There will be a number of changes when compared to the first version, I will reveal more about that later because testing is still in prgress. I can tell this however.
The new version will have 4 new cargo's: Chicken, Eggs, Leather and Manure. The Fertilizer-cycle is reworked, because I felt that fertilizer was produced via a non-realistic way. At first fertilizer was just produced out of oil, but that can't be done in the real world. First you deliver oil tot he refinery where goods and chemicals are produced, then the chemicals are delivered at the new Fertilizer-plant. It will need manure, forage or chemicals to produce the needed fertilizer. I could have made it that it needs all three cargo's but since fertilizer is needed too for the grain/grapesfarms (wich will eventualy produce the forage at the brewery and food factory) I made it use each type of cargo to produce the fertilizer.
A new industry comes wih this version as well. A poultry-farm where grain must be delivered to produce chickens and eggs. The chickens can be delivered at the slaughterhouse for meat and the eggs can be delivered in town at the mall and supermarkets. Manure is now produced at one single (stable-like) city-building which I place in the surroundings of the poultry, livestock and sheepfarms. It's just too bad that these farms can't produce manure by themselves because each industry can only produce 2 types of cargo instead of three. However, the grain/grapefarms will also accept manure as well as fertilizer.
Leather is produced at the slaughterhouse and can be delivered at the clothingfactory. I dropped the cottonfarm for the mod because of industry- and cargo-limits ! The cotton-farm will remain in the valuables-mod Final version...
With the new industries needed for the food-mod it is due to the number of needed cargo's no longer possible to combine the foodmod with the valuables-mod.
What's the Food-Mod ?
Like most of you people know by now, it's an extension of the already existing food-cyclus in the game. This is a food mod which will have a few new cargo's and industries in it.
There will also be a new GRAIN.dat, FOOD.dat, LIVESTCK.dat and GRAPES.dat in it (so the old ones will be overwritten, but that's optional), because of the high decall rates in the old files for food and beverages. I always prefer to make long runs with my trains, transporting food and beverages from one side of the map to the other side. The payrates for this kind of cargo is very low because the food might get spoiled if it's being transported or stored for too long. In the present day our food and beverages has a much longer best-before date because it's processed through pasteurization or preservation.
To play this mod in all of it's glory, you must also select the oil-wells and the new refinery otherwise most of the cargo cannot be produced...Or you can choose their city-version counterparts if you want to leave more spots open for other industries. These city-industry counterparts will be included in the download. These include the Flourmills, Oilwells (made by me) and the Coal and Iron Ore Mines (made by Digidampfman and used with his permission).
A few 'new city-buildings' will accept wool, milk, meat, drinks and clothing as well. I probably turn some buildings into a supermarket (wich will accept clothing, food, meat, drinks and milk), a butcher (wich accepts meat and produces waste) a clothing-store (wich accepts clothing) and a church (wich is also the salvation army where clothing, meat, food and drinks can be delivered). Also some of the offices will be converted to accept paper, drinks and foods. Via this way these new cargo's can also be delivered in the city as well and not just to the industrie-buildings. Also...2 versions of the Flourmill that can be used as a city-building are now included. They both produce (a little amount) Food and Mail, and they accept Mail and (the maximum amount) Grain. One can be build by the city (and destroyed as well), the other one (marked as "ID" in the buildings name) can only be build in the editor and is InDestructable.
Food Mod City-Buildings
Have fun with it !
The download: The Scenario:
A new scenario will be released with the V2.0 version of the mod...
Here are some test-reviews for the first version of the Food-Mod:
Test-review by Greyfox:
Test-Review by lsbc:Greyfox wrote:Hello everybody,
Once again, I have been asked to test one of Emperor Darth Sidious's mods. In this case, "A new Food Mod". My report is as follows:
When I first opened the scenario, I had a good look round the map, and I could see straight away that there was a lot of work to do. The goal is to deliver 500,000 tons of food in 100 years.
I'm not going to explain how I started as I don't want to give to much away. It's up to the player to find out for themselves. The player will need, as usual, a route to start accumulating the money so as to build elsewhere. To those of you that are familiar with the Peninsular map should know that very long lines are required to achieve the goal that has been set. This gives the player the opportunity to design a nice looking network. So carefull planning is essential.
I found the mod very interesting and absorbing to play, which is enhanced by the new resources that have to be acquired. So if you have the time you will enjoy this map. (the Long Station Patch, LSP, is highly recommended), in fact it really is essential. There's no aircraft used in this scenario, so there won't be any problems with the LSP.
In summing up, I would highly recommend this scenario, as difficult as it may be. It is worth the download. EDS has put a lot of time and effort into this mod, as most of us know, he always does. So if you are looking for long game play, this is it.
My rating: 9/10.
btw: don't forget to backup your ObjData folder.
Test-Review by Sir BNSFlsbc wrote:Howdy all,
I also tested this mod, however not having the long station mod installed it took a 2nd try to get going. The oil needed was my downfall on 1st attempt along with having a similiar mod of my own made the requirements confusing at first. On my second try I added a few of my own vehicles (it didn't change the game play but made it easier for me since I knew which vehicles were hauling what cargo and could see at a glance what was where etc.). Long hauls are the norm and good planning is a must. The graphix are great and the challenge was too. I can see a few very minor problems with the game play. With plant and animal type industries requiring cargo to start producing it means you options for start points is limited.
Overall the mod is great the long hauls made for slow start but once production got going the game play improved dramatically.
Overall Mod rating 9/10
Mod in scenario rating 8/10
Graphics rating 9/10
Ease of install 9/10 ( don't like auto installs manual installs prefered by me
Will I recommend it.............ABSOLUTELY
Sir BNSF wrote:This review is long overdue so I better get right to it. When you first load up the map you need to decide where you're going to start your massive rail network. There's few places to start and I admit that the first time I tried I started at an industry that didn't produce anything. My bad! But once you get started it's loads of fun and a great challenge (Especially for me since I like to play Locomotion for the gameplay and tend to start myself off with a ridiculous amount of money). The LSP as always is a must and adding in plenty of vehicles from the North American Megapack made it that much funner. The industries themselves are well thought out and cargo flows smoothly from one industry to the next. There's a few industries that will obviously drain your bank account to connect to the main line (Oil almost rendered me bankrupt) but once these lines are filled with trains and the flow of traffic starts getting going it all works out fine.
It's a great mod and I can see myself using it in many of my scenarios in the future. EDS has done an amazing job on this one and I'd recommend it to anyone who plays Locomotion and wants a good challenge.
I give the mod a solid 9.5/10
Outstanding work EDS!