The 30 or so new unused cargos in 1.06
Re: The 30 or so new unused cargos in 1.06
How do you mean "thumbnail"? Don't they have icons available already?
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Re: The 30 or so new unused cargos in 1.06
Scrap & appliances are not in 1.06 or trainmaster. They will be brand new. These 2 cargos are big business for railroads in the US.Gumboots wrote:How do you mean "thumbnail"? Don't they have icons available already?
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Re: The 30 or so new unused cargos in 1.06
While we are on animals, why is the site "hawk badger" but the domain "hawkdawg.c0m"Hawk wrote:You must have me confused with someone else. My rememberer went out long ago.AT41B wrote:... very good recall memory.
Re: The 30 or so new unused cargos in 1.06
Lack of forethought on my part.Cash on Wheels wrote:While we are on animals, why is the site "hawk badger" but the domain "hawkdawg.c0m"Hawk wrote: You must have me confused with someone else. My rememberer went out long ago.
I had the domain name about 3 years before this site became the Hawk & Badger Railroad. I bought the domain name back in Aug. 2002. The Hawk & Badger name didn't come about until Nov. or Dec of 2005.
The site was originally called HawkDawg's Hole in the Wall. Here's what it looked like back in 2002.
BTW! Badger is my wife's nickname, given to her by a friend of ours so long ago because, although she's only 4'11", she doesn't back down from anyone. That friend was about 5'11" and weighed about 350 lbs. She wouldn't back down from him in an argument.
He had just watched a documentary about badgers, showing them attacking a bear and a lioness and taking their food away and bee hives to get honey, even though the bees stung the heck out of it, there was no stopping it from getting that honey.
OK! Back on topic.
Hawk
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Re: The 30 or so new unused cargos in 1.06
Where do I start?!
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Re: The 30 or so new unused cargos in 1.06
Not sure I can help, but here's something to try:
Download the "Trainmaster Rolling Stock Skinning Kit" from the Tips &Tutorials page. It contains small programs for packing and unpacking the pk4 files. Gumboot's kindly left some simple tips on how to actually get the thing to work. For unpacking; packing.
Then go into the game folder sub-folders ...\Data\PopTopExtraContent. There is a file called Cargo106.PK4. Un-pack that and you might see what you need to make for a new icon. I see each cargo has a dds, imb and dsc file.
Download the "Trainmaster Rolling Stock Skinning Kit" from the Tips &Tutorials page. It contains small programs for packing and unpacking the pk4 files. Gumboot's kindly left some simple tips on how to actually get the thing to work. For unpacking; packing.
Then go into the game folder sub-folders ...\Data\PopTopExtraContent. There is a file called Cargo106.PK4. Un-pack that and you might see what you need to make for a new icon. I see each cargo has a dds, imb and dsc file.
Re: The 30 or so new unused cargos in 1.06
I've never played with making new cargoes so I'm not sure how to go about it. However, by checking how things were done for the 1.06 cargoes, it should be possible to figure it out.
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Re: The 30 or so new unused cargos in 1.06
I working on this slowly, Right now maps are my #1 RRT3 priority, but never the less here's 52 cargo's I've settled on.
Noteable industry changes
Potash-->fertilizer
aluminum & ingots(ore smelter) both use ore
Paper & lumber mills will now fight over logs
rice=grain
wool=cotton
furnace is now just rock-->concrete.
Waste goes directly into Alum, paper, steel, tire & electronic plants
Nearly every building has its input/out changed in some way
Using some Trainmaster buildings and cargo.
Noteable industry changes
Potash-->fertilizer
aluminum & ingots(ore smelter) both use ore
Paper & lumber mills will now fight over logs
rice=grain
wool=cotton
furnace is now just rock-->concrete.
Waste goes directly into Alum, paper, steel, tire & electronic plants
Nearly every building has its input/out changed in some way
Using some Trainmaster buildings and cargo.
Last edited by Cash on Wheels on Thu Feb 02, 2017 4:11 pm, edited 1 time in total.
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Re: The 30 or so new unused cargos in 1.06
Interesting. Sounds to me like you are making a mod of the industrial side? Are the cargoes like Grain=Rice going to be swappable the way the cargoes mentioned in the title of the thread are, if one manually edits the GMP file? So one can have either Grain or Rice in a scenario?
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Re: The 30 or so new unused cargos in 1.06
Yes you can swap out any cargo, for instance if you wanted rice instead of grain. Just remove all instances of grain in the .bca files (house, brew, silo, bakery, grain farm &.......) & replace it with rice.
..........is looking for 2hrs trying find a mistake I made when I decided to do much @ once
Anyone else interested beware, switching cargos can be very tedious!!! & dangerous.
..........is looking for 2hrs trying find a mistake I made when I decided to do much @ once
Anyone else interested beware, switching cargos can be very tedious!!! & dangerous.
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Re: The 30 or so new unused cargos in 1.06
Reworked the entire industry chain a while ago.RulerofRails wrote:Interesting. Sounds to me like you are making a mod of the industrial side? Are the cargoes like Grain=Rice going to be swappable the way the cargoes mentioned in the title of the thread are, if one manually edits the GMP file? So one can have either Grain or Rice in a scenario?
That's for my "1.16" version. Other than it's far from a finished product. +some of it poached from trainmaster. I still mostly use 1.06 w/ price islands
I do not use the map.gmp files. Just .cty & .bty to switch & replace cargos.
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Re: The 30 or so new unused cargos in 1.06
In my install of 1.06, I don't see any those alternate cargoes in the CargoTypes folder. Are they a separate download?Cash on Wheels wrote:- If you're clever with a binary editor, there are an additional thirty or so
cargo skins that can be used to replace existing cargos in GMP files:
~4459Beer
~4464Candidates
~4466China
~4468Containers
~4471Detergents
~4472Deuterium
~4477Energy
~4478Fish
~4479Food
~4481Glass
~4482Gravel
~4495Money
~4497Newspaper
~4507Paint
~4508Perfume
~4509Potash
~4510Pottery
~4511Prisoners
~4515Salt
~4516Sand
~4518Spaceships
~4520Syrup
~4523Tea
~4525Tin
~4529Tobacco
~4530Tools
~4538Valuables
~4541Wine
~4542Wire
To use one of these, you'll have to replace all occurrences of the original
cargo name in the GMP file with the new symbol. Don't try to rename any
of the express cargos; they won't work properly.
The 1.06 version brings the Cargo count to 51. You can add one or two of the above cargos (without removing any others) coded in to the 1.06 patch.(I did with Spaceships)
Too add an above cargo, you to create a .cty file for it. then add it into any .bca file's production chain.
To Remove ANY cargo from the game you need clear it out from all .bca files this include houses & and other building packs you may have downloaded.
then move that .cty file to a backup folder.
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Re: The 30 or so new unused cargos in 1.06
They're hidden. They are stashed in the .exe but you have to make all your own .bca and whatever else files for them.
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Re: The 30 or so new unused cargos in 1.06
Ah, gotcha. Thanks for the clarification. So, let's say for simplicity's sake, I want to add fish to my Port "supply only" (thus avoiding the need for a new building), first I add Uranium or some other cargo useless for the early 19th century, locate the statement for Uranium in the ports/warehouse formulae of the GMP, change Uranium to ~4478Fish. Now I have to dash off to the House.bca file and modify the demands (for my early 19th century purposes, replacing ~4476Electronics with ~4478Fish). And voila! Fish are in my economy?Gumboots wrote:They're hidden. They are stashed in the .exe but you have to make all your own .bca and whatever else files for them.
But I still have to make a ~4478Fish.cty and "hide" the ~4476Electronics.cty? right?
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Re: The 30 or so new unused cargos in 1.06
Nope you will need do an entire industry mod! If you replace cargos it will throw them out of order. I guess you could add ONE(1) of something AFTER ~4513Rock like ~####tobacco, ~####Sand ~4518Spaceships ~4542Wire etc as an additional cargo to 1.06 but that's it.Just Crazy Jim wrote:Ah, gotcha. Thanks for the clarification. So, let's say for simplicity's sake, I want to add fish to my Port "supply only" (thus avoiding the need for a new building), first I add Uranium or some other cargo useless for the early 19th century, locate the statement for Uranium in the ports/warehouse formulae of the GMP, change Uranium to ~4478Fish. Now I have to dash off to the House.bca file and modify the demands (for my early 19th century purposes, replacing ~4476Electronics with ~4478Fish). And voila! Fish are in my economy?Gumboots wrote:They're hidden. They are stashed in the .exe but you have to make all your own .bca and whatever else files for them.
But I still have to make a ~4478Fish.cty and "hide" the ~4476Electronics.cty? right?
Thus I dubbed this v1.16 Was intended for play after 1900 but useable before. Lots of work, more testing to. No plans to finish anytime soon.
Much easier to do all this with MT house. house before 1910 has about 10 cargos going to it. My Spaceship factoy has come a long ways form the one in the first page of the thread. Some buildings ripped from trainmaster w/custom .BCA files.
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Re: The 30 or so new unused cargos in 1.06
Y'know you should be able to do this by just editing the text strings in RT3.lng and changing the icons.
Code: Select all
; 4450-4549 reserved for Cargo and Cargo skins
4459 "Beer"
4464 "Candidates"
4465 "Ceramics"
4466 "China"
4467 "Concrete"
4468 "Containers"
4469 "Crystals"
4471 "Detergents"
4472 "Deuterium"
4475 "Dye"
4476 "Electronics"
4477 "Energy"
4478 "Fish"
4479 "Food"
4481 "Glass"
4482 "Gravel"
4488 "Ingots"
4493 "Machinery"
4494 "Medicine"
4495 "Money"
4497 "Newspaper"
4505 "Ore"
4507 "Paint"
4508 "Perfume"
4509 "Potash"
4510 "Pottery"
4511 "Prisoners"
4513 "Rock"
4515 "Salt"
4516 "Sand"
4518 "Spaceships"
4520 "Syrup"
4523 "Tea"
4525 "Tin"
4529 "Tobacco"
4530 "Tools"
4538 "Valuables"
4541 "Wine"
4542 "Wire"
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