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easy Multi-Passenger-MOD (release)
Posted: 14 Jan 2007 12:22
by robo
I wonder why nobody didn't do this before, because it's easy and an big improvement in gameplay (in my opinion

)
This Multi-PassengerMOD has 4 different groups of passengers: workers, tired workers returning from their job, consumers and content citizens.
All passenger groups have the same ID (12), so vehicles don't need to be changed.
Dwelling Houses now produce workers and accept tired workers.
Post ist only produced and accepted by offices.
Shops accept consumers (and food and goods)
Industry need workers (
http://www.tt-forums.net/viewtopic.php?t=19254 ) and produce tired workers. I changed the variable "needall" to 1, if you want more competitive computer opponents change to 0.
There's another little problem: To transport the three passenger groups tired workers, consumers and content citizens in trams and busses you have to build a passenger stop and in addition (!) an overlapping cargo bay, train station, seaport or airport somewhere nearby.
The Paper Mill is modified to a supermarket, which convert tired workers to content citizens, if there's enough food delivered.
The old brewery is modified to a big shopping center which accepts tired workers and convert them to content citizens, if enough goods are delivered in the same time.
You can see in the scenario editer which buildings are changed. Use only modified houses and offices, industry is optional. Backup your objects directory before adding/replacing the new objects.
An advice: if you create a new scenario and have only small towns and villages at start, add a few buildings: church, shop (shop1) and Concert Hall (hall1), because these buildings fully accept consumers and content citizens to 100 %, which are otherwise blocking busses and trams, because they only get out if they find an accepting building.
Now it's possible to "collect" many workers from villages and towns and transport them to an industry, train station or offices over long distances and several stops.
Have fun.
edit: I didn't know that someone made the ultimative Busstop, which resolves the problem of a needed overlapping (cargo)station to transport the other three passengergroups.
So if you want to play the multipassengermod, try these roadstops (works for trams too), they can handle all passengergroups:
http://tt-forums.net/viewtopic.php?t=23870
http://www.locomotion-fanpage.net/forum ... 2dec327764
Posted: 14 Jan 2007 13:11
by andel
Do you have a screenshot of this in action, please?
Posted: 14 Jan 2007 14:03
by robo
Screenshot 1: you see the ex-brewery, now a shopping center with 108 content citizens (but graphic is not modified, same for the Paper Mill)
I changed bldcty14 which is built very often from office to appartements.
Screenshot 2: modified food processing plant, which only produces if there are workers and Livestock at the same time.
Screenshot 4: little village with passenger stop (for workers) and overlapping cargo bay for the other passenger groups.
I forgot to say: houses produce workers, consumers and accept tired workers, the greater ones (bldcty22,23,24,17,20) content citizens, too.
Screenshot 6: Steel Mill and Cherryhattan Station
This MOD supports only english, american and german language
Posted: 14 Jan 2007 14:06
by robo
screenshot 6
Posted: 14 Jan 2007 14:10
by biscuit178
i've downloaded this and tried it, i think it makes the game a bit more complicated but overall its a ok mod!
Posted: 15 Jan 2007 13:45
by jonnie47
does look complicated but good work

Posted: 15 Jan 2007 13:58
by EirikhO
Looks great! Downloading it when i get home

But I think the tired workers get more tired by not being picked up...
Posted: 15 Jan 2007 16:31
by TheGrew
Damn I was working on this (secretly), I guess I was just too slow
Posted: 15 Jan 2007 18:01
by NitrousX
it works without disturbing the original game??
otherwise i will not even bother to try......
Posted: 15 Jan 2007 18:32
by TheGrew
the problem is intergration, for it to be brilliant you would require every vehicle ever made for locomotion to be adapted to hold it which is bacily impossible without a series amount of work
Posted: 15 Jan 2007 19:27
by NitrousX
that is what i was afraid of

Re: easy Multi-Passenger-MOD (release)
Posted: 15 Jan 2007 22:20
by MjD
robo wrote:I wonder why nobody didn't do this before, because it's easy and an big improvement in gameplay (in my opinion

)
This Multi-PassengerMOD has 4 different groups of passengers: workers, tired workers returning from their job, consumers and content citizens.
All passenger groups have the same ID (12),
so vehicles don't need to be changed.
Not sure how this has been done, but to answer for robo there seems to be no problem to intergration with existing vehicles, unlike the simulated passenger intelligence that was proposed a while back.
To answer NitrousX, i'm guessing that it overwrites the original passenger file so it will effect the original game, not 100% sure but that is what I think it will do, as I have not tried it myself.
MD
Posted: 16 Jan 2007 06:03
by Martin1990
it apears he made new grouws but all use the id of the normal ones for vircles and adapted insutries to want a specific type, it will need to mod all industries that way
Posted: 16 Jan 2007 10:56
by andel
I'd really like a coders view of how this works - this could potentially revolutionise some sets.
Alistair - do you fancy giving an independant view and report on how this works with other sets (EG) - the BR Set?
Much app'ctd
Andel@Work.Stress.Help
Posted: 16 Jan 2007 12:59
by Illegal_Alien
Andel; It isnt a revolution, just look at the Vehicle Creator and you will see that this is old stuff. (1st en 3nd class passengers, will accept people in normal scenario`s but 1st and 2nd class in a modified one. Never released though.) So this idea is originaly from Scrat

Posted: 16 Jan 2007 13:08
by andel
Righty - so it works then?
Thats ok - I can sit happy then.
Posted: 16 Jan 2007 13:10
by robo
This MOD doesn't add or replace vehicles. Only buildings (bldhou... and bldcty...) are modified and replaced.
The normal passengers are now only called "workers" (pass.dat). So any vehicle-mod using the old, normal pass.dat and no additional passengers-dats should work with this MOD, too.
Three new passengergroups are added: consumers (passf.dat), tired workers (commuter.dat) and content passengers (passe.dat). A Bus can transport only one passenger group at once and can't be splitted, because all groups have the same ID. Trains are different.
The old industries are not replaced, the supermarket, shopping center and industries requiring workers and producing tired workers are new you can choose to use them or not.
I recommand this MOD especially for Sandbox-Players, who prefer to deactivate the computer opponents partially and search a new building challenge (for example: transport 5000 content citizens) and more complexity.
Feel free to suggest any improvements to this MOD.
One weaker point of this MOD perhaps is the situation of consumers, which are only accepted in some buildings, which the player can't influence in a running game (churches, hotels, concerthall, some shops). One solution could be to modify for example the supermarket to accept consumers instead of tired workers (which isn't a difficult task).
Posted: 17 Jan 2007 18:37
by TheGrew
I am worried as to which cargo slots this mod uses, the main problem we found with the simulated passenger intelligence is that there may be many conflicts with mods such as the 21st Century Mod.
Andel as for intergration the new cargo types would have to be added to every major mod (in XML), this would include DB Set, NL Set and of Course the BR Set. All of these sets are very large. Replacing the buildings dats arn't a problem I think however that although this is a great idea, the amount of work required would basicly mean re-writing the past 2 years of locomotion modding. Currently I have over 2000 dats in my objdata folder but even if 1/2 of these need changing that is over 1000 files.
Anyway that is my viewpoint, if you want to dicuss it in any more detail PM me.
Posted: 17 Jan 2007 18:39
by andel
But have you tested it?
Posted: 02 Feb 2007 13:11
by robo
alistairgrew wrote:I am worried as to which cargo slots this mod uses, the main problem we found with the simulated passenger intelligence is that there may be many conflicts with mods such as the 21st Century Mod.
Andel as for intergration the new cargo types would have to be added to every major mod (in XML), this would include DB Set, NL Set and of Course the BR Set. All of these sets are very large. Replacing the buildings dats arn't a problem I think however that although this is a great idea, the amount of work required would basicly mean re-writing the past 2 years of locomotion modding. Currently I have over 2000 dats in my objdata folder but even if 1/2 of these need changing that is over 1000 files.
Anyway that is my viewpoint, if you want to dicuss it in any more detail PM me.
The "simulated passenger intelligence mod"
http://www.tt-forums.net/viewtopic.php?t=23666
never worked correctly with an unmodded version of locomotion (at least not on my PC), I don't know why (perhaps because the lower IDs 13-16 this mod uses could be unstable or there's another conflict)
But I tried the modded vehicles of the "simulated passenger intelligence mod" with my easy Multipassengermod some time ago and it worked, if I remember right.
I think it's not too much work (one hour

) to modify some of the standard vehicles with the easy MultipassengerMod, because more IDs are an improvement (if you don't want to use other large vehiclemods), and vehicles can transport all Passengergroups at once with multiple IDs.
If I'm right, only two different cargos are supported by one vehicle in general.
http://wiki.locomotiondepot.net/index.p ... able:cargo.
What I tried and tested is this:
I changed the ID of the two passenger groups workers and consumers from 12 to 80 (pass.dat and passf.dat) and added for all trams, busses and some other passenger vehicles these lines (example):
<cargo num="0" capacity="85">
<cargotype id="12">0</cargotype>
</cargo>
<cargo num="1" capacity="85">
<cargotype id="80">0</cargotype>
</cargo>
If someone is interested, I could upload my modified standard vehicles. (there's only one "problem": I use wrapper tool for my vehicles

)
Edit: I made a variation for better gameplay.
This file contains some additional objects for the multipassenger-mod. It adds modified busses and trams, which can now transport all 4 passenger groups.
Trains, ships and planes can only transport workers and tired workers, which use the normal id 12 (original standard passengers), so you shouldn't have any problems with any train mods etc.
The supermarket and shopping center now accepts consumers and "produce" content citizens.
The file contains a busstop and busstop2 which allow to transport all 4 passenger groups with busses and trams. Computer opponents will have problems if you allow them to use busses and trams, but the new busstops are more comfortable.
credits: Seelenquell
http://tt-forums.net/viewtopic.php?t=23870