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[REL] More Farming Industries

Posted: 08 Jan 2018 19:56
by _CHILI_
I made some new industries and some new cargo for locomotion to expand on some of the existing farms in the game and the way food can be produced.

New Industries:

Orange Plantation
Cherry Plantation
Palm Oil Plantation
Maple Syrup Farm
Pig Farm
Sheep Farm
Slaughterhouse
Food Processing Plant+ (Does not replace the original)
Fruit Processing Plant

New Cargo:
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Oranges
Cherries
Pigs
Sheep
Palm Oil
Maple Syrup

The new food processing plant takes Grain, Maple Syrup or Palm Oil to make food.
The Fruit processing plant (modified Winery) takes Grapes, Cherries or Oranges to make food.
The Slaughterhouse turns Pigs, Sheep or Livestock (renamed Cows, (optional file)) into food
The sheepfarm is a modified one by Br2181576 that now produces Sheep

All new cargo works with vanilla vehicles, or any custom vehicle that carries goods, livestock or chemicals.

I included a testing scenario with the files. :D

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Re: [WIP] Farming Industries

Posted: 27 Jan 2018 22:21
by maquinista
It looks great, I hope that some day we had a Free alternative to locomotion.

Re: [WIP] Farming Industries

Posted: 22 Nov 2018 11:10
by Emperor Darth Sidious
Reminds me a lot of my food mod wich can be found in my signature. Maybe we can release these mods together as one ? I don't do a lot these days with Locomotion, but this looks a nice add on for the food-mod...

Re: [WIP] Farming Industries

Posted: 23 Nov 2018 08:46
by uktrackbuilder_loco
_CHILI_ wrote:I made some new industries and some new cargo for locomotion to expand on some of the existing farms in the game.
New industries:

Pig Farm
Orange Plantation
Slaughterhouse
Food processing plant+ (Does not replace the original)

New cargo:

Oranges
Pigs
(Sheep)

The new food processing plant now takes plant based foods; Grain, Grapes and Oranges. The slaughterhouse takes livestock, pigs, and sheep. (I created the sheep cargo and used it on a modified sheep farm by Br2181576 off wisim-welt.de) The slaugtherhouse is a modified paper mill with the green roof replaced with red for easy identification.
All new cargo works with vanilla vehicles and wagons because they share the same cargo ID's.
These are still WIP.

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Looks good, my concern is that you are re using cargo id's, that way the system is going to show id's for cattle, grain etc and not for oranges, pigs or sheep? Does it show them like it as the new cargo's or would it be preferable to use fresh id numbers so it can identify the cargo rather than a generic id?

The pig one looks very good and since cattle by rail irl fades out by the mid 1970's pigs might be a better replacement.

Re: [WIP] Farming Industries

Posted: 28 Jan 2019 07:40
by _CHILI_
Sorry for no updates on this. I really want to finish this mod. I started working on it again.

Emperor Darth Sidious wrote:Reminds me a lot of my food mod wich can be found in my signature. Maybe we can release these mods together as one ? I don't do a lot these days with Locomotion, but this looks a nice add on for the food-mod...
That sounds like a great idea, but wouldn't there be too many industries to put in scenarios?
uktrackbuilder_loco wrote:
Looks good, my concern is that you are re using cargo id's, that way the system is going to show id's for cattle, grain etc and not for oranges, pigs or sheep? Does it show them like it as the new cargo's or would it be preferable to use fresh id numbers so it can identify the cargo rather than a generic id?

The pig one looks very good and since cattle by rail irl fades out by the mid 1970's pigs might be a better replacement.
The cargo is similar to grapes so that it will fit into all vehicles that carries goods and grapes. Is that such a bad thing? That way new vehicles wouldn't be needed.

Re: [WIP] Farming Industries

Posted: 29 Jan 2019 07:50
by _CHILI_
New farms:

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Maple Syrup Farm. Produces Maple Syrup

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Palm Oil Plantation. Produces Palm Oil

Re: [WIP] Farming Industries

Posted: 30 Jan 2019 05:19
by _CHILI_
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Cherry Plantation. Produces Cherries

I have reworked the Food processing plant, so that it now takes Grain, Maple Syrup or Palm Oil to produce Food.
Instead Grapes, Oranges, and Cherries go to the Fruit Processing Plant to be turned into food. It is a modified Winery.

The mod has now been released! Download link on the first post.

Re: [WIP] Farming Industries

Posted: 01 Feb 2019 20:02
by uktrackbuilder_loco
_CHILI_ wrote:Sorry for no updates on this. I really want to finish this mod. I started working on it again.

Emperor Darth Sidious wrote:Reminds me a lot of my food mod wich can be found in my signature. Maybe we can release these mods together as one ? I don't do a lot these days with Locomotion, but this looks a nice add on for the food-mod...
That sounds like a great idea, but wouldn't there be too many industries to put in scenarios?
uktrackbuilder_loco wrote:
Looks good, my concern is that you are re using cargo id's, that way the system is going to show id's for cattle, grain etc and not for oranges, pigs or sheep? Does it show them like it as the new cargo's or would it be preferable to use fresh id numbers so it can identify the cargo rather than a generic id?

The pig one looks very good and since cattle by rail irl fades out by the mid 1970's pigs might be a better replacement.
The cargo is similar to grapes so that it will fit into all vehicles that carries goods and grapes. Is that such a bad thing? That way new vehicles wouldn't be needed.
Nope that makes things a lot lot easier in that respect but the new industries don't overwrite any dats?

Re: [WIP] Farming Industries

Posted: 01 Feb 2019 21:24
by _CHILI_
uktrackbuilder_loco wrote:Nope that makes things a lot lot easier in that respect but the new industries don't overwrite any dats?
No, they are all unique. I personally don't like to replace and change the functionality of the vanilla game. Only the livestock cargo file replaces the original, but it is totally optional, as stated in the .zip file. It just fits better with the mod as the Slaughterhouse will say; Received last month: xxx Cows rather than xxx items of Livestock, to blend in with xxx Pigs and xxx Sheep. Nothing else about it has changed so it is still sort of vanilla.

Re: [WIP] Farming Industries

Posted: 03 Feb 2019 09:26
by uktrackbuilder_loco
_CHILI_ wrote:
uktrackbuilder_loco wrote:Nope that makes things a lot lot easier in that respect but the new industries don't overwrite any dats?
No, they are all unique. I personally don't like to replace and change the functionality of the vanilla game. Only the livestock cargo file replaces the original, but it is totally optional, as stated in the .zip file. It just fits better with the mod as the Slaughterhouse will say; Received last month: xxx Cows rather than xxx items of Livestock, to blend in with xxx Pigs and xxx Sheep. Nothing else about it has changed so it is still sort of vanilla.

Thank you I've just finished a good high grade landscape and will run the new dats within that, when things are a day or so in I'll post up some screenshots

Re: [WIP] Farming Industries

Posted: 16 Feb 2019 21:26
by uktrackbuilder_loco
Thank you I've just finished a good high grade landscape and will run the new dats within that, when things are a day or so in I'll post up some screenshots[/quote]

Re: [WIP] Farming Industries

Posted: 16 Feb 2019 21:30
by uktrackbuilder_loco
uktrackbuilder_loco wrote:Thank you I've just finished a good high grade landscape and will run the new dats within that, when things are a day or so in I'll post up some screenshots
[/quote]

Re: [REL] More Farming Industries

Posted: 19 Feb 2019 04:13
by _CHILI_
Nice work! The different trains are all using the same tracks? If so that is sweet, I always mess it up when I make it like that as the rails get too congested. Well maybe I place my industries too close to one another :lol:

Re: [REL] More Farming Industries

Posted: 21 Feb 2019 18:31
by uktrackbuilder_loco
_CHILI_ wrote:Nice work! The different trains are all using the same tracks? If so that is sweet, I always mess it up when I make it like that as the rails get too congested. Well maybe I place my industries too close to one another :lol:

It tends to come down to waypoints and junction layouts, my standard junction uses twin track in most cases, I hate single lead junctions and prefer flyovers and dive unders when I need to move extra trains through.

The other thing I do is to not put signals between junctions when they are closely spaced together so that a train's path is straight out of the food processing plane, across one or maybe two sets of turnouts before setting off on it's run to the farm of origin.

Speaking of which the Athens and Sparta will be rebuilding its Bridge junction with a little grade separation and a possibly a dive under to move trains faster in the near future, as they will be adding an extra four trains in that corridor.

Re: [REL] More Farming Industries

Posted: 21 Feb 2019 18:54
by uktrackbuilder_loco
uktrackbuilder_loco wrote:
_CHILI_ wrote:Nice work! The different trains are all using the same tracks? If so that is sweet, I always mess it up when I make it like that as the rails get too congested. Well maybe I place my industries too close to one another :lol:
Speaking of which the Athens and Sparta will be rebuilding its Bridge junction with a little grade separation and a possibly a dive under to move trains faster in the near future, as they will be adding an extra four trains in that corridor.

Re: [REL] More Farming Industries

Posted: 17 Mar 2019 12:44
by Emperor Darth Sidious
Well, I'm not playing Locomotion anymore...I play a lot of transport Fever these days, and I'm trying to convert the Serpent map again for it, as the last one wasn't perfect at all. I don't even know what I still have in my mod list anymore or how to start up my (older) saved games. I'm sure that I will never pick up my mod where I left off and since you are so keen on making a new food mod, I here by grant you permission to use all the released stuff that I made for my version of the food-mod. I followed your work for a while and you are doing a great job, so I trust you with all the stuff from my old mod. You can use everything that's in the last open download of the mod. Perhaps you can merge things together or so...I only ask that you mention my name for stuff that I original created...for the rest you can use and change everything as you see fit.

I wish you all the fun with it and the people who play with it.

Regards,

Erik van Kaldekerken

Re: [REL] More Farming Industries

Posted: 26 Mar 2019 21:58
by _CHILI_
Emperor Darth Sidious wrote:Well, I'm not playing Locomotion anymore...I play a lot of transport Fever these days, and I'm trying to convert the Serpent map again for it, as the last one wasn't perfect at all. I don't even know what I still have in my mod list anymore or how to start up my (older) saved games. I'm sure that I will never pick up my mod where I left off and since you are so keen on making a new food mod, I here by grant you permission to use all the released stuff that I made for my version of the food-mod. I followed your work for a while and you are doing a great job, so I trust you with all the stuff from my old mod. You can use everything that's in the last open download of the mod. Perhaps you can merge things together or so...I only ask that you mention my name for stuff that I original created...for the rest you can use and change everything as you see fit.

I wish you all the fun with it and the people who play with it.

Regards,

Erik van Kaldekerken
Thank you! I feel honored to be allowed to do that. :bow:
I still have to figure out how to merge them though as my mod is adding onto what is in Loco already and your mod is changing the gameplay a little more, i.e. having modded houses and farms requiring items to opperate. I might just merge them together in a standalone mod. And of course you will be credited! I am currently about to move back to Europe from Canada for a job so I won't be modding as much for the time being. I will however redownload your mod and play around with it to see how best I can implement my stuff into it. :D

Re: [REL] More Farming Industries

Posted: 16 Jul 2019 14:41
by pjustice71
New to the game, but these look awesome. Had fun playing them so far.

Re: [REL] More Farming Industries

Posted: 21 Jul 2020 17:42
by Likulau
Nice work, this is one of my favorite mods.

But why doesn't the food proc. plant accept cows anymore? Is it to balance the Slaughterhouse?

Re: [REL] More Farming Industries

Posted: 23 Jul 2020 06:48
by griffinrails
Spot on, been combining this mod with the 21st century mod, and the result was magical. :mrgreen:
Thinking of throwing in the Electric Stuffs mod from the Cache aswell.