Coru's game mods (and questions!)

Creating and editing buildings and Commodities.
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Stoker
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Re: Coru's game mods (and questions!) Unread post

I like the textile mill idea. I have a scenario written where i programmed a 1.06warehouse to act in a similar fashion, but in the warehouse model you cannot have say "X+Y=Z" only "X=Z" and "Y=Z" so I have as one of its outputs rubber=clothes to simulate using elastic in garments, along with cotton=clothes and dye=clothes and wool of course. I have also experimented with making a warehouse factory that makes "synthetic" fibers inputting oil and outputting 2 wool or cotton to simulate rayon/ nylon - etc and also a synthetic rubber factory inputting oil and outputting rubber and chemicals producing dye. Making these buildable by the player is tricky tho, they are cheap and generate large profits, therefore limiting their out put to 1 or 2 (2 or 4 when upgraded) seems to be the ticket. The other issue I have with using warehouses as factories is your cities start looking like concentration camps with endless rows of them :cry: Keep up the good work, I will give these new buildings a try - for my personal use only of course.I am working on a 1.06 scenario right now, when I get a bit more savvy at this game perhaps I will try to make a "releaseable" one using some of these new buildings.

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coruscate
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Re: Coru's game mods (and questions!) Unread post

JFMarvelous wrote:would't it work the same way electric plants produce electric (sometimes at a profit but not often) but it never shows as a cargo :?: **!!!**
That's hard programmed somewhere in the executeable, the guys that made 1.6 wanted to have a new power plant building but could not pull it off because of this.
JFMarvelous wrote:also could you just have the old fishing pier place farther out into the water and ramp it to shore? Even if still to tall it would just always be low tide :!: As you can see on the pic in my last post, both piers are there(new one to the left of bigger one).
[/quote]

WP&P has been helping me understand what a truly monumentous task that really is, basically there's this file full of X,Y,Z coordinate numbers, witch each coordinate being a point in the 3d model, to make any changes you have to painstaking move it point by point. It can be done, he pulled it off with his engines, but I'm not ready for that when I'm still having an okay time with building models.
coruscate
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Re: Coru's game mods (and questions!) Unread post

Alright, today's major news:

Image

^_^ I pulled it off. Waste is now valued at 100k, and if you use my House modification with this, house production of waste will drop to 40% of what it was. With that done, you can isntall the alternate version of my Casinos (both are included in the zip) and you will have a profitable casino ^_^ Updating the recycling plant is NOT necessary, it will still continue to be just as profitable as it once was for you. But I do have an update for it, so that it demands passengers, mail and can make plastic too. With this done I should be able to (wait for it!!!) *drum roll* make a profitable theme park. I will have to figure out what I'm doing wrong on pricing these things in the code, even if I use the scientific calculator my totals are always a few million off and on oddball numbers u_U;;
coruscate
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Re: Coru's game mods (and questions!) Unread post

I've been off of work for the last few days, can you tell????

*ahem* *cough*

Okay, giving this some thought since all of my buildings so far have been compatible with 1.6 I would assume... let me repeat that, would assume.... that my "waste revamp" would would work with 1.6 as well. If someone who is using my mods could give it a whirl and let me know, that would be great. If so then when I get my mods done and start looking to adapt them to 1.6 (demanding electronics, ceramics, dye...) I can apply the same formula to turn demand only buildings into profit makers.

Hypothetically this would work if Ned wanted to but I think he planned to get rid of waste based on the idea that no one really used it... bwa ha ha ha ha ha HA HA HA HA HA, UNTIL NOW :twisted:
JFMarvelous
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Re: Coru's game mods (and questions!) Unread post

coruscate wrote:Alright, today's major news:

Image

^_^ I pulled it off. Waste is now valued at 100k, and if you use my House modification with this, house production of waste will drop to 40% of what it was. With that done, you can isntall the alternate version of my Casinos (both are included in the zip) and you will have a profitable casino ^_^ Updating the recycling plant is NOT necessary, it will still continue to be just as profitable as it once was for you. But I do have an update for it, so that it demands passengers, mail and can make plastic too. With this done I should be able to (wait for it!!!) *drum roll* make a profitable theme park. I will have to figure out what I'm doing wrong on pricing these things in the code, even if I use the scientific calculator my totals are always a few million off and on oddball numbers u_U;;
Does your recycling plant have a .cty file? Or are instructions just standard for all, as recycling update does not have one :?: **!!!**
coruscate
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Re: Coru's game mods (and questions!) Unread post

No other files are required. Drop that one file into "buildingcategories" folder and you're good, it's not dependent on anything else that I'm doing.

I'm thinking you must have grabbed it in the middle of the night, I went through my files a few hours ago and tried to make sure all the updates have instructions. If you do find any from now on that are lacking let me know and I'll fix.

I've been busy on this :mrgreen:

AAAAAAAAAAAAND...

Image

It's ready. It's all in pk4 files now, so if you have installed a version of this when I called it "attraction," please read the instructions to remove your files.

Included in it are both versions of the BCA file, the root director containing the "standard" version which is demand only and the "waste revamp" version which converts to waste for profit.
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Re: Coru's game mods (and questions!) Unread post

On your landfill mod with pk4 files, should I first remove .dds + 3dp files? so far casino,airport,hospital,theme park and malls still aways lose money.(although passengers are limited in the map I've been testing your mods on). All the rest seem to work fine. !*th_up*! and !$th_u$!
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Re: Coru's game mods (and questions!) Unread post

JFMarvelous wrote:so far casino,airport,hospital,theme park and malls still aways lose money.(although passengers are limited in the map I've been testing your mods on). All the rest seem to work fine. !*th_up*! and !$th_u$!
They can't make money unless they make something. Don't try to buy them in-game. Hard programmed that way. That's what all my messing with the waste thing has been about...
JFMarvelous wrote:On your landfill mod with pk4 files, should I first remove .dds + 3dp files?
Yes.
coruscate
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Re: Coru's game mods (and questions!) Unread post

I think to keep updating from betas to full versions easier on you guys (since I prefer to "open source" what I'm doing) I'll share just the BTY and BCA files. That way you won't have to worry about deleting and cleaning up beta work.
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Re: Coru's game mods (and questions!) Unread post

Is it possible to modify passengers(.cty file is all they have), to consume :?: Or are thet hardcoded too? Some mods may not work just right for me because I am using them in V1.06,(not V1.05) for which they where made. When I have time I will attempt San Diego 1976 which uses most of your mods doesn't it?
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nedfumpkin
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Re: Coru's game mods (and questions!) Unread post

Not sure what you mean about passengers consuming. The cargos themselves don't consume anything, only the various industries or other structures. It's possible to modify them to consume, or exchange passengers as a cargo.

There are two ways to handle passengers in the bca file, one is through the demand/supply/exchange part, the other is in the footer. both can also be used.

Passengers are hard coded as an express cargo, but otherwise they are handled like any other cargo, with differences in the economic engine and their production and pricing.
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Re: Coru's game mods (and questions!) Unread post

Hi Ned, As some of Coru's mods demand passengers I was thinking that maybe the passengers could also demand something when they arrive at places like the mall,theme park,etc.
Can't wait to see Trainmaster and the mods you have been working on. (0!!0)
Also didn't see .bca for passengers in my (building types?). .cty is an updated(12- -07)(v1.06maybe).
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nedfumpkin
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Re: Coru's game mods (and questions!) Unread post

BCA files are for buildings, and cty files are for cargo.

The answer to your question is yes, it is possible to make it so that an industry demands passengers in addition to other commodities in order to produce something else. Or just as a demand. For example, and this is something I am considering for the cotton plantation, in the 1800s, slaves were used to pick cotton, and after emancipation there were paid labourers doing it. Later there was machinery.

So what I am working on is that a cotton plantation has a "footer" supply/demand of a load of passengers per year. It will default to producing a limited amount of cotton.

Production can be increased by bring more passengers through a supply/demand where 1/2 a load of passengers produces a load of cotton. The ratios will change as time goes on. Eventually, demand for passengers will stop except for the footer exchange to represent migrant workers.

With the invention of machinery, production can also be increased by supplying machinery, and then with pesticides (chemicals), more increases can be achieved.

The idea being that as times change, so does the way cotton is produced.

In Trainmaster, the agricultural aspects are communities with the idea that the scenario writer will not spawn them but instead place them, and add them via conditions. Production of the agricultural communities can be controlled in a number of different ways so the writer will have a lot of options. I've tried to work out a balance of communities so that pretty much anything can be represented once you figure it out. But only some of them can be bought by the player, and none can be built, only added through the scenario writer or spawned.
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Re: Coru's game mods (and questions!) Unread post

"[There are two ways to handle passengers in the bca file, one is through the demand/supply/exchange part, the other is in the footer. both can also be used.]"
This I assume means BCA of the buildings in building types,(just wanted to be sure I wasn't missing anything) !$th_u$!
Count me in as a tester when Trainmaster is ready for testing. !*th_up*!
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Stoker
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Re: Coru's game mods (and questions!) Unread post

A current scenario I am working on involves using "Troops" as "Workers" and scripting areas(territories) to have increased production based on the number of "Workers" delivered to them. Also am using "Weapons" as "Equipment" (Mining. Logging, and Agricultural) and "Ammunition" as "Explosives", and have scripted production amounts keyed to delivery amounts per territory. I am experimenting with ways to thwart the deliver then load/ redeliver same troops- etc "cheat" but it is pretty complex and I think maybe I will just skip it- if people want to cheat thats their deal I guess.

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Re: Coru's game mods (and questions!) Unread post

JFMarvelous wrote:Is it possible to modify passengers(.cty file is all they have), to consume :?: Or are thet hardcoded too? Some mods may not work just right for me because I am using them in V1.06,(not V1.05) for which they where made. When I have time I will attempt San Diego 1976 which uses most of your mods doesn't it?
San Diego 1976 doesn't use any mods.

San Diego 1945 will use all of them, but that's on hold while I transform "demand only" buildings into profitable buildings. Oh yes people, I figured out how, even without the waste patch. Have the building demand X loads as normal, then transform one single load, that makes the building some money, by moving the smallest portion of the load you demanded in.

For instance with the bakery I may update by leaving it's current demands the same, but have it produce one load of cheese for .001 grain. Profits don't have to be the result of flooding the map with cargo.

On another note the shipyard is now profitable, and so is the landfill which will start in 1930 now I have NOT updated the stuff on the website since I just made the "big" release and I want people to play first.

I also have a "Factory Pig Farm" made from the munitions factory. For some waste, feed and chemicals it makes livestock, 5 a year.

And if the coding doesn't prevent me, I'm going to turn the electric plant into an incinerator plant, since I've unearthed more than enough history to justify their industrial pressence in an industrial game.
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nedfumpkin
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Re: Coru's game mods (and questions!) Unread post

I was thinking of trying to use the windmill as an incinerator to keep it different from the electric plant as far as supply and demand goes.
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Stoker
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Re: Coru's game mods (and questions!) Unread post

I noticed, reading through the posts here, a question concerning maximum building #. According to the 1.06 read me it is 88. !#2bits#!

All that is necessary for the triumph of evil is that good men do nothing.
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nedfumpkin
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Re: Coru's game mods (and questions!) Unread post

That is correct. There is a maximum posted, but it seems to be innacurate since I have 94 BCA files working in Trainmaster. There's more than 200 bty files.

BTW...all the things you mention you are doing in your scenario are available in TM. I'm looking at using the barracks as a worker's camp with demands for passengers, food, textiles, etc, similar to a house, but on a different scale.
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Re: Coru's game mods (and questions!) Unread post

Image
The Scrapyard starts in 1915. It makes 1.3 transformations a year;
Tires into chemicals
Autos into steel
Goods into iron

It also demands 2 waste, but if you're not using my "waste revamp" no big deal, I'm not making a second version for that patch either, this will be the only version.

It's ugly, but what do you expect? Makes about 50-60k a year. No upgrade.

I also updated the landfill finally, figured I waited enough time, might as well fix it and move on. Starts in 1920 like it should, there's no difference in waste demands between the two versions either, I nixed that.

I wanted to share my bakery, and while it works, it must be another hard coded issue because it shows no profit whatsoever.
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