[REL] Maximum production from industries
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- Emperor Darth Sidious
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[REL] Maximum production from industries
Hello everyone,
I've seen a lot of topics on the forums where people are talking about industries and about how little they actually produce...Now most of you die-hard Locomotion-players keep complaining (myself included) that there is little to no production at all out of these industries. I mean what's the fun about waiting days or even months before a train that has 15 oil-cars, with each having a capacity of 90 tons of oil (which is 90x15=1350 tons of oil) behind it's locomotive, that has to wait 6 months before it's fully loaded and the oilwells only produce 240 tons each month ?? Imagine that you have six of those trains waiting and waiting and waiting...
Especially in scenario's like "The Serpent", "Soldier Summit" and other large scenario's from great scenario designers like Zimmlock, BlueBeetle, uktrackbuilder_loco and Greyfox (sorry if I forget a few) this will come in handy.
I have looked a lot at the codes for the production and I finally found a solution for that...
Here's a screenshot from the editor with the ten original industries (coalmine, iron oremine, vineyard, 2 wheatfarms, livestockfarm, chemicalworks, oilwell, oilrig and the forest) that now produce 3000 tons (items, lumber etc) each month. Also, all of the industries do not decrease in their production. I guess they increase a little bit more if you reach 100% transport-rate on those (that is something that I didn't test as of yet).
Owww, and as a bonus each and every one of them can be build by the player in the game...
For what I have tested so far, saved games do work with these 'new' industries. The older ones are overwritten and production will rise a lot faster then with the normal versions. You can also open up a scenario (for example "The Serpent") and replace the industries that are already build and replace them with the ones from the download to have 3000 tons of whatever industry you pick from the start of the scenario.
Call it cheating, call it what you like...But in real life the numbers for the production are even bigger on some of those industries I guess.
Be mindfull that this mod is not fully tested yet, so please give me some feedback if things are going wrong. I will test this myself as well, but I will release it anyway so you can have fun with it.
Edit: I have placed a new download, there were troubles with the grainfarms and some industries could not be build. Now the grainfarms produce as well and all industries can be funded by the player except for the oilrig...I can't get that one working, but production is also 3000 when placed in the editor As seen in the above screenshot, the new livestock and grainfarm (the ones on the right) produce over 2000 units each months and they where build a moment before I took this screen. The older ones on the left still need to increase their production but is already higher then it was before...They will have max-production soon enough, but that is still being tested
Here's the download...Have fun with it
I've seen a lot of topics on the forums where people are talking about industries and about how little they actually produce...Now most of you die-hard Locomotion-players keep complaining (myself included) that there is little to no production at all out of these industries. I mean what's the fun about waiting days or even months before a train that has 15 oil-cars, with each having a capacity of 90 tons of oil (which is 90x15=1350 tons of oil) behind it's locomotive, that has to wait 6 months before it's fully loaded and the oilwells only produce 240 tons each month ?? Imagine that you have six of those trains waiting and waiting and waiting...
Especially in scenario's like "The Serpent", "Soldier Summit" and other large scenario's from great scenario designers like Zimmlock, BlueBeetle, uktrackbuilder_loco and Greyfox (sorry if I forget a few) this will come in handy.
I have looked a lot at the codes for the production and I finally found a solution for that...
Here's a screenshot from the editor with the ten original industries (coalmine, iron oremine, vineyard, 2 wheatfarms, livestockfarm, chemicalworks, oilwell, oilrig and the forest) that now produce 3000 tons (items, lumber etc) each month. Also, all of the industries do not decrease in their production. I guess they increase a little bit more if you reach 100% transport-rate on those (that is something that I didn't test as of yet).
Owww, and as a bonus each and every one of them can be build by the player in the game...
For what I have tested so far, saved games do work with these 'new' industries. The older ones are overwritten and production will rise a lot faster then with the normal versions. You can also open up a scenario (for example "The Serpent") and replace the industries that are already build and replace them with the ones from the download to have 3000 tons of whatever industry you pick from the start of the scenario.
Call it cheating, call it what you like...But in real life the numbers for the production are even bigger on some of those industries I guess.
Be mindfull that this mod is not fully tested yet, so please give me some feedback if things are going wrong. I will test this myself as well, but I will release it anyway so you can have fun with it.
Edit: I have placed a new download, there were troubles with the grainfarms and some industries could not be build. Now the grainfarms produce as well and all industries can be funded by the player except for the oilrig...I can't get that one working, but production is also 3000 when placed in the editor As seen in the above screenshot, the new livestock and grainfarm (the ones on the right) produce over 2000 units each months and they where build a moment before I took this screen. The older ones on the left still need to increase their production but is already higher then it was before...They will have max-production soon enough, but that is still being tested
Here's the download...Have fun with it
Last edited by Emperor Darth Sidious on 10 Nov 2024 11:51, edited 1 time 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: [BETA-REL] Maximum production from industries
Holly Mackerel! This certainly adds a new dimension to Locomotion.
I agree with you EDS, the only downside I see to this is people might complain that it's now too easy to make money, but that problem existed in LoMo anyway.
I downloaded and tested, here are my thoughts. First, I have seen no bugs or fatal errors, so far so good. When you create a new scenario, or start one that randomly generates it's terrain, the industries produce 3,000 units of whatever they make. But when you open a saved game, or start a new scenario that does not generate random terrain, I have seen no increase in industry output at all. If you build or "found" a new industry in ether case, it will generate the 3,000 units.
Looking into the .XML, the only change I can find is on the lines:
<unknown name="field_D2[4]" size="1">100</unknown>
<unknown name="field_D2[6]" size="1">100</unknown>
They were originally around 10, now they are 100. Maybe someone should update the loco wiki:
http://www.tt-wiki.net/wiki/Variable:List
Anyway... Fantastic work EDS!
I agree with you EDS, the only downside I see to this is people might complain that it's now too easy to make money, but that problem existed in LoMo anyway.
I downloaded and tested, here are my thoughts. First, I have seen no bugs or fatal errors, so far so good. When you create a new scenario, or start one that randomly generates it's terrain, the industries produce 3,000 units of whatever they make. But when you open a saved game, or start a new scenario that does not generate random terrain, I have seen no increase in industry output at all. If you build or "found" a new industry in ether case, it will generate the 3,000 units.
Looking into the .XML, the only change I can find is on the lines:
<unknown name="field_D2[4]" size="1">100</unknown>
<unknown name="field_D2[6]" size="1">100</unknown>
They were originally around 10, now they are 100. Maybe someone should update the loco wiki:
http://www.tt-wiki.net/wiki/Variable:List
Anyway... Fantastic work EDS!
Visit the Directory --> Loco-Dat-Directory
- Emperor Darth Sidious
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Re: [BETA-REL] Maximum production from industries
Thanks Glenjimen,glenjimen wrote:But when you open a saved game, or start a new scenario that does not generate random terrain, I have seen no increase in industry output at all.
Anyway... Fantastic work EDS!
About what you say with the saved game, I have tested my own saved games as well and production doubled and doubled and doubled in a faster way then before I made this mod. This can be seen in the post where I placed the screenshots with the farms. Give it some time...In time they will increase with lightning speed
I tested it with double speed...The only way they increase of course is when the cargos in question are transported and the 100% is reached just like in the unmodded way, only with this mod it will go a lot faster
:: (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) ::
- Walter1940
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Re: [BETA-REL] Maximum production from industries
I tested your work and find it very good.
But you can also upload a version which reached only 60 or 70% of your values? 3,000 tons of coal are very much.
But you can also upload a version which reached only 60 or 70% of your values? 3,000 tons of coal are very much.
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/
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/
- Emperor Darth Sidious
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Re: [BETA-REL] Maximum production from industries
Thnxsss Walter
As always there are always people who try to iceskate uphill hahahaha . Now that I found a way to increase the monthly production it's to much hahahaha...
You can change these numbers for yourself as well, I tried to raise the number from around 10 with 5 each time and see what happened. So if you lower the number to around 60 or so maybe it will come close...
Regards,
Erik
As always there are always people who try to iceskate uphill hahahaha . Now that I found a way to increase the monthly production it's to much hahahaha...
You can change these numbers for yourself as well, I tried to raise the number from around 10 with 5 each time and see what happened. So if you lower the number to around 60 or so maybe it will come close...
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) ::
- Walter1940
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Re: [BETA-REL] Maximum production from industries
If I understand correctly I need only change the lines of glenjimen's Post?
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/
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/
- Emperor Darth Sidious
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- Joined: 07 May 2006 20:22
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Re: [BETA-REL] Maximum production from industries
That's right Walter, only these two lines and keep the same number or you can play around a little and see what happens
<unknown name="field_D2[4]" size="1">100</unknown>
<unknown name="field_D2[6]" size="1">100</unknown>
Good luck on that, and if you find something that's important I trust that you share it with us...
Regards,
Erik
<unknown name="field_D2[4]" size="1">100</unknown>
<unknown name="field_D2[6]" size="1">100</unknown>
Good luck on that, and if you find something that's important I trust that you share it with us...
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: [BETA-REL] Maximum production from industries
Gonna give this a whirl as soon as I find my usb with loco on it. It seems very useful
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Re: [BETA-REL] Maximum production from industries
how do i do the installation ?????
it installs via VLC media player, but I do not know how to use it, could you help me ??????
it installs via VLC media player, but I do not know how to use it, could you help me ??????
- Emperor Darth Sidious
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Re: [BETA-REL] Maximum production from industries
Just download the files from my post and unpack the rar-file in your Locomotion ObjData folder. Make a backup of the original files, as these are overwritten !eduardolorenzetti wrote: ↑15 Jul 2019 18:54 how do i do the installation ?????
it installs via VLC media player, but I do not know how to use it, could you help me ??????
:: (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: [BETA-REL] Maximum production from industries
Hello EDS, welcome back. Yes....I can vouch for Maximum Production from Industries, from what I can remember, it works perfectly.
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.
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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.
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"Don't badger the Badger"....(Retired Moderator)
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