[REL] Founding Industries for everyone

Discuss, get help with, or post new modifications, graphics or related tools for Locomotion in this forum.

Moderator: Locomotion Moderators

Loewe13
Traffic Manager
Traffic Manager
Posts: 217
Joined: 25 Sep 2004 15:18
Location: Germany

[REL] Founding Industries for everyone

Post by Loewe13 »

HI, you know im still working on a MONORAIL Mod, but still there is no explaination how to get my track models into the game, so im releasing something different.

I was searching for the PRODUCING FACTOR so that you can tune the production, but i found a variable that lets you found all industries available in the szenario. But pls be sure when you edit them by yourself, that costfactor1 > 17 or loco.exe will crash.

Im releasing it, because some of you requested it some time ago.

Explaination:
every Industry has a FLAGSPart like this:
<bitmask name="flags" size="4">
<bit name="bit_0">1</bit>
<bit name="bit_E">1</bit>
<bit name="needall">0</bit>
<bit name="canincreaseproduction">1</bit>
<bit name="candecreaseproduction">0</bit>
</bitmask>
when you add to it:
<bit name="bit_10">1</bit>
the industry can be founded by the player.

im releasing 2 compilation of files for you: one for cheaters (all industries LOWEST price) and one for normal players with standard prices.
Just put the dat files in OBJDATA to give the industries the new status ;-)

Have Fun
Attachments
founding_industies_lowcost.rar
For our Cheaters
(1.55 MiB) Downloaded 1316 times
founding_industies_norm.rar
With standard prices
(1.55 MiB) Downloaded 1542 times
COALPS.rar
coal fired power station normal
(141.6 KiB) Downloaded 711 times
Last edited by Loewe13 on 07 Mar 2005 22:15, edited 1 time in total.
another_lomo_player
Engineer
Engineer
Posts: 66
Joined: 20 Nov 2004 21:42

Post by another_lomo_player »

Very good work!
Another LoMo player.

Various tools to Locomotion at my fresh site:
http://home.no/locomotion/
User avatar
PennCentral
Transport Coordinator
Transport Coordinator
Posts: 268
Joined: 12 Sep 2004 05:43
Location: Springfield, Ohio
Contact:

Post by PennCentral »

So this makes all industries available after you have started a scenario?
DT&I forever!!!! :)
Loewe13
Traffic Manager
Traffic Manager
Posts: 217
Joined: 25 Sep 2004 15:18
Location: Germany

Post by Loewe13 »

yes also in every savegame! it works!

i have tested it with savegames i played two months ago
User avatar
PennCentral
Transport Coordinator
Transport Coordinator
Posts: 268
Joined: 12 Sep 2004 05:43
Location: Springfield, Ohio
Contact:

Post by PennCentral »

Great addition! Thank you. :)
DT&I forever!!!! :)
User avatar
chevyrider
Tycoon
Tycoon
Posts: 3285
Joined: 16 Sep 2004 09:52
Location: Amersfoort The Netherlands

Post by chevyrider »

This is just great.
Now i can first build a big station, and then build the industries around it.
Thanks :D
User avatar
jcmcgoo
Engineer
Engineer
Posts: 20
Joined: 09 Feb 2003 23:18
Location: Colorado USA
Contact:

Post by jcmcgoo »

Love this mod there is only one little problem. Now after 3 months in the game, none of the grain farms produce anything at all. Every other industry is fine just the grain doesn't produce anymore.


:x
Image
User avatar
jcmcgoo
Engineer
Engineer
Posts: 20
Joined: 09 Feb 2003 23:18
Location: Colorado USA
Contact:

Post by jcmcgoo »

Actually after more research I found out it was the trainer I was using. The mod is wonderful so keep up the good work. I apologize to the gentelman that made the mod.

:wink:
Image
User avatar
chevyrider
Tycoon
Tycoon
Posts: 3285
Joined: 16 Sep 2004 09:52
Location: Amersfoort The Netherlands

Post by chevyrider »

Great, but i'm missing the coal fired powerstation.
Please could you do this one as well?
Thanks, :wink:
User avatar
jcmcgoo
Engineer
Engineer
Posts: 20
Joined: 09 Feb 2003 23:18
Location: Colorado USA
Contact:

Post by jcmcgoo »

I quit using the trainer i was using and the grain production problem comes up again. And it is kind of bad cause I can make loads of money with the rain farms. But good work on everything else in the mod though.
:x :x :evil: :evil: :twisted: :twisted:
Image
Small_Fryz
Engineer
Engineer
Posts: 24
Joined: 01 Oct 2004 03:09

Post by Small_Fryz »

ive also had trouble with coal mines, and wheat farms. Oil Rigs however are very good.

When i build coal mines etc they dont produce anything at all, would you be able to fix it?
User avatar
chevyrider
Tycoon
Tycoon
Posts: 3285
Joined: 16 Sep 2004 09:52
Location: Amersfoort The Netherlands

Post by chevyrider »

Could there be a link to the fact or a industrie can close down or not in the scenario editor?
In my scenarios industries can't close.
I only had it once that a forest gave zero output,but i think that was because it had not enough room to place trees between all the other forests.
Loewe13
Traffic Manager
Traffic Manager
Posts: 217
Joined: 25 Sep 2004 15:18
Location: Germany

Post by Loewe13 »

i dont know why they dont produce, i have the same problem, but i try to fix it by finding another variable which defines it ;-)

the coal fired power station will be released soon in this thread ;-)

just look in the szenario option when you can set the startyear, there is a option that industries can close down
User avatar
chevyrider
Tycoon
Tycoon
Posts: 3285
Joined: 16 Sep 2004 09:52
Location: Amersfoort The Netherlands

Post by chevyrider »

Loewe 13 wrote:there is a option that industries can close down
Yes, i know that, thats why i mentioned it.
could it be that the game closes down your moded industry, but doesn't remove it from the map.
So that it stays on 0%?
Turmith
Engineer
Engineer
Posts: 43
Joined: 09 Feb 2005 11:04
Location: The Netherlands

Post by Turmith »

I had the 0% problem without the mod. Its something the game is doing. When you wait sometime it comes back. (maybe something with bad harvest :P)
samuelmorris
Engineer
Engineer
Posts: 23
Joined: 06 Oct 2004 19:19
Location: Brentwood, Essex, UK

Post by samuelmorris »

If you look, the fields are empty, with no haybales, just like if you build a farm in the middle of te city, theres no room for anything to grow. don't know whether this will help resolve the problem or not.
Fuzzy Logix
Engineer
Engineer
Posts: 31
Joined: 24 Oct 2003 14:04
Location: Notts, UK
Contact:

Post by Fuzzy Logix »

i know this is old, but could someone develope this mod furthur to include all industries, as this one doens't include Power Stations etc.
Let there Be AI:
Let there Be Fuzzy Logix
Loewe13
Traffic Manager
Traffic Manager
Posts: 217
Joined: 25 Sep 2004 15:18
Location: Germany

Post by Loewe13 »

above the normal version for you and in this post the cheaters version
Attachments
COALPScheat.rar
coal fired power station CHEATERS
(141.6 KiB) Downloaded 422 times
Fuzzy Logix
Engineer
Engineer
Posts: 31
Joined: 24 Oct 2003 14:04
Location: Notts, UK
Contact:

Post by Fuzzy Logix »

reason why i asked for it was because the map that i'm playing on, all the power stations have closed down
Let there Be AI:
Let there Be Fuzzy Logix
User avatar
chevyrider
Tycoon
Tycoon
Posts: 3285
Joined: 16 Sep 2004 09:52
Location: Amersfoort The Netherlands

Post by chevyrider »

Still problems with 0% production of the wheat farms.
I try to play the April challenge made by an other forum, so i haven't placed the farms my self.
Anyone found that the normal version of "founding industries"worked correctly?
I use the low cost mod.
-
-
39 years experience with trains and still driving.
-
-
Post Reply

Return to “Locomotion Graphics, Modifications & Tools”

Who is online

Users browsing this forum: No registered users and 7 guests