A year later. then next installment. ther are some changes to the pack, a new item. Auto Parts! You have to make the parts first! then take them to the plant! This is still beta.. so try it out see what needs to be fixed. I'll try and post some autopart boxcars in the next few days.
The Readme:
Plastikman's Autoplant Mod 2.1
This is a beta Item It might destroy your Locomotion install Or another Mod You are running (lol any mod can these days sheeesh...)
I STRONGLY RECOMEND THAT YOU BACK UP YOUR OBJDAT FOLDER BEFORE YOU INSTALL THIS (OR ANY OTHER LARGE MOD)!!!!
Place all of the Files from the main folder and the trains for beta folder into your Objdata folder, then place the scenerio into the scenerio folder.
If You are upgrading from a previous Beta, Your scenerios Might not work as expected. In my personal testing, my old save games played the same as they were, To make make my Old Scenerios work right, I had to load up the scenerio in the editor, tear down the Auto plants and the chemical factory and replace them. it seems that once a building is placed and the code changes, it still uses the old code. Then I had to add the Auto parts factory and Auto parts Boxcars.
This is he next attempt at The auto dealer mod.....
You neeed to select:
Industries:
Iron Ore Mine
Coal Mine
Chemical Factory USCC
Steel Mill Auto Plant
Scrap Yard
Oil well/Derick Auto Parts Factory
City Buildings:
Auto Dealer Auto Dealer Auto Dealer Small
Special Train cars:
US set Auto Rack
US set Scrap gondola
US set grain/plastics hopper
US Set Boxcars for auto parts
recomended but not needed:
Oil refinery
factory USCC (do not use old factory)
Items in this set:
Auto.dat : the cars
Autoparts.dat : the parts for cars
Plastic.dat : Plastic Pellets
Scrap.dat : the Junk, Manufacturing leftovers, Used Cars, ETC...
Autoplus.dat : The auto factory, needs autoparts and steel, Makes Autos and Scrap.
Chemwous.dat : Chemical plant, Needs Oil, Makes Chemicals and plastic pellets.
Factous.dat : Factory, needs Steel, Chemicals and Plastic Pellets, Makes goods (optional, not needed to make Autos)
Partsfact : the Auto parts Factory, Needs Plastic Pellets and Steel to make auto parts and scrap. (scrap removed from this, it is bugged with the building)
Scrapyrd.dat : Requires scrap to make steel (2 parts of scrap for one part of steel)
AUOTDEA0.DAT :The small auto dealer that buys the cars and gives you used ones as "scrap" (nice typo)
AUTODEA1.DAT :The large auto dealer that buys the cars and gives you used ones as "scrap"
AUTODEA2.DAT :The large auto dealer that buys the cars and gives you used ones as "scrap"
* Note, the city builds and destroys auto dealers as the city grows, have fun finding them! Also, the Computer Player AI (and Yourself) Can destroy them while building in town. You can place Auto Dealers when making a scenerio. Once a city hits size 4? (I forget the number I coded this over a year ago) it starts making auto dealers.it us coded like a park for when to start bulding both large and small.
Item ID Numbers for this beta:
Use these to make vechicals to haul the items.
Autos 48 (i used 17 from Fultrons Mod, changed because it is also the item for wood chips in the enhanced paper mod I dont know if 48 is used in any other mod. 17 is still autos in Fultron's mod)
Plastic 21 (from Fultrons Great Lakes mod)
Scrap 22 (from Fultrons Great Lakes mod)
Autoparts 47 (no idea, why it was 3am and i needed a number)
Internal names for items. (for my information not Yours)
Possible things to do still. Add "junked cars" from auto dealers that can be sold at a junkyard
have the junkyard make steel and plastic pellets (more like a recycling center)
fix the bug with the auto parts factory so it makes scarp agian. (has to be rebuilt from the ground up, I really messed the xml up)
Add More new graphics
Credits:
uhh myself for building this and the coding along with shawn4186 that made many of the buildings, the scrapyard and the autoplant for Me. His help help me find what the hell the building XMLS do code it all (LoL now that i forgot a year later,
lot of good it did me...)
Fultron for his great lakes mod that i swiped bits from (the object dats) and code samples.
The many beta testers..
Busman for the motivation to dig it up again and finnish this and some beta testing
PennCentral for the Scenraio, This is a rework based on his western ohio fun1 map.
***** edit ******
Removed download for new update
Last edited by Plastikman on 26 May 2007 20:59, edited 1 time in total.
installled, ima test it soon (working on a japan...thing <.< >.>)
I am a furry, dont like it? Kiss my soft furry tail!
Oh! And dont be a hater because of it... SLIPKNOT POWER! MAGGOT FOR LIFE! Last edited by ssbn742 on Thursday January 18, 2576 12:26 am from the orbiting Abaddon Class Battleship "Wait And Bleed"; edited 3 times in total
Well.. I finally tried it out.. OOPS!! no one botherd to tell me the mod is broken! 50 people downloaded it and did not tell me! It was minor the autoparts factory was still the old version. It has the bug where it makes tons of scrap all by it self. If someone can look at the code and fix that for me, I would appreciate it.... it sould make parts and scrap only when it recives plastic and steel....
Ok on the plus side...
You guys get a nice new version of the mod with more ways to haul your junk around.
I offer you.. 2.3!
By the way i changed the scenerio a little, I have been playing it all day. I am about 15 years in and have yet to make 1 auto. LoL.. i thought that was the point?.. anyways without hte autoparts factory making scrap. steel has been had to come by untill just now. all my coal mines and iron ore mine just increased production. I now have enough steel to build autos. now, can i make 50,000 in 35 years? time will tell. maybe i'll post some shots later....
PS, if you upgrade from 2.1 to 2.3, Everything will work just fine. You save games and scenerios still work as intended. I just tested on 2 PC's
Last edited by Plastikman on 27 May 2007 01:51, edited 1 time in total.
I mentioned that parts for other mods didn't seem to work and that was the reason I made the farmland mod to show that if you haul around enough stuff to the right places the 16 limit default could be adjusted without changing the exe (which I couldn't do to save my soul). None of the building conversions to production ever made anything for me so I adjusted to it.
Reason I didn't mention it this topic at the time was no posts were made in of 3 months when I downloaded and the author seemed to not be posting.. sorry I had forgotten in the mean time.
I think I lost you. I had the code for the Auto Parts Factory right, I screwed with it and broke it and had no back up. the Auto factory itself still works and used the same code.
I tried the original automod prior to doing the now defunct farmland mod. I had mentioned in the topic or readme file that parts of that mod and the great lakes mod didn't seem to work right on my laptop. Not taking anything away from your work. I just thought the topic(s) were both done and went off in another direction. I recall the dealship never haveing produced, scrapyard just sat there along with the 2nd types of mines. Not sure if they're all your work. Just giving credit for the inspiration I had.
Oh, the dealers work (unfortunatly). in the game i am playing now, there is scrap at at least 3 of my main passenger stations (doh) that i am not picking up. The scrap yard is fine. I just never programed the second type of scrap (junk cars), It seems to be overkill for this mod . It make the scarp yard so complex for so little payout, It was not worth using. Maybe ill code it in and see if i like it. right now adding the auto parts factory made everything so complex due to one step and the need for double the steel per auto now.
EDIT:: DOH!! it just dawned on me... If You had installed The earlier versions of this mod and the enhanced paper cycle mod , they both broke! now that i fixxed this one to be compatable... It will berak the Great lakes mod!!
The problem is i used the great lakes as my base, I am sure it came out before the paper one. but, the paper one is used more so i'll work around it.
What I seen from the mod this time is the sawmill still is a waste of valueable industry.... I still have my farmland mod on my laptop. loaded it removed a few of my added the Automod.... the Gravel pit never produced. My adjusted coal mine produced aggregates as long as I sent passengers(workers) there. I tried loading your industries as readme said tried to add mine in the optional ones and got a too many of that type error. Reversed the order and worked fine(strange).
Perhaps the problem I have is I am missing a file or something from original auto. I also used great lakes mod as base but coded mine from scratch merely used a few commodity dats. (don't know if there's a limit to number of commodity id#'s.
Just food for thought if you take and combine industrial things things to something like an industrial park. Lumber to it wood chips and goods out. Eliminates 1 industry. I did that and was able to run the original automod with a couple replacements I had made but never made graphics for. It got confusing have so many look alike industries.
the paper mod was nice, the saw mill made goods and woodchips. the papermill took the woods chips, not wood to make paper. if the differant modders make the mods right, they should all be able to co-habbitate at once in lomo, You just pick what you want for the secenrio You are building.
Anyways. once 1.6 is posted on AMI, give this a try again. I am having a lot of fun with the my beta scenerio that uses the 1.6 pack (you can just take the no mod version and add in whatever you want still if you cant wait)
Plastikman wrote:the paper mod was nice, the saw mill made goods and woodchips. the papermill took the woods chips, not wood to make paper. if the differant modders make the mods right, they should all be able to co-habbitate at once in lomo, You just pick what you want for the secenrio You are building.
Well I never seen a set standard for coding mods to industries. I'll do a search and look at it. Probably explains all the pm's I got about the farmland mod and not having permissions, or following set procedures.
After playing further.... the mod is working. but no where close to as easy as before. Before you could spit out tons of cars.. I am bearly making any cars. there is not enough steel to be made. I have 2 coal mine and 2 ore mines. i am making lots of steel, If I send it all to the Auto parts plant. I make tons and tons of Part. If I divert only some steel to the Auto plant, It all goes downhill. The real problem is timing. You have to get Parts and Steel to the Auto factory in the SAME month, i just keep missing that so they all get eaten by the factory.. Maybe I need some ideas here....
I have not tried picking up scrap from auto dealers yet.... thats my next step.. Maybe if i fix the parts factory...
Ok, Let me bounce this off You guys, Ill Make the auto plant only need "Auto Parts" no steel, And rename it "Auto Assembly Plant"? I just tried it in beta.. This is very manageable... I am still having fun with. the micro management the old way was killing me.....
Sorry for posting two versions in one day.. lol at least now i know how well it works .. or does not work. that is the problem with public betas... I'll leave this one fore a few days unless this one is broken. as far as I can see, this is wroking well.. Does anyone have any ideas on how to improve this? Would it be better if the Auto Parts Factory made scrap? the auto plant made none? I just give on this mod?
If anyone here is a decent map maker, I would love some Scenerios based on this mod. Detroit or something.
~EDIT~ mod removed. see bellow for newer version
Last edited by Plastikman on 29 May 2007 20:41, edited 1 time in total.
It is not to be produced easily cars if the PC puts the factories to different corners of the map. Only when I have put everything in the editor by hand I could produce cars.
Plastikman wrote:Ok, Let me bounce this off You guys, Ill Make the auto plant only need "Auto Parts" no steel, And rename it "Auto Assembly Plant"? I just tried it in beta.. This is very manageable... I am still having fun with. the micro management the old way was killing me.....
It's your mod adjust it as you see fit. I tested the previous beta and agree too much micro management(some people prefer it that way). I had no problems with lack of proper cars to haul stuff, Adjusted stock on hand (didn't download new car set)
I had same problem Walter1940 1st time 2nd time didn't provide a auto plant. Good idea have a few pre-made senerio.
You might want to re-edit some of the .dat files, as the wagons and cars that are meant to carry plastic pellets, scrap metal, automobiles and auto parts no longer do so. Not sure what happened, but they aren't able to carry anything.
Twenty-four to nothing and I'm at the intersection - My First Punk Song; Boxcar Racer
Unsinkable wrote:You might want to re-edit some of the .dat files, as the wagons and cars that are meant to carry plastic pellets, scrap metal, automobiles and auto parts no longer do so. Not sure what happened, but they aren't able to carry anything.
You just looked at them in the map maker thing dident you?
Costom cargos wont shoe up in that mode, trust me, they work.
I am a furry, dont like it? Kiss my soft furry tail!
Oh! And dont be a hater because of it... SLIPKNOT POWER! MAGGOT FOR LIFE! Last edited by ssbn742 on Thursday January 18, 2576 12:26 am from the orbiting Abaddon Class Battleship "Wait And Bleed"; edited 3 times in total