr. 1) is produced, but not accepted. Goods (Cargonr. 2) is accepted, but not produced. Clothing (Cargonr. 3) is accepted, but not produced.

With citybuildings happens the same as with industries, the can produce 2 cargo's and accept 3 cargo's.

Anyway, when you want to remove "Waste" from a citybuilding the list will look like this:

<variable name="numproduce[0]" size="1">0</variable>
<variable name="numproduce[1]" size="1">0</variable>
<variable name="numaccept[0]" size="1">255</variable>
<variable name="numaccept[1]" size="1">0</variable>
<variable name="numaccept[2]" size="1">255</variable>
<variable name="numaccept[3]" size="1">255</variable>


and this line:

</auxdata>
<useobject desc="cargo[0]" class="8">PAPER </useobject>
<useobject desc="cargo[1]" class="255">
8 SPACES</useobject>
<useobject desc="cargo[2]" class="8">GOODS </useobject>
<useobject desc="cargo[3]" class="8">CLOTHING</useobject>


As you can see there are again 8 empty spaces where "WASTE" stood, again class "8" must be changed to "255" and the production number for waste in the upperlines is changed from "255" (the maximum production-number) to "0".

Via this way you can remove cargo's from industy and citybuildings. If you do this for the entire mod then you don't need waste anymore.

Hope that this will work for you...

Good luck !!

Regards,

Erik
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Re: [W.I.P.] The Valuables Mod Final Version

Post by adelaide_obahn »

Thanks Erik for the detailed reply. Could I also replace "Waste" with another type eg. "Coal".
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Re: [W.I.P.] The Valuables Mod Final Version

Post by pissombre »

Hello everyone!!!

We can't find the download for scenario. Either in german site related is not possible to find it!
Someone could have a little help?

Regards
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