Tonight's updates!
Department Store - Updates the BCA ("demand") file for the Department store from:
Demand 2 clothes
3 loads of people to
3 loads of people from
To
2 clothes, .2 goods (bother forever) and .5 paper until 2015 when the "paperless" movement overtakes retail.
That one is a completed update, you can post it if you want Hawk.
==========
Uncompleted, no posting:
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Hospital, got the skin half done and took it from a demand of 4 different cargos to 9, same with the mall.
Those two are downloadable betas and their preview graphic shows their exact demands. Keep in mind that some of the "1" entries are 1.5 and anything with a 0 is .5 or .2 demand.
I also started the Shipyard skin, and I'll see if I can't take that to a more complicated entry so it adapts from building with wood and tar to steel and oil to steel and uranium (nuclear). Nothing to download yet.
And last but not least my idea of adapting the maintence shed into a "trolley stop" is very doable, it's just a small station that can be built, unfortunately it can't be randomized. THAT would just kick @$$ but no u_U;; This one can be downloaded if you just want to play with it but there's no skin on it yet. I do have it set up to demand .5 paper until 2015, .2 coffee from 1980 onward, milk from 1982 onward and .2 waste is generated from 1990 onward. It takes and sends 3 people and .2 troops.
Coru's game mods (and questions!)
Re: Coru's game mods (and questions!)
Last edited by coruscate on Mon Dec 08, 2008 10:08 am, edited 1 time in total.
Re: Coru's game mods (and questions!)
Be happy to. Where do I find the download link?coruscate wrote:That one is a completed update, you can post it if you want Hawk.
Hawk
Re: Coru's game mods (and questions!)
Yeah I guess that list is getting a little on the site...
http://healthyinsanity.com/railroad/departmentstore.rar
But always over here somewhere if I forget to put a direct link here.
http://healthyinsanity.com/railroad/
"Directions: Departmentstore.rar contains departmentstore.bca, this goes into your "railroadtycoon3/buildingtypes/ folder. WARNING: Back up the file of the same name that is already there BEFORE you install this mod."
I just updated the file just ten seconds ago to include those directions as a readme.txt
http://healthyinsanity.com/railroad/departmentstore.rar
But always over here somewhere if I forget to put a direct link here.
http://healthyinsanity.com/railroad/
"Directions: Departmentstore.rar contains departmentstore.bca, this goes into your "railroadtycoon3/buildingtypes/ folder. WARNING: Back up the file of the same name that is already there BEFORE you install this mod."
I just updated the file just ten seconds ago to include those directions as a readme.txt
Re: Coru's game mods (and questions!)
(nothing to upload, Hawk)
Updates for tonight:
1) Shipyard beta is now available for download. Skin have moved along a bit.
2) Hospital skin is 90% done.
3) Updated the casino BCA file to demand, in addition to everything else mentioned, paper and coffee.
If you have tried any of these, let me know what you think.
Updates for tonight:
1) Shipyard beta is now available for download. Skin have moved along a bit.
2) Hospital skin is 90% done.
3) Updated the casino BCA file to demand, in addition to everything else mentioned, paper and coffee.
If you have tried any of these, let me know what you think.
Re: Coru's game mods (and questions!)
UPDATE COMPLETE!
For one building anyway, welcome the Landfill!
The first "big" landfill for America was in 1937, later for Europe. This starts in 1937 with a demand for 6 waste. in 1990 it switches to 3 waste and in 20015 it demands no more. In 1985 it starts leaking .2 chemicals forever, and in 2010 it's adapted to make 1 fertilizer a year. It demands .2 passengers, .2 and sends .2 mail.
I wanted to use the old coal mine, hoping to make a stack of cars... but alas the posts of the frame were "hard modeled" and not just flat textures.
This update also includes an update for the waste category file, since the waste will not generate from homes (that are already set to produce starting in 1800) and the other businesses I will set up to generate it.Thanks to Ned and WP&P for all their help.
For one building anyway, welcome the Landfill!
The first "big" landfill for America was in 1937, later for Europe. This starts in 1937 with a demand for 6 waste. in 1990 it switches to 3 waste and in 20015 it demands no more. In 1985 it starts leaking .2 chemicals forever, and in 2010 it's adapted to make 1 fertilizer a year. It demands .2 passengers, .2 and sends .2 mail.
I wanted to use the old coal mine, hoping to make a stack of cars... but alas the posts of the frame were "hard modeled" and not just flat textures.
This update also includes an update for the waste category file, since the waste will not generate from homes (that are already set to produce starting in 1800) and the other businesses I will set up to generate it.Thanks to Ned and WP&P for all their help.
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- Watchman
- Posts: 85
- Joined: Thu Dec 04, 2008 11:05 am
Re: Coru's game mods (and questions!)
Hi Coru. your mods are great. . I'm using C2C & V1.6 and enabled mods in editor(high % in city/terr) on QuestV2 that I had running and they started popping up soon. I haven't run the game long enough to check all out, but so far so good.
Is the foot print to small on airline for runways?(and where's the planes?).Also fishing pier set much higher than buildings around it,but it's still a real nice mod.(and makes money too). Keep up the good work and keepem coming.
Is the foot print to small on airline for runways?(and where's the planes?).Also fishing pier set much higher than buildings around it,but it's still a real nice mod.(and makes money too). Keep up the good work and keepem coming.
Re: Coru's game mods (and questions!)
You're using v6? I'll be re-adapting the mods to work with that too.
I just finished the casinos with beauty shots, but I need to learn how to pk4 this stuff up to make it easier to install. The casinos have been "retrofitted" (haha) to produce waste in 1937 and I addded paper and coffee to their demand list.
Oh, when you do install the next update I announce for the attraction, keep in mind that the "attraction" is becoming "theme park." "attraction" will be a non-skinned Toy Factory so the current attraction tga files you have in your 2d directory will need to be deleted when you put it in. I did upload the new attraction and theme park files if you want to check them out. Attraction is a small amusement park type that was popular in the early 1900s, theme park is... well Disneyland. Starts in 1955.
Glad they are working.
I just finished the casinos with beauty shots, but I need to learn how to pk4 this stuff up to make it easier to install. The casinos have been "retrofitted" (haha) to produce waste in 1937 and I addded paper and coffee to their demand list.
Oh, when you do install the next update I announce for the attraction, keep in mind that the "attraction" is becoming "theme park." "attraction" will be a non-skinned Toy Factory so the current attraction tga files you have in your 2d directory will need to be deleted when you put it in. I did upload the new attraction and theme park files if you want to check them out. Attraction is a small amusement park type that was popular in the early 1900s, theme park is... well Disneyland. Starts in 1955.
Glad they are working.
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- Watchman
- Posts: 85
- Joined: Thu Dec 04, 2008 11:05 am
Re: Coru's game mods (and questions!)
re-adapting? All maps & mods I've downloaded here must be working on V1.6, because that is what I'm using.I've downloaded maps that say V1.5 only and as far as I know they work too,(117 maps in my maps folder)as after install there's no way to tell the difference as to which version they were make for.
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- Watchman
- Posts: 85
- Joined: Thu Dec 04, 2008 11:05 am
Re: Coru's game mods (and questions!)
Coru, just downloaded your new mods & some of the others again(not sure if I have have the newest,best version),could u number them (maybe like airline 1.1 10% to 1.9 90% )and just remove the version number at 100%? would be easy to know if I had the lasted one out
also all your mods need people(passengers) don't they btw new fishing pier looks nice (can I still use both?)
also all your mods need people(passengers) don't they btw new fishing pier looks nice (can I still use both?)
Re: Coru's game mods (and questions!)
I think ALL industries should demand passengers. After all, factories , mines, or farms dont produce anything without employees. I like the ideas I have been reading about your new buildings Cor, they are a fresh twist to this game. Sprucing up retail stores- etc is great and I personally would like to see some of the "useless" buildings like stadiums and museums (I know they have a small passenger demand component) have a more useful role, like say making a stadium demand passengers, alcohol, meat, and paper, and produce waste.Also, the "standard" buildings like hotels restaurants and taverns could have better cargo dynamics as well, such as having hotels demand passengers , paper, clothing(linens) etc and produce waste- taverns demanding alcohol, and restaurants demanding meat, cheese(for lack of a more general "food" cargo), and perhaps paper and alcohol, while also producing waste. i am a new member of the forum here, but have been active in strategy gaming and scenario creation/ modding for quite a while, and am ready to try my hand at rrt3, which I have had for several years but only recently have gotten really interested in. Keep up the good work!
All that is necessary for the triumph of evil is that good men do nothing.
Edmund Burke
Re: Coru's game mods (and questions!)
I'll be adding version numbers to the finished buildings, and yes, all of my buildings demand and receive people, mail and troops respectively. Mind you, troops are used sparingly and I only figure in .2 for employees. The game seems to operate on the idea that as many people come as they go, which is logical, but with an overload of people on the map I think it's okay to create industries that demand more people than they make.
As for using "both" buildings unfortunately no, you'd have to get into the same kind of programming I do to pull that off.
Thanks for downloading and trying my buildings ^_^
As for using "both" buildings unfortunately no, you'd have to get into the same kind of programming I do to pull that off.
Thanks for downloading and trying my buildings ^_^
Re: Coru's game mods (and questions!)
I just updated the Landfill to use a pk4 file and the version number is now in the read me file, on my site.
http://healthyinsanity.com/railroad
http://healthyinsanity.com/railroad/landfill.rar
viewtopic.php?f=5&t=1537&p=14675#p14675
Instructions on how to uninstall the graphic files from the "old" Landfill and replace it with the pk4 is in that thread link right there, since anyone using my "beta" will need to know to remove the old graphics when the final is done I'll include instructions in my zip files from now on.
http://healthyinsanity.com/railroad
http://healthyinsanity.com/railroad/landfill.rar
viewtopic.php?f=5&t=1537&p=14675#p14675
Instructions on how to uninstall the graphic files from the "old" Landfill and replace it with the pk4 is in that thread link right there, since anyone using my "beta" will need to know to remove the old graphics when the final is done I'll include instructions in my zip files from now on.
Re: Coru's game mods (and questions!)
It depends on if they call for something specific, and sometimes I guess we don't want to trip over each other's feet. But re-adapting as in accounting for all the new industries. For instance the Theme Park will have to want electronics, the shipyard can actually demand and use rock (concrete) during a time period, the science lab will eat through ceramics, the lavender farm will directly produce pharmecuticals, etc....JFMarvelous wrote:re-adapting? All maps & mods I've downloaded here must be working on V1.6, because that is what I'm using.I've downloaded maps that say V1.5 only and as far as I know they work too,(117 maps in my maps folder)as after install there's no way to tell the difference as to which version they were make for.
Re: Coru's game mods (and questions!)
Cannery beta 1.00 is available for download.
This building is based off of the furniture factory, I may change that but there are no graphic updates in this beta, so no big deal. It will require you to update your cheese.cty file, but this is no big deal either, it just updates the game so cheese becomes available in 1800 instead of 1880. It will only impact your game if you manually place any dairy processors, all of the in game bca files are set to produce from 1800, they just don't activate because the .cty files control cargo.
The first two numbers represent how much the cannery pays in base product to make 235k (1 load) of cheese. Below that are the transformation numbers since they won't show up in the window properly. The combinations are meat/product + metal = cheese. After 1898 paper is required for labels. It kicks off in 1846 when the first automated machines were made for canning, before that it did exist as an industry but they used mostly glass (this will be nice in Ned's update).
OH!
I did figure out an easy way to get around not being able to make bca files between 9 and 21... simply make the unwanted entries some product that begins in 1800 and ends in 1801. I haven't tried it yet but it should work no issue since those 21 entry buildings (the science lab is one) don't crash the game.
This building is based off of the furniture factory, I may change that but there are no graphic updates in this beta, so no big deal. It will require you to update your cheese.cty file, but this is no big deal either, it just updates the game so cheese becomes available in 1800 instead of 1880. It will only impact your game if you manually place any dairy processors, all of the in game bca files are set to produce from 1800, they just don't activate because the .cty files control cargo.
The first two numbers represent how much the cannery pays in base product to make 235k (1 load) of cheese. Below that are the transformation numbers since they won't show up in the window properly. The combinations are meat/product + metal = cheese. After 1898 paper is required for labels. It kicks off in 1846 when the first automated machines were made for canning, before that it did exist as an industry but they used mostly glass (this will be nice in Ned's update).
OH!
I did figure out an easy way to get around not being able to make bca files between 9 and 21... simply make the unwanted entries some product that begins in 1800 and ends in 1801. I haven't tried it yet but it should work no issue since those 21 entry buildings (the science lab is one) don't crash the game.
Canning 4 time periods
192.7 82% iron age 1846-1859
166.85 71% Tinplate 1860-1897
150.4 62% Sanitary can 1898-1956
117.5 50% Aluminum 1957
1846
.5 Iron
.9 Meat
4.2 Produce
1860
.4 Steel
.68 Meat
2.95 Produce
1898
.2 Steel
.1 Paper
.61 Meat
2.67 Produce
1957
.2 Aluminum
.1 Paper
.55 Meat
2.54 Produce
Re: Coru's game mods (and questions!)
The other industries I made that are demand only aren't as important feedback wise other than they being used lets me know I'm on the right track... but since this one should have economic benefit and since it existed in the previous version of Railroad Tycoon, I would like some extra feedback on this one if you download it and try it please
Re: Coru's game mods (and questions!)
Today's buildings that are complete:
Casino
http://healthyinsanity.com/railroad/casino.rar
Lavender Farm
http://healthyinsanity.com/railroad/lavendar.rar
Beta: The re-done Textile mill. Why a beta for an existing building? Because I'm converting it to not only produce the normal loads, but account for packaging in the post war era as well as rubberized clothing (from the start), rayon and then nylon. The complicated part of releasing this mod is that the chemical plant and rubber farm don't show up til the 1900s when that isn't realistic. So I fixed that problem, both show up at 1800 and the Chemical plant produces 3 instead of 2 loads. Both plants also demand a small amount of worker folk and mail. Included are the category files to kick off those cargos early.
http://healthyinsanity.com/railroad/textilemill.rar
http://healthyinsanity.com/railroad/rubber.rar
http://healthyinsanity.com/railroad/chemical.rar
The next thing I'm working on at the moment is re-doing the waste prices so I can turn my demand only industries into producing industries. I took Waste from 40k to 160k and I'm trying to re-balance it all out. Problem is adjusting house production levels for trash down....
Casino
http://healthyinsanity.com/railroad/casino.rar
Lavender Farm
http://healthyinsanity.com/railroad/lavendar.rar
Beta: The re-done Textile mill. Why a beta for an existing building? Because I'm converting it to not only produce the normal loads, but account for packaging in the post war era as well as rubberized clothing (from the start), rayon and then nylon. The complicated part of releasing this mod is that the chemical plant and rubber farm don't show up til the 1900s when that isn't realistic. So I fixed that problem, both show up at 1800 and the Chemical plant produces 3 instead of 2 loads. Both plants also demand a small amount of worker folk and mail. Included are the category files to kick off those cargos early.
http://healthyinsanity.com/railroad/textilemill.rar
http://healthyinsanity.com/railroad/rubber.rar
http://healthyinsanity.com/railroad/chemical.rar
The next thing I'm working on at the moment is re-doing the waste prices so I can turn my demand only industries into producing industries. I took Waste from 40k to 160k and I'm trying to re-balance it all out. Problem is adjusting house production levels for trash down....
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- Watchman
- Posts: 85
- Joined: Thu Dec 04, 2008 11:05 am
Re: Coru's game mods (and questions!)
I built this cannery and had one popup via new industry. this one is doing real good in second year,other one to far from anything to produce enough, but they seem to work fine.coruscate wrote:The other industries I made that are demand only aren't as important feedback wise other than they being used lets me know I'm on the right track... but since this one should have economic benefit and since it existed in the previous version of Railroad Tycoon, I would like some extra feedback on this one if you download it and try it please
Is it possible to make ghost cargos(that don't move by rail)so your ship yard can make ships(ports would buy them)? ship yard does not pay for materials, but uses them?
Re: Coru's game mods (and questions!)
Are you using the beta I did before I swapped to the meat packing plant as the base model? If the answer is yes and you asked me earlier "can I keep both" the answer is yes then. It'd work under the same principle that drives having two versions of the casino and tourist trap. I don't see why though, the meat packing plant saves tons of space, and there's nothing I can do about the pier rising a mile high above the water, wish I could, then I'd try re-skinning it as the shipyard again. I'm surprised to see the port get an upgrade, I'll have to figure out how to do that.
As for "ghost cargo" I don't think that's possible, the game has to have a destination for all cargo otherwise the building that produces them doesn't register a sale. That's why I'm looking into how to expand the cargo. Rather than get obsessed with a particular kind of cargo, I want to designate some general cargos and then use those craftily to represent all sorts of stuff.
As for "ghost cargo" I don't think that's possible, the game has to have a destination for all cargo otherwise the building that produces them doesn't register a sale. That's why I'm looking into how to expand the cargo. Rather than get obsessed with a particular kind of cargo, I want to designate some general cargos and then use those craftily to represent all sorts of stuff.
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- Watchman
- Posts: 85
- Joined: Thu Dec 04, 2008 11:05 am
Re: Coru's game mods (and questions!)
would't it work the same way electric plants produce electric (sometimes at a profit but not often) but it never shows as a cargocoruscate wrote:Are you using the beta I did before I swapped to the meat packing plant as the base model? If the answer is yes and you asked me earlier "can I keep both" the answer is yes then. It'd work under the same principle that drives having two versions of the casino and tourist trap. I don't see why though, the meat packing plant saves tons of space, and there's nothing I can do about the pier rising a mile high above the water, wish I could, then I'd try re-skinning it as the shipyard again. I'm surprised to see the port get an upgrade, I'll have to figure out how to do that.
As for "ghost cargo" I don't think that's possible, the game has to have a destination for all cargo otherwise the building that produces them doesn't register a sale. That's why I'm looking into how to expand the cargo. Rather than get obsessed with a particular kind of cargo, I want to designate some general cargos and then use those craftily to represent all sorts of stuff.
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).