Instead, you got a silly mod following the theme of the GTA:VC Mr Whoopee Mission.
If You don't know it. Google it.
here is a hint. You're not selling "Cherry Poppers Ice Cream". Ugh I should have put that in the mod.... to late now.
105 Downloads in 24 hours. that has to be a record... say good bye to the mod. I think I'll delete it now..
Lego did post a a fitting screen shot.
He got the joke in a save game of the actual Container Mod, not as the joke installer. For him it was even funnier as he was testing the real Container Mod only to find this scene in his game.
Everything below this was the front for the joke. It is of no value other then historical purposes now.
It it has been talked about a lot behind closed doors.
This mod is sort of what Halted TEH. the entire TEH was custom industries and cargoes of this nature and it got a bit crazy.
Container Mod For Locomotion:Including Sea Ports and Trucks.
What is it?
That should be obvious. How it works is not.
There are 2 versions of this mod included.
Version 1, Advanced route-builder version:
It is broken down as a "build it yourself" set of buildings that the map builder places as functional "eye candy" in the scenario editor for the player to interact with.
This version uses no industries.
Version 2, Normal player:
A set of placeable industries and a Player placeable "Eye-Candy" intermodal yard"
Both sets have a common goal "dedicated goods" from A to B and can be intermixed for a hybrid of play.
What is included:
Lots of "eye-candy" tiles (functional and non-functional)
2 Industries for point to point goal.
Semi-truck pack
Sea Port
New Road
New Road Station
New Ground Tiles
Few Secret Toys
To-Do List:
Player placeable yard scenery.
New "container unloading" Station.
Replace Asphalt Ground Tile
Replace Sea Crane base
Might Do:
Additional Warehouses
Issues:
These Industries "Need Goods" and make "Goods to a destination"
*Once you have a few goods You almost make perpetual "never ending" Destination goods.
This could be bad, it could also be nice for a BB/Zimmlock style Route map so you have a never-ending line of goods trains moving about the map.
After Beta., We might change (or add) the Goods-B warehouse to accept Goods-A (and rename it) and spit out standard goods to take to town?
*sometimes if you ignore the "buildings as industries" for a while, it takes some time to get them flowing again.